@pixerate/editor 0.116.0 → 0.118.0
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/THIRD_PARTY_NOTICES.md +2 -0
- package/dist/{chunk-ZYZGEILO.cjs → chunk-2J3LS7JZ.cjs} +203 -203
- package/dist/{chunk-ZYZGEILO.cjs.map → chunk-2J3LS7JZ.cjs.map} +1 -1
- package/dist/{chunk-TFOPHZ3U.cjs → chunk-7ISPWEJA.cjs} +302 -5
- package/dist/chunk-7ISPWEJA.cjs.map +1 -0
- package/dist/{chunk-2UT4GXYA.cjs → chunk-BYAWOAST.cjs} +109 -41
- package/dist/chunk-BYAWOAST.cjs.map +1 -0
- package/dist/{chunk-PAOWHJ5O.cjs → chunk-EBSYZRSW.cjs} +217 -400
- package/dist/chunk-EBSYZRSW.cjs.map +1 -0
- package/dist/{chunk-XK5LZKBD.js → chunk-HKDTM6VC.js} +298 -1
- package/dist/chunk-HKDTM6VC.js.map +1 -0
- package/dist/{chunk-D53VQGEJ.js → chunk-IVSNUXW7.js} +79 -2
- package/dist/chunk-IVSNUXW7.js.map +1 -0
- package/dist/{chunk-ARQ7PQ6Q.js → chunk-JHXMNOMF.js} +71 -3
- package/dist/chunk-JHXMNOMF.js.map +1 -0
- package/dist/{chunk-HOCPSFGA.cjs → chunk-L2T6EJ5S.cjs} +154 -77
- package/dist/chunk-L2T6EJ5S.cjs.map +1 -0
- package/dist/{chunk-SEBYNBHW.js → chunk-R2JE6SA7.js} +9 -9
- package/dist/{chunk-D53KSJUV.js → chunk-VD2UDVF7.js} +100 -283
- package/dist/chunk-VD2UDVF7.js.map +1 -0
- package/dist/{export-BXxSGBCq.d.cts → export-DMOuzgZZ.d.cts} +8 -3
- package/dist/{export-Dm44YUvS.d.ts → export-Dul1SbPv.d.ts} +8 -3
- package/dist/{flow-COCB42TP.d.cts → flow-4-OC-UkQ.d.cts} +22 -1
- package/dist/{flow-BMtHAmg4.d.ts → flow-Cb7lkPm8.d.ts} +22 -1
- package/dist/image-editor/index.cjs +1112 -1024
- package/dist/image-editor/index.cjs.map +1 -1
- package/dist/image-editor/index.d.cts +6 -6
- package/dist/image-editor/index.d.ts +6 -6
- package/dist/image-editor/index.js +124 -36
- package/dist/image-editor/index.js.map +1 -1
- package/dist/paint/index.cjs +8 -4
- package/dist/paint/index.cjs.map +1 -1
- package/dist/paint/index.d.cts +2 -2
- package/dist/paint/index.d.ts +2 -2
- package/dist/paint/index.js +7 -3
- package/dist/paint-editor/index.cjs +242 -242
- package/dist/paint-editor/index.d.cts +4 -4
- package/dist/paint-editor/index.d.ts +4 -4
- package/dist/paint-editor/index.js +4 -4
- package/dist/raster/index.cjs +6 -4
- package/dist/raster/index.cjs.map +1 -1
- package/dist/raster/index.d.cts +2 -2
- package/dist/raster/index.d.ts +2 -2
- package/dist/raster/index.js +27 -25
- package/dist/{render-CrmHOgpo.d.ts → render-B05K68_h.d.ts} +9 -1
- package/dist/{render-B1K_OoLy.d.cts → render-DnAbIKcs.d.cts} +9 -1
- package/dist/vector/index.cjs +11335 -10178
- package/dist/vector/index.cjs.map +1 -1
- package/dist/vector/index.d.cts +159 -5
- package/dist/vector/index.d.ts +159 -5
- package/dist/vector/index.js +11242 -10085
- package/dist/vector/index.js.map +1 -1
- package/package.json +1 -1
- package/skills/pixerate-image-editor/references/photoshop-files.md +6 -7
- package/dist/chunk-2UT4GXYA.cjs.map +0 -1
- package/dist/chunk-ARQ7PQ6Q.js.map +0 -1
- package/dist/chunk-D53KSJUV.js.map +0 -1
- package/dist/chunk-D53VQGEJ.js.map +0 -1
- package/dist/chunk-HOCPSFGA.cjs.map +0 -1
- package/dist/chunk-PAOWHJ5O.cjs.map +0 -1
- package/dist/chunk-TFOPHZ3U.cjs.map +0 -1
- package/dist/chunk-XK5LZKBD.js.map +0 -1
- /package/dist/{chunk-SEBYNBHW.js.map → chunk-R2JE6SA7.js.map} +0 -0
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Portions ported from photocraft/crates/paint/src/lib.rs, dynamics.rs and render.rs (MIT OR Apache-2.0, © ArtCraft Team and contributors). See THIRD_PARTY_NOTICES.md.\n\n/**\n * The brush engine (a subset of photocraft's `crates/paint`): a computed round tip with size,\n * hardness, angle, roundness and spacing; pressure to size and opacity; smoothing; and Photoshop's\n * opacity-versus-flow build-up. Strokes are data, so one replays the same way for undo, agents\n * and tests.\n *\n * - Points are walked into dabs at `spacing × diameter` (`walkDabs`).\n * - Each dab's coverage (`dabCoverage`, photocraft's measured Photoshop profile) builds up in a\n * stroke coverage map with flow towards the dab's opacity ceiling: `c ← c + v·(ceil − c)`.\n * - The stroke composites once at the stroke opacity over the layer as it was before the stroke,\n * so overlapping dabs never exceed the opacity.\n */\n\nimport { blendPixel, mixPigment8, type BlendMode } from '../raster/blend';\nimport type { RasterRect as CropBox } from '../raster/surface';\nimport { TILE, tileKey, tileCoord, type TileKey } from '../raster/surface';\n\n/** One input sample. Missing pressure is a mouse (1). */\nexport interface StrokePoint {\n x: number;\n y: number;\n /** 0..1 (default 1). */\n pressure?: number;\n /** Milliseconds (optional; kept for replays). */\n t?: number;\n}\n\nexport interface BrushSettings {\n /** Diameter in pixels (1..2500, default 20). */\n size: number;\n /** 0 (soft) .. 1 (hard, default). */\n hardness: number;\n /** Dab spacing as a fraction of the diameter (0.01..10, default 0.1). */\n spacing: number;\n /** Tip angle in degrees (default 0). */\n angle: number;\n /** Tip roundness 0.01..1 (default 1). */\n roundness: number;\n /** Stroke opacity ceiling 0..1 (default 1). */\n opacity: number;\n /** Build-up per dab 0..1 (default 1). */\n flow: number;\n /** Input smoothing 0..0.95 (default 0). */\n smoothing: number;\n /** Pressure controls size (default true). */\n pressureSize: boolean;\n /** Pressure controls opacity (default false). */\n pressureOpacity: boolean;\n /** How the stroke paints onto the layer (default normal). */\n blend: BlendMode;\n}\n\nexport const DEFAULT_BRUSH: Readonly<BrushSettings> = {\n size: 20,\n hardness: 1,\n spacing: 0.1,\n angle: 0,\n roundness: 1,\n opacity: 1,\n flow: 1,\n smoothing: 0,\n pressureSize: true,\n pressureOpacity: false,\n blend: 'normal',\n};\n\nexport const MAX_BRUSH_SIZE = 2500;\n\n/** A brush with every field in range (missing fields from `DEFAULT_BRUSH`). */\nexport function normalizeBrush(raw: Partial<BrushSettings> = {}): BrushSettings {\n const num = (v: unknown, lo: number, hi: number, d: number) => (typeof v === 'number' && Number.isFinite(v) ? Math.min(hi, Math.max(lo, v)) : d);\n return {\n size: num(raw.size, 1, MAX_BRUSH_SIZE, DEFAULT_BRUSH.size),\n hardness: num(raw.hardness, 0, 1, DEFAULT_BRUSH.hardness),\n spacing: num(raw.spacing, 0.01, 10, DEFAULT_BRUSH.spacing),\n angle: num(raw.angle, -360, 360, DEFAULT_BRUSH.angle),\n roundness: num(raw.roundness, 0.01, 1, DEFAULT_BRUSH.roundness),\n opacity: num(raw.opacity, 0, 1, DEFAULT_BRUSH.opacity),\n flow: num(raw.flow, 0, 1, DEFAULT_BRUSH.flow),\n smoothing: num(raw.smoothing, 0, 0.95, DEFAULT_BRUSH.smoothing),\n pressureSize: typeof raw.pressureSize === 'boolean' ? raw.pressureSize : DEFAULT_BRUSH.pressureSize,\n pressureOpacity: typeof raw.pressureOpacity === 'boolean' ? raw.pressureOpacity : DEFAULT_BRUSH.pressureOpacity,\n blend: raw.blend ?? 'normal',\n };\n}\n\n// ---------------------------------------------------------------------------\n// The round tip (photocraft's measured Photoshop profile)\n// ---------------------------------------------------------------------------\n\n/**\n * Photoshop's round tip, measured by photocraft: a solid core of radius `r0 · R`, then a Gaussian\n * shoulder `exp(-((d − r0) / s)²)` of width `s · R`, both by hardness (0, 0.1, … 1).\n */\nconst TIP_SHAPE: ReadonlyArray<[number, number]> = [\n [0.0, 0.664], [0.14, 0.58], [0.28, 0.5], [0.4, 0.44], [0.52, 0.36], [0.63, 0.29],\n [0.7, 0.24], [0.78, 0.19], [0.84, 0.15], [0.89, 0.11], [1.0, 0.0],\n];\n/** The anti-aliased edge: the shoulder never narrows below this many pixels. */\nconst TIP_EDGE_PX = 1.2;\nconst SMALL_TIP_RADIUS = 3;\nconst SUBPIXEL = [-0.375, -0.125, 0.125, 0.375];\n\n/** The core radius and shoulder width (pixels) of a round tip of `radius` and `hardness`. */\nexport function tipShape(radius: number, hardness: number): [number, number] {\n const h = (Number.isNaN(hardness) ? 0 : Math.min(1, Math.max(0, hardness))) * 10;\n const i = Math.min(9, Math.floor(h));\n const t = h - i;\n const a = TIP_SHAPE[i];\n const b = TIP_SHAPE[i + 1];\n const r0 = a[0] + (b[0] - a[0]) * t;\n const s = a[1] + (b[1] - a[1]) * t;\n const r = Number.isFinite(radius) ? Math.max(0, radius) : 0;\n const edge = Math.max(0.25, Math.min(TIP_EDGE_PX, 0.3 * r));\n return [Math.max(0, Math.min(r0 * r, r - edge)), Math.max(1e-3, s * r, edge)];\n}\n\n/** `exp(-u)` as `(1 − u/64)^64` by six squarings: exactly 0 from u = 64. */\nfunction softExp(u: number): number {\n let g = Math.min(1, Math.max(0, 1 - u / 64));\n for (let k = 0; k < 6; k++) g *= g;\n return g;\n}\n\n/** Opacity of a round tip at distance `d` from its centre. */\nexport function tipFalloff(d: number, radius: number, hardness: number): number {\n const [r0, s] = tipShape(radius, hardness);\n if (d <= r0) return 1;\n const x = (d - r0) / s;\n return softExp(x * x);\n}\n\n/** How far from its centre a round tip still paints. */\nexport function tipReach(radius: number, hardness: number): number {\n const [r0, s] = tipShape(radius, hardness);\n return r0 + 2.6 * s;\n}\n\n/** Coverage of a round dab at distance `d` from its centre. */\nexport function dabCoverage(d: number, radius: number, hardness: number): number {\n if (Number.isNaN(d) || d >= tipReach(radius, hardness) + 0.5) return 0;\n return tipFalloff(d, radius, hardness);\n}\n\n// ---------------------------------------------------------------------------\n// Points → dabs\n// ---------------------------------------------------------------------------\n\nexport interface Dab {\n x: number;\n y: number;\n radius: number;\n /** Flow (per-dab build-up). */\n alpha: number;\n /** Opacity ceiling this dab builds up to. */\n opacity: number;\n /** Radians. */\n angle: number;\n roundness: number;\n}\n\n/** Exponential smoothing of input points; the first and last point are kept. */\nexport function smoothPoints(points: readonly StrokePoint[], amount: number): StrokePoint[] {\n const a = 1 - Math.min(0.95, Math.max(0, amount));\n if (a >= 1 || points.length < 3) return points.slice();\n const out: StrokePoint[] = [];\n let cur: StrokePoint | null = null;\n for (const p of points) {\n const n: StrokePoint = cur ? { ...p, x: cur.x + (p.x - cur.x) * a, y: cur.y + (p.y - cur.y) * a } : p;\n out.push(n);\n cur = n;\n }\n out[out.length - 1] = points[points.length - 1];\n return out;\n}\n\nconst pressureOf = (p: StrokePoint) => (typeof p.pressure === 'number' && Number.isFinite(p.pressure) ? Math.min(1, Math.max(0, p.pressure)) : 1);\n\n/**\n * Walks points into dabs (incrementally: feed points in any chunks and get the same dabs). The\n * first point is a dab; then one every `spacing × diameter` along the path.