@pibbl/core 0.0.1

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Files changed (1069) hide show
  1. package/LICENSE.txt +19 -0
  2. package/README.md +76 -0
  3. package/THIRD_PARTY_NOTICES.txt +205 -0
  4. package/dist/features/particles/index.d.ts +7 -0
  5. package/dist/features/particles/index.js +26 -0
  6. package/dist/features/particles/index.js.map +7 -0
  7. package/dist/features/particles/index.mjs +1 -0
  8. package/dist/features/particles/lib/canvas/birth-ledger.d.ts +69 -0
  9. package/dist/features/particles/lib/canvas/birth-ledger.js +752 -0
  10. package/dist/features/particles/lib/canvas/birth-ledger.js.map +7 -0
  11. package/dist/features/particles/lib/canvas/component.d.ts +14 -0
  12. package/dist/features/particles/lib/canvas/component.js +249 -0
  13. package/dist/features/particles/lib/canvas/component.js.map +7 -0
  14. package/dist/features/particles/lib/canvas/executor.d.ts +31 -0
  15. package/dist/features/particles/lib/canvas/executor.js +537 -0
  16. package/dist/features/particles/lib/canvas/executor.js.map +7 -0
  17. package/dist/features/particles/lib/canvas/primitive.d.ts +14 -0
  18. package/dist/features/particles/lib/canvas/primitive.js +50 -0
  19. package/dist/features/particles/lib/canvas/primitive.js.map +7 -0
  20. package/dist/features/particles/lib/canvas/raster-cache.d.ts +13 -0
  21. package/dist/features/particles/lib/canvas/raster-cache.js +106 -0
  22. package/dist/features/particles/lib/canvas/raster-cache.js.map +7 -0
  23. package/dist/features/particles/lib/color.d.ts +7 -0
  24. package/dist/features/particles/lib/color.js +159 -0
  25. package/dist/features/particles/lib/color.js.map +7 -0
  26. package/dist/features/particles/lib/compiler.d.ts +134 -0
  27. package/dist/features/particles/lib/compiler.js +443 -0
  28. package/dist/features/particles/lib/compiler.js.map +7 -0
  29. package/dist/features/particles/lib/curve.d.ts +19 -0
  30. package/dist/features/particles/lib/curve.js +129 -0
  31. package/dist/features/particles/lib/curve.js.map +7 -0
  32. package/dist/features/particles/lib/definition-records.d.ts +58 -0
  33. package/dist/features/particles/lib/definition-records.js +500 -0
  34. package/dist/features/particles/lib/definition-records.js.map +7 -0
  35. package/dist/features/particles/lib/definition.d.ts +18 -0
  36. package/dist/features/particles/lib/definition.js +602 -0
  37. package/dist/features/particles/lib/definition.js.map +7 -0
  38. package/dist/features/particles/lib/emission.d.ts +54 -0
  39. package/dist/features/particles/lib/emission.js +184 -0
  40. package/dist/features/particles/lib/emission.js.map +7 -0
  41. package/dist/features/particles/lib/flow/field.d.ts +81 -0
  42. package/dist/features/particles/lib/flow/field.js +585 -0
  43. package/dist/features/particles/lib/flow/field.js.map +7 -0
  44. package/dist/features/particles/lib/flow/hook.d.ts +158 -0
  45. package/dist/features/particles/lib/flow/hook.js +215 -0
  46. package/dist/features/particles/lib/flow/hook.js.map +7 -0
  47. package/dist/features/particles/lib/flow/population.d.ts +25 -0
  48. package/dist/features/particles/lib/flow/population.js +104 -0
  49. package/dist/features/particles/lib/flow/population.js.map +7 -0
  50. package/dist/features/particles/lib/particle.d.ts +113 -0
  51. package/dist/features/particles/lib/particle.js +192 -0
  52. package/dist/features/particles/lib/particle.js.map +7 -0
  53. package/dist/features/particles/lib/random.d.ts +16 -0
  54. package/dist/features/particles/lib/random.js +61 -0
  55. package/dist/features/particles/lib/random.js.map +7 -0
  56. package/dist/features/particles/lib/sample.d.ts +32 -0
  57. package/dist/features/particles/lib/sample.js +397 -0
  58. package/dist/features/particles/lib/sample.js.map +7 -0
  59. package/dist/features/particles/lib/signal-inputs.d.ts +6 -0
  60. package/dist/features/particles/lib/signal-inputs.js +41 -0
  61. package/dist/features/particles/lib/signal-inputs.js.map +7 -0
  62. package/dist/features/particles/lib/system/binding.d.ts +59 -0
  63. package/dist/features/particles/lib/system/binding.js +122 -0
  64. package/dist/features/particles/lib/system/binding.js.map +7 -0
  65. package/dist/features/particles/lib/system/controller.d.ts +58 -0
  66. package/dist/features/particles/lib/system/controller.js +1446 -0
  67. package/dist/features/particles/lib/system/controller.js.map +7 -0
  68. package/dist/features/particles/lib/system/hook.d.ts +13 -0
  69. package/dist/features/particles/lib/system/hook.js +52 -0
  70. package/dist/features/particles/lib/system/hook.js.map +7 -0
  71. package/dist/features/particles/lib/system/ownership.d.ts +26 -0
  72. package/dist/features/particles/lib/system/ownership.js +128 -0
  73. package/dist/features/particles/lib/system/ownership.js.map +7 -0
  74. package/dist/features/particles/lib/types.d.ts +983 -0
  75. package/dist/features/physics/2d-geometry.d.ts +216 -0
  76. package/dist/features/physics/2d-geometry.js +59 -0
  77. package/dist/features/physics/2d-geometry.js.map +7 -0
  78. package/dist/features/physics/2d-geometry.mjs +1 -0
  79. package/dist/features/physics/2d-testing.d.ts +80 -0
  80. package/dist/features/physics/2d-testing.js +141 -0
  81. package/dist/features/physics/2d-testing.js.map +7 -0
  82. package/dist/features/physics/2d-testing.mjs +1 -0
  83. package/dist/features/physics/2d.d.ts +165 -0
  84. package/dist/features/physics/2d.js +119 -0
  85. package/dist/features/physics/2d.js.map +7 -0
  86. package/dist/features/physics/2d.mjs +1 -0
  87. package/dist/features/physics/lib/2d/canvas/components.d.ts +46 -0
  88. package/dist/features/physics/lib/2d/canvas/components.js +212 -0
  89. package/dist/features/physics/lib/2d/canvas/components.js.map +7 -0
  90. package/dist/features/physics/lib/2d/canvas/custom.d.ts +24 -0
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  93. package/dist/features/physics/lib/2d/canvas/debug.d.ts +23 -0
  94. package/dist/features/physics/lib/2d/canvas/debug.js +53 -0
  95. package/dist/features/physics/lib/2d/canvas/debug.js.map +7 -0
  96. package/dist/features/physics/lib/2d/canvas/inference.d.ts +9 -0
  97. package/dist/features/physics/lib/2d/canvas/inference.js +704 -0
  98. package/dist/features/physics/lib/2d/canvas/inference.js.map +7 -0
  99. package/dist/features/physics/lib/2d/canvas/presentation.d.ts +11 -0
  100. package/dist/features/physics/lib/2d/canvas/presentation.js +169 -0
  101. package/dist/features/physics/lib/2d/canvas/presentation.js.map +7 -0
  102. package/dist/features/physics/lib/2d/collision/analytic.d.ts +15 -0
  103. package/dist/features/physics/lib/2d/collision/analytic.js +151 -0
  104. package/dist/features/physics/lib/2d/collision/analytic.js.map +7 -0
  105. package/dist/features/physics/lib/2d/collision/casts.d.ts +37 -0
  106. package/dist/features/physics/lib/2d/collision/casts.js +631 -0
