@pixagram/renderart 0.4.5 → 1.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +1 -1
- package/README.md +171 -67
- package/dist/crt-gpu.d.ts +30 -0
- package/dist/crt-gpu.d.ts.map +1 -0
- package/dist/crt-gpu.js +282 -0
- package/dist/crt-gpu.js.map +1 -0
- package/dist/hex-gpu.d.ts +35 -0
- package/dist/hex-gpu.d.ts.map +1 -0
- package/dist/hex-gpu.js +382 -0
- package/dist/hex-gpu.js.map +1 -0
- package/dist/index.d.ts +21 -300
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +36 -963
- package/dist/index.js.map +1 -1
- package/dist/types.d.ts +84 -0
- package/dist/types.d.ts.map +1 -0
- package/dist/types.js +7 -0
- package/dist/types.js.map +1 -0
- package/dist/wasm-wrapper.d.ts +71 -0
- package/dist/wasm-wrapper.d.ts.map +1 -0
- package/dist/wasm-wrapper.js +76 -0
- package/dist/wasm-wrapper.js.map +1 -0
- package/dist/xbrz-gpu.d.ts +34 -0
- package/dist/xbrz-gpu.d.ts.map +1 -0
- package/dist/xbrz-gpu.js +640 -0
- package/dist/xbrz-gpu.js.map +1 -0
- package/package.json +48 -35
- package/src/crt-gpu.ts +313 -0
- package/src/hex-gpu.ts +426 -0
- package/src/index.ts +52 -0
- package/src/types.ts +90 -0
- package/src/wasm/crt.rs +181 -0
- package/src/wasm/hex.rs +324 -0
- package/src/wasm/lib.rs +285 -0
- package/src/wasm/xbrz.rs +262 -0
- package/src/wasm-wrapper.ts +195 -0
- package/src/xbrz-gpu.ts +671 -0
- package/dist/index.d.mts +0 -305
- package/dist/index.mjs +0 -948
- package/dist/index.mjs.map +0 -1
- package/pkg/LICENSE +0 -21
- package/pkg/README.md +0 -117
- package/pkg/renderart_wasm.d.ts +0 -52
- package/pkg/renderart_wasm.js +0 -5
- package/pkg/renderart_wasm_bg.js +0 -283
- package/pkg/renderart_wasm_bg.wasm +0 -0
- package/pkg/renderart_wasm_bg.wasm.d.ts +0 -24
package/dist/index.mjs.map
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1
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* CRT GPU Renderer using WebGL2\n * \n * High-performance CRT effect rendering using fragment shaders.\n */\n\nimport type { CrtOptions, ImageInput, ImageOutput, Renderer } from './types';\n\n// Vertex shader\nconst VERTEX_SHADER = `#version 300 es\nlayout(location = 0) in vec2 position;\nout vec2 vUv;\n\nvoid main() {\n vUv = position * 0.5 + 0.5;\n gl_Position = vec4(position, 0.0, 1.0);\n}`;\n\n// Fragment shader with configurable CRT effects\nconst FRAGMENT_SHADER = `#version 300 es\nprecision highp float;\n\nuniform sampler2D uTex;\nuniform vec2 uRes;\nuniform vec2 uWarp;\nuniform float uScanHardness;\nuniform float uScanOpacity;\nuniform float uMaskOpacity;\nuniform int uEnableWarp;\nuniform int uEnableScanlines;\nuniform int uEnableMask;\n\nin vec2 vUv;\nout vec4 outColor;\n\n// Gamma 2.0 approximation\nvec3 toLinear(vec3 c) { return c * c; }\nvec3 toSrgb(vec3 c) { return sqrt(c); }\n\nvec2 warp(vec2 uv) {\n if (uEnableWarp == 0) return uv;\n vec2 dc = abs(0.5 - uv);\n vec2 dc2 = dc * dc;\n uv.x -= 0.5; uv.x *= 1.0 + (dc2.y * (0.3 * uWarp.x)); uv.x += 0.5;\n uv.y -= 0.5; uv.y *= 1.0 + (dc2.x * (0.4 * uWarp.y)); uv.y += 0.5;\n return uv;\n}\n\nfloat scanline(float y, float sourceHeight) {\n if (uEnableScanlines == 0) return 1.0;\n float v = fract(y * sourceHeight);\n float d = abs(v - 0.5);\n float line = exp(d * d * uScanHardness);\n return mix(1.0, line, uScanOpacity);\n}\n\nvec3 mask(vec2 pos) {\n if (uEnableMask == 0) return vec3(1.0);\n float x = fract(pos.x / 6.0);\n vec3 m = vec3(1.0);\n float step1 = 0.333;\n float step2 = 0.666;\n \n m.r = step(0.0, x) - step(step1, x);\n m.g = step(step1, x) - step(step2, x);\n m.b = step(step2, x) - step(1.0, x);\n \n return mix(vec3(1.0), m, uMaskOpacity);\n}\n\nvoid main() {\n // 1. Geometry\n vec2 uv = warp(vUv);\n \n // 2. Bounds Check\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {\n outColor = vec4(0.0); \n return;\n }\n\n // 3. Texture Sample\n vec4 texSample = texture(uTex, uv);\n \n if (texSample.a == 0.0) {\n outColor = vec4(0.0);\n return;\n }\n\n vec3 linearColor = toLinear(texSample.rgb);\n \n // 4. CRT Effects\n ivec2 texSize = textureSize(uTex, 0);\n \n // Smart Bloom\n float luma = dot(linearColor, vec3(0.299, 0.587, 0.114));\n float bloom = luma * 0.7;\n\n // Calculate patterns\n float scan = scanline(uv.y, float(texSize.y));\n vec3 m = mask(gl_FragCoord.xy);\n \n // Apply effects\n vec3 effects = m * scan;\n vec3 finalRGB = linearColor * mix(effects, vec3(1.0), bloom);\n\n // 5. Output\n outColor = vec4(toSrgb(finalRGB), texSample.a);\n}`;\n\n/** CRT GPU Renderer */\nexport class CrtGpuRenderer implements Renderer<CrtOptions> {\n private gl: WebGL2RenderingContext | null = null;\n private canvas: OffscreenCanvas | null = null;\n private program: WebGLProgram | null = null;\n private texture: WebGLTexture | null = null;\n private uniforms: Record<string, WebGLUniformLocation | null> = {};\n private initialized = false;\n private currentCanvasSize = { width: 0, height: 0 };\n private currentTexSize = { width: 0, height: 0 };\n\n /** Create a new CRT GPU renderer */\n static create(): CrtGpuRenderer {\n const renderer = new CrtGpuRenderer();\n renderer.init();\n return renderer;\n }\n\n private init(): void {\n if (typeof OffscreenCanvas === 'undefined') {\n throw new Error('OffscreenCanvas not supported');\n }\n\n this.canvas = new OffscreenCanvas(1, 1);\n this.gl = this.canvas.getContext('webgl2', {\n alpha: true,\n premultipliedAlpha: false,\n desynchronized: 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input.height;\n\n const scale = Math.min(32, Math.max(2, options.scale ?? 