\n */\nexport class DabWalker {\n private last: StrokePoint | null = null;\n private nextAt = 0;\n private pendingFirst: StrokePoint | null = null;\n\n constructor(readonly brush: BrushSettings) {}\n\n private diameter(p: StrokePoint): number {\n return this.brush.pressureSize ? this.brush.size * pressureOf(p) : this.brush.size;\n }\n\n private stepLen(p: StrokePoint): number {\n return Math.max(0.5, Math.max(1, this.diameter(p)) * Math.max(0.01, this.brush.spacing));\n }\n\n private dab(p: StrokePoint): Dab {\n const b = this.brush;\n return {\n x: p.x,\n y: p.y,\n radius: Math.max(0.5, this.diameter(p) / 2),\n alpha: Math.min(1, Math.max(0, b.flow)),\n opacity: b.pressureOpacity ? pressureOf(p) : 1,\n angle: (b.angle * Math.PI) / 180,\n roundness: Math.min(1, Math.max(0.01, b.roundness)),\n };\n }\n\n push(p: StrokePoint, out: Dab[]): void {\n const a = this.last;\n if (!a) {\n this.last = p;\n this.pendingFirst = p;\n this.nextAt = this.stepLen(p);\n return;\n }\n if (this.pendingFirst) {\n out.push(this.dab(this.pendingFirst));\n this.pendingFirst = null;\n }\n const dx = p.x - a.x;\n const dy = p.y - a.y;\n const len = Math.hypot(dx, dy);\n if (len > 1e-9) {\n while (this.nextAt <= len + 1e-9) {\n const f = Math.min(1, this.nextAt / len);\n const q: StrokePoint = {\n x: a.x + dx * f,\n y: a.y + dy * f,\n pressure: pressureOf(a) + (pressureOf(p) - pressureOf(a)) * f,\n };\n out.push(this.dab(q));\n this.nextAt += this.stepLen(q);\n }\n this.nextAt -= len;\n }\n this.last = p;\n }\n\n finish(out: Dab[]): void {\n if (this.pendingFirst) {\n out.push(this.dab(this.pendingFirst));\n this.pendingFirst = null;\n }\n }\n}\n\n/** All dabs of a point list (smoothing applied). */\nexport function walkDabs(points: readonly StrokePoint[], brush: BrushSettings): Dab[] {\n const w = new DabWalker(brush);\n const out: Dab[] = [];\n for (const p of smoothPoints(points, brush.smoothing)) w.push(p, out);\n w.finish(out);\n return out;\n}\n\n/** The pixel rectangle a dab can touch. */\nexport function dabRect(d: Dab, hardness: number): CropBox {\n // As `rasterizeDab`: the tip reaches `reach` across its minor axis and `reach / roundness` along it.\n const ro = Math.min(1, Math.max(0.5 / d.radius, d.roundness));\n const rm = Math.max(0.5, d.radius * ro);\n const r = Math.max(rm, tipReach(rm, hardness)) / ro + 1.5;\n const x0 = Math.floor(d.x - r);\n const y0 = Math.floor(d.y - r);\n return { x: x0, y: y0, width: Math.ceil(d.x + r) - x0, height: Math.ceil(d.y + r) - y0 };\n}\n\n/**\n * Rasterizes one dab over `rect` into `out` (rect.width × rect.height values, coverage × flow).\n * Small tips (radius below 3 px) take each pixel's covered area from a 4×4 grid.\n */\nexport function rasterizeDab(d: Dab, hardness: number, rect: CropBox, out: Float32Array): void {\n const w = rect.width;\n const h = rect.height;\n out.fill(0, 0, w * h);\n const r = d.radius;\n const ro = Math.min(1, Math.max(0.5 / r, d.roundness));\n const rm = Math.max(0.5, r * ro);\n const reach = Math.max(rm, tipReach(rm, hardness));\n const sn = Math.sin(d.angle);\n const cs = Math.cos(d.angle);\n const toTip = (dx: number, dy: number): [number, number] => {\n const ux = dx;\n const uy = -dy;\n return [ux * cs + uy * sn, -ux * sn + uy * cs];\n };\n const small = rm < SMALL_TIP_RADIUS;\n const reach2 = (reach + (small ? 0.75 : 0.5)) ** 2;\n for (let yy = 0; yy < h; yy++) {\n const dy = rect.y + yy + 0.5 - d.y;\n for (let xx = 0; xx < w; xx++) {\n const dx = rect.x + xx + 0.5 - d.x;\n const [u, v] = toTip(dx, dy);\n const d2 = (u * ro) ** 2 + v * v;\n if (d2 >= reach2) continue;\n let val: number;\n if (small) {\n let sum = 0;\n for (const sy of SUBPIXEL) {\n for (const sx of SUBPIXEL) {\n const [su, sv] = toTip(dx + sx, dy + sy);\n sum += tipFalloff(Math.sqrt((su * ro) ** 2 + sv * sv), rm, hardness);\n }\n }\n val = sum / 16;\n } else {\n val = dabCoverage(Math.sqrt(d2), rm, hardness);\n }\n if (val > 0) out[yy * w + xx] = val * d.alpha;\n }\n }\n}\n\n// ---------------------------------------------------------------------------\n// Stroke coverage\n// ---------------------------------------------------------------------------\n\nconst TILE_PIXELS = TILE * TILE;\n\n/** A stroke's accumulated coverage, in 256 px tiles over document space. */\nexport class CoverageMap {\n readonly tiles = new Map<TileKey, Float32Array>();\n bounds: CropBox | null = null;\n private dirty = new Set<TileKey>();\n\n get(x: number, y: number): number {\n const tx = Math.floor(x / TILE);\n const ty = Math.floor(y / TILE);\n const t = this.tiles.get(tileKey(tx, ty));\n return t ? t[(y - ty * TILE) * TILE + (x - tx * TILE)] : 0;\n }\n\n /** Builds up `vals` (over `rect`) with flow towards `ceil`: `c ← c + v·(ceil − c)`. */\n accumulate(rect: CropBox, vals: Float32Array, ceil: number): void {\n if (rect.width <= 0 || rect.height <= 0) return;\n const w = rect.width;\n const tx0 = Math.floor(rect.x / TILE);\n const ty0 = Math.floor(rect.y / TILE);\n const tx1 = Math.floor((rect.x + rect.width - 1) / TILE);\n const ty1 = Math.floor((rect.y + rect.height - 1) / TILE);\n let touched = false;\n for (let ty = ty0; ty <= ty1; ty++) {\n for (let tx = tx0; tx <= tx1; tx++) {\n const x0 = Math.max(rect.x, tx * TILE);\n const y0 = Math.max(rect.y, ty * TILE);\n const x1 = Math.min(rect.x + rect.width, tx * TILE + TILE);\n const y1 = Math.min(rect.y + rect.height, ty * TILE + TILE);\n let tile: Float32Array | undefined;\n for (let y = y0; y < y1; y++) {\n const row = (y - rect.y) * w;\n const trow = (y - ty * TILE) * TILE;\n for (let x = x0; x < x1; x++) {\n const v = vals[row + (x - rect.x)];\n if (v <= 0) continue;\n if (!tile) {\n const key = tileKey(tx, ty);\n tile = this.tiles.get(key);\n if (!tile) {\n tile = new Float32Array(TILE_PIXELS);\n this.tiles.set(key, tile);\n }\n this.dirty.add(key);\n touched = true;\n }\n const ti = trow + (x - tx * TILE);\n const c = tile[ti];\n if (ceil > c) tile[ti] = c + v * (ceil - c);\n }\n }\n }\n }\n if (touched) this.bounds = unionRect(this.bounds, rect);\n }\n\n /** Tiles changed since the last call. */\n takeDirty(): TileKey[] {\n const out = [...this.dirty];\n this.dirty.clear();\n return out;\n }\n}\n\nfunction unionRect(a: CropBox | null, b: CropBox): CropBox {\n if (!a) return { ...b };\n const x = Math.min(a.x, b.x);\n const y = Math.min(a.y, b.y);\n return { x, y, width: Math.max(a.x + a.width, b.x + b.width) - x, height: Math.max(a.y + a.height, b.y + b.height) - y };\n}\n\n/** Paints a stroke's dabs into a coverage map, incrementally. */\nexport class StrokeCoverage {\n readonly coverage = new CoverageMap();\n private walker: DabWalker;\n private smoothing: number;\n private smoothPos: StrokePoint | null = null;\n private buf = new Float32Array(0);\n dabCount = 0;\n\n constructor(readonly brush: BrushSettings) {\n this.walker = new DabWalker(brush);\n this.smoothing = brush.smoothing;\n }\n\n /** Feeds input points; returns the document rectangles the new dabs touched. */\n push(points: readonly StrokePoint[]): CropBox[] {\n const dabs: Dab[] = [];\n for (const p of points) this.walker.push(this.smooth(p), dabs);\n return this.paint(dabs);\n }\n\n /** Ends the stroke (a single click still paints one dab). */\n finish(last?: StrokePoint): CropBox[] {\n const dabs: Dab[] = [];\n if (last && this.smoothPos && (this.smoothPos.x !== last.x || this.smoothPos.y !== last.y)) this.walker.push(last, dabs);\n this.walker.finish(dabs);\n return this.paint(dabs);\n }\n\n private smooth(p: StrokePoint): StrokePoint {\n const a = 1 - Math.min(0.95, Math.max(0, this.smoothing));\n const cur = this.smoothPos;\n const n = cur && a < 1 ? { ...p, x: cur.x + (p.x - cur.x) * a, y: cur.y + (p.y - cur.y) * a } : p;\n this.smoothPos = n;\n return n;\n }\n\n private paint(dabs: Dab[]): CropBox[] {\n const rects: CropBox[] = [];\n for (const d of dabs) {\n const rect = dabRect(d, this.brush.hardness);\n const n = rect.width * rect.height;\n if (this.buf.length < n) this.buf = new Float32Array(n);\n const vals = this.buf.subarray(0, n);\n rasterizeDab(d, this.brush.hardness, rect, vals);\n this.coverage.accumulate(rect, vals, d.opacity);\n rects.push(rect);\n this.dabCount++;\n }\n return rects;\n }\n}\n\n/** How a stroke changes pixels. */\nexport interface StrokeApply {\n /** `paint` puts colour down; `erase` removes alpha (or, with transparency locked, paints `background`). */\n mode: 'paint' | 'erase';\n /** RGBA 0..255 (paint colour, or the mask grey in `r`). */\n color: readonly [number, number, number, number];\n /** RGBA 0..255 the eraser paints on a transparency-locked layer (and on masks). */\n background: readonly [number, number, number, number];\n opacity: number;\n blend: BlendMode;\n lockTransparency: boolean;\n /** Selection coverage (document space, canvas-sized), or `null`. */\n selection: { width: number; height: number; data: ArrayLike<number> } | null;\n /** Layer offset (target pixels are in layer space). */\n offset: { x: number; y: number };\n}\n\n/**\n * Composites the stroke's coverage over `tileData` (the target's tile (tx, ty) as it was before\n * the stroke, in layer space; RGBA or one byte for masks) and returns the new tile data. With\n * `into` (the tile's previous result) and `region` (document space), only `region` is recomputed\n * and the rest of `into` is kept.\n */\nexport function applyStrokeToTile(\n coverage: CoverageMap,\n tileData: Uint8ClampedArray,\n channels: 1 | 4,\n tx: number,\n ty: number,\n s: StrokeApply,\n options: { into?: Uint8ClampedArray; region?: CropBox } = {}\n): Uint8ClampedArray {\n const out = options.into ? new Uint8ClampedArray(options.into) : new Uint8ClampedArray(tileData);\n const ox = tx * TILE + s.offset.x;\n const oy = ty * TILE + s.offset.y;\n let x0 = 0;\n let y0 = 0;\n let x1 = TILE;\n let y1 = TILE;\n if (options.region) {\n const r = options.region;\n x0 = Math.max(0, Math.floor(r.x) - ox);\n y0 = Math.max(0, Math.floor(r.y) - oy);\n x1 = Math.min(TILE, Math.ceil(r.x + r.width) - ox);\n y1 = Math.min(TILE, Math.ceil(r.y + r.height) - oy);\n if (x1 <= x0 || y1 <= y0) return out;\n // Start the region from the pre-stroke pixels: coverage is cumulative.\n if (options.into) {\n for (let y = y0; y < y1; y++) out.set(tileData.subarray((y * TILE + x0) * channels, (y * TILE + x1) * channels), (y * TILE + x0) * channels);\n }\n }\n const sel = s.selection;\n const cb = [0, 0, 0, 0];\n const cs = [s.color[0] / 255, s.color[1] / 255, s.color[2] / 255, s.color[3] / 255];\n const bg = [s.background[0] / 255, s.background[1] / 255, s.background[2] / 255, s.background[3] / 255];\n // With a tile-aligned offset the layer tile is one coverage tile: read it directly.