  107. package/dist/features/physics/lib/2d/collision/casts.js.map +7 -0
  108. package/dist/features/physics/lib/2d/collision/epa.d.ts +21 -0
  109. package/dist/features/physics/lib/2d/collision/epa.js +102 -0
  110. package/dist/features/physics/lib/2d/collision/epa.js.map +7 -0
  111. package/dist/features/physics/lib/2d/collision/gjk.d.ts +28 -0
  112. package/dist/features/physics/lib/2d/collision/gjk.js +233 -0
  113. package/dist/features/physics/lib/2d/collision/gjk.js.map +7 -0
  114. package/dist/features/physics/lib/2d/collision/manifold.d.ts +35 -0
  115. package/dist/features/physics/lib/2d/collision/manifold.js +238 -0
  116. package/dist/features/physics/lib/2d/collision/manifold.js.map +7 -0
  117. package/dist/features/physics/lib/2d/collision/pairs.d.ts +10 -0
  118. package/dist/features/physics/lib/2d/collision/pairs.js +285 -0
  119. package/dist/features/physics/lib/2d/collision/pairs.js.map +7 -0
  120. package/dist/features/physics/lib/2d/collision/support.d.ts +20 -0
  121. package/dist/features/physics/lib/2d/collision/support.js +155 -0
  122. package/dist/features/physics/lib/2d/collision/support.js.map +7 -0
  123. package/dist/features/physics/lib/2d/inspection-types.d.ts +159 -0
  124. package/dist/features/physics/lib/2d/math.d.ts +27 -0
  125. package/dist/features/physics/lib/2d/math.js +314 -0
  126. package/dist/features/physics/lib/2d/math.js.map +7 -0
  127. package/dist/features/physics/lib/2d/numeric-policy.d.ts +24 -0
  128. package/dist/features/physics/lib/2d/numeric-policy.js +51 -0
  129. package/dist/features/physics/lib/2d/numeric-policy.js.map +7 -0
  130. package/dist/features/physics/lib/2d/runtime/body-handle.d.ts +148 -0
  131. package/dist/features/physics/lib/2d/runtime/body-handle.js +305 -0
  132. package/dist/features/physics/lib/2d/runtime/body-handle.js.map +7 -0
  133. package/dist/features/physics/lib/2d/runtime/context.d.ts +9 -0
  134. package/dist/features/physics/lib/2d/runtime/context.js +57 -0
  135. package/dist/features/physics/lib/2d/runtime/context.js.map +7 -0
  136. package/dist/features/physics/lib/2d/runtime/controller.d.ts +106 -0
  137. package/dist/features/physics/lib/2d/runtime/controller.js +1317 -0
  138. package/dist/features/physics/lib/2d/runtime/controller.js.map +7 -0
  139. package/dist/features/physics/lib/2d/runtime/descriptors.d.ts +153 -0
  140. package/dist/features/physics/lib/2d/runtime/descriptors.js +526 -0
  141. package/dist/features/physics/lib/2d/runtime/descriptors.js.map +7 -0
  142. package/dist/features/physics/lib/2d/runtime/events.d.ts +56 -0
  143. package/dist/features/physics/lib/2d/runtime/events.js +153 -0
  144. package/dist/features/physics/lib/2d/runtime/events.js.map +7 -0
  145. package/dist/features/physics/lib/2d/runtime/obstacles.d.ts +22 -0
  146. package/dist/features/physics/lib/2d/runtime/obstacles.js +192 -0
  147. package/dist/features/physics/lib/2d/runtime/obstacles.js.map +7 -0
  148. package/dist/features/physics/lib/2d/runtime/ownership.d.ts +41 -0
  149. package/dist/features/physics/lib/2d/runtime/ownership.js +46 -0
  150. package/dist/features/physics/lib/2d/runtime/ownership.js.map +7 -0
  151. package/dist/features/physics/lib/2d/runtime/trace.d.ts +32 -0
  152. package/dist/features/physics/lib/2d/runtime/trace.js +22 -0
  153. package/dist/features/physics/lib/2d/runtime/trace.js.map +7 -0
  154. package/dist/features/physics/lib/2d/runtime/world-component.d.ts +18 -0
  155. package/dist/features/physics/lib/2d/runtime/world-component.js +41 -0
  156. package/dist/features/physics/lib/2d/runtime/world-component.js.map +7 -0
  157. package/dist/features/physics/lib/2d/runtime/world-props.d.ts +16 -0
  158. package/dist/features/physics/lib/2d/shape-records.d.ts +60 -0
  159. package/dist/features/physics/lib/2d/shape-records.js +26 -0
  160. package/dist/features/physics/lib/2d/shape-records.js.map +7 -0
  161. package/dist/features/physics/lib/2d/shapes.d.ts +191 -0
  162. package/dist/features/physics/lib/2d/shapes.js +543 -0
  163. package/dist/features/physics/lib/2d/shapes.js.map +7 -0
  164. package/dist/features/physics/lib/2d/types.d.ts +713 -0
  165. package/dist/features/physics/lib/2d/types.js +1 -0
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  167. package/dist/features/physics/lib/2d/world/broad-phase.d.ts +77 -0
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  170. package/dist/features/physics/lib/2d/world/ccd.d.ts +19 -0
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  173. package/dist/features/physics/lib/2d/world/contact-cache.d.ts +81 -0
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  176. package/dist/features/physics/lib/2d/world/integrator.d.ts +11 -0
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  187. package/dist/features/physics/lib/2d/world/solver.d.ts +58 -0
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  190. package/dist/features/physics/lib/2d/world/storage.d.ts +96 -0
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  196. package/dist/features/physics/lib/shared/signal-inputs.d.ts +5 -0
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  1069. package/package.json +149 -0
@@ -0,0 +1,243 @@
1
+ const vertexSource = `#version 300 es
2
+ in vec2 p;
3
+ out vec2 uv;
4
+ void main() { uv = vec2((p.x + 1.) * .5, 1. - (p.y + 1.) * .5); gl_Position = vec4(p, 0, 1); }
5
+ `;
6
+ const fragmentSource = `#version 300 es
7
+ precision highp float;
8
+ uniform sampler2D scene, map;
9
+ uniform vec2 blurStep, strength, logicalOrigin, logicalSize, mapOrigin, tileSize;
10
+ uniform float rotation;
11
+ in vec2 uv;
12
+ out vec4 outputColor;
13
+ vec4 sourcePixel(ivec2 p) {
14
+ ivec2 size = textureSize(scene, 0);
15
+ if (any(lessThan(p, ivec2(0))) || any(greaterThanEqual(p, size))) return vec4(0);
16
+ return texelFetch(scene, p, 0);
17
+ }
18
+ vec4 sourceSample(vec2 p) {
19
+ vec2 pixel = p * vec2(textureSize(scene, 0)) - .5;
20
+ ivec2 base = ivec2(floor(pixel));
21
+ vec2 f = fract(pixel);
22
+ return mix(mix(sourcePixel(base), sourcePixel(base + ivec2(1, 0)), f.x),
23
+ mix(sourcePixel(base + ivec2(0, 1)), sourcePixel(base + ivec2(1, 1)), f.x), f.y);
24
+ }
25
+ float decode(float channel) {
26
+ float byteValue = channel * 255.;
27
+ return (byteValue - 128.) / (byteValue < 128. ? 128. : 127.);
28
+ }
29
+ void main() {
30
+ vec2 local = logicalOrigin + uv * logicalSize - mapOrigin;
31
+ float c = cos(rotation), s = sin(rotation);
32
+ vec2 mapUV = vec2(c * local.x + s * local.y, -s * local.x + c * local.y) / tileSize;
33
+ vec4 field = texture(map, mapUV);
34
+ vec2 displacement = vec2(decode(field.r), decode(field.g)) * field.a * strength;
35
+ vec2 at = uv + displacement;
36
+ vec2 spread = blurStep * field.b * field.a;
37
+ if (max(spread.x, spread.y) <= 0.) {
38
+ outputColor = sourceSample(at);
39
+ } else {
40
+ // Mip-filtered samples remove wide-kernel aliasing. Offsets plus the
41
+ // selected mip footprint stay inside the declared blur support radius.