3));\n const outWidth = width * scale;\n const outHeight = height * scale;\n\n // Resize canvas if needed\n if (this.currentCanvasSize.width !== outWidth || this.currentCanvasSize.height !== outHeight) {\n this.canvas.width = outWidth;\n this.canvas.height = outHeight;\n this.currentCanvasSize = { width: outWidth, height: outHeight };\n gl.viewport(0, 0, outWidth, outHeight);\n }\n\n // Update uniforms\n gl.uniform2f(this.uniforms.uRes, outWidth, outHeight);\n gl.uniform2f(this.uniforms.uWarp, options.warpX ?? 0.015, options.warpY ?? 0.02);\n gl.uniform1f(this.uniforms.uScanHardness, options.scanHardness ?? -4.0);\n gl.uniform1f(this.uniforms.uScanOpacity, options.scanOpacity ?? 0.5);\n gl.uniform1f(this.uniforms.uMaskOpacity, options.maskOpacity ?? 0.3);\n gl.uniform1i(this.uniforms.uEnableWarp, options.enableWarp !== false ? 1 : 0);\n gl.uniform1i(this.uniforms.uEnableScanlines, options.enableScanlines !== false ? 1 : 0);\n gl.uniform1i(this.uniforms.uEnableMask, options.enableMask !== false ? 1 : 0);\n\n // Update texture\n gl.bindTexture(gl.TEXTURE_2D, this.texture);\n if (this.currentTexSize.width !== width || this.currentTexSize.height !== height) {\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);\n this.currentTexSize = { width, height };\n } else {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, data);\n }\n\n // Render\n gl.clear(gl.COLOR_BUFFER_BIT);\n gl.drawArrays(gl.TRIANGLES, 0, 3);\n\n // Read pixels\n const pixels = new Uint8ClampedArray(outWidth * outHeight * 4);\n gl.readPixels(0, 0, outWidth, outHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels);\n\n return {\n data: pixels,\n width: outWidth,\n height: outHeight,\n };\n }\n\n /** Dispose resources */\n dispose(): void {\n if (this.gl) {\n if (this.texture) this.gl.deleteTexture(this.texture);\n if (this.program) this.gl.deleteProgram(this.program);\n this.gl = null;\n }\n this.canvas = null;\n this.initialized = false;\n }\n}\n\n/** CRT presets */\nexport const CRT_PRESETS: Record<string, Partial<CrtOptions>> = {\n default: {},\n authentic: {\n warpX: 0.02,\n warpY: 0.025,\n scanHardness: -6.0,\n scanOpacity: 0.6,\n maskOpacity: 0.4,\n },\n subtle: {\n warpX: 0.008,\n warpY: 0.01,\n scanHardness: -3.0,\n scanOpacity: 0.3,\n maskOpacity: 0.15,\n },\n flat: {\n warpX: 0,\n warpY: 0,\n enableWarp: false,\n scanHardness: -4.0,\n scanOpacity: 0.5,\n maskOpacity: 0.3,\n },\n};\n","/**\n * Hexagonal GPU Renderer using WebGL2\n * \n * High-performance hexagonal pixel grid transformation using fragment shaders.\n */\n\nimport type { HexOptions, HexOrientation, ImageInput, ImageOutput, Renderer } from './types';\n\n// Vertex shader\nconst VERTEX_SHADER = `#version 300 es\nlayout(location = 0) in vec2 position;\nout vec2 vUv;\n\nvoid main() {\n vUv = position * 0.5 + 0.5;\n gl_Position = vec4(position, 0.0, 1.0);\n}`;\n\n// Fragment shader for hexagonal rendering\nconst FRAGMENT_SHADER = `#version 300 es\nprecision highp float;\n\nuniform sampler2D uTex;\nuniform vec2 uOutputRes;\nuniform vec2 uInputRes;\nuniform float uScale;\nuniform int uOrientation; // 0 = flat-top, 1 = pointy-top\nuniform int uDrawBorders;\nuniform vec4 uBorderColor;\nuniform float uBorderThickness;\nuniform vec4 uBackgroundColor;\n\nin vec2 vUv;\nout vec4 outColor;\n\nconst float SQRT3 = 1.732050808;\nconst float INV_SQRT3 = 0.577350269;\n\n// Convert output pixel to hex coordinate (flat-top)\nvec2 pixelToHexFlat(vec2 pos, float scale) {\n float hSpacing = scale * 1.5;\n float vSpacing = scale * SQRT3;\n \n float col = pos.x / hSpacing;\n int colInt = int(floor(col));\n \n // Check if odd column (offset)\n bool isOffset = (colInt & 1) == 1;\n float yOffset = isOffset ? vSpacing * 0.5 : 0.0;\n \n float row = (pos.y - yOffset) / vSpacing;\n int rowInt = int(floor(row));\n \n // Refine with corner detection\n float cellX = pos.x - float(colInt) * hSpacing;\n float cellY = pos.y - float(rowInt) * vSpacing - yOffset;\n \n float quarterW = scale * 0.5;\n float halfH = vSpacing * 0.5;\n \n if (cellX < quarterW) {\n float distFromCenter = abs(cellY - halfH);\n float edgeX = distFromCenter * INV_SQRT3;\n \n if (cellX < quarterW - edgeX) {\n if (cellY < halfH) {\n rowInt -= 1;\n }\n colInt -= 1;\n }\n }\n \n return vec2(float(colInt), float(rowInt));\n}\n\n// Convert output pixel to hex coordinate (pointy-top)\nvec2 pixelToHexPointy(vec2 pos, float scale) {\n float hSpacing = scale * SQRT3;\n float vSpacing = scale * 1.5;\n \n float row = pos.y / vSpacing;\n int rowInt = int(floor(row));\n \n // Check if odd row (offset)\n bool isOffset = (rowInt & 1) == 1;\n float xOffset = isOffset ? hSpacing * 0.5 : 0.0;\n \n float col = (pos.x - xOffset) / hSpacing;\n int colInt = int(floor(col));\n \n // Refine with corner detection\n float cellX = pos.x - float(colInt) * hSpacing - xOffset;\n float cellY = pos.y - float(rowInt) * vSpacing;\n \n float halfW = hSpacing * 0.5;\n float quarterH = scale * 0.5;\n \n if (cellY < quarterH) {\n float distFromCenter = abs(cellX - halfW);\n float edgeY = distFromCenter * SQRT3;\n \n if (cellY < edgeY) {\n if (cellX < halfW && isOffset) {\n colInt -= 1;\n }\n rowInt -= 1;\n }\n }\n \n return vec2(float(colInt), float(rowInt));\n}\n\n// Check if pixel is on hex border\nbool isBorderPixel(vec2 pos, float scale, int orientation, float thickness) {\n for (float dy = -thickness; dy <= thickness; dy += 1.0) {\n for (float dx = -thickness; dx <= thickness; dx += 1.0) {\n if (dx == 0.0 && dy == 0.0) continue;\n \n vec2 h1 = orientation == 0 \n ? pixelToHexFlat(pos, scale) \n : pixelToHexPointy(pos, scale);\n vec2 h2 = orientation == 0 \n ? pixelToHexFlat(pos + vec2(dx, dy), scale) \n : pixelToHexPointy(pos + vec2(dx, dy), scale);\n \n if (h1 != h2) return true;\n }\n }\n return false;\n}\n\nvoid main() {\n vec2 pixelPos = vUv * uOutputRes;\n \n // Get hex coordinate\n vec2 hexCoord = uOrientation == 0 \n ? pixelToHexFlat(pixelPos, uScale) \n : pixelToHexPointy(pixelPos, uScale);\n \n // Check bounds\n if (hexCoord.x < 0.0 || hexCoord.y < 0.0 || \n hexCoord.x >= uInputRes.x || hexCoord.y >= uInputRes.y) {\n outColor = uBackgroundColor;\n return;\n }\n \n // Check for border\n if (uDrawBorders == 1 && uBorderThickness > 0.0) {\n if (isBorderPixel(pixelPos, uScale, uOrientation, uBorderThickness)) {\n outColor = uBorderColor;\n return;\n }\n }\n \n // Sample source pixel (add 0.5 for pixel center)\n vec2 texCoord = (hexCoord + 0.5) / uInputRes;\n outColor = texture(uTex, texCoord);\n}`;\n\n/** Parse color from CSS string or number */\nfunction parseColor(color: string | number | undefined, defaultColor: [number, number, number, number]): [number, number, number, number] {\n if (color === undefined) return defaultColor;\n \n if (typeof color === 'number') {\n return [\n ((color >> 24) & 0xFF) / 255,\n ((color >> 16) & 0xFF) / 255,\n ((color >> 8) & 0xFF) / 255,\n (color & 0xFF) / 255,\n ];\n }\n \n // Parse CSS color\n if (color === 'transparent') return [0, 0, 0, 0];\n \n // Parse hex color\n if (color.startsWith('#')) {\n const hex = color.slice(1);\n if (hex.length === 6) {\n return [\n parseInt(hex.slice(0, 2), 16) / 255,\n parseInt(hex.slice(2, 4), 16) / 255,\n parseInt(hex.slice(4, 6), 16) / 255,\n 1,\n ];\n }\n if (hex.length === 8) {\n return [\n parseInt(hex.slice(0, 2), 16) / 255,\n parseInt(hex.slice(2, 4), 16) / 255,\n parseInt(hex.slice(4, 6), 16) / 255,\n parseInt(hex.slice(6, 8), 16) / 255,\n ];\n }\n }\n \n return defaultColor;\n}\n\n/** Calculate output dimensions for hex rendering */\nexport function hexGetDimensions(\n srcWidth: number,\n srcHeight: number,\n scale: number,\n orientation: HexOrientation = 'flat-top'\n): { width: number; height: number } {\n const SQRT3 = 1.732050808;\n \n if (orientation === 'flat-top') {\n const hSpacing = scale * 1.5;\n const vSpacing = scale * SQRT3;\n const cellWidth = scale * 2;\n const cellHeight = scale * SQRT3;\n \n return {\n width: Math.ceil(srcWidth * hSpacing + cellWidth),\n height: Math.ceil(srcHeight * vSpacing + cellHeight),\n };\n } else {\n const hSpacing = scale * SQRT3;\n const vSpacing = scale * 1.5;\n const cellWidth = scale * SQRT3;\n const cellHeight = scale * 2;\n \n return {\n width: Math.ceil(srcWidth * hSpacing + cellWidth),\n height: Math.ceil(srcHeight * vSpacing + cellHeight),\n };\n }\n}\n\n/** HEX GPU Renderer */\nexport class HexGpuRenderer implements Renderer<HexOptions> {\n private gl: WebGL2RenderingContext | null = null;\n private canvas: OffscreenCanvas | null = null;\n private program: WebGLProgram | null = null;\n private texture: WebGLTexture | null = null;\n private uniforms: Record<string, WebGLUniformLocation | null> = {};\n private initialized = false;\n private currentCanvasSize = { width: 0, height: 0 };\n private currentTexSize = { width: 0, height: 0 };\n\n /** Create a new HEX GPU renderer */\n static create(): HexGpuRenderer {\n const renderer = new HexGpuRenderer();\n renderer.init();\n return renderer;\n }\n\n private init(): void {\n if (typeof OffscreenCanvas === 'undefined') {\n throw new Error('OffscreenCanvas not supported');\n }\n\n this.canvas = new OffscreenCanvas(1, 1);\n this.gl = this.canvas.getContext('webgl2', {\n alpha: true,\n premultipliedAlpha: false,\n desynchronized: true,\n powerPreference: 'high-performance',\n antialias: false,\n });\n\n if (!this.gl) {\n throw new Error('WebGL2 not supported');\n }\n\n const gl = this.gl;\n\n // Create shaders\n const vs = this.createShader(gl.VERTEX_SHADER, VERTEX_SHADER);\n const fs = this.createShader(gl.FRAGMENT_SHADER, FRAGMENT_SHADER);\n\n // Create program\n this.program = gl.createProgram()!;\n gl.attachShader(this.program, vs);\n gl.attachShader(this.program, fs);\n gl.linkProgram(this.program);\n\n if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) {\n throw new Error('Shader program link failed: ' + gl.getProgramInfoLog(this.program));\n }\n\n gl.useProgram(this.program);\n\n // Get uniform locations\n this.uniforms = {\n uTex: gl.getUniformLocation(this.program, 'uTex'),\n uOutputRes: gl.getUniformLocation(this.program, 'uOutputRes'),\n uInputRes: gl.getUniformLocation(this.program, 'uInputRes'),\n uScale: gl.getUniformLocation(this.program, 'uScale'),\n uOrientation: gl.getUniformLocation(this.program, 'uOrientation'),\n uDrawBorders: gl.getUniformLocation(this.program, 'uDrawBorders'),\n uBorderColor: gl.getUniformLocation(this.program, 'uBorderColor'),\n uBorderThickness: gl.getUniformLocation(this.program, 'uBorderThickness'),\n uBackgroundColor: gl.getUniformLocation(this.program, 'uBackgroundColor'),\n };\n\n gl.uniform1i(this.uniforms.uTex, 0);\n\n // Setup geometry\n const buf = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, buf);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);\n gl.enableVertexAttribArray(0);\n gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);\n\n // Create texture\n this.texture = gl.createTexture();\n gl.bindTexture(gl.TEXTURE_2D, this.texture);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n\n gl.clearColor(0.0, 0.0, 0.0, 0.0);\n\n this.initialized = true;\n }\n\n private createShader(type: number, source: string): WebGLShader {\n const gl = this.gl!;\n const shader = gl.createShader(type)!;\n gl.shaderSource(shader, source);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n const info = gl.getShaderInfoLog(shader);\n gl.deleteShader(shader);\n throw new Error('Shader compile failed: ' + info);\n }\n\n return shader;\n }\n\n /** Check if renderer is ready */\n isReady(): boolean {\n return this.initialized;\n }\n\n /** Render hexagonal effect */\n render(input: ImageInput | ImageData, options: HexOptions = {}): ImageOutput {\n if (!this.initialized || !this.gl || !this.canvas) {\n throw new Error('Renderer not initialized');\n }\n\n const gl = this.gl;\n const data = input instanceof ImageData ? input.data : input.data;\n const width = input.width;\n const height = input.height;\n\n const scale = Math.min(32, Math.max(2, options.scale ?? 16));\n const orientation: HexOrientation = options.orientation ?? 'flat-top';\n const { width: outWidth, height: outHeight } = hexGetDimensions(width, height, scale, orientation);\n\n // Resize canvas if needed\n if (this.currentCanvasSize.width !== outWidth || this.currentCanvasSize.height !== outHeight) {\n this.canvas.width = outWidth;\n this.canvas.height = outHeight;\n this.currentCanvasSize = { width: outWidth, height: outHeight };\n gl.viewport(0, 0, outWidth, outHeight);\n }\n\n // Update uniforms\n gl.uniform2f(this.uniforms.uOutputRes, outWidth, outHeight);\n gl.uniform2f(this.uniforms.uInputRes, width, height);\n gl.uniform1f(this.uniforms.uScale, scale);\n gl.uniform1i(this.uniforms.uOrientation, orientation === 'flat-top' ? 0 : 1);\n gl.uniform1i(this.uniforms.uDrawBorders, options.drawBorders ? 1 : 0);\n gl.uniform1f(this.uniforms.uBorderThickness, options.borderThickness ?? 1);\n\n const borderColor = parseColor(options.borderColor, [0.16, 0.16, 0.16, 1]);\n gl.uniform4f(this.uniforms.uBorderColor, ...borderColor);\n\n const bgColor = parseColor(options.backgroundColor, [0, 0, 0, 0]);\n gl.uniform4f(this.uniforms.uBackgroundColor, ...bgColor);\n\n // Update texture\n gl.bindTexture(gl.TEXTURE_2D, this.texture);\n if (this.currentTexSize.width !== width || this.currentTexSize.height !== height) {\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);\n this.currentTexSize = { width, height };\n } else {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, data);\n }\n\n // Render\n gl.clear(gl.COLOR_BUFFER_BIT);\n gl.drawArrays(gl.TRIANGLES, 0, 3);\n\n // Read pixels\n const pixels = new Uint8ClampedArray(outWidth * outHeight * 4);\n gl.readPixels(0, 0, outWidth, outHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels);\n\n return {\n data: pixels,\n width: outWidth,\n height: outHeight,\n };\n }\n\n /** Dispose resources */\n dispose(): void {\n if (this.gl) {\n if (this.texture) this.gl.deleteTexture(this.texture);\n if (this.program) this.gl.deleteProgram(this.program);\n this.gl = null;\n }\n this.canvas = null;\n this.initialized = false;\n }\n}\n\n/** HEX presets */\nexport const HEX_PRESETS: Record<string, Partial<HexOptions>> = {\n default: {},\n bordered: {\n drawBorders: true,\n borderColor: '#282828',\n borderThickness: 1,\n },\n pointy: {\n orientation: 'pointy-top',\n drawBorders: false,\n },\n};\n","/**\n * WASM Module Loader\n * \n * Simple manual initialization pattern.\n * User must call initWasm() with the WASM module before using CPU renderers.\n */\n\nimport type { \n CrtOptions, \n HexOptions, \n XbrzOptions, \n ImageInput, \n ImageOutput,\n HexOrientation,\n} from './types';\n\n// WASM module reference\nlet wasm: any = null;\nlet wasmReady = false;\n\n/**\n * Initialize WASM module.\n * \n * @example\n * ```typescript\n * import init, * as wasmModule from '@pixagram/renderart/dist/renderart_wasm_bg.js';\n * import { initWasm } from '@pixagram/renderart';\n * \n * await init();\n * initWasm(wasmModule);\n * ```\n */\nexport function initWasm(wasmModule: any): void {\n wasm = wasmModule;\n wasmReady = true;\n}\n\n/** Check if WASM is loaded */\nexport function isWasmLoaded(): boolean {\n return wasmReady;\n}\n\n/** Get output data from WASM memory */\nfunction getOutputData(result: { ptr: number; len: number }): Uint8ClampedArray {\n const memory = wasm.get_memory();\n const buffer = new Uint8Array(memory.buffer, result.ptr, result.len);\n return new Uint8ClampedArray(buffer.slice());\n}\n\n/** Convert input to Uint8Array */\nfunction toUint8Array(input: ImageInput | ImageData): Uint8Array {\n const data = input instanceof ImageData ? input.data : input.data;\n return data instanceof Uint8Array ? data : new Uint8Array(data);\n}\n\n/** Ensure WASM is loaded */\nfunction ensureWasm(): void {\n if (!wasmReady || !wasm) {\n throw new Error('WASM not initialized. Call initWasm() first.');\n }\n}\n\n// ============================================================================\n// CRT CPU Renderer\n// ============================================================================\n\n/** CRT CPU Renderer using WASM */\nexport class CrtCpuRenderer {\n /** Create renderer (WASM must be initialized first) */\n static create(): CrtCpuRenderer {\n ensureWasm();\n return new CrtCpuRenderer();\n }\n \n /** Check if renderer is ready */\n isReady(): boolean {\n return wasmReady;\n }\n \n /** Render CRT effect */\n render(input: ImageInput | ImageData, options: CrtOptions = {}): ImageOutput {\n ensureWasm();\n \n const data = toUint8Array(input);\n const width = input.width;\n const height = input.height;\n const scale = Math.min(32, Math.max(2, options.scale ?? 