\n const aligned = s.offset.x % TILE === 0 && s.offset.y % TILE === 0;\n const covTile = aligned ? coverage.tiles.get(tileKey(Math.floor(ox / TILE), Math.floor(oy / TILE))) : undefined;\n if (aligned && !covTile) return out;\n for (let y = y0; y < y1; y++) {\n const dy = oy + y;\n for (let x = x0; x < x1; x++) {\n const dx = ox + x;\n const c = covTile ? covTile[y * TILE + x] : coverage.get(dx, dy);\n if (c <= 0) continue;\n let k = c * s.opacity;\n if (sel) {\n if (dx < 0 || dy < 0 || dx >= sel.width || dy >= sel.height) continue;\n k *= sel.data[dy * sel.width + dx] / 255;\n }\n if (k > 1) k = 1;\n if (k <= 0) continue;\n const p = y * TILE + x;\n if (channels === 1) {\n const target = s.mode === 'erase' ? s.background[0] : s.color[0];\n out[p] = Math.round(out[p] + (target - out[p]) * k);\n continue;\n }\n const i = p * 4;\n if (s.mode === 'erase' && !s.lockTransparency) {\n out[i + 3] = Math.round(out[i + 3] * (1 - k));\n continue;\n }\n if (s.lockTransparency && out[i + 3] === 0) continue;\n const src = s.mode === 'erase' ? bg : cs;\n if (s.blend === 'pigment') {\n // `blendPixel`'s paint mix on the 8-bit colours, with their spectra cached.\n const bytes = s.mode === 'erase' ? s.background : s.color;\n const as = src[3] * k;\n if (!(as > 0)) continue;\n const ao = as + (out[i + 3] / 255) * (1 - as);\n mixPigment8(out[i], out[i + 1], out[i + 2], bytes[0], bytes[1], bytes[2], as / ao, cb);\n out[i] = Math.round(cb[0] * 255);\n out[i + 1] = Math.round(cb[1] * 255);\n out[i + 2] = Math.round(cb[2] * 255);\n if (!s.lockTransparency) out[i + 3] = Math.round(ao * 255);\n continue;\n }\n for (let ch = 0; ch < 4; ch++) cb[ch] = out[i + ch] / 255;\n const o = blendPixel(s.blend, cb, src, k);\n out[i] = Math.round(o[0] * 255);\n out[i + 1] = Math.round(o[1] * 255);\n out[i + 2] = Math.round(o[2] * 255);\n if (!s.lockTransparency) out[i + 3] = Math.round(o[3] * 255);\n }\n }\n return out;\n}\n\n/** Tile coordinates of coverage tile keys (for callers that track dirty tiles). */\nexport function coverageTileCoord(key: TileKey): { tx: number; ty: number } {\n return tileCoord(key);\n}\n","// Portions ported from photocraft/crates/paint/src/mixer.rs (MIT OR Apache-2.0, © ArtCraft Team and contributors). See THIRD_PARTY_NOTICES.md.\n\n/**\n * The pick-up / mix exchange between a loaded brush and the paint under it: the one mechanism\n * every wet-capable brush shares. The Mixer Brush (`MixerStroke`) and the paint editor's\n * wet-capable brushes run on it now; the wet layer (phase 3) plugs in as another `PaintMedium`.\n *\n * Two halves:\n *\n * - `PaintExchange` is what the brush carries: a **reservoir** of loaded paint (with an amount\n * that drains per dab) and a **well** of paint picked up from the canvas. Per dab it\n * 1. picks up: the well moves towards the colour under the dab by the pick-up rate times how\n * much of the footprint holds paint (`pickUp`);\n * 2. mixes the dab's paint: reservoir weight `amount × (1 − mix)`, well weight `mix`\n * (`paint`);\n * 3. drains the reservoir (`drain`).\n * Every mix is RGB or Kubelka-Munk pigment (`mixing`), so a blue brush through yellow goes\n * green.\n * - `PaintMedium` is what the brush touches: `sample` (the colour and contact under a footprint)\n * and `deposit` (lay paint at per-pixel amounts). `TileMedium` is the raster layer's pixels.\n * A wet layer implements the same two calls over its wet pigment and water (sampling only wet\n * paint, so pick-up lifts what is still wet), and nothing in `PaintExchange` changes.\n *\n * The ratios a user sets are `pickup` (pick-up ratio, 0..1) and `mix` (mix ratio, 0..1);\n * `exchangeRates` turns them into per-dab rates with the Mixer Brush's constants, so a Mixer\n * Brush's `wet` and `mix` are exactly these two ratios. Everything is data in, pixels out.\n */\n\nimport { blendPixel, mixPigment8, type BlendMode } from '../raster/blend';\nimport type { RasterRect } from '../raster/surface';\nimport { TILE } from '../raster/surface';\nimport { createPigment, lerpPigmentInto, setPigmentColor, type Pigment } from './pigment';\n\n/** How colours mix: straight sRGB averages, or like paint (Kubelka-Munk). */\nexport type MixingModel = 'rgb' | 'pigment';\n\nexport const MIXING_MODELS: readonly MixingModel[] = ['rgb', 'pigment'];\n\n/** An sRGB colour, 0..1 per channel. */\nexport type RgbTriple = [number, number, number];\n\n/** What a brush carries between dabs and strokes. Colours are straight sRGB, 0..1. */\nexport interface MixerLoad {\n /** Loaded paint, or `null` when the brush is unloaded. */\n readonly reservoir: readonly [number, number, number] | null;\n /** Reservoir left, 0..1. */\n readonly amount: number;\n /** Colour picked up from the canvas (the well), or `null` when the brush is clean. */\n readonly pickup: readonly [number, number, number] | null;\n}\n\nexport const EMPTY_MIXER_LOAD: MixerLoad = { reservoir: null, amount: 0, pickup: null };\n\n/** Fraction of the way the well moves towards the canvas colour per dab at a pick-up ratio of 1. */\nexport const MIXER_PICKUP_RATE = 0.25;\n/** Fraction of the reservoir that drains per dab at a load of 0. */\nexport const MIXER_DRAIN = 0.08;\n\n/** Per-dab rates of an exchange. */\nexport interface ExchangeRates {\n /** How far the well moves towards the canvas colour per dab at full contact (0: lifts nothing). */\n pickup: number;\n /** The well's weight in each dab's paint; the reservoir gets `amount × (1 − mix)`. */\n mix: number;\n /** Fraction of the reservoir lost per dab. */\n drain: number;\n mixing: MixingModel;\n}\n\n/**\n * Per-dab rates from the ratios a user sets: pick-up ratio `pickup` (0 dry .. 1), mix ratio\n * `mix` (0 .. 1, scaled by the pick-up ratio: a brush that lifts nothing has nothing to mix) and\n * `load` (1 never drains). The Mixer Brush passes its `wet`, `mix` and `load`.\n */\nexport function exchangeRates(pickup: number, mix: number, load: number, mixing: MixingModel): ExchangeRates {\n return { pickup: MIXER_PICKUP_RATE * pickup, mix: mix * pickup, drain: MIXER_DRAIN * (1 - load), mixing };\n}\n\n/** What a footprint holds: its average paint colour and how much of it holds paint (0..1). */\nexport interface PaintSample {\n rgb: RgbTriple;\n /** Paint-weighted share of the footprint (alpha × coverage over coverage). */\n contact: number;\n}\n\n/** The brush side of the exchange: reservoir, amount and well, mixed per dab. */\nexport class PaintExchange {\n private reservoir: RgbTriple | null;\n private amount: number;\n private well: RgbTriple | null;\n private readonly pig: { res: Pigment; well: Pigment; paint: Pigment; canvas: Pigment } | null;\n private readonly out: RgbTriple = [0, 0, 0];\n\n constructor(\n readonly rates: ExchangeRates,\n load: MixerLoad\n ) {\n this.reservoir = load.reservoir ? [load.reservoir[0], load.reservoir[1], load.reservoir[2]] : null;\n this.amount = this.reservoir ? Math.min(1, Math.max(0, load.amount)) : 0;\n this.well = load.pickup ? [load.pickup[0], load.pickup[1], load.pickup[2]] : null;\n this.pig =\n rates.mixing === 'pigment'\n ? { res: createPigment(this.reservoir ?? [0, 0, 0]), well: createPigment(this.well ?? [0, 0, 0]), paint: createPigment([0, 0, 0]), canvas: createPigment([0, 0, 0]) }\n : null;\n }\n\n /** What the brush carries now. */\n get load(): MixerLoad {\n return { reservoir: this.reservoir ? [...this.reservoir] : null, amount: this.amount, pickup: this.well ? [...this.well] : null };\n }\n\n /** The colour picked up so far, or `null`. */\n get pickup(): Readonly<RgbTriple> | null {\n return this.well;\n }\n\n /** The prepared pigment of the last `paint` colour (pigment mixing only), for `deposit`. */\n get paintPigment(): Pigment | null {\n return this.pig?.paint ?? null;\n }\n\n /** Recolours the reservoir without refilling it (a multi-coloured brush, per dab). */\n setReservoirColor(r: number, g: number, b: number): void {\n if (!this.reservoir) {\n this.reservoir = [r, g, b];\n this.amount = 1;\n } else {\n this.reservoir[0] = r;\n this.reservoir[1] = g;\n this.reservoir[2] = b;\n }\n if (this.pig) setPigmentColor(this.pig.res, r, g, b);\n }\n\n /** `a` mixed `t` of the way to `b` into `this.out`, by the mixing model. */\n private mix(a: RgbTriple, pa: Pigment | null, b: RgbTriple, pb: Pigment | null, t: number): RgbTriple {\n const o = this.out;\n if (pa && pb) lerpPigmentInto(pa, pb, t, o, 0);\n else for (let c = 0; c < 3; c++) o[c] = a[c] + (b[c] - a[c]) * t;\n return o;\n }\n\n /** `a` mixed `t` of the way to `b` (sRGB 0..1) by the mixing model, into `out`. */\n mixColors(a: readonly number[], b: readonly number[], t: number, out: number[]): number[] {\n if (this.pig) {\n setPigmentColor(this.pig.canvas, a[0], a[1], a[2]);\n setPigmentColor(this.pig.paint, b[0], b[1], b[2]);\n lerpPigmentInto(this.pig.canvas, this.pig.paint, t, out, 0);\n } else for (let c = 0; c < 3; c++) out[c] = a[c] + (b[c] - a[c]) * t;\n return out;\n }\n\n /** 1. Pick-up: the well moves towards the sampled colour (or takes it, when clean). */\n pickUp(sample: PaintSample | null): void {\n if (!sample || !(this.rates.pickup > 0)) return;\n const pig = this.pig;\n if (!this.well) this.well = [sample.rgb[0], sample.rgb[1], sample.rgb[2]];\n else {\n if (pig) setPigmentColor(pig.canvas, sample.rgb[0], sample.rgb[1], sample.rgb[2]);\n const o = this.mix(this.well, pig?.well ?? null, sample.rgb, pig?.canvas ?? null, this.rates.pickup * sample.contact);\n this.well = [o[0], o[1], o[2]];\n }\n if (pig) setPigmentColor(pig.well, this.well[0], this.well[1], this.well[2]);\n }\n\n /**\n * 2. The dab's paint: the reservoir mixed with the well, written to `out`. Returns the total\n * weight (≤ 0: nothing to lay down); deposit `min(1, weight)` of it. With pigment mixing,\n * `paintPigment` is the result's pigment afterwards.\n */\n paint(out: RgbTriple): number {\n const res = this.reservoir;\n const wr = res ? this.amount * (1 - this.rates.mix) : 0;\n const wp = this.well ? this.rates.mix : 0;\n const total = wr + wp;\n if (!