fluid-simulation-react
Version:
A React library which shows multi-colored fluid effects on cursor movements. On cursor movements or touch you can make smoke like effects. Ideal for adding dynamic, visually engaging elements to application.
49 lines (48 loc) • 3.06 kB
JavaScript
;
Object.defineProperty(exports, "__esModule", {
value: true
});
exports["default"] = void 0;
function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, _toPropertyKey(descriptor.key), descriptor); } }
function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); Object.defineProperty(Constructor, "prototype", { writable: false }); return Constructor; }
function _toPropertyKey(arg) { var key = _toPrimitive(arg, "string"); return _typeof(key) === "symbol" ? key : String(key); }
function _toPrimitive(input, hint) { if (_typeof(input) !== "object" || input === null) return input; var prim = input[Symbol.toPrimitive]; if (prim !== undefined) { var res = prim.call(input, hint || "default"); if (_typeof(res) !== "object") return res; throw new TypeError("@@toPrimitive must return a primitive value."); } return (hint === "string" ? String : Number)(input); }
function compileShader(gl, type, source) {
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw gl.getShaderInfoLog(shader);
}
return shader;
}
var GLProgram = exports["default"] = /*#__PURE__*/function () {
function GLProgram(gl, vertexSource, fragmentSource) {
_classCallCheck(this, GLProgram);
var vertexShader = compileShader(gl, gl.VERTEX_SHADER, vertexSource);
var fragmentShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSource);
this.uniforms = {};
this.program = gl.createProgram();
this.gl = gl;
gl.attachShader(this.program, vertexShader);
gl.attachShader(this.program, fragmentShader);
gl.linkProgram(this.program);
if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) {
throw gl.getProgramInfoLog(this.program);
}
var uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);
for (var i = 0; i < uniformCount; i++) {
var uniformName = gl.getActiveUniform(this.program, i).name;
this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName);
}
}
_createClass(GLProgram, [{
key: "bind",
value: function bind() {
this.gl.useProgram(this.program);
}
}]);
return GLProgram;
}();