3));\n \n const result = wasm.crt_upscale_config(\n data, width, height, scale,\n options.warpX ?? 0.015,\n options.warpY ?? 0.02,\n options.scanHardness ?? -4.0,\n options.scanOpacity ?? 0.5,\n options.maskOpacity ?? 0.3,\n options.enableWarp !== false,\n options.enableScanlines !== false,\n options.enableMask !== false\n );\n \n return {\n data: getOutputData(result),\n width: result.width,\n height: result.height,\n };\n }\n \n dispose(): void {}\n}\n\n// ============================================================================\n// HEX CPU Renderer\n// ============================================================================\n\nfunction parseColorToU32(color: string | number | undefined, defaultVal: number): number {\n if (color === undefined) return defaultVal;\n if (typeof color === 'number') return color;\n if (color === 'transparent') return 0x00000000;\n if (color.startsWith('#')) {\n const hex = color.slice(1);\n if (hex.length === 6) return (parseInt(hex, 16) << 8) | 0xFF;\n if (hex.length === 8) return parseInt(hex, 16);\n }\n return defaultVal;\n}\n\n/** HEX CPU Renderer using WASM */\nexport class HexCpuRenderer {\n static create(): HexCpuRenderer {\n ensureWasm();\n return new HexCpuRenderer();\n }\n \n isReady(): boolean {\n return wasmReady;\n }\n \n render(input: ImageInput | ImageData, options: HexOptions = {}): ImageOutput {\n ensureWasm();\n \n const data = toUint8Array(input);\n const width = input.width;\n const height = input.height;\n const scale = Math.min(32, Math.max(2, options.scale ?? 16));\n \n const result = wasm.hex_upscale_config(\n data, width, height, scale,\n options.orientation === 'pointy-top' ? 1 : 0,\n options.drawBorders ?? false,\n parseColorToU32(options.borderColor, 0x282828FF),\n options.borderThickness ?? 1,\n parseColorToU32(options.backgroundColor, 0x00000000)\n );\n \n return {\n data: getOutputData(result),\n width: result.width,\n height: result.height,\n };\n }\n \n getDimensions(srcWidth: number, srcHeight: number, scale: number, orientation: HexOrientation = 'flat-top'): { width: number; height: number } {\n ensureWasm();\n const dims = wasm.hex_get_dimensions(srcWidth, srcHeight, scale, orientation === 'pointy-top' ? 1 : 0);\n return { width: dims[0], height: dims[1] };\n }\n \n dispose(): void {}\n}\n\n// ============================================================================\n// XBRZ CPU Renderer\n// ============================================================================\n\n/** XBRZ CPU Renderer using WASM */\nexport class XbrzCpuRenderer {\n static create(): XbrzCpuRenderer {\n ensureWasm();\n return new XbrzCpuRenderer();\n }\n \n isReady(): boolean {\n return wasmReady;\n }\n \n render(input: ImageInput | ImageData, options: XbrzOptions = {}): ImageOutput {\n ensureWasm();\n \n const data = toUint8Array(input);\n const width = input.width;\n const height = input.height;\n const scale = Math.min(6, Math.max(2, options.scale ?? 2));\n \n const result = wasm.xbrz_upscale_config(\n data, width, height, scale,\n options.luminanceWeight ?? 1.0,\n options.equalColorTolerance ?? 30,\n options.dominantDirectionThreshold ?? 4.4,\n options.steepDirectionThreshold ?? 2.2\n );\n \n return {\n data: getOutputData(result),\n width: result.width,\n height: result.height,\n };\n }\n \n dispose(): void {}\n}\n\n/** XBRZ presets */\nexport const XBRZ_PRESETS: Record<string, Partial<XbrzOptions>> = {\n default: {},\n sharp: {\n luminanceWeight: 1.0,\n equalColorTolerance: 20,\n dominantDirectionThreshold: 4.4,\n steepDirectionThreshold: 2.2,\n },\n smooth: {\n luminanceWeight: 0.8,\n equalColorTolerance: 35,\n dominantDirectionThreshold: 5.0,\n steepDirectionThreshold: 2.5,\n },\n};\n","/**\n * RenderArt - Unified Pixel Art Rendering Engine\n * \n * GPU renderers work standalone. CPU renderers require WASM initialization.\n */\n\nimport type {\n Backend,\n CrtOptions,\n CrtPreset,\n HexOptions,\n HexPreset,\n XbrzOptions,\n XbrzPreset,\n ImageInput,\n ImageOutput,\n RendererCapabilities,\n} from './types';\n\nimport { CrtGpuRenderer, CRT_PRESETS } from './crt-gpu';\nimport { HexGpuRenderer, HEX_PRESETS, hexGetDimensions } from './hex-gpu';\nimport { \n CrtCpuRenderer, \n HexCpuRenderer, \n XbrzCpuRenderer,\n XBRZ_PRESETS,\n isWasmLoaded,\n} from './wasm-loader';\n\n/** Check if WebGL2 is available */\nfunction checkWebGL2(): boolean {\n if (typeof OffscreenCanvas === 'undefined') return false;\n try {\n const canvas = new OffscreenCanvas(1, 1);\n return !!canvas.getContext('webgl2');\n } catch {\n return false;\n }\n}\n\n/** Get WebGL2 max texture size */\nfunction getMaxTextureSize(): number {\n if (!checkWebGL2()) return 0;\n try {\n const canvas = new OffscreenCanvas(1, 1);\n const gl = canvas.getContext('webgl2');\n return gl?.getParameter(gl.MAX_TEXTURE_SIZE) ?? 0;\n } catch {\n return 0;\n }\n}\n\n// ============================================================================\n// CRT Engine\n// ============================================================================\n\n/** CRT rendering engine */\nexport class CrtEngine {\n private gpuRenderer: CrtGpuRenderer | null = null;\n private cpuRenderer: CrtCpuRenderer | null = null;\n private gpuAvailable: boolean;\n\n constructor(gpuAvailable: boolean) {\n this.gpuAvailable = gpuAvailable;\n }\n\n private ensureGpu(): CrtGpuRenderer {\n if (!this.gpuRenderer && this.gpuAvailable) {\n this.gpuRenderer = CrtGpuRenderer.create();\n }\n if (!this.gpuRenderer) throw new Error('GPU renderer not available');\n return this.gpuRenderer;\n }\n\n private ensureCpu(): CrtCpuRenderer {\n if (!this.cpuRenderer) {\n this.cpuRenderer = CrtCpuRenderer.create();\n }\n return this.cpuRenderer;\n }\n\n /** Render with options or preset */\n render(\n input: ImageInput | ImageData,\n optionsOrPreset: CrtOptions | CrtPreset = {}\n ): ImageOutput {\n const options = typeof optionsOrPreset === 'string' \n ? { ...CRT_PRESETS[optionsOrPreset] }\n : optionsOrPreset;\n \n const backend = options.backend ?? 