42
+ float radiusPixels = spread.x * float(textureSize(scene, 0).x);
43
+ float level = max(0., log2(max(1., radiusPixels * .5)));
44
+ vec4 color = vec4(0);
45
+ for (int y = -2; y <= 2; y++) for (int x = -2; x <= 2; x++) {
46
+ float wx = x == 0 ? 6. : (abs(x) == 1 ? 4. : 1.);
47
+ float wy = y == 0 ? 6. : (abs(y) == 1 ? 4. : 1.);
48
+ vec2 sampleUV = at + vec2(float(x), float(y)) * spread * .25;
49
+ vec4 sampleColor = any(lessThan(sampleUV, vec2(0))) || any(greaterThan(sampleUV, vec2(1)))
50
+ ? vec4(0) : textureLod(scene, sampleUV, level);
51
+ color += sampleColor * wx * wy;
52
+ }
53
+ outputColor = color / 256.;
54
+ }
55
+ }
56
+ `;
57
+ class DisplacementGpu {
58
+ constructor(callbacks = {}) {
59
+ this.callbacks = callbacks;
60
+ this.canvas.addEventListener("webglcontextlost", this.onContextLost);
61
+ this.canvas.addEventListener("webglcontextrestored", this.onContextRestored);
62
+ }
63
+ callbacks;
64
+ canvas = new OffscreenCanvas(1, 1);
65
+ gl;
66
+ resources;
67
+ maps = /* @__PURE__ */ new Map();
68
+ disposed = false;
69
+ lost = false;
70
+ onContextLost = (event) => {
71
+ event.preventDefault();
72
+ if (this.disposed || this.lost) return;
73
+ this.lost = true;
74
+ this.releaseResources(false);
75
+ this.callbacks.onContextLost?.();
76
+ };
77
+ onContextRestored = () => {
78
+ if (this.disposed || !this.lost) return;
79
+ this.lost = false;
80
+ this.callbacks.onContextRestored?.();
81
+ };
82
+ get isContextLost() {
83
+ return this.lost || this.gl?.isContextLost() === true;
84
+ }
85
+ acquireResources() {
86
+ if (this.disposed) throw new Error("Cannot use a disposed displacement processor.");
87
+ if (this.isContextLost) throw new Error("Displacement WebGL2 context was lost.");
88
+ if (this.resources) return this.resources;
89
+ const gl = this.canvas.getContext("webgl2", { premultipliedAlpha: true, preserveDrawingBuffer: false });
90
+ if (!gl) throw new Error("Displacement requires OffscreenCanvas WebGL2 support.");
91
+ if (gl.isContextLost()) throw new Error("Displacement WebGL2 context was lost.");
92
+ this.gl = gl;
93
+ const vertex = compile(gl, gl.VERTEX_SHADER, vertexSource);
94
+ let fragment;
95
+ let program = null;
96
+ try {
97
+ fragment = compile(gl, gl.FRAGMENT_SHADER, fragmentSource);
98
+ program = gl.createProgram();
99
+ if (!program) throw new Error("Could not allocate displacement program.");
100
+ gl.attachShader(program, vertex);
101
+ gl.attachShader(program, fragment);
102
+ gl.linkProgram(program);
103
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) throw new Error(`Displacement shader link failed: ${gl.getProgramInfoLog(program)}`);
104
+ } catch (error) {
105
+ if (program) gl.deleteProgram(program);
106
+ throw error;
107
+ } finally {
108
+ gl.deleteShader(vertex);
109
+ if (fragment) gl.deleteShader(fragment);
110
+ }
111
+ const vao = gl.createVertexArray(), buffer = gl.createBuffer();
112
+ if (!vao || !buffer) {
113
+ if (vao) gl.deleteVertexArray(vao);
114
+ if (buffer) gl.deleteBuffer(buffer);
115
+ gl.deleteProgram(program);
116
+ throw new Error("Could not allocate displacement geometry.");
117
+ }
118
+ gl.bindVertexArray(vao);
119
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
120
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]), gl.STATIC_DRAW);
121
+ const location = gl.getAttribLocation(program, "p");
122
+ gl.enableVertexAttribArray(location);
123
+ gl.vertexAttribPointer(location, 2, gl.FLOAT, false, 0, 0);
124
+ const source = gl.createTexture();
125
+ if (!source) {
126
+ if (source) gl.deleteTexture(source);
127
+ gl.deleteBuffer(buffer);
128
+ gl.deleteVertexArray(vao);
129
+ gl.deleteProgram(program);
130
+ throw new Error("Could not allocate displacement textures.");
131
+ }
132
+ const resources = { program, vao, buffer, source };
133
+ gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
134
+ this.resources = resources;
135
+ return resources;
136
+ }
137
+ apply(source, map, strengthPixels, placement = map.placement, coordinates) {
138
+ const { gl, program, vao, source: sourceTexture } = this.acquireResourcesWithContext();
139
+ const maximum = gl.getParameter(gl.MAX_TEXTURE_SIZE);
140
+ if (Math.max(source.width, source.height, map.width, map.height) > maximum) throw new RangeError("Displacement target exceeds WebGL2 maximum texture size.");
141
+ if (this.canvas.width !== source.width) this.canvas.width = source.width;
142
+ if (this.canvas.height !== source.height) this.canvas.height = source.height;
143
+ gl.viewport(0, 0, source.width, source.height);
144
+ gl.useProgram(program);
145
+ gl.bindVertexArray(vao);
146
+ this.upload(gl, 0, sourceTexture, source, true, false);
147
+ if ((coordinates?.blurRadius ?? 0) > 0) {
148
+ gl.generateMipmap(gl.TEXTURE_2D);
149
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
150
+ }
151
+ let cached = this.maps.get(map.resource);
152
+ if (!cached) {
153
+ const texture = gl.createTexture();
154
+ if (!texture) throw new Error("Could not allocate displacement map texture.");
155
+ cached = { texture, revision: -1 };
156
+ this.maps.set(map.resource, cached);
157
+ }
158
+ this.upload(gl, 1, cached.texture, map.source, false, placement.mode !== "stretch", cached.revision !== map.revision);
159
+ const density = coordinates?.density ?? 1;
160
+ const region = coordinates?.region ?? { x: 0, y: 0, width: source.width / density, height: source.height / density };
161
+ const uniform = (name) => gl.getUniformLocation(program, name);
162
+ gl.uniform1i(uniform("scene"), 0);
163
+ gl.uniform1i(uniform("map"), 1);
164
+ gl.uniform2f(uniform("blurStep"), (coordinates?.blurRadius ?? 0) * density / source.width, (coordinates?.blurRadius ?? 0) * density / source.height);
165
+ gl.uniform2f(uniform("strength"), strengthPixels / source.width, strengthPixels / source.height);
166
+ gl.uniform2f(uniform("logicalOrigin"), coordinates?.originX ?? 0, coordinates?.originY ?? 0);
167
+ gl.uniform2f(uniform("logicalSize"), source.width / density, source.height / density);
168
+ gl.uniform2f(uniform("mapOrigin"), region.x + (placement.offsetX ?? 0), region.y + (placement.offsetY ?? 0));
169
+ gl.uniform2f(uniform("tileSize"), placement.mode === "stretch" ? region.width : placement.tileWidth ?? map.width, placement.mode === "stretch" ? region.height : placement.tileHeight ?? map.height);
170
+ gl.uniform1f(uniform("rotation"), (placement.rotation ?? 0) * Math.PI / 180);
171
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
172
+ if (this.isContextLost) throw new Error("Displacement WebGL2 context was lost.");
173
+ const error = gl.getError();
174
+ if (error !== gl.NO_ERROR) throw new Error(`Displacement GPU processing failed (${error}).`);
175
+ cached.revision = map.revision;
176
+ return this.canvas.transferToImageBitmap();
177
+ }
178
+ acquireResourcesWithContext() {
179
+ const resources = this.acquireResources();
180
+ const gl = this.gl;
181
+ if (!gl || gl.isContextLost()) throw new Error("Displacement WebGL2 context was lost.");
182
+ return { ...resources, gl };
183
+ }
184