(total > 1e-6)) return 0;\n const pig = this.pig;\n if (res && this.well) {\n const m = this.mix(res, pig?.res ?? null, this.well, pig?.well ?? null, wp / total);\n out[0] = m[0];\n out[1] = m[1];\n out[2] = m[2];\n } else {\n const c = res ?? this.well!;\n out[0] = c[0];\n out[1] = c[1];\n out[2] = c[2];\n }\n if (pig) setPigmentColor(pig.paint, out[0], out[1], out[2]);\n return total;\n }\n\n /** 3. The reservoir drains. */\n drain(): void {\n this.amount *= 1 - this.rates.drain;\n }\n}\n\n/** The pixels a brush reads and writes (RGBA tiles in layer space). */\nexport interface PaintTileTarget {\n /** The tile (TILE × TILE × 4) at (tx, ty) as it is now, or `null` when it is fully transparent. */\n readTile(tx: number, ty: number): Uint8ClampedArray | null;\n /** A writable tile at (tx, ty), returned by `readTile` from then on. */\n writeTile(tx: number, ty: number): Uint8ClampedArray;\n /** Layer offset: layer pixel = document pixel − offset. */\n offset: { x: number; y: number };\n /** Keep alpha and paint only where the layer has pixels. */\n lockTransparency: boolean;\n /** Selection coverage (document space, canvas-sized), or `null`. */\n selection: { width: number; height: number; data: ArrayLike<number> } | null;\n}\n\n/** The canvas side of the exchange: where a brush picks paint up and lays it down. */\nexport interface PaintMedium {\n /** The paint under a footprint (`cov` over `rect`, document space), or `null` where there is none. */\n sample(rect: RasterRect, cov: ArrayLike<number>): PaintSample | null;\n /**\n * Lays paint over the footprint at `dep × cov` per pixel. The colour is `paint` (with its\n * prepared pigment for pigment mixing), or per pixel from `field` (3 floats per pixel of\n * `rect`, sRGB 0..1) when given.\n */\n deposit(rect: RasterRect, cov: ArrayLike<number>, dep: number, paint: Readonly<RgbTriple>, paintPigment: Pigment | null, field?: Float32Array | null): void;\n}\n\nexport interface TileMediumOptions {\n /**\n * How deposits combine with the pixels. Missing: the exchange's mixing (source-over, or a\n * pigment mix with pigment mixing), as the Mixer Brush paints. Otherwise any blend mode, as a\n * brush tip's `blend`.\n */\n blend?: BlendMode;\n}\n\n/** A raster layer's pixels as a `PaintMedium` (through live tiles). */\nexport class TileMedium implements PaintMedium {\n // The tile last looked up by `locate` (and whether it came from `writeTile`).\n private tx = NaN;\n private ty = NaN;\n private tile: Uint8ClampedArray | null = null;\n private writable = false;\n private readonly canvasPig = createPigment([0, 0, 0]);\n private readonly paintPig = createPigment([0, 0, 0]);\n private paintKey = -1;\n private readonly cb = [0, 0, 0, 0];\n private readonly src = [0, 0, 0, 1];\n private readonly o: number[] = [0, 0, 0];\n\n constructor(\n readonly target: PaintTileTarget,\n private readonly options: TileMediumOptions = {}\n ) {}\n\n /** Forgets the cached tile (call when another writer may have replaced tiles). */\n reset(): void {\n this.tx = NaN;\n }\n\n /**\n * The tile holding document pixel (dx, dy) (`pixels`) and the pixel's byte index in it, or -1\n * when reading an empty tile.\n */\n locate(dx: number, dy: number, write: boolean): number {\n const t = this.target;\n const lx = dx - t.offset.x;\n const ly = dy - t.offset.y;\n const tx = Math.floor(lx / TILE);\n const ty = Math.floor(ly / TILE);\n if (tx !== this.tx || ty !== this.ty || (write && !this.writable)) {\n this.tx = tx;\n this.ty = ty;\n this.tile = write ? t.writeTile(tx, ty) : t.readTile(tx, ty);\n this.writable = write;\n }\n return this.tile ? ((ly - ty * TILE) * TILE + (lx - tx * TILE)) * 4 : -1;\n }\n\n /** The tile `locate` last found. */\n get pixels(): Uint8ClampedArray {\n return this.tile!;\n }\n\n /** Selection coverage at a document pixel, 0..1 (1 without a selection). */\n selectionAt(dx: number, dy: number): number {\n const sel = this.target.selection;\n if (!sel) return 1;\n if (dx < 0 || dy < 0 || dx >= sel.width || dy >= sel.height) return 0;\n return sel.data[dy * sel.width + dx] / 255;\n }\n\n sample(rect: RasterRect, cov: ArrayLike<number>): PaintSample | null {\n const w = rect.width;\n this.tx = NaN;\n let ar = 0;\n let ag = 0;\n let ab = 0;\n let wsum = 0;\n let asum = 0;\n for (let yy = 0; yy < rect.height; yy++) {\n for (let xx = 0; xx < w; xx++) {\n const k = cov[yy * w + xx];\n if (k <= 0) continue;\n wsum += k;\n const i = this.locate(rect.x + xx, rect.y + yy, false);\n if (i < 0) continue;\n const px = this.tile!;\n const al = px[i + 3] / 255;\n if (al <= 0) continue;\n const ka = k * al;\n ar += (px[i] / 255) * ka;\n ag += (px[i + 1] / 255) * ka;\n ab += (px[i + 2] / 255) * ka;\n asum += ka;\n }\n }\n if (!(asum > 1e-6)) return null;\n return { rgb: [ar / asum, ag / asum, ab / asum], contact: asum / Math.max(1e-6, wsum) };\n }\n\n deposit(rect: RasterRect, cov: ArrayLike<number>, dep: number, paint: Readonly<RgbTriple>, paintPigment: Pigment | null, field: Float32Array | null = null): void {\n const t = this.target;\n const sel = t.selection;\n const w = rect.width;\n const o = this.o;\n const blend = this.options.blend;\n // Pigment where the exchange mixes pigment (no blend given) or the blend is `pigment`.\n const pigment = blend === undefined ? paintPigment !== null : blend === 'pigment';\n const general = blend !== undefined && blend !== 'normal' && blend !== 'pigment';\n // Pigment mode keeps the last canvas colour's spectrum: runs of equal pixels are common.\n let lastKey = -1;\n this.tx = NaN;\n for (let yy = 0; yy < rect.height; yy++) {\n const dy = rect.y + yy;\n for (let xx = 0; xx < w; xx++) {\n const p = yy * w + xx;\n let k = cov[p] * dep;\n if (k <= 0) continue;\n const dx = rect.x + xx;\n if (sel) {\n if (dx < 0 || dy < 0 || dx >= sel.width || dy >= sel.height) continue;\n k *= sel.data[dy * sel.width + dx] / 255;\n if (k <= 0) continue;\n }\n if (k > 1) k = 1;\n // A locked layer keeps its transparent pixels (and leaves their tiles unwritten).\n if (t.lockTransparency) {\n const ri = this.locate(dx, dy, false);\n if (ri < 0 || this.tile![ri + 3] === 0) continue;\n }\n const i = this.locate(dx, dy, true);\n const px = this.tile!;\n const pr = field ? field[p * 3] : paint[0];\n const pg = field ? field[p * 3 + 1] : paint[1];\n const pb = field ? field[p * 3 + 2] : paint[2];\n if (general) {\n const cb = this.cb;\n for (let c = 0; c < 4; c++) cb[c] = px[i + c] / 255;\n const src = this.src;\n src[0] = pr;\n src[1] = pg;\n src[2] = pb;\n const r = blendPixel(blend!, cb, src, k);\n px[i] = Math.round(r[0] * 255);\n px[i + 1] = Math.round(r[1] * 255);\n px[i + 2] = Math.round(r[2] * 255);\n if (!t.lockTransparency) px[i + 3] = Math.round(r[3] * 255);\n continue;\n }\n const a = px[i + 3] / 255;\n const na = t.lockTransparency ? a : a + (1 - a) * k;\n // The new paint's share of the result (source-over); a locked layer mixes by `k` alone.\n const share = t.lockTransparency ? k : na > 0 ? k / na : 1;\n if (a <= 0 || share >= 1) {\n o[0] = pr;\n o[1] = pg;\n o[2] = pb;\n } else if (pigment && field) {\n mixPigment8(px[i], px[i + 1], px[i + 2], Math.round(pr * 255), Math.round(pg * 255), Math.round(pb * 255), share, o);\n } else if (pigment) {\n const key = (px[i] << 16) | (px[i + 1] << 8) | px[i + 2];\n if (key !== lastKey) {\n setPigmentColor(this.canvasPig, px[i] / 255, px[i + 1] / 255, px[i + 2] / 255);\n lastKey = key;\n }\n let pp = paintPigment;\n if (!pp) {\n // A pigment-blend tip over an RGB exchange: prepare the paint colour once per colour.\n const pkey = (Math.round(pr * 255) << 16) | (Math.round(pg * 255) << 8) | Math.round(pb * 255);\n if (pkey !== this.paintKey) {\n setPigmentColor(this.paintPig, pr, pg, pb);\n this.paintKey = pkey;\n }\n pp = this.paintPig;\n }\n lerpPigmentInto(this.canvasPig, pp, share, o, 0);\n } else {\n o[0] = px[i] / 255 + (pr - px[i] / 255) * share;\n o[1] = px[i + 1] / 255 + (pg - px[i + 1] / 255) * share;\n o[2] = px[i + 2] / 255 + (pb - px[i + 2] / 255) * share;\n }\n px[i] = Math.round(o[0] * 255);\n px[i + 1] = Math.round(o[1] * 255);\n px[i + 2] = Math.round(o[2] * 255);\n px[i + 3] = Math.round(na * 255);\n }\n }\n }\n}\n","// Portions ported from photocraft/crates/paint/src/mixer.rs (MIT OR Apache-2.0, © ArtCraft Team and contributors). See THIRD_PARTY_NOTICES.md.\n\n/**\n * The Mixer Brush: a reservoir of loaded paint plus a pickup well that takes up colour from the\n * canvas under each dab (photocraft's behavioural model):\n *\n * - Each dab samples the canvas under its footprint (coverage- and alpha-weighted). The pickup\n * colour `P` moves towards that sample by `PICKUP_RATE × wet` (scaled by the sample's coverage).\n * - The dab's paint mixes the reservoir `R` (weight `amount × (1 − mix·wet)`) with the pickup\n * (weight `mix·wet`) and lands at `flow × opacity` times the total weight, over the pixels as\n * they are now, so earlier dabs of the same stroke are picked up again (smearing).\n * - The reservoir drains per dab unless `load` is 1, so low-load strokes run dry. A dry brush\n * (`wet` 0) paints only reservoir colour; an empty, wet brush smears canvas colour.\n *\n * `mixing: 'pigment'` does all three mixes (pickup, paint and deposit) with the Kubelka-Munk model\n * of `./pigment`, so a blue brush dragged through yellow makes green instead of grey. Everything\n * is data in, pixels out: the same canvas, points, settings and load replay identically.\n */\n\nimport { DabWalker, dabRect, rasterizeDab, type BrushSettings, type Dab, type StrokePoint } from './brush';\nimport {\n EMPTY_MIXER_LOAD,\n exchangeRates,\n MIXER_DRAIN,\n MIXER_PICKUP_RATE,\n MIXING_MODELS,\n PaintExchange,\n TileMedium,\n type ExchangeRates,\n type MixerLoad,\n type MixingModel,\n type PaintTileTarget,\n type RgbTriple,\n} from './exchange';\nimport type { RasterRect as CropBox } from '../raster/surface';\n\n\nexport { EMPTY_MIXER_LOAD, MIXER_DRAIN, MIXER_PICKUP_RATE, MIXING_MODELS, type MixerLoad, type MixingModel };\n\n/** Mixer Brush options. */\nexport interface MixerSettings {\n /** How much colour the brush picks up from the canvas (the pick-up ratio), 0 (dry) .. 1 (default 0.5). */\n wet: number;\n /** How much paint the reservoir holds, 0 .. 1 (default 0.5): below 1 it drains per dab and the stroke runs dry. */\n load: number;\n /** How far each dab's paint moves from the reservoir towards the picked-up colour (the mix ratio), 0 .. 