'auto';\n \n if (backend === 'gpu' || (backend === 'auto' && this.gpuAvailable)) {\n return this.ensureGpu().render(input, options);\n }\n \n return this.ensureCpu().render(input, options);\n }\n\n /** Synchronous GPU-only render */\n renderSync(input: ImageInput | ImageData, options: CrtOptions = {}): ImageOutput {\n return this.ensureGpu().render(input, options);\n }\n\n dispose(): void {\n this.gpuRenderer?.dispose();\n this.cpuRenderer?.dispose();\n this.gpuRenderer = null;\n this.cpuRenderer = null;\n }\n}\n\n// ============================================================================\n// HEX Engine\n// ============================================================================\n\n/** HEX rendering engine */\nexport class HexEngine {\n private gpuRenderer: HexGpuRenderer | null = null;\n private cpuRenderer: HexCpuRenderer | null = null;\n private gpuAvailable: boolean;\n\n constructor(gpuAvailable: boolean) {\n this.gpuAvailable = gpuAvailable;\n }\n\n private ensureGpu(): HexGpuRenderer {\n if (!this.gpuRenderer && this.gpuAvailable) {\n this.gpuRenderer = HexGpuRenderer.create();\n }\n if (!this.gpuRenderer) throw new Error('GPU renderer not available');\n return this.gpuRenderer;\n }\n\n private ensureCpu(): HexCpuRenderer {\n if (!this.cpuRenderer) {\n this.cpuRenderer = HexCpuRenderer.create();\n }\n return this.cpuRenderer;\n }\n\n render(\n input: ImageInput | ImageData,\n optionsOrPreset: HexOptions | HexPreset = {}\n ): ImageOutput {\n const options = typeof optionsOrPreset === 'string'\n ? { ...HEX_PRESETS[optionsOrPreset] }\n : optionsOrPreset;\n \n const backend = options.backend ?? 'auto';\n \n if (backend === 'gpu' || (backend === 'auto' && this.gpuAvailable)) {\n return this.ensureGpu().render(input, options);\n }\n \n return this.ensureCpu().render(input, options);\n }\n\n renderSync(input: ImageInput | ImageData, options: HexOptions = {}): ImageOutput {\n return this.ensureGpu().render(input, options);\n }\n\n getDimensions(\n srcWidth: number,\n srcHeight: number,\n options: HexOptions = {}\n ): { width: number; height: number } {\n const scale = options.scale ?? 16;\n const orientation = options.orientation ?? 'flat-top';\n return hexGetDimensions(srcWidth, srcHeight, scale, orientation);\n }\n\n dispose(): void {\n this.gpuRenderer?.dispose();\n this.cpuRenderer?.dispose();\n this.gpuRenderer = null;\n this.cpuRenderer = null;\n }\n}\n\n// ============================================================================\n// XBRZ Engine (CPU only)\n// ============================================================================\n\n/** XBRZ rendering engine (CPU/WASM only) */\nexport class XbrzEngine {\n private cpuRenderer: XbrzCpuRenderer | null = null;\n\n private ensureCpu(): XbrzCpuRenderer {\n if (!this.cpuRenderer) {\n this.cpuRenderer = XbrzCpuRenderer.create();\n }\n return this.cpuRenderer;\n }\n\n render(\n input: ImageInput | ImageData,\n optionsOrPreset: XbrzOptions | XbrzPreset = {}\n ): ImageOutput {\n const options = typeof optionsOrPreset === 'string'\n ? { ...XBRZ_PRESETS[optionsOrPreset] }\n : optionsOrPreset;\n \n return this.ensureCpu().render(input, options);\n }\n\n dispose(): void {\n this.cpuRenderer?.dispose();\n this.cpuRenderer = null;\n }\n}\n\n// ============================================================================\n// RenderArt - Main API\n// ============================================================================\n\n/** Main RenderArt instance */\nexport class RenderArt {\n readonly crt: CrtEngine;\n readonly hex: HexEngine;\n readonly xbrz: XbrzEngine;\n readonly capabilities: RendererCapabilities;\n\n private constructor(capabilities: RendererCapabilities) {\n this.capabilities = capabilities;\n this.crt = new CrtEngine(capabilities.gpu);\n this.hex = new HexEngine(capabilities.gpu);\n this.xbrz = new XbrzEngine();\n }\n\n /**\n * Create RenderArt instance.\n * For CPU/WASM support, call initWasm() first.\n */\n static create(): RenderArt {\n const gpuAvailable = checkWebGL2();\n const cpuAvailable = isWasmLoaded();\n \n return new RenderArt({\n gpu: gpuAvailable,\n cpu: cpuAvailable,\n maxTextureSize: gpuAvailable ? getMaxTextureSize() : 0,\n recommendedBackend: gpuAvailable ? 'gpu' : cpuAvailable ? 'cpu' : 'gpu',\n });\n }\n\n /**\n * Create GPU-only RenderArt instance (no WASM needed).\n */\n static createGpuOnly(): RenderArt {\n const gpuAvailable = checkWebGL2();\n \n if (!gpuAvailable) {\n throw new Error('WebGL2 not available');\n }\n \n return new RenderArt({\n gpu: true,\n cpu: false,\n maxTextureSize: getMaxTextureSize(),\n recommendedBackend: 'gpu',\n });\n }\n\n dispose(): void {\n this.crt.dispose();\n this.hex.dispose();\n this.xbrz.dispose();\n }\n}\n"]}
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# @pixagram/renderart
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High-performance pixel art rendering engines with GPU (WebGL2) and CPU (WASM) support.