+ upload(gl, unit, texture, canvas, premultiply, repeat, upload = true) {
185
+ gl.activeTexture(gl.TEXTURE0 + unit);
186
+ gl.bindTexture(gl.TEXTURE_2D, texture);
187
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
188
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
189
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, repeat ? gl.REPEAT : gl.CLAMP_TO_EDGE);
190
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, repeat ? gl.REPEAT : gl.CLAMP_TO_EDGE);
191
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, premultiply);
192
+ if (upload) gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
193
+ }
194
+ retainMaps(resources) {
195
+ const gl = this.gl;
196
+ for (const [resource, cached] of this.maps) {
197
+ if (!resources.has(resource)) {
198
+ if (gl && !gl.isContextLost()) gl.deleteTexture(cached.texture);
199
+ this.maps.delete(resource);
200
+ }
201
+ }
202
+ }
203
+ releaseResources(deleteResources) {
204
+ const gl = this.gl;
205
+ const resources = this.resources;
206
+ this.resources = void 0;
207
+ if (gl && !gl.isContextLost() && deleteResources) {
208
+ gl.deleteTexture(resources?.source ?? null);
209
+ for (const cached of this.maps.values()) gl.deleteTexture(cached.texture);
210
+ if (resources) {
211
+ gl.deleteBuffer(resources.buffer);
212
+ gl.deleteVertexArray(resources.vao);
213
+ gl.deleteProgram(resources.program);
214
+ }
215
+ }
216
+ this.maps.clear();
217
+ }
218
+ dispose() {
219
+ if (this.disposed) return;
220
+ this.disposed = true;
221
+ this.canvas.removeEventListener("webglcontextlost", this.onContextLost);
222
+ this.canvas.removeEventListener("webglcontextrestored", this.onContextRestored);
223
+ this.releaseResources(true);
224
+ this.canvas.width = 0;
225
+ this.canvas.height = 0;
226
+ }
227
+ }
228
+ function compile(gl, kind, source) {
229
+ const shader = gl.createShader(kind);
230
+ if (!shader) throw new Error("Could not allocate displacement shader.");
231
+ gl.shaderSource(shader, source);
232
+ gl.compileShader(shader);
233
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
234
+ const error = gl.getShaderInfoLog(shader);
235
+ gl.deleteShader(shader);
236
+ throw new Error(`Displacement shader compile failed: ${error}`);
237
+ }
238
+ return shader;
239
+ }
240
+ export {
241
+ DisplacementGpu
242
+ };
243
+ //# sourceMappingURL=displacement-gpu.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../src/filters/displacement-gpu.ts"],
4
+ "sourcesContent": ["import type { BorrowedTextureRaster, TexturePlacement } from '../lib/textures/texture-protocol.js';\n\nexport interface DisplacementCoordinates {\n readonly blurRadius?: number;\n readonly originX: number;\n readonly originY: number;\n readonly density: number;\n readonly region: Readonly<{ x: number; y: number; width: number; height: number }>;\n}\nexport interface DisplacementGpuCallbacks {\n readonly onContextLost?: () => void;\n readonly onContextRestored?: () => void;\n}\nconst vertexSource = `#version 300 es\nin vec2 p;\nout vec2 uv;\nvoid main() { uv = vec2((p.x + 1.) * .5, 1. - (p.y + 1.) * .5); gl_Position = vec4(p, 0, 1); }\n`;\nconst fragmentSource = `#version 300 es\nprecision highp float;\nuniform sampler2D scene, map;\nuniform vec2 blurStep, strength, logicalOrigin, logicalSize, mapOrigin, tileSize;\nuniform float rotation;\nin vec2 uv;\nout vec4 outputColor;\nvec4 sourcePixel(ivec2 p) {\n ivec2 size = textureSize(scene, 0);\n if (any(lessThan(p, ivec2(0))) || any(greaterThanEqual(p, size))) return vec4(0);\n return texelFetch(scene, p, 0);\n}\nvec4 sourceSample(vec2 p) {\n vec2 pixel = p * vec2(textureSize(scene, 0)) - .5;\n ivec2 base = ivec2(floor(pixel));\n vec2 f = fract(pixel);\n return mix(mix(sourcePixel(base), sourcePixel(base + ivec2(1, 0)), f.x),\n mix(sourcePixel(base + ivec2(0, 1)), sourcePixel(base + ivec2(1, 1)), f.x), f.y);\n}\nfloat decode(float channel) {\n float byteValue = channel * 255.;\n return (byteValue - 128.) / (byteValue < 128. ? 128. : 127.);\n}\nvoid main() {\n vec2 local = logicalOrigin + uv * logicalSize - mapOrigin;\n float c = cos(rotation), s = sin(rotation);\n vec2 mapUV = vec2(c * local.x + s * local.y, -s * local.x + c * local.y) / tileSize;\n vec4 field = texture(map, mapUV);\n vec2 displacement = vec2(decode(field.r), decode(field.g)) * field.a * strength;\n vec2 at = uv + displacement;\n vec2 spread = blurStep * field.b * field.a;\n if (max(spread.x, spread.y) <= 0.) {\n outputColor = sourceSample(at);\n } else {\n // Mip-filtered samples remove wide-kernel aliasing. Offsets plus the\n // selected mip footprint stay inside the declared blur support radius.\n float radiusPixels = spread.x * float(textureSize(scene, 0).x);\n float level = max(0., log2(max(1., radiusPixels * .5)));\n vec4 color = vec4(0);\n for (int y = -2; y <= 2; y++) for (int x = -2; x <= 2; x++) {\n float wx = x == 0 ? 6. : (abs(x) == 1 ? 4. : 1.);\n float wy = y == 0 ? 6. : (abs(y) == 1 ? 4. : 1.);\n vec2 sampleUV = at + vec2(float(x), float(y)) * spread * .25;\n vec4 sampleColor = any(lessThan(sampleUV, vec2(0))) || any(greaterThan(sampleUV, vec2(1)))\n ? vec4(0) : textureLod(scene, sampleUV, level);\n color += sampleColor * wx * wy;\n }\n outputColor = color / 256.;\n }\n}\n`;\n\n/** Optional synchronous image processor; scene pixels are never read back. */\nexport class DisplacementGpu {\n private readonly canvas = new OffscreenCanvas(1, 1);\n private gl: WebGL2RenderingContext | undefined;\n private resources: DisplacementResources | undefined;\n private readonly maps = new Map<object, { texture: WebGLTexture; revision: number }>();\n private disposed = false;\n private lost = false;\n private readonly onContextLost = (event: Event): void => {\n event.preventDefault();\n if (this.disposed || this.lost) return;\n this.lost = true;\n this.releaseResources(false);\n this.callbacks.onContextLost?.();\n };\n private readonly onContextRestored = (): void => {\n if (this.disposed || !this.lost) return;\n this.lost = false;\n this.callbacks.onContextRestored?.();\n };\n\n constructor(private readonly callbacks: Readonly<DisplacementGpuCallbacks> = {}) {\n this.canvas.addEventListener('webglcontextlost', this.onContextLost);\n this.canvas.addEventListener('webglcontextrestored', this.onContextRestored);\n }\n\n get isContextLost(): boolean {\n return this.lost || this.gl?.isContextLost() === true;\n }\n\n private acquireResources(): DisplacementResources {\n if (this.disposed) throw new Error('Cannot use a disposed displacement processor.');\n if (this.isContextLost) throw new Error('Displacement WebGL2 context was lost.');\n if (this.resources) return this.resources;\n const gl = this.canvas.getContext('webgl2', { premultipliedAlpha: true, preserveDrawingBuffer: false });\n if (!gl) throw new Error('Displacement requires OffscreenCanvas WebGL2 support.');\n if (gl.isContextLost()) throw new Error('Displacement WebGL2 context was lost.');\n this.gl = gl;\n const vertex = compile(gl, gl.VERTEX_SHADER, vertexSource);\n let fragment: WebGLShader | undefined;\n let program: WebGLProgram | null = null;\n try {\n fragment = compile(gl, gl.FRAGMENT_SHADER, fragmentSource);\n program = gl.createProgram();\n if (!program) throw new Error('Could not allocate displacement program.');\n gl.attachShader(program, vertex); gl.attachShader(program, fragment); gl.linkProgram(program);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) throw new Error(`Displacement shader link failed: ${gl.getProgramInfoLog(program)}`);\n } catch (error) { if (program) gl.deleteProgram(program); throw error; }\n finally { gl.deleteShader(vertex); if (fragment) gl.deleteShader(fragment); }\n const vao = gl.createVertexArray(), buffer = gl.createBuffer();\n if (!vao || !buffer) { if (vao) gl.deleteVertexArray(vao); if (buffer) gl.deleteBuffer(buffer); gl.deleteProgram(program); throw new Error('Could not allocate displacement geometry.'); }\n gl.bindVertexArray(vao); gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]), gl.STATIC_DRAW);\n const location = gl.getAttribLocation(program, 'p');\n gl.enableVertexAttribArray(location); gl.vertexAttribPointer(location, 2, gl.FLOAT, false, 0, 0);\n const source = gl.createTexture();\n if (!source) {\n if (source) gl.deleteTexture(source);\n gl.deleteBuffer(buffer); gl.deleteVertexArray(vao); gl.deleteProgram(program);\n throw new Error('Could not allocate displacement textures.');\n }\n const resources: DisplacementResources = { program, vao, buffer, source };\n gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);\n this.resources = resources;\n return resources;\n }\n\n apply(source: OffscreenCanvas, map: BorrowedTextureRaster, strengthPixels: number, placement: Readonly<TexturePlacement> = map.placement, coordinates?: DisplacementCoordinates): ImageBitmap {\n const { gl, program, vao, source: sourceTexture } = this.acquireResourcesWithContext();\n const maximum = gl.getParameter(gl.MAX_TEXTURE_SIZE) as number;\n if (Math.max(source.width, source.height, map.width, map.height) > maximum) throw new RangeError('Displacement target exceeds WebGL2 maximum texture size.');\n if (this.canvas.width !== source.width) this.canvas.width = source.width;\n if (this.canvas.height !== source.height) this.canvas.height = source.height;\n gl.viewport(0, 0, source.width, source.height);\n gl.useProgram(program); gl.bindVertexArray(vao);\n this.upload(gl, 0, sourceTexture, source, true, false);\n if ((coordinates?.blurRadius ?? 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0, coordinates?.originY ?? 0);\n gl.uniform2f(uniform('logicalSize'), source.width / density, source.height / density);\n gl.uniform2f(uniform('mapOrigin'), region.x + (placement.offsetX ?? 0), region.y + (placement.offsetY ?? 0));\n gl.uniform2f(uniform('tileSize'), placement.mode === 'stretch' ? region.width : placement.tileWidth ?? map.width, placement.mode === 'stretch' ? region.height : placement.tileHeight ?? map.height);\n gl.uniform1f(uniform('rotation'), (placement.rotation ?? 0) * Math.PI / 180);\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);\n if (this.isContextLost) throw new Error('Displacement WebGL2 context was lost.');\n const error = gl.getError();\n if (error !== gl.NO_ERROR) throw new Error(`Displacement GPU processing failed (${error}).`);\n cached.revision = map.revision;\n return this.canvas.transferToImageBitmap();\n }\n private acquireResourcesWithContext(): DisplacementResources & { gl: WebGL2RenderingContext } {\n const resources = this.acquireResources();\n const gl = this.gl;\n if (!gl || gl.isContextLost()) throw new Error('Displacement WebGL2 context was lost.');\n return { ...resources, gl };\n }\n private upload(gl: WebGL2RenderingContext, unit: number, texture: WebGLTexture, canvas: OffscreenCanvas, premultiply: boolean, repeat: boolean, upload = true): void {\n gl.activeTexture(gl.TEXTURE0 + unit); gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, repeat ? 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6
+ "names": []
7
+ }
@@ -0,0 +1,5 @@
1
+ import type { PixelBounds } from '../lib/filter/filter-region.js';
2
+ /** Decodes Pibbl's exact signed eight-bit displacement encoding. */
3
+ export declare function decodeDisplacementChannel(value: number): number;
4
+ /** Expands a sampled scene window by maximum displacement and bilinear support. */
5
+ export declare function expandDisplacementInput(output: Readonly<PixelBounds>, strength: number, density: number): PixelBounds;
@@ -0,0 +1,22 @@
1
+ function decodeDisplacementChannel(value) {
2
+ if (!Number.isFinite(value)) throw new RangeError("Displacement channel must be finite.");
3
+ const channel = Math.min(255, Math.max(0, value));
4
+ return channel < 128 ? (channel - 128) / 128 : (channel - 128) / 127;
5
+ }
6
+ function expandDisplacementInput(output, strength, density) {
7
+ if (!Number.isFinite(strength) || strength < 0 || !Number.isFinite(density) || density <= 0) {
8
+ throw new RangeError("Displacement strength and density must be finite and nonnegative.");
9
+ }
10
+ const extent = Math.ceil(strength * density) + 1;
11
+ return {
12
+ x: output.x - extent,
13
+ y: output.y - extent,
14
+ width: output.width + 2 * extent,
15
+ height: output.height + 2 * extent
16
+ };
17
+ }
18
+ export {
19
+ decodeDisplacementChannel,
20
+ expandDisplacementInput
21
+ };
22
+ //# sourceMappingURL=displacement-math.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../src/filters/displacement-math.ts"],
4
+ "sourcesContent": ["import type { PixelBounds } from '../lib/filter/filter-region.js';\n\n/** Decodes Pibbl's exact signed eight-bit displacement encoding. */\nexport function decodeDisplacementChannel(value: number): number {\n if (!Number.isFinite(value)) throw new RangeError('Displacement channel must be finite.');\n const channel = Math.min(255, Math.max(0, value));\n return channel < 128 ? (channel - 128) / 128 : (channel - 128) / 127;\n}\n\n/** Expands a sampled scene window by maximum displacement and bilinear support. */\nexport function expandDisplacementInput(\n output: Readonly<PixelBounds>,\n strength: number,\n density: number,\n): PixelBounds {\n if (!Number.isFinite(strength) || strength < 0 || !Number.isFinite(density) || density <= 0) {\n throw new RangeError('Displacement strength and density must be finite and nonnegative.');\n }\n const extent = Math.ceil(strength * density) + 1;\n return {\n x: output.x - extent,\n y: output.y - extent,\n width: output.width + 2 * extent,\n height: output.height + 2 * extent,\n };\n}\n"],
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+ "names": []
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+ }
@@ -0,0 +1,13 @@
1
+ import { type PibblDisplacementFilterOptions, type PibblFilter } from '../lib/style/filter-types.js';
2
+ /**
3
+ * Creates a displacement filter descriptor for a primitive's style.filter list. Filtering changes
4
+ * pixels without changing layout or hit geometry.
5
+ *
6
+ * @param options - Displacement texture, channel selection, and displacement scale. See
7
+ * {@link PibblDisplacementFilterOptions} .
8
+ * @returns A displacement filter descriptor for style.filter. See {@link PibblFilter}.