1 (default 0.5). */\n mix: number;\n /** Refill the reservoir with the paint colour at the start of each stroke (default true). */\n loadEachStroke: boolean;\n /** Empty the pickup well after each stroke (default true); off keeps the brush dirty for the next stroke. */\n cleanEachStroke: boolean;\n /** `rgb` (default) or `pigment` (blue and yellow make green). */\n mixing: MixingModel;\n}\n\nexport const DEFAULT_MIXER: Readonly<MixerSettings> = {\n wet: 0.5,\n load: 0.5,\n mix: 0.5,\n loadEachStroke: true,\n cleanEachStroke: true,\n mixing: 'rgb',\n};\n\n/** Mixer settings with every field in range (missing fields from `DEFAULT_MIXER`). */\nexport function normalizeMixer(raw: Partial<MixerSettings> = {}): MixerSettings {\n const unit = (v: unknown, d: number) => (typeof v === 'number' && Number.isFinite(v) ? Math.min(1, Math.max(0, v)) : d);\n const bool = (v: unknown, d: boolean) => (typeof v === 'boolean' ? v : d);\n return {\n wet: unit(raw.wet, DEFAULT_MIXER.wet),\n load: unit(raw.load, DEFAULT_MIXER.load),\n mix: unit(raw.mix, DEFAULT_MIXER.mix),\n loadEachStroke: bool(raw.loadEachStroke, DEFAULT_MIXER.loadEachStroke),\n cleanEachStroke: bool(raw.cleanEachStroke, DEFAULT_MIXER.cleanEachStroke),\n mixing: raw.mixing === 'pigment' ? 'pigment' : 'rgb',\n };\n}\n\n/** The per-dab exchange rates of Mixer Brush settings (`wet` is the pick-up ratio, `mix` the mix ratio). */\nexport function mixerRates(settings: MixerSettings): ExchangeRates {\n return exchangeRates(settings.wet, settings.mix, settings.load, settings.mixing);\n}\n\n/** The brush loaded full with `color` (sRGB 0..1); the pickup well is kept. */\nexport function loadMixer(load: MixerLoad, color: readonly [number, number, number]): MixerLoad {\n const c = (v: number) => Math.min(1, Math.max(0, Number.isFinite(v) ? v : 0));\n return { reservoir: [c(color[0]), c(color[1]), c(color[2])], amount: 1, pickup: load.pickup };\n}\n\n/** The brush with its pickup well emptied; the reservoir is kept. */\nexport function cleanMixer(load: MixerLoad): MixerLoad {\n return { reservoir: load.reservoir, amount: load.amount, pickup: null };\n}\n\n/** The pixels a mixer stroke reads and writes (RGBA tiles in layer space). */\nexport type MixerTarget = PaintTileTarget;\n\n/**\n * One Mixer Brush stroke. Feed points with `push` (any chunks give the same dabs), end with\n * `finish`; `load` is the brush load after the dabs so far. Each call returns the document\n * rectangles it touched. Runs on the shared pick-up / mix exchange (`./exchange`).\n */\nexport class MixerStroke {\n dabCount = 0;\n bounds: CropBox | null = null;\n private walker: DabWalker;\n private smoothPos: StrokePoint | null = null;\n private buf = new Float32Array(0);\n private readonly exchange: PaintExchange;\n private readonly medium: TileMedium;\n private readonly paintColor: RgbTriple = [0, 0, 0];\n\n constructor(\n readonly brush: BrushSettings,\n settings: Partial<MixerSettings>,\n load: MixerLoad,\n target: MixerTarget\n ) {\n this.walker = new DabWalker(brush);\n this.exchange = new PaintExchange(mixerRates(normalizeMixer(settings)), load);\n this.medium = new TileMedium(target);\n }\n\n /** The brush load after the dabs so far. */\n get load(): MixerLoad {\n return this.exchange.load;\n }\n\n push(points: readonly StrokePoint[]): CropBox[] {\n const dabs: Dab[] = [];\n for (const p of points) this.walker.push(this.smooth(p), dabs);\n return this.paint(dabs);\n }\n\n finish(last?: StrokePoint): CropBox[] {\n const dabs: Dab[] = [];\n if (last && this.smoothPos && (this.smoothPos.x !== last.x || this.smoothPos.y !== last.y)) this.walker.push(last, dabs);\n this.walker.finish(dabs);\n return this.paint(dabs);\n }\n\n private smooth(p: StrokePoint): StrokePoint {\n const a = 1 - Math.min(0.95, Math.max(0, this.brush.smoothing));\n const cur = this.smoothPos;\n const n = cur && a < 1 ? { ...p, x: cur.x + (p.x - cur.x) * a, y: cur.y + (p.y - cur.y) * a } : p;\n this.smoothPos = n;\n return n;\n }\n\n private paint(dabs: Dab[]): CropBox[] {\n const rects: CropBox[] = [];\n for (const d of dabs) {\n const rect = dabRect(d, this.brush.hardness);\n const n = rect.width * rect.height;\n if (this.buf.length < n) this.buf = new Float32Array(n);\n const cov = this.buf.subarray(0, n);\n // Pure tip coverage: flow scales the deposit, not the sampling weights.\n rasterizeDab({ ...d, alpha: 1 }, this.brush.hardness, rect, cov);\n this.dab(d, rect, cov);\n rects.push(rect);\n this.bounds = union(this.bounds, rect);\n this.dabCount++;\n }\n return rects;\n }\n\n private dab(d: Dab, rect: CropBox, cov: Float32Array): void {\n const ex = this.exchange;\n // 1. Pick up from the canvas under the dab; 2. mix the dab's paint and lay it; 3. drain.\n ex.pickUp(this.medium.sample(rect, cov));\n const total = ex.paint(this.paintColor);\n if (total > 0) {\n const dep = Math.min(1, total) * this.brush.flow * this.brush.opacity * d.opacity;\n if (dep > 0) this.medium.deposit(rect, cov, dep, this.paintColor, ex.paintPigment);\n }\n ex.drain();\n }\n}\n\nfunction union(a: CropBox | null, b: CropBox): CropBox {\n if (!a) return { ...b };\n const x = Math.min(a.x, b.x);\n const y = Math.min(a.y, b.y);\n return { x, y, width: Math.max(a.x + a.width, b.x + b.width) - x, height: Math.max(a.y + a.height, b.y + b.height) - y };\n}\n","/**\n * Blending tools on raster tiles, dab by dab (any dab walker can drive them):\n *\n * - **Blender** (`blenderDab`): every pixel under the tip moves towards the mix of the paint\n * within `distance` of it, so neighbouring colours run together. The mix is taken through the\n * pigment model: the neighbourhood's K/S spectra are averaged with Kubelka-Munk weights\n * (alpha × scattering), so blue next to yellow blends into green, not grey. `rgb` averages\n * straight colours instead.\n * - **Smudge** (`SmudgeTip`): a finger that carries a patch of paint. Each dab lays the patch it\n * carries over the pixels under the tip (`strength`) and picks up some of the paint that was\n * there (`1 − length`), so the paint's pattern is dragged along the stroke and fades with distance.\n * Optional pigment mixing for both steps.\n *\n * Both blend alpha too: blending next to bare canvas softens an edge, smudging drags paint out\n * into it. A transparency-locked layer keeps its alpha. Pure data in, pixels out.\n */\n\nimport { mixPigment8, pigment8 } from '../raster/blend';\nimport { PIGMENT_BANDS, lerpPigmentInto, type Pigment } from '../raster/pigment';\nimport type { RasterRect } from '../raster/surface';\nimport type { MixingModel, TileMedium } from './exchange';\n\n/** Blender options. */\nexport interface BlenderSettings {\n /** How far each pixel moves towards the neighbourhood mix per dab at full coverage, 0..1 (default 0.5). */\n strength: number;\n /** Blend distance: the neighbourhood's radius as a fraction of the tip diameter, 0..1 (default 0.35). */\n distance: number;\n /** `pigment` (default: Kubelka-Munk, blue next to yellow blends green) or `rgb`. */\n mixing: MixingModel;\n}\n\nexport const DEFAULT_BLENDER: Readonly<BlenderSettings> = { strength: 0.5, distance: 0.35, mixing: 'pigment' };\n\n/** Smudge options. */\nexport interface SmudgeSettings {\n /** How strongly the carried paint covers the pixels under the tip per dab, 0..1 (default 0.7). */\n strength: number;\n /** How far paint is dragged: the share of the carried patch kept per dab, 0..1 (default 0.85). */\n length: number;\n /** `rgb` (default) or `pigment` (smeared colours mix like paint). */\n mixing: MixingModel;\n}\n\nexport const DEFAULT_SMUDGE: Readonly<SmudgeSettings> = { strength: 0.7, length: 0.85, mixing: 'rgb' };\n\nconst unit = (v: unknown, d: number) => (typeof v === 'number' && Number.isFinite(v) ? Math.min(1, Math.max(0, v)) : d);\n\nexport function normalizeBlender(raw: Partial<BlenderSettings> = {}, base: BlenderSettings = DEFAULT_BLENDER): BlenderSettings {\n return { strength: unit(raw.strength, base.strength), distance: unit(raw.distance, base.distance), mixing: raw.mixing === 'rgb' || raw.mixing === 'pigment' ? raw.mixing : base.mixing };\n}\n\nexport function normalizeSmudge(raw: Partial<SmudgeSettings> = {}, base: SmudgeSettings = DEFAULT_SMUDGE): SmudgeSettings {\n return { strength: unit(raw.strength, base.strength), length: unit(raw.length, base.length), mixing: raw.mixing === 'rgb' || raw.mixing === 'pigment' ? raw.mixing : base.mixing };\n}\n\n/** The neighbourhood radius in pixels of a blender dab of `radius`. */\nexport function blendRadius(settings: BlenderSettings, radius: number): number {\n return Math.max(1, Math.round(settings.distance * 2 * radius));\n}\n\n/** Reusable buffers for `blenderDab` (one per stroke). */\nexport interface BlenderScratch {\n sums: Float64Array;\n mix: Pigment;\n out: number[];\n}\n\nexport function createBlenderScratch(): BlenderScratch {\n return { sums: new Float64Array(0), mix: { rgb: [0, 0, 0], strength: 1, ks: new Float32Array(PIGMENT_BANDS), scatter: 1 }, out: [0, 0, 0] };\n}\n\nconst N = PIGMENT_BANDS;\n\n/**\n * One blender dab: `cov` is the tip's coverage over `rect` (document space, 0..1), `opacity` the\n * dab's (pressure) opacity, `radius` its radius in pixels. Reads the neighbourhood as it was\n * before the dab, then writes every covered pixel.\n */\nexport function blenderDab(medium: TileMedium, rect: RasterRect, cov: ArrayLike<number>, opacity: number, radius: number, settings: BlenderSettings, scratch: BlenderScratch): void {\n const R = blendRadius(settings, radius);\n const W = rect.width + 2 * R;\n const H = rect.height + 2 * R;\n const pigment = settings.mixing === 'pigment';\n // Channels per pixel: pigment: S·a·K/S per band, S·a, a, r·a, g·a, b·a; rgb: r·a, g·a, b·a, a.\n const C = pigment ? N + 2 : 4;\n const stride = (W + 1) * C;\n const size = stride * (H + 1);\n if (scratch.sums.length < size) scratch.sums = new Float64Array(size);\n const I = scratch.sums;\n I.fill(0, 0, size);\n medium.reset();\n // Summed-area table over the region (row 0 and column 0 stay zero).\n const row = new Float64Array(C);\n for (let y = 0; y < H; y++) {\n row.fill(0);\n const dy = rect.y - R + y;\n for (let x = 0; x < W; x++) {\n const dx = rect.x - R + x;\n const i = medium.locate(dx, dy, false);\n if (i >= 0) {\n const px = medium.pixels;\n const a = px[i + 3] / 255;\n if (a > 0) {\n if (pigment) {\n const p = pigment8(px[i], px[i + 1], px[i + 2]);\n const sa = p.scatter * p.strength * a;\n for (let k = 0; k < N; k++) row[k] += sa * p.ks[k];\n row[N] += sa;\n row[N + 1] += a;\n } else {\n row[0] += (px[i] / 255) * a;\n row[1] += (px[i + 1] / 255) * a;\n row[2] += (px[i + 2] / 255) * a;\n row[3] += a;\n }\n }\n }\n const o = (y + 1) * stride + (x + 1) * C;\n const up = y * stride + (x + 1) * C;\n for (let c = 0; c < C; c++) I[o + c] = I[up + c] + row[c];\n }\n }\n const area = (2 * R + 1) * (2 * R + 1);\n const strength = settings.strength * opacity;\n const lock = medium.target.lockTransparency;\n const mixPig = scratch.mix;\n const out = scratch.out;\n const sum = (c: number, x1: number, y1: number, x2: number, y2: number) => I[y2 * stride + x2 * C + c] - I[y1 * stride + x2 * C + c] - I[y2 * stride + x1 * C + c] + I[y1 * stride + x1 * C + c];\n const w = rect.width;\n medium.reset();\n for (let yy = 0; yy < rect.height; yy++) {\n for (let xx = 0; xx < w; xx++) {\n const k = cov[yy * w + xx];\n if (k <= 0) continue;\n const dx = rect.x + xx;\n const dy = rect.y + yy;\n let t = strength * k * medium.selectionAt(dx, dy);\n if (t <= 0) continue;\n if (t > 1) t = 1;\n // The window [x − R, x + R] in region coordinates, as summed-area bounds.\n const x1 = xx;\n const y1 = yy;\n const x2 = xx + 2 * R + 1;\n const y2 = yy + 2 * R + 1;\n const asum = sum(pigment ? N + 1 : 3, x1, y1, x2, y2);\n const ri = medium.locate(dx, dy, false);\n const a = ri < 0 ? 0 : medium.pixels[ri + 3] / 255;\n if (lock && a <= 0) continue;\n const avgA = asum / area;\n const na = lock ? a : (1 - t) * a + t * avgA;\n if (asum <= 1e-9) {\n // Only bare canvas nearby: the paint thins out (edges soften).\n if (lock || a <= 0) continue;\n const i = medium.locate(dx, dy, true);\n medium.pixels[i + 3] = Math.round(na * 255);\n continue;\n }\n // The neighbourhood's share of the paint in the result.\n const share = lock ? t : na > 0 ? (t * avgA) / na : 1;\n const i = medium.locate(dx, dy, true);\n const px = medium.pixels;\n if (pigment) {\n const sa = sum(N, x1, y1, x2, y2);\n for (let c = 0; c < N; c++) mixPig.ks[c] = sum(c, x1, y1, x2, y2) / sa;\n mixPig.scatter = sa / asum;\n if (a <= 0 || share >= 1) lerpPigmentInto(mixPig, mixPig, 0, out, 0);\n else lerpPigmentInto(pigment8(px[i], px[i + 1], px[i + 2]), mixPig, share, out, 0);\n } else {\n for (let c = 0; c < 3; c++) {\n const m = sum(c, x1, y1, x2, y2) / asum;\n out[c] = a <= 0 || share >= 1 ? m : px[i + c] / 255 + (m - px[i + c] / 255) * share;\n }\n }\n px[i] = Math.round(out[0] * 255);\n px[i + 1] = Math.round(out[1] * 255);\n px[i + 2] = Math.round(out[2] * 255);\n if (!lock) px[i + 3] = Math.round(na * 255);\n }\n }\n}\n\n/** A dab as the smudge needs it: centre, radius (px) and pressure opacity. */\nexport interface SmudgeDab {\n x: number;\n y: number;\n radius: number;\n opacity: number;\n}\n\n/**\n * A smudging finger: carries a patch of paint (straight RGBA, `size × size` cells over the tip,\n * in canvas orientation) from dab to dab. The first dab only picks the patch up.\n */\nexport class SmudgeTip {\n private readonly size: number;\n private readonly patch: Float32Array;\n private loaded = false;\n private readonly out = [0, 0, 0];\n\n constructor(\n readonly settings: SmudgeSettings,\n /** The largest tip diameter of the stroke, in pixels (the patch resolution). */\n diameter: number\n ) {\n this.size = Math.max(2, Math.min(512, Math.ceil(diameter)));\n this.patch = new Float32Array(this.size * this.size * 4);\n }\n\n private cell(d: SmudgeDab, px: number, py: number): number {\n const s = this.size;\n const r = Math.max(0.5, d.radius);\n const bx = Math.min(s - 1, Math.max(0, Math.floor((((px - d.x) / r + 1) / 2) * s)));\n const by = Math.min(s - 1, Math.max(0, Math.floor((((py - d.y) / r + 1) / 2) * s)));\n return (by * s + bx) * 4;\n }\n\n /** Fills the patch from the pixels under the dab. */\n private load(medium: TileMedium, d: SmudgeDab): void {\n const s = this.size;\n const r = Math.max(0.5, d.radius);\n medium.reset();\n for (let by = 0; by < s; by++) {\n for (let bx = 0; bx < s; bx++) {\n const dx = Math.floor(d.x + (((bx + 0.5) / s) * 2 - 1) * r);\n const dy = Math.floor(d.y + (((by + 0.5) / s) * 2 - 1) * r);\n const i = medium.locate(dx, dy, false);\n const c = (by * s + bx) * 4;\n if (i < 0) {\n this.patch.fill(0, c, c + 4);\n continue;\n }\n const px = medium.pixels;\n this.patch[c] = px[i] / 255;\n this.patch[c + 1] = px[i + 1] / 255;\n this.patch[c + 2] = px[i + 2] / 255;\n this.patch[c + 3] = px[i + 3] / 255;\n }\n }\n this.loaded = true;\n }\n\n /** `a` mixed `t` of the way to `b` (both 0..1) into `out`. */\n private mix(a0: number, a1: number, a2: number, b0: number, b1: number, b2: number, t: number): number[] {\n const o = this.out;\n if (this.settings.mixing === 'pigment') {\n mixPigment8(Math.round(a0 * 255), Math.round(a1 * 255), Math.round(a2 * 255), Math.round(b0 * 255), Math.round(b1 * 255), Math.round(b2 * 255), t, o);\n } else {\n o[0] = a0 + (b0 - a0) * t;\n o[1] = a1 + (b1 - a1) * t;\n o[2] = a2 + (b2 - a2) * t;\n }\n return o;\n }\n\n /** One dab: lays the carried patch over the tip's footprint (`cov` over `rect`), then picks up. */\n dab(medium: TileMedium, d: SmudgeDab, rect: RasterRect, cov: ArrayLike<number>): void {\n if (!this.loaded) {\n this.load(medium, d);\n return;\n }\n const { strength, length } = this.settings;\n const lock = medium.target.lockTransparency;\n const patch = this.patch;\n const w = rect.width;\n medium.reset();\n for (let yy = 0; yy < rect.height; yy++) {\n for (let xx = 0; xx < w; xx++) {\n const cv = cov[yy * w + xx];\n if (cv <= 0) continue;\n const dx = rect.x + xx;\n const dy = rect.y + yy;\n let k = strength * cv * d.opacity * medium.selectionAt(dx, dy);\n if (k <= 0) continue;\n if (k > 1) k = 1;\n const c = this.cell(d, dx + 0.5, dy + 0.5);\n const ba = patch[c + 3];\n const ri = medium.locate(dx, dy, false);\n const a = ri < 0 ? 0 : medium.pixels[ri + 3] / 255;\n if (lock && a <= 0) continue;\n // The pixel as it was: what the finger lays paint over, and what it picks up afterwards.\n const px0 = ri >= 0 ? medium.pixels : null;\n const o0 = px0 ? px0[ri] / 255 : 0;\n const o1 = px0 ? px0[ri + 1] / 255 : 0;\n const o2 = px0 ? px0[ri + 2] / 255 : 0;\n if (a > 0 || ba > 0) {\n const na = lock ? a : a + (ba - a) * k;\n const share = lock ? k * ba : na > 0 ? (k * ba) / na : 0;\n let r = o0;\n let g = o1;\n let b = o2;\n if (a <= 0 || share >= 1) {\n r = patch[c];\n g = patch[c + 1];\n b = patch[c + 2];\n } else if (share > 0) {\n const m = this.mix(o0, o1, o2, patch[c], patch[c + 1], patch[c + 2], share);\n r = m[0];\n g = m[1];\n b = m[2];\n }\n const i = medium.locate(dx, dy, true);\n const out = medium.pixels;\n out[i] = Math.round(r * 255);\n out[i + 1] = Math.round(g * 255);\n out[i + 2] = Math.round(b * 255);\n out[i + 3] = Math.round(na * 255);\n }\n // Pick up: the patch takes `1 − length` of the paint that was under it (alpha-weighted).\n const pick = (1 - length) * Math.min(1, cv * d.opacity);\n if (pick > 0) {\n const pa = ba + (a - ba) * pick;\n const s = pa > 0 ? (a * pick) / pa : 0;\n if (s > 0) {\n const m = ba <= 0 || s >= 1 ? [o0, o1, o2] : this.mix(patch[c], patch[c + 1], patch[c + 2], o0, o1, o2, s);\n patch[c] = m[0];\n patch[c + 1] = m[1];\n patch[c + 2] = m[2];\n }\n patch[c + 3] = pa;\n }\n }\n }\n }\n}\n","import type { AgentTool } from '../tools/registry.js';\nimport { createPigment, mixPigments, type Pigment } from './pigment';\n\nconst HEX = /^#?([0-9a-f]{6})$/i;\n\nfunction parseHex(value: unknown, index: number): [number, number, number] {\n const m = typeof value === 'string' ? HEX.exec(value.trim()) : null;\n if (!m) throw new Error(`colors[${index}].color is ${JSON.stringify(value)}; use #rrggbb, e.g. \"#1e40af\".`);\n const n = parseInt(m[1], 16);\n return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255];\n}\n\nfunction toHex(rgb: readonly number[]): string {\n return '#' + rgb.map((v) => Math.round(Math.min(1, Math.max(0, v)) * 255).toString(16).padStart(2, '0')).join('');\n}\n\n/**\n * Agent tools for pigment mixing (`@pixerate/editor/paint`). `mix_colors` is read-only: it\n * predicts what paints mixed in given amounts look like, for choosing a brush or fill colour.\n */\nexport function createPigmentTools(): AgentTool[] {\n const mixColors: AgentTool = {\n name: 'mix_colors',\n title: 'Mix colours like paint',\n description:\n 'Mixes colours as paint would (model pigment, the default: Kubelka-Munk mixing over reflectance spectra, so blue and yellow make green and white lightens a colour into a tint instead of greying it), or as light on screen (model rgb: the weighted RGB average). Changes nothing. Returns mixed (#rrggbb, by the chosen model), the other model\\'s result for comparison (rgbLerp and pigment), the normalised weights and the model.',\n inputSchema: {\n type: 'object',\n properties: {\n colors: {\n type: 'array',\n minItems: 1,\n maxItems: 16,\n description: 'The paints to mix (1 to 16).',\n items: {\n type: 'object',\n properties: {\n color: { type: 'string', description: 'Paint colour #rrggbb.' },\n weight: { type: 'number', minimum: 0, description: 'Parts of this paint, any scale (e.g. 1 and 3 for a 1:3 mix). At least one weight must be above 0.' },\n strength: {\n type: 'number',\n exclusiveMinimum: 0,\n maximum: 100,\n description: 'Tinting strength (default 1): each part counts as this many, so a strong dark paint (e.g. 4) tints a lot of white.',\n },\n },\n required: ['color', 'weight'],\n additionalProperties: false,\n },\n },\n model: {\n type: 'string',\n enum: ['pigment', 'rgb'],\n description: 'pigment (default): mix like paint (Kubelka-Munk), as the pigment blend mode, Mixer Brush and mixing pad do; rgb: average the RGB values, as normal blending and rgb mixing brushes do (strength is ignored).',\n },\n },\n required: ['colors'],\n additionalProperties: false,\n },\n annotations: { title: 'Mix colours like paint', readOnlyHint: true, destructiveHint: false, idempotentHint: true, openWorldHint: false },\n handler: (args) => {\n const items = args.colors as { color: string; weight: number; strength?: number }[];\n const rgbs = items.map((item, i) => parseHex(item.color, i));\n const total = items.reduce((sum, item) => sum + item.weight, 0);\n if (!(total > 0)) throw new Error('Every weight is 0; give at least one colour a weight above 0.');\n const pigments: Pigment[] = rgbs.map((rgb, i) => createPigment(rgb, { strength: items[i].strength }));\n const mixed = mixPigments(pigments, items.map((item) => item.weight));\n const lerp = [0, 1, 2].map((c) => rgbs.reduce((sum, rgb, i) => sum + rgb[c] * items[i].weight, 0) / total);\n const rgb = args.model === 'rgb';\n return {\n mixed: toHex(rgb ? lerp : mixed),\n rgbLerp: toHex(lerp),\n pigment: toHex(mixed),\n weights: items.map((item) => item.weight / total),\n model: rgb ? 'rgb' : 'kubelka-munk',\n };\n },\n };\n return [mixColors];\n}\n","/**\n * The wet-media model: water and pigment on paper, simulated per cell on 256 px tiles.\n *\n * Written from the published literature only (no code, presets or textures from any product):\n *\n * - **Water** is a D2Q9 lattice Boltzmann fluid with BGK collision, τ = 3ν + ½ (any LBM text, e.g.\n * Krüger et al., *The Lattice Boltzmann Method*, 2017). Streaming uses partial bounce-back with a\n * blocking factor from the paper fibres, and the wet front is *pinned* until the water behind it\n * is deep enough: Chu & Tai, \"MoXi: Real-Time Ink Dispersion in Absorbent Paper\", SIGGRAPH 2005.\n * Tilt and flow maps are a velocity-shift force, with |u| capped at `U_MAX` cells per step.\n * - **Paper** soaks water up until it holds its capacity, and damp paper stops pinning the front\n * (wet-in-wet). Water evaporates faster in a band along the wet front (an \"edge\" field, 1 at the\n * front and fading over a few cells inwards, as Curtis et al. blur the wet-area mask), so water\n * flows out to the edge and carries pigment there: edge darkening.\n * - **Pigment** (Curtis et al., \"Computer-Generated Watercolor\", SIGGRAPH 1997) is suspended in the\n * water, advected with a first-order upwind finite-volume flux (it conserves pigment and never\n * goes negative while |u| ≤ ¼), spreads a little between wet cells (bleed), settles into the\n * paper (more in grain valleys: granulation; more at the wet edge: edge darkening), is lifted\n * back by water (more where water arrives: blooms), and settles completely where a cell dries.\n * - **Colour** is Kubelka-Munk: each cell carries pigment as absorption `K` per channel (linear\n * R, G, B) plus one scattering `S`, so mixes are exactly linear (two-constant KM, `K = Σ cᵢKᵢ`,\n * `S = Σ cᵢSᵢ`) and transparent washes multiply like glazes. A colour becomes `K` and `S` with the\n * same two-flux formulas as the shipped pigment model (`K/S = (1 − R)² / 2R`).\n *\n * `stepCellsTs` in `kernel.ts` is the specification of one step, in exact f32 arithmetic. The\n * WebAssembly SIMD kernel (`assembly/wet.ts`) is a lane-for-lane port of it and gives the same bits,\n * so the simulation is deterministic across browsers, kernels and worker counts.\n */\n\n/** Tile side in cells (the raster tile size). */\nexport const WET_TILE = 256;\n/** A tile slot's side: the tile plus a one-cell halo on each side. */\nexport const SLOT_SIDE = 258;\n/** Floats per plane of a slot. */\nexport const PLANE = SLOT_SIDE * SLOT_SIDE;\nexport const PLANE_BYTES = PLANE * 4;\n\n/** Planes in each ping-ponged set: f0..f8, depth, velocity, paper water, 4 pigment channels, edge. */\nexport const SET_PLANES = 18;\nexport const P_RHO = 9;\nexport const P_UX = 10;\nexport const P_UY = 11;\n/** Water held in the paper. */\nexport const P_SW = 12;\n/** Suspended pigment: K red, K green, K blue, S. */\nexport const P_P0 = 13;\n/** Edge: 1 at the wet front, fading over a few cells into the wet area (0 where dry). */\nexport const P_EDGE = 17;\n/** Single (not ping-ponged) planes, after the two sets. */\nexport const P_D0 = 2 * SET_PLANES; // 36..39: deposited pigment K r, g, b, S\nexport const P_H = P_D0 + 4; // 40: paper height (−1 marks the off-canvas halo)\nexport const P_FX = P_H + 1; // 41: flow map x\nexport const P_FY = P_H + 2; // 42: flow map y\nexport const SLOT_PLANES = P_FY + 1; // 43\nexport const SLOT_BYTES = SLOT_PLANES * PLANE_BYTES;\n/** Pigment channels per cell. */\nexport const PIGMENT_CHANNELS = 4;\n\n/** D2Q9 lattice velocities: 0 rest, 1–4 axis (E, S, W, N in screen space), 5–8 diagonals. */\nexport const EX = [0, 1, 0, -1, 0, 1, -1, -1, 1] as const;\nexport const EY = [0, 0, 1, 0, -1, 1, 1, -1, -1] as const;\nexport const OPP = [0, 3, 4, 1, 2, 7, 8, 5, 6] as const;\nexport const W9 = [4 / 9, 1 / 9, 1 / 9, 1 / 9, 1 / 9, 1 / 36, 1 / 36, 1 / 36, 1 / 36] as const;\n\n/** Water shallower than this counts as dry. */\nexport const DRY_EPS = 1e-3;\n/** Fluid speed cap in cells per step: keeps the LBM low-Mach and the pigment flux CFL-stable. */\nexport const U_MAX = 0.25;\n/** A tile's wet cells within this many cells of an edge wake the neighbouring tile. */\nexport const STRIP = 64;\n/** Steps per batch at most: the wake-up strip stays ahead of anything that moves a cell a step. */\nexport const MAX_BATCH = 32;\n/** Dry tiles are baked and freed only on steps that are multiples of this (so it is deterministic). */\nexport const FREE_INTERVAL = 32;\n\n/** Per-tile flag bits a step returns. */\nexport const FLAG_ALIVE = 1; // some cell holds water (surface or paper)\nexport const FLAG_LEFT = 2;\nexport const FLAG_RIGHT = 4;\nexport const FLAG_TOP = 8;\nexport const FLAG_BOTTOM = 16;\nexport const FLAG_WET = 32; // some cell is wet (surface water at least DRY_EPS deep)\n\n/** f32 parameters per lane (one per wet layer). */\nexport const PARAM_FLOATS = 32;\n\n/** Index of each packed parameter (the kernels read these offsets). */\nexport const PARAM = {\n omega: 0,\n tau: 1,\n evap: 2,\n edgeEvap: 3, // times the edge field\n mobility: 4, // half the pigment mobility (the face flux uses the sum of two velocities)\n depRate: 5,\n pickup: 6,\n absorption: 7,\n invCap: 8,\n blockScale: 9,\n rough: 10,\n pinT: 11,\n gx: 12,\n gy: 13,\n flowK: 14,\n granulation: 15,\n edgeDep: 16, // times the edge field\n bloom: 17,\n paperEvap: 18,\n hasFlow: 19,\n bleed: 20,\n} as const;\n\n/**\n * A wet layer's settings, each 0..1 unless noted. The paper's absorption, permeability and\n * roughness come from the paper, not from here.\n */\nexport interface WetParams {\n /** How thick the water is: 0 runny (ink) .. 1 very thick (oil). Default 0.3 (watercolour). */\n viscosity: number;\n /** How fast the water dries: 0 never .. 1 very fast. Default 0.45. */\n evaporation: number;\n /** Darker, crisper edges where a wash dries: 0 none .. 1 strong. Default 0.5. */\n edgeDarkening: number;\n /** How heavy the pigment is: heavy pigment travels less and settles sooner. Default 0.3. */\n pigmentWeight: number;\n /** How much pigment collects in the paper's valleys. Default 0.4. */\n granulation: number;\n /** How readily water lifts settled pigment back up (re-wetting). Default 0.2. */\n pickup: number;\n /** How fast suspended pigment settles into the paper (staining). Default 0.2. */\n fixture: number;\n /** Blooms (backruns): water flowing into a drying wash pushes its pigment out. Default 0.4. */\n bloom: number;\n /** Colour bleed: pigment spreading between touching wet areas. Default 0.3. */\n bleed: number;\n}\n\nexport const DEFAULT_WET_PARAMS: Readonly<WetParams> = {\n viscosity: 0.3,\n evaporation: 0.45,\n edgeDarkening: 0.5,\n pigmentWeight: 0.3,\n granulation: 0.4,\n pickup: 0.2,\n fixture: 0.2,\n bloom: 0.4,\n bleed: 0.3,\n};\n\nexport const WET_PARAM_KEYS = Object.keys(DEFAULT_WET_PARAMS) as (keyof WetParams)[];\n\n/** The paper as wet media read it (all 0..1; from the paint editor's paper settings). */\nexport interface WetPaper {\n absorption: number;\n permeability: number;\n roughness: number;\n}\n\nexport const DEFAULT_WET_PAPER: Readonly<WetPaper> = { absorption: 0.7, permeability: 0.5, roughness: 0.6 };\n\n/** Canvas tilt (shared by every wet layer): water runs downhill. */\nexport interface WetTilt {\n /** Degrees from flat, 0 (flat) .. 90 (upright). */\n angle: number;\n /** Which way is downhill, degrees clockwise from canvas down (0 = towards the bottom edge). */\n direction: number;\n}\n\nexport const FLAT: Readonly<WetTilt> = { angle: 0, direction: 0 };\n\nconst unit = (v: unknown, d: number) => (typeof v === 'number' && Number.isFinite(v) ? Math.min(1, Math.max(0, v)) : d);\n\n/** Settings with every field in range; missing fields come from `base`. */\nexport function normalizeWetParams(raw: Partial<WetParams> = {}, base: WetParams = DEFAULT_WET_PARAMS): WetParams {\n const out = {} as WetParams;\n for (const k of WET_PARAM_KEYS) out[k] = unit(raw[k], base[k]);\n return out;\n}\n\nexport function normalizeTilt(raw: Partial<WetTilt> = {}, base: WetTilt = FLAT): WetTilt {\n const angle = typeof raw.angle === 'number' && Number.isFinite(raw.angle) ? Math.min(90, Math.max(0, raw.angle)) : base.angle;\n let direction = typeof raw.direction === 'number' && Number.isFinite(raw.direction) ? raw.direction : base.direction;\n direction = ((direction % 360) + 360) % 360;\n return { angle, direction };\n}\n\n/** Kinematic viscosity (lattice units) for `viscosity` 0..1: 0.02 .. 1.5, exponential. */\nexport function latticeViscosity(v: number): number {\n return 0.02 * Math.pow(75, v);\n}\n\n/** Water a cell of paper holds when saturated, in depth units. */\nexport const PAPER_CAPACITY = 0.08;\n\n/** Largest tilt acceleration (cells per step²), at 90°. */\nexport const MAX_TILT_ACCEL = 0.025;\n\n/** Packs a lane's settings into the f32 block the kernels read. `flowStrength` 0 turns the flow map off. */\nexport function packWetParams(params: WetParams, paper: WetPaper, tilt: WetTilt, flowStrength: number, out = new Float32Array(PARAM_FLOATS)): Float32Array {\n const nu = latticeViscosity(params.viscosity);\n const tau = 3 * nu + 0.5;\n const g = MAX_TILT_ACCEL * Math.sin((tilt.angle * Math.PI) / 180);\n const dir = (tilt.direction * Math.PI) / 180;\n out.fill(0);\n out[PARAM.omega] = 1 / tau;\n out[PARAM.tau] = tau;\n out[PARAM.evap] = 1e-3 * params.evaporation * params.evaporation;\n out[PARAM.edgeEvap] = params.edgeDarkening * 12; // the edge band dries much faster, so water (and pigment) flows out to it\n out[PARAM.mobility] = 0.5 * (1 - 0.5 * params.pigmentWeight);\n out[PARAM.depRate] = 0.019 * params.fixture * (0.5 + params.pigmentWeight);\n out[PARAM.pickup] = 0.01 * params.pickup;\n out[PARAM.absorption] = 0.0015 * paper.absorption;\n out[PARAM.invCap] = 1 / PAPER_CAPACITY;\n out[PARAM.blockScale] = 0.05 * (1 - paper.permeability);\n out[PARAM.rough] = 0.15 * paper.roughness;\n out[PARAM.pinT] = 0.2;\n out[PARAM.gx] = -g * Math.sin(dir);\n out[PARAM.gy] = g * Math.cos(dir);\n out[PARAM.flowK] = flowStrength;\n out[PARAM.granulation] = 1.2 * params.granulation * paper.roughness;\n out[PARAM.edgeDep] = params.edgeDarkening * 3;\n out[PARAM.bloom] = 60 * params.bloom;\n out[PARAM.paperEvap] = 0.5e-3 * params.evaporation * params.evaporation;\n out[PARAM.hasFlow] = flowStrength !== 0 ? 1 : 0;\n out[PARAM.bleed] = 0.05 * params.bleed;\n return out;\n}\n\n/** Flag bits for a wet (or alive) cell at tile-local (lx, ly): which neighbours it wakes. */\nexport function edgeBits(lx: number, ly: number): number {\n let b = 0;\n if (lx < STRIP) b |= FLAG_LEFT;\n if (lx >= WET_TILE - STRIP) b |= FLAG_RIGHT;\n if (ly < STRIP) b |= FLAG_TOP;\n if (ly >= WET_TILE - STRIP) b |= FLAG_BOTTOM;\n return b;\n}\n","/**\n * How wet-layer pigment looks, and how it bakes into 8-bit pixels.