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MIT © Pixagram SA
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export function crt_upscale_config(data: Uint8Array, width: number, height: number, scale: number, warp_x: number, warp_y: number, scan_hardness: number, scan_opacity: number, mask_opacity: number, enable_warp: boolean, enable_scanlines: boolean, enable_mask: boolean): UpscaleResult;
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export function hex_upscale_config(data: Uint8Array, width: number, height: number, scale: number, orientation: number, draw_borders: boolean, border_color: number, border_thickness: number, background_color: number): UpscaleResult;
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static __wrap(ptr) {
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ptr = ptr >>> 0;
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const obj = Object.create(UpscaleResult.prototype);
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obj.__wbg_ptr = ptr;
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UpscaleResultFinalization.register(obj, obj.__wbg_ptr, obj);
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return obj;
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}
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__destroy_into_raw() {
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const ptr = this.__wbg_ptr;
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this.__wbg_ptr = 0;
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UpscaleResultFinalization.unregister(this);
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return ptr;
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}
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free() {
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const ptr = this.__destroy_into_raw();
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wasm.__wbg_upscaleresult_free(ptr, 0);
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}
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/**
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*/
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get ptr() {
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const ret = wasm.__wbg_get_upscaleresult_ptr(this.__wbg_ptr);
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return ret >>> 0;
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}
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* @param {number} arg0
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*/
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set ptr(arg0) {
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wasm.__wbg_set_upscaleresult_ptr(this.__wbg_ptr, arg0);
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}
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/**
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* @returns {number}
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*/
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get len() {
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const ret = wasm.__wbg_get_upscaleresult_len(this.__wbg_ptr);
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return ret >>> 0;
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}
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*/
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set len(arg0) {
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wasm.__wbg_set_upscaleresult_len(this.__wbg_ptr, arg0);
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}
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* @returns {number}
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*/
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get width() {
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const ret = wasm.__wbg_get_upscaleresult_width(this.__wbg_ptr);
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return ret >>> 0;
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}
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* @param {number} arg0
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*/
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set width(arg0) {
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wasm.__wbg_set_upscaleresult_width(this.__wbg_ptr, arg0);
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}
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* @returns {number}
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*/
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get height() {
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const ret = wasm.__wbg_get_upscaleresult_height(this.__wbg_ptr);
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return ret >>> 0;
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}
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/**
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* @param {number} arg0
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*/
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set height(arg0) {
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wasm.__wbg_set_upscaleresult_height(this.__wbg_ptr, arg0);
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}
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}
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if (Symbol.dispose) UpscaleResult.prototype[Symbol.dispose] = UpscaleResult.prototype.free;
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|
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/**
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* CRT upscale with default config
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* @param {Uint8Array} data
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* @param {number} width
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* @param {number} height
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* @param {number} scale
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|
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* @returns {UpscaleResult}
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|
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*/
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|
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export function crt_upscale(data, width, height, scale) {
|
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const ptr0 = passArray8ToWasm0(data, wasm.__wbindgen_malloc);
|
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|
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const len0 = WASM_VECTOR_LEN;
|
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const ret = wasm.crt_upscale(ptr0, len0, width, height, scale);
|
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|
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return UpscaleResult.__wrap(ret);
|
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|
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}
|
|
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|
-
|
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150
|
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/**
|
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151
|
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* CRT upscale with full config
|
|
152
|
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* @param {Uint8Array} data
|
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153
|
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* @param {number} width
|
|
154
|
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* @param {number} height
|
|
155
|
-
* @param {number} scale
|
|
156
|
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* @param {number} warp_x