9
+ *
10
+ * @see {@link PibblDisplacementFilterOptions}
11
+ * @see {@link PibblFilter}
12
+ */
13
+ export declare function displacement(options: PibblDisplacementFilterOptions): PibblFilter;
@@ -0,0 +1,65 @@
1
+ import { isSignal } from "../lib/signals/graph.js";
2
+ import { layoutDiagnostic } from "../lib/style/diagnostics.js";
3
+ import {
4
+ PIBBL_FILTER_EXECUTOR
5
+ } from "../lib/style/filter-types.js";
6
+ import { borrowTextureRaster, validateTexturePaint } from "../lib/textures/texture-protocol.js";
7
+ import { processDisplacement } from "./render-displacement-boundary.js";
8
+ import { filterBoundaryExecutor } from "./filter-executor.js";
9
+ import { expandDisplacementInput } from "./displacement-math.js";
10
+ const definitions = /* @__PURE__ */ new WeakMap();
11
+ const displacementExecutor = {
12
+ prepare(value, property, context) {
13
+ const options = definitions.get(value);
14
+ if (!options) throw new Error("A displacement filter value was created by an incompatible Pibbl runtime.");
15
+ const strengthValue = isSignal(options.strength) ? options.strength.get() : options.strength;
16
+ if (typeof strengthValue !== "number" || !Number.isFinite(strengthValue) || strengthValue < 0) {
17
+ throw diagnostic(`${property}.strength`, strengthValue, "must be a finite nonnegative number", context);
18
+ }
19
+ const blurRadius = isSignal(options.blurRadius) ? options.blurRadius.get() : options.blurRadius ?? 0;
20
+ if (typeof blurRadius !== "number" || !Number.isFinite(blurRadius) || blurRadius < 0) {
21
+ throw diagnostic(`${property}.blurRadius`, blurRadius, "must be a finite nonnegative number", context);
22
+ }
23
+ const identity = strengthValue === 0 && blurRadius === 0;
24
+ const { x, y, width, height } = options.region;
25
+ if (![x, y, width, height].every(Number.isFinite) || width <= 0 || height <= 0) {
26
+ throw diagnostic(`${property}.region`, options.region, "must have finite coordinates and positive finite dimensions", context);
27
+ }
28
+ const map = isSignal(options.map) ? options.map.get() : options.map;
29
+ try {
30
+ validateTexturePaint(map);
31
+ if (!identity) borrowTextureRaster(map, () => void 0);
32
+ } catch (error) {
33
+ throw diagnostic(`${property}.map`, map, error instanceof Error ? error.message : String(error), context);
34
+ }
35
+ const region = Object.freeze({ x, y, width, height });
36
+ return Object.freeze({
37
+ executor: filterBoundaryExecutor,
38
+ textureWarp: blurRadius === 0 ? Object.freeze({ map, strength: strengthValue, region }) : void 0,
39
+ reverseInfluence: (output, density) => expandDisplacementInput(output, strengthValue + blurRadius, density),
40
+ process: identity ? void 0 : (source, windows) => {
41
+ try {
42
+ return processDisplacement(source, windows, map, strengthValue, region, blurRadius);
43
+ } catch (error) {
44
+ const failure = diagnostic(property, { strength: strengthValue, region }, `displacement processing failed: ${error instanceof Error ? error.message : String(error)}`, context);
45
+ Object.defineProperty(failure, "cause", { value: error });
46
+ throw failure;
47
+ }
48
+ }
49
+ });
50
+ },
51
+ render: filterBoundaryExecutor.render
52
+ };
53
+ function displacement(options) {
54
+ const definition = Object.freeze({ map: options.map, strength: options.strength, blurRadius: options.blurRadius, region: Object.freeze({ ...options.region }) });
55
+ const value = Object.freeze({ [PIBBL_FILTER_EXECUTOR]: displacementExecutor });
56
+ definitions.set(value, definition);
57
+ return value;
58
+ }
59
+ function diagnostic(property, value, reason, context) {
60
+ return layoutDiagnostic({ component: context.component, property, value, algorithm: context.algorithm, constraints: context.constraints, reason });
61
+ }
62
+ export {
63
+ displacement
64
+ };
65
+ //# sourceMappingURL=displacement.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../src/filters/displacement.ts"],
4
+ "sourcesContent": ["import { isSignal } from '../lib/signals/graph.js';\nimport { layoutDiagnostic } from '../lib/style/diagnostics.js';\nimport {\n PIBBL_FILTER_EXECUTOR,\n type PibblDisplacementFilterOptions,\n type PibblFilter,\n type PibblFilterExecutor,\n type PreparedPibblFilter,\n} from '../lib/style/filter-types.js';\nimport type { StyleResolutionContext } from '../lib/types.js';\nimport { borrowTextureRaster, validateTexturePaint } from '../lib/textures/texture-protocol.js';\nimport { processDisplacement } from './render-displacement-boundary.js';\nimport { filterBoundaryExecutor, type CustomPreparedFilter } from './filter-executor.js';\nimport { expandDisplacementInput } from './displacement-math.js';\n\nconst definitions = new WeakMap<PibblFilter, Readonly<PibblDisplacementFilterOptions>>();\nconst displacementExecutor: PibblFilterExecutor = {\n prepare(value, property, context): PreparedPibblFilter {\n const options = definitions.get(value);\n if (!options) throw new Error('A displacement filter value was created by an incompatible Pibbl runtime.');\n const strengthValue = isSignal(options.strength) ? options.strength.get() : options.strength;\n if (typeof strengthValue !== 'number' || !Number.isFinite(strengthValue) || strengthValue < 0) {\n throw diagnostic(`${property}.strength`, strengthValue, 'must be a finite nonnegative number', context);\n }\n const blurRadius = isSignal(options.blurRadius) ? options.blurRadius.get() : options.blurRadius ?? 0;\n if (typeof blurRadius !== 'number' || !Number.isFinite(blurRadius) || blurRadius < 0) {\n throw diagnostic(`${property}.blurRadius`, blurRadius, 'must be a finite nonnegative number', context);\n }\n const identity = strengthValue === 0 && blurRadius === 0;\n const { x, y, width, height } = options.region;\n if (![x, y, width, height].every(Number.isFinite) || width <= 0 || height <= 0) {\n throw diagnostic(`${property}.region`, options.region, 'must have finite coordinates and positive finite dimensions', context);\n }\n const map = isSignal(options.map) ? options.map.get() : options.map;\n try {\n validateTexturePaint(map);\n // Receiver preparation owns revision dependencies, before subtree execution\n // changes signal tracking to descendant consumers.\n if (!identity) borrowTextureRaster(map, () => undefined);\n }\n catch (error) {\n throw diagnostic(`${property}.map`, map, error instanceof Error ? error.message : String(error), context);\n }\n const region = Object.freeze({ x, y, width, height });\n return Object.freeze({\n executor: filterBoundaryExecutor,\n textureWarp: blurRadius === 0 ? Object.freeze({ map, strength: strengthValue, region }) : undefined,\n reverseInfluence: (output, density) => expandDisplacementInput(output, strengthValue + blurRadius, density),\n process: identity ? undefined : (source, windows) => {\n try { return processDisplacement(source, windows, map, strengthValue, region, blurRadius); }\n catch (error) {\n const failure = diagnostic(property, { strength: strengthValue, region }, `displacement processing failed: ${error instanceof Error ? error.message : String(error)}`, context);\n Object.defineProperty(failure, 'cause', { value: error });\n throw failure;\n }\n },\n } satisfies CustomPreparedFilter);\n },\n render: filterBoundaryExecutor.render,\n};\n\n/**\n * Creates a displacement filter descriptor for a primitive's style.filter list. Filtering changes\n * pixels without changing layout or hit geometry.\n *\n * @param options - Displacement texture, channel selection, and displacement scale. See\n * {@link PibblDisplacementFilterOptions} .\n * @returns A displacement filter descriptor for style.filter. See {@link PibblFilter}.\n *\n * @see {@link PibblDisplacementFilterOptions}\n * @see {@link PibblFilter}\n */\nexport function displacement(options: PibblDisplacementFilterOptions): PibblFilter {\n const definition = Object.freeze({ map: options.map, strength: options.strength, blurRadius: options.blurRadius, region: Object.freeze({ ...options.region }) });\n const value = Object.freeze({ [PIBBL_FILTER_EXECUTOR]: displacementExecutor });\n definitions.set(value, definition);\n return value;\n}\n\nfunction diagnostic(property: string, value: unknown, reason: string, context: Readonly<StyleResolutionContext>): Error {\n return layoutDiagnostic({ component: context.component, property, value, algorithm: context.algorithm, constraints: context.constraints, reason });\n}\n"],
5
+ "mappings": "AAAA,SAAS,gBAAgB;AACzB,SAAS,wBAAwB;AACjC;AAAA,EACE;AAAA,OAKK;AAEP,SAAS,qBAAqB,4BAA4B;AAC1D,SAAS,2BAA2B;AACpC,SAAS,8BAAyD;AAClE,SAAS,+BAA+B;AAExC,MAAM,cAAc,oBAAI,QAA+D;AACvF,MAAM,uBAA4C;AAAA,EAChD,QAAQ,OAAO,UAAU,SAA8B;AACrD,UAAM,UAAU,YAAY,IAAI,KAAK;AACrC,QAAI,CAAC,QAAS,OAAM,IAAI,MAAM,2EAA2E;AACzG,UAAM,gBAAgB,SAAS,QAAQ,QAAQ,IAAI,QAAQ,SAAS,IAAI,IAAI,QAAQ;AACpF,QAAI,OAAO,kBAAkB,YAAY,CAAC,OAAO,SAAS,aAAa,KAAK,gBAAgB,GAAG;AAC7F,YAAM,WAAW,GAAG,QAAQ,aAAa,eAAe,uCAAuC,OAAO;AAAA,IACxG;AACA,UAAM,aAAa,SAAS,QAAQ,UAAU,IAAI,QAAQ,WAAW,IAAI,IAAI,QAAQ,cAAc;AACnG,QAAI,OAAO,eAAe,YAAY,CAAC,OAAO,SAAS,UAAU,KAAK,aAAa,GAAG;AACpF,YAAM,WAAW,GAAG,QAAQ,eAAe,YAAY,uCAAuC,OAAO;AAAA,IACvG;AACA,UAAM,WAAW,kBAAkB,KAAK,eAAe;AACvD,UAAM,EAAE,GAAG,GAAG,OAAO,OAAO,IAAI,QAAQ;AACxC,QAAI,CAAC,CAAC,GAAG,GAAG,OAAO,MAAM,EAAE,MAAM,OAAO,QAAQ,KAAK,SAAS,KAAK,UAAU,GAAG;AAC9E,YAAM,WAAW,GAAG,QAAQ,WAAW,QAAQ,QAAQ,+DAA+D,OAAO;AAAA,IAC/H;AACA,UAAM,MAAM,SAAS,QAAQ,GAAG,IAAI,QAAQ,IAAI,IAAI,IAAI,QAAQ;AAChE,QAAI;AACF,2BAAqB,GAAG;AAGxB,UAAI,CAAC,SAAU,qBAAoB,KAAK,MAAM,MAAS;AAAA,IACzD,SACO,OAAO;AACZ,YAAM,WAAW,GAAG,QAAQ,QAAQ,KAAK,iBAAiB,QAAQ,MAAM,UAAU,OAAO,KAAK,GAAG,OAAO;AAAA,IAC1G;AACA,UAAM,SAAS,OAAO,OAAO,EAAE,GAAG,GAAG,OAAO,OAAO,CAAC;AACpD,WAAO,OAAO,OAAO;AAAA,MACnB,UAAU;AAAA,MACV,aAAa,eAAe,IAAI,OAAO,OAAO,EAAE,KAAK,UAAU,eAAe,OAAO,CAAC,IAAI;AAAA,MAC1F,kBAAkB,CAAC,QAAQ,YAAY,wBAAwB,QAAQ,gBAAgB,YAAY,OAAO;AAAA,MAC1G,SAAS,WAAW,SAAY,CAAC,QAAQ,YAAY;AACnD,YAAI;AAAE,iBAAO,oBAAoB,QAAQ,SAAS,KAAK,eAAe,QAAQ,UAAU;AAAA,QAAG,SACpF,OAAO;AACZ,gBAAM,UAAU,WAAW,UAAU,EAAE,UAAU,eAAe,OAAO,GAAG,mCAAmC,iBAAiB,QAAQ,MAAM,UAAU,OAAO,KAAK,CAAC,IAAI,OAAO;AAC9K,iBAAO,eAAe,SAAS,SAAS,EAAE,OAAO,MAAM,CAAC;AACxD,gBAAM;AAAA,QACR;AAAA,MACF;AAAA,IACF,CAAgC;AAAA,EAClC;AAAA,EACA,QAAQ,uBAAuB;AACjC;AAaO,SAAS,aAAa,SAAsD;AACjF,QAAM,aAAa,OAAO,OAAO,EAAE,KAAK,QAAQ,KAAK,UAAU,QAAQ,UAAU,YAAY,QAAQ,YAAY,QAAQ,OAAO,OAAO,EAAE,GAAG,QAAQ,OAAO,CAAC,EAAE,CAAC;AAC/J,QAAM,QAAQ,OAAO,OAAO,EAAE,CAAC,qBAAqB,GAAG,qBAAqB,CAAC;AAC7E,cAAY,IAAI,OAAO,UAAU;AACjC,SAAO;AACT;AAEA,SAAS,WAAW,UAAkB,OAAgB,QAAgB,SAAkD;AACtH,SAAO,iBAAiB,EAAE,WAAW,QAAQ,WAAW,UAAU,OAAO,WAAW,QAAQ,WAAW,aAAa,QAAQ,aAAa,OAAO,CAAC;AACnJ;",
6
+ "names": []
7
+ }
@@ -0,0 +1,21 @@
1
+ import type { TexturePaint } from '../lib/textures/texture-protocol.js';
2
+ import type { FilterWindows, PixelBounds } from '../lib/filter/filter-region.js';
3
+ import type { PibblFilterBoundaryExecutor, PreparedPibblFilter } from '../lib/style/filter-types.js';
4
+ /** An operation-owned pass. The shared executor knows nothing about its inputs. */
5
+ export interface CustomPreparedFilter extends PreparedPibblFilter {
6
+ readonly reverseInfluence: (output: Readonly<PixelBounds>, density: number) => PixelBounds;
7
+ /** Private fusion capability; no concrete GPU implementation enters this module. */
8
+ readonly textureWarp?: Readonly<{
9
+ map: TexturePaint;
10
+ strength: number;
11
+ region: Readonly<{
12
+ x: number;
13
+ y: number;
14
+ width: number;
15
+ height: number;
16
+ }>;
17
+ }>;
18
+ readonly fuseWithPrevious?: (previous: CustomPreparedFilter) => CustomPreparedFilter | undefined;
19
+ readonly process?: (source: OffscreenCanvas, windows: FilterWindows) => ImageBitmap;
20
+ }
21
+ export declare const filterBoundaryExecutor: PibblFilterBoundaryExecutor;
@@ -0,0 +1,120 @@
1
+ import { GLOBAL_STATE } from "../lib/global-state.js";
2
+ import { getOptionalService } from "../lib/optional-services.js";
3
+ import { enterPrimitivePresentation } from "../lib/primitive-presentation.js";
4
+ import { renderFilterBoundary } from "../lib/filter/render-filter-boundary.js";
5
+ import { compileNativeFilters } from "./native-operations.js";
6
+ import { assertNativeCanvasFilter } from "./native-canvas-filter.js";
7
+ const SCRATCH = /* @__PURE__ */ Symbol("pibbl.filter-pass-scratch");
8
+ class PassScratch {
9
+ constructor(instance) {
10
+ this.instance = instance;
11
+ }
12
+ instance;
13
+ surfaces = [];
14
+ used = false;
15
+ committed = false;
16
+ beginRender() {
17
+ this.used = false;
18
+ }
19
+ endRender(success) {
20
+ if (success && this.used) {
21
+ this.committed = true;
22
+ return;
23
+ }
24
+ if (success || !this.committed) this.dispose();
25
+ }
26
+ target(index, width, height) {
27
+ const canvas = this.surfaces[index] ??= new OffscreenCanvas(width, height);
28
+ if (canvas.width !== width) canvas.width = width;
29
+ if (canvas.height !== height) canvas.height = height;
30
+ const context = canvas.getContext("2d");
31
+ if (!context) throw new Error("Filter passes require an OffscreenCanvas 2D scratch target.");
32
+ context.reset();
33
+ return context;
34
+ }
35
+ dispose() {
36
+ for (const canvas of this.surfaces) {
37
+ canvas.width = 0;
38
+ canvas.height = 0;
39
+ }
40
+ this.surfaces.length = 0;
41
+ this.instance.optionalServices.delete(SCRATCH);
42
+ }
43
+ }
44
+ const filterBoundaryExecutor = {
45
+ render(input) {
46
+ const operations = [];
47
+ for (const operation of input.filters) {
48
+ if (!("css" in operation) && !operation.process) continue;
49
+ const previous = operations.at(-1);
50
+ const fused = previous && !("css" in previous) && !("css" in operation) ? operation.fuseWithPrevious?.(previous) : void 0;
51
+ if (fused) operations[operations.length - 1] = fused;
52
+ else operations.push(operation);
53
+ }
54
+ if (!operations.length) {
55
+ const release = enterPrimitivePresentation(input.presentation);
56
+ try {
57
+ input.renderSubtree();
58
+ } finally {
59
+ release();
60
+ }
61
+ return;
62
+ }
63
+ if (operations.every((operation) => "css" in operation)) {
64
+ renderFilterBoundary({ component: input.component, filters: operations, presentation: input.presentation }, input.renderSubtree);
65
+ return;
66
+ }
67
+ const bounds = operations.map((operation) => "css" in operation ? operation : {
68
+ executor: filterBoundaryExecutor,
69
+ css: () => "none",
70
+ reverseInfluence: operation.reverseInfluence
71
+ });
72
+ renderFilterBoundary({
73
+ component: input.component,
74
+ filters: bounds,
75
+ presentation: input.presentation,
76
+ process(source, result, windows) {
77
+ const instance = GLOBAL_STATE.currentPibblInstance;
78
+ if (!instance) throw new Error("Filter processing requires an active Pibbl instance.");
79
+ const scratch = getOptionalService(instance, SCRATCH, () => new PassScratch(instance));
80
+ scratch.used = true;
81
+ let current = source, pass = 0;
82
+ let native = [];
83
+ const target = () => scratch.target(pass++ % 2, source.width, source.height);
84
+ const applyNative = () => {
85
+ if (!native.length) return;
86
+ const context = target();
87
+ assertNativeCanvasFilter(context, compileNativeFilters(native, windows.density), input.component, () => {
88
+ for (const operation of native) if (operation.onRejected) {
89
+ assertNativeCanvasFilter(context, operation.css(windows.density), input.component, operation.onRejected);
90
+ }
91
+ });
92
+ context.drawImage(current, 0, 0);
93
+ current = context.canvas;
94
+ native = [];
95
+ };
96
+ for (const operation of operations) {
97
+ if ("css" in operation) {
98
+ native.push(operation);
99
+ continue;
100
+ }
101
+ applyNative();
102
+ const bitmap = operation.process(current, windows);
103
+ try {
104
+ const context = target();
105
+ context.drawImage(bitmap, 0, 0);
106
+ current = context.canvas;
107
+ } finally {
108
+ bitmap.close();
109
+ }
110
+ }
111
+ applyNative();
112
+ result.drawImage(current, windows.sourceToOutputX, windows.sourceToOutputY);
113
+ }
114
+ }, input.renderSubtree);
115
+ }
116
+ };
117
+ export {
118
+ filterBoundaryExecutor
119
+ };
120
+ //# sourceMappingURL=filter-executor.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../src/filters/filter-executor.ts"],
4
+ "sourcesContent": ["import type { TexturePaint } from '../lib/textures/texture-protocol.js';\nimport { GLOBAL_STATE } from '../lib/global-state.js';\nimport { getOptionalService } from '../lib/optional-services.js';\nimport { enterPrimitivePresentation } from '../lib/primitive-presentation.js';\nimport { renderFilterBoundary } from '../lib/filter/render-filter-boundary.js';\nimport type { FilterWindows, PixelBounds } from '../lib/filter/filter-region.js';\nimport type { PibblFilterBoundaryExecutor, PreparedPibblFilter } from '../lib/style/filter-types.js';\nimport type { PibblInstance } from '../lib/types.js';\nimport { compileNativeFilters, type NativePreparedFilter } from './native-operations.js';\nimport { assertNativeCanvasFilter } from './native-canvas-filter.js';\n\n/** An operation-owned pass. The shared executor knows nothing about its inputs. */\nexport interface CustomPreparedFilter extends PreparedPibblFilter {\n readonly reverseInfluence: (output: Readonly<PixelBounds>, density: number) => PixelBounds;\n /** Private fusion capability; no concrete GPU implementation enters this module. */\n readonly textureWarp?: Readonly<{ map: TexturePaint; strength: number; region: Readonly<{x:number;y:number;width:number;height:number}> }>;\n readonly fuseWithPrevious?: (previous: CustomPreparedFilter) => CustomPreparedFilter | undefined;\n readonly process?: (source: OffscreenCanvas, windows: FilterWindows) => ImageBitmap;\n}\ntype Operation = NativePreparedFilter | CustomPreparedFilter;\nconst SCRATCH = Symbol('pibbl.filter-pass-scratch');\nclass PassScratch {\n private readonly surfaces: OffscreenCanvas[] = [];\n used = false;\n private committed = false;\n constructor(private readonly instance: PibblInstance) {}\n beginRender(): void { this.used = false; }\n endRender(success: boolean): void {\n if (success && this.used) { this.committed = true; return; }\n if (success || !this.committed) this.dispose();\n }\n target(index: number, width: number, height: number): OffscreenCanvasRenderingContext2D {\n const canvas = this.surfaces[index] ??= new OffscreenCanvas(width, height);\n if (canvas.width !== width) canvas.width = width;\n if (canvas.height !== height) canvas.height = height;\n const context = canvas.getContext('2d');\n if (!context) throw new Error('Filter passes require an OffscreenCanvas 2D scratch target.');\n context.reset();\n return context;\n }\n dispose(): void {\n for (const canvas of this.surfaces) { canvas.width = 0; canvas.height = 0; }\n this.surfaces.length = 0;\n this.instance.optionalServices.delete(SCRATCH);\n }\n}\n\nexport const filterBoundaryExecutor: PibblFilterBoundaryExecutor = {\n render(input) {\n const operations: Operation[] = [];\n for (const operation of input.filters as readonly Operation[]) {\n if (!('css' in operation) && !operation.process) continue;\n const previous = operations.at(-1);\n const fused = previous && !('css' in previous) && !('css' in operation)\n ? operation.fuseWithPrevious?.(previous) : undefined;\n if (fused) operations[operations.length - 1] = fused;\n else operations.push(operation);\n }\n if (!operations.length) {\n const release = enterPrimitivePresentation(input.presentation);\n try { input.renderSubtree(); } finally { release(); }\n return;\n }\n if (operations.every((operation): operation is NativePreparedFilter => 'css' in operation)) {\n renderFilterBoundary({ component: input.component, filters: operations, presentation: input.presentation }, input.renderSubtree);\n return;\n }\n const bounds = operations.map(operation => 'css' in operation ? operation : {\n executor: filterBoundaryExecutor, css: () => 'none', reverseInfluence: operation.reverseInfluence,\n });\n renderFilterBoundary({\n component: input.component, filters: bounds, presentation: input.presentation,\n process(source, result, windows) {\n const instance = GLOBAL_STATE.currentPibblInstance;\n if (!instance) throw new Error('Filter processing requires an active Pibbl instance.');\n const scratch = getOptionalService(instance, SCRATCH, () => new PassScratch(instance));\n scratch.used = true;\n let current = source, pass = 0;\n let native: NativePreparedFilter[] = [];\n const target = () => scratch.target(pass++ % 2, source.width, source.height);\n const applyNative = () => {\n if (!native.length) return;\n const context = target();\n assertNativeCanvasFilter(context, compileNativeFilters(native, windows.density), input.component, () => {\n for (const operation of native) if (operation.onRejected) {\n assertNativeCanvasFilter(context, operation.css(windows.density), input.component, operation.onRejected);\n }\n });\n context.drawImage(current, 0, 0);\n current = context.canvas;\n native = [];\n };\n for (const operation of operations) {\n if ('css' in operation) { native.push(operation); continue; }\n applyNative();\n const bitmap = operation.process!(current, windows);\n try {\n const context = target(); context.drawImage(bitmap, 0, 0); current = context.canvas;\n } finally { bitmap.close(); }\n }\n applyNative();\n result.drawImage(current, windows.sourceToOutputX, windows.sourceToOutputY);\n },\n }, input.renderSubtree);\n },\n};\n"],
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6
+ "names": []
7
+ }
@@ -0,0 +1,4 @@
1
+ import type { RenderingContext2D } from '../lib/types.js';
2
+ export declare function assertNativeCanvasFilter(context: RenderingContext2D, cssText: string, component: string, diagnoseRejection?: () => void): void;
3
+ export declare function resetNativeCanvasFilter(context: RenderingContext2D, component: string): void;
4
+ export declare function resetNativeCanvasFilterIfSupported(context: RenderingContext2D): void;