\n *\n * A cell carries pigment as Kubelka-Munk absorption `K` per channel (linear R, G, B) and one\n * scattering `S`, in mass units where `PIGMENT_UNIT` of a colour's pigment is a full-strength wash.\n * Over what is below it (`below`, linear), the film reflects\n *\n * film = hide·R∞ + (1 − hide)·T·below, T = e^(−2K), hide = 1 − e^(−HIDE·S),\n * R∞ = 1 + K/S − √((K/S)² + 2·K/S) (the shipped pigment model's two-flux formula)\n *\n * so transparent washes (S ≈ 0) multiply like glazes and opaque paint (gouache, oil) hides.\n *\n * The bake is a pure function of the f32 state and the 8-bit pixels, computed with deterministic\n * maths only (`dexp`, `dlog`, `sqrt`, + − × ÷ in f64; never `Math.exp` / `Math.pow`, whose last\n * bits differ between JavaScript engines), so \"dry on save\" gives the same pixels everywhere.\n * The layer pixel is the film expressed as colour plus alpha over the paper colour (exact over the\n * paper, a normal-blend approximation over other layers), with alpha never below the pixel's own.\n */\n\n/** Pigment mass of a full-strength wash of a colour. */\nexport const PIGMENT_UNIT = 0.25;\n/** Hiding per unit of scattering. */\nexport const HIDE = 1.5;\n/** Scattering of fully opaque paint (`body` 1), per `PIGMENT_UNIT` of mass. */\nexport const BODY_SCATTER = 3;\n/** Smallest reflectance a colour maps to (so black has finite K). */\nconst R_MIN = 1e-3;\n\n// ---------------------------------------------------------------------------\n// Deterministic maths\n// ---------------------------------------------------------------------------\n\nconst f64 = new Float64Array(1);\nconst u32 = new Uint32Array(f64.buffer);\nconst LITTLE = new Uint8Array(new Uint16Array([1]).buffer)[0] === 1;\nconst HI = LITTLE ? 1 : 0;\nconst LN2 = 0.6931471805599453;\n\n/** 2^k for an integer k in −1022..1023, built from its bits. */\nfunction pow2(k: number): number {\n u32[HI] = (k + 1023) << 20;\n u32[1 - HI] = 0;\n return f64[0];\n}\n\n/**\n * e^x with + − × ÷ only: x = k·ln2 + r with |r| ≤ ln2/2, then a degree-11 Taylor polynomial\n * (error below 1e-15). The same bits in every JavaScript engine.\n */\nexport function dexp(x: number): number {\n if (!(x > -700)) return x !== x ? x : 0;\n if (x > 700) return Infinity;\n const k = Math.round(x / LN2);\n const r = x - k * LN2;\n let p = 1 / 39916800;\n p = p * r + 1 / 3628800;\n p = p * r + 1 / 362880;\n p = p * r + 1 / 40320;\n p = p * r + 1 / 5040;\n p = p * r + 1 / 720;\n p = p * r + 1 / 120;\n p = p * r + 1 / 24;\n p = p * r + 1 / 6;\n p = p * r + 0.5;\n p = p * r + 1;\n p = p * r + 1;\n return p * pow2(k);\n}\n\n/** ln x for x > 0 with + − × ÷ only: x = m·2^e, ln m by the atanh series. */\nexport function dlog(x: number): number {\n if (!(x > 0)) return x === 0 ? -Infinity : NaN;\n f64[0] = x;\n let e = ((u32[HI] >>> 20) & 0x7ff) - 1023;\n if (e === -1023) {\n // subnormal: scale up first\n return dlog(x * 18014398509481984) - 54 * LN2;\n }\n u32[HI] = (u32[HI] & 0x800fffff) | (1023 << 20);\n let m = f64[0];\n if (m > 1.4142135623730951) {\n m /= 2;\n e += 1;\n }\n const s = (m - 1) / (m + 1);\n const s2 = s * s;\n let t = s2;\n let sum = 1;\n for (let i = 3; i < 40; i += 2) {\n sum += t / i;\n t *= s2;\n }\n return 2 * s * sum + e * LN2;\n}\n\n/** x^y for x ≥ 0, deterministically. */\nexport function dpow(x: number, y: number): number {\n if (x <= 0) return 0;\n return dexp(y * dlog(x));\n}\n\n// ---------------------------------------------------------------------------\n// sRGB tables (built with the deterministic maths)\n// ---------------------------------------------------------------------------\n\n/** sRGB byte → linear. */\nexport const SRGB_TO_LINEAR = new Float64Array(256);\nfor (let i = 0; i < 256; i++) {\n const v = i / 255;\n SRGB_TO_LINEAR[i] = v <= 0.04045 ? v / 12.92 : dpow((v + 0.055) / 1.055, 2.4);\n}\n\n/** sRGB value 0..255 (not necessarily whole) → linear, interpolating the byte table. */\nexport function srgbByteToLinear(v: number): number {\n if (!(v > 0)) return 0;\n if (v >= 255) return 1;\n const i = Math.floor(v);\n return SRGB_TO_LINEAR[i] + (SRGB_TO_LINEAR[i + 1] - SRGB_TO_LINEAR[i]) * (v - i);\n}\n\n/** Entries of the linear → sRGB byte table. */\nconst ENC_STEPS = 16384;\nconst ENCODE = new Uint8Array(ENC_STEPS + 1);\nfor (let i = 0; i <= ENC_STEPS; i++) {\n const v = i / ENC_STEPS;\n const e = v <= 0.0031308 ? 12.92 * v : 1.055 * dpow(v, 1 / 2.4) - 0.055;\n ENCODE[i] = Math.min(255, Math.max(0, Math.round(e * 255)));\n}\n\n/** Linear 0..1 → sRGB byte (16384-step table). */\nexport function linearToSrgb8(v: number): number {\n if (!(v > 0)) return 0;\n if (v >= 1) return 255;\n return ENCODE[Math.round(v * ENC_STEPS)];\n}\n\n// ---------------------------------------------------------------------------\n// Colour ↔ pigment\n// ---------------------------------------------------------------------------\n\n/**\n * The pigment (K r, g, b, S per unit of mass) of an sRGB colour (0..1) at `body` 0 (a transparent\n * watercolour: K = −ln R / 2 so a full wash over white shows the colour) .. 1 (opaque paint:\n * `K/S = (1 − R)² / 2R` at `BODY_SCATTER`).\n */\nexport function pigmentOf(rgb: readonly [number, number, number] | readonly number[], body: number, out: Float64Array | number[] = new Float64Array(4)): Float64Array | number[] {\n const b = Math.min(1, Math.max(0, body));\n const s = (b * BODY_SCATTER) / PIGMENT_UNIT;\n for (let c = 0; c < 3; c++) {\n const v = Math.min(255, Math.max(0, Math.round(rgb[c] * 255)));\n const r = Math.max(R_MIN, SRGB_TO_LINEAR[v]);\n const kt = -dlog(r) / 2 / PIGMENT_UNIT;\n const ko = ((1 - r) * (1 - r)) / (2 * r) * s;\n out[c] = (1 - b) * kt + b * ko;\n }\n out[3] = s;\n return out;\n}\n\n/** e^(−x) for x ≥ 0 from a table (1/256 steps, linear interpolation; relative error below 3e-6). */\nconst EXP_RES = 256;\nconst EXP_MAX = 24;\nconst EXP_TABLE = new Float64Array(EXP_MAX * EXP_RES + 2);\nfor (let i = 0; i < EXP_TABLE.length; i++) EXP_TABLE[i] = dexp(-i / EXP_RES);\n\n/** e^(−x) for x ≥ 0 (deterministic: a table built with `dexp`, interpolated with + − ×). */\nexport function expNeg(x: number): number {\n if (!(x > 0)) return 1;\n if (x >= EXP_MAX) return 0;\n const t = x * EXP_RES;\n const i = Math.floor(t);\n const fr = t - i;\n return EXP_TABLE[i] + (EXP_TABLE[i + 1] - EXP_TABLE[i]) * fr;\n}\n\n/** Linear reflectance of a film of pigment `k` (3) and `s` over `below` (linear) into `out`. */\nexport function filmReflectance(k0: number, k1: number, k2: number, s: number, b0: number, b1: number, b2: number, out: Float64Array | number[]): void {\n const hide = s > 0 ? 1 - expNeg(HIDE * s) : 0;\n const keep = 1 - hide;\n const inv = s > 1e-9 ? 1 / s : 0;\n out[0] = (hide > 0 ? hide * rinf(k0 * inv) : 0) + keep * expNeg(2 * k0) * b0;\n out[1] = (hide > 0 ? hide * rinf(k1 * inv) : 0) + keep * expNeg(2 * k1) * b1;\n out[2] = (hide > 0 ? hide * rinf(k2 * inv) : 0) + keep * expNeg(2 * k2) * b2;\n}\n\n/** Kubelka-Munk reflectance of an infinitely thick layer with absorption over scattering `ks`. */\nfunction rinf(ks: number): number {\n return 1 + ks - Math.sqrt(ks * ks + 2 * ks);\n}\n\n/** The sRGB colour (0..1) of pigment `k`, `s` over white: what a brush picking it up sees. */\nexport function pigmentColor(k0: number, k1: number, k2: number, s: number, out: number[] = [0, 0, 0]): number[] {\n const lin = [0, 0, 0];\n filmReflectance(k0, k1, k2, s, 1, 1, 1, lin);\n for (let c = 0; c < 3; c++) out[c] = linearToSrgb8(lin[c]) / 255;\n return out;\n}\n\nconst scratch = new Float64Array(3);\n\n/**\n * Bakes one pixel: pigment `k0..k2`, `s` laid over layer pixel `px[i..i+3]` (straight sRGB) on paper\n * `paper` (sRGB bytes). `wet` (0..1) darkens wet paper slightly (display only; 0 for a bake).\n * Writes the new layer pixel into `out[o..o+3]`.\n */\nexport function filmPixel(\n k0: number,\n k1: number,\n k2: number,\n s: number,\n px: ArrayLike<number>,\n i: number,\n paper: ArrayLike<number>,\n wet: number,\n out: Uint8ClampedArray,\n o: number\n): void {\n const pa = px[i + 3];\n if (!(k0 > 1e-7 || k1 > 1e-7 || k2 > 1e-7 || s > 1e-7) && wet <= 0) {\n out[o] = px[i];\n out[o + 1] = px[i + 1];\n out[o + 2] = px[i + 2];\n out[o + 3] = pa;\n return;\n }\n const a = pa / 255;\n const p0 = paper[0];\n const p1 = paper[1];\n const p2 = paper[2];\n // What is below the film: the pixel over the paper as the compositor blends it (encoded), then linear.\n const b0 = srgbByteToLinear(a * px[i] + (1 - a) * p0);\n const b1 = srgbByteToLinear(a * px[i + 1] + (1 - a) * p1);\n const b2 = srgbByteToLinear(a * px[i + 2] + (1 - a) * p2);\n filmReflectance(k0, k1, k2, s, b0, b1, b2, scratch);\n const dark = 1 - 0.07 * wet;\n // The film as an encoded colour, then as colour + alpha over the encoded paper colour.\n const e0 = linearToSrgb8(scratch[0] * dark);\n const e1 = linearToSrgb8(scratch[1] * dark);\n const e2 = linearToSrgb8(scratch[2] * dark);\n let alpha = a;\n alpha = needAlpha(e0, p0, alpha);\n alpha = needAlpha(e1, p1, alpha);\n alpha = needAlpha(e2, p2, alpha);\n if (alpha <= 0) {\n out[o] = px[i];\n out[o + 1] = px[i + 1];\n out[o + 2] = px[i + 2];\n out[o + 3] = 0;\n return;\n }\n const a8 = Math.max(Math.round(Math.min(1, alpha) * 255), pa);\n const al = a8 / 255;\n const inv = 1 / al;\n const k = 1 - al;\n out[o] = Math.round(Math.min(255, Math.max(0, (e0 - k * p0) * inv)));\n out[o + 1] = Math.round(Math.min(255, Math.max(0, (e1 - k * p1) * inv)));\n out[o + 2] = Math.round(Math.min(255, Math.max(0, (e2 - k * p2) * inv)));\n out[o + 3] = a8;\n}\n\n/** The alpha an encoded film value `e` needs over paper value `p` (bytes), at least `alpha`. */\nfunction needAlpha(e: number, p: number, alpha: number): number {\n if (e < p) return Math.max(alpha, 1 - e / p);\n if (e > p) return Math.max(alpha, (e - p) / (255 - p));\n return alpha;\n}\n\n/**\n * The pigment a layer pixel holds over the paper, as a transparent film (`K = −ln(below/paper)/2`,\n * `S` 0): what re-wetting lifts back into the water. Writes K r, g, b, S into `out`.\n */\nexport function pixelPigment(px: ArrayLike<number>, i: number, paper: ArrayLike<number>, out: Float64Array | number[]): void {\n const a = px[i + 3] / 255;\n for (let c = 0; c < 3; c++) {\n const p = Math.max(R_MIN, SRGB_TO_LINEAR[paper[c]]);\n const below = Math.max(R_MIN, srgbByteToLinear(a * px[i + c] + (1 - a) * paper[c]));\n out[c