|
|
157
|
-
* @param {number} warp_y
|
|
158
|
-
* @param {number} scan_hardness
|
|
159
|
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* @param {number} scan_opacity
|
|
160
|
-
* @param {number} mask_opacity
|
|
161
|
-
* @param {boolean} enable_warp
|
|
162
|
-
* @param {boolean} enable_scanlines
|
|
163
|
-
* @param {boolean} enable_mask
|
|
164
|
-
* @returns {UpscaleResult}
|
|
165
|
-
*/
|
|
166
|
-
export function crt_upscale_config(data, width, height, scale, warp_x, warp_y, scan_hardness, scan_opacity, mask_opacity, enable_warp, enable_scanlines, enable_mask) {
|
|
167
|
-
const ptr0 = passArray8ToWasm0(data, wasm.__wbindgen_malloc);
|
|
168
|
-
const len0 = WASM_VECTOR_LEN;
|
|
169
|
-
const ret = wasm.crt_upscale_config(ptr0, len0, width, height, scale, warp_x, warp_y, scan_hardness, scan_opacity, mask_opacity, enable_warp, enable_scanlines, enable_mask);
|
|
170
|
-
return UpscaleResult.__wrap(ret);
|
|
171
|
-
}
|
|
172
|
-
|
|
173
|
-
/**
|
|
174
|
-
* Get WASM memory for reading output buffers
|
|
175
|
-
* @returns {any}
|
|
176
|
-
*/
|
|
177
|
-
export function get_memory() {
|
|
178
|
-
const ret = wasm.get_memory();
|
|
179
|
-
return ret;
|
|
180
|
-
}
|
|
181
|
-
|
|
182
|
-
/**
|
|
183
|
-
* Get HEX output dimensions
|
|
184
|
-
* @param {number} width
|
|
185
|
-
* @param {number} height
|
|
186
|
-
* @param {number} scale
|
|
187
|
-
* @param {number} orientation
|
|
188
|
-
* @returns {Uint32Array}
|
|
189
|
-
*/
|
|
190
|
-
export function hex_get_dimensions(width, height, scale, orientation) {
|
|
191
|
-
const ret = wasm.hex_get_dimensions(width, height, scale, orientation);
|
|
192
|
-
var v1 = getArrayU32FromWasm0(ret[0], ret[1]).slice();
|
|
193
|
-
wasm.__wbindgen_free(ret[0], ret[1] * 4, 4);
|
|
194
|
-
return v1;
|
|
195
|
-
}
|
|
196
|
-
|
|
197
|
-
/**
|
|
198
|
-
* HEX upscale with default config
|
|
199
|
-
* @param {Uint8Array} data
|
|
200
|
-
* @param {number} width
|
|
201
|
-
* @param {number} height
|
|
202
|
-
* @param {number} scale
|
|
203
|
-
* @returns {UpscaleResult}
|
|
204
|
-
*/
|
|
205
|
-
export function hex_upscale(data, width, height, scale) {
|
|
206
|
-
const ptr0 = passArray8ToWasm0(data, wasm.__wbindgen_malloc);
|
|
207
|
-
const len0 = WASM_VECTOR_LEN;
|
|
208
|
-
const ret = wasm.hex_upscale(ptr0, len0, width, height, scale);
|
|
209
|
-
return UpscaleResult.__wrap(ret);
|
|
210
|
-
}
|
|
211
|
-
|
|
212
|
-
/**
|
|
213
|
-
* HEX upscale with full config
|
|
214
|
-
* @param {Uint8Array} data
|
|
215
|
-
* @param {number} width
|
|
216
|
-
* @param {number} height
|
|
217
|
-
* @param {number} scale
|
|
218
|
-
* @param {number} orientation
|
|
219
|
-
* @param {boolean} draw_borders
|
|
220
|
-
* @param {number} border_color
|
|
221
|
-
* @param {number} border_thickness
|
|
222
|
-
* @param {number} background_color
|
|
223
|
-
* @returns {UpscaleResult}
|
|
224
|
-
*/
|
|
225
|
-
export function hex_upscale_config(data, width, height, scale, orientation, draw_borders, border_color, border_thickness, background_color) {
|
|
226
|
-
const ptr0 = passArray8ToWasm0(data, wasm.__wbindgen_malloc);
|
|
227
|
-
const len0 = WASM_VECTOR_LEN;
|
|
228
|
-
const ret = wasm.hex_upscale_config(ptr0, len0, width, height, scale, orientation, draw_borders, border_color, border_thickness, background_color);
|
|
229
|
-
return UpscaleResult.__wrap(ret);
|
|
230
|
-
}
|
|
231
|
-
|
|
232
|
-
/**
|
|
233
|
-
* XBRZ upscale with default config
|
|
234
|
-
* @param {Uint8Array} data
|
|
235
|
-
* @param {number} width
|
|
236
|
-
* @param {number} height
|
|
237
|
-
* @param {number} scale
|
|
238
|
-
* @returns {UpscaleResult}
|
|
239
|
-
*/
|
|
240
|
-
export function xbrz_upscale(data, width, height, scale) {
|
|
241
|
-
const ptr0 = passArray8ToWasm0(data, wasm.__wbindgen_malloc);
|
|
242
|
-
const len0 = WASM_VECTOR_LEN;
|
|
243
|
-
const ret = wasm.xbrz_upscale(ptr0, len0, width, height, scale);
|
|
244
|
-
return UpscaleResult.__wrap(ret);
|
|
245
|
-
}
|
|
246
|
-
|
|
247
|
-
/**
|
|
248
|
-
* XBRZ upscale with full config
|
|
249
|
-
* @param {Uint8Array} data
|
|
250
|
-
* @param {number} width
|
|
251
|
-
* @param {number} height
|
|
252
|
-
* @param {number} scale
|
|
253
|
-
* @param {number} luminance_weight
|
|
254
|
-
* @param {number} equal_color_tolerance
|
|
255
|
-
* @param {number} dominant_direction_threshold
|
|
256
|
-
* @param {number} steep_direction_threshold
|
|
257
|
-
* @returns {UpscaleResult}
|
|
258
|
-
*/
|
|
259
|
-
export function xbrz_upscale_config(data, width, height, scale, luminance_weight, equal_color_tolerance, dominant_direction_threshold, steep_direction_threshold) {
|
|
260
|
-
const ptr0 = passArray8ToWasm0(data, wasm.__wbindgen_malloc);
|
|
261
|
-
const len0 = WASM_VECTOR_LEN;
|
|
262
|
-
const ret = wasm.xbrz_upscale_config(ptr0, len0, width, height, scale, luminance_weight, equal_color_tolerance, dominant_direction_threshold, steep_direction_threshold);
|
|
263
|
-
return UpscaleResult.__wrap(ret);
|
|
264
|
-
}
|
|
265
|
-
|
|
266
|
-
export function __wbg___wbindgen_memory_a342e963fbcabd68() {
|
|
267
|
-
const ret = wasm.memory;
|
|
268
|
-
return ret;
|
|
269
|
-
};
|
|
270
|
-
|
|
271
|
-
export function __wbg___wbindgen_throw_dd24417ed36fc46e(arg0, arg1) {
|
|
272
|
-
throw new Error(getStringFromWasm0(arg0, arg1));
|
|
273
|
-
};
|
|
274
|
-
|
|
275
|
-
export function __wbindgen_init_externref_table() {
|
|
276
|
-
const table = wasm.__wbindgen_externrefs;
|
|
277
|
-
const offset = table.grow(4);
|
|
278
|
-
table.set(0, undefined);
|
|
279
|
-
table.set(offset + 0, undefined);
|
|
280
|
-
table.set(offset + 1, null);
|
|
281
|
-
table.set(offset + 2, true);
|
|
282
|
-
table.set(offset + 3, false);
|
|
283
|
-
};
|
|
Binary file
|
|
@@ -1,24 +0,0 @@
|
|
|
1
|
-
/* tslint:disable */
|
|
2
|
-
/* eslint-disable */
|
|
3
|
-
export const memory: WebAssembly.Memory;
|
|
4
|
-
export const __wbg_upscaleresult_free: (a: number, b: number) => void;
|
|
5
|
-
export const __wbg_get_upscaleresult_ptr: (a: number) => number;
|
|
6
|
-
export const __wbg_set_upscaleresult_ptr: (a: number, b: number) => void;
|
|
7
|
-
export const __wbg_get_upscaleresult_len: (a: number) => number;
|
|
8
|
-
export const __wbg_set_upscaleresult_len: (a: number, b: number) => void;
|
|
9
|
-
export const __wbg_get_upscaleresult_width: (a: number) => number;
|
|
10
|
-
export const __wbg_set_upscaleresult_width: (a: number, b: number) => void;
|
|
11
|
-
export const __wbg_get_upscaleresult_height: (a: number) => number;
|
|
12
|
-
export const __wbg_set_upscaleresult_height: (a: number, b: number) => void;
|
|
13
|
-
export const get_memory: () => any;
|
|
14
|
-
export const crt_upscale: (a: number, b: number, c: number, d: number, e: number) => number;
|
|
15
|
-
export const crt_upscale_config: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number) => number;
|
|
16
|
-
export const hex_upscale: (a: number, b: number, c: number, d: number, e: number) => number;
|
|
17
|
-
export const hex_upscale_config: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number) => number;
|
|
18
|
-
export const hex_get_dimensions: (a: number, b: number, c: number, d: number) => [number, number];
|
|
19
|
-
export const xbrz_upscale: (a: number, b: number, c: number, d: number, e: number) => number;
|
|
20
|
-
export const xbrz_upscale_config: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number) => number;
|
|
21
|
-
export const __wbindgen_externrefs: WebAssembly.Table;
|
|
22
|
-
export const __wbindgen_malloc: (a: number, b: number) => number;
|
|
23
|
-
export const __wbindgen_free: (a: number, b: number, c: number) => void;
|
|
24
|
-
export const __wbindgen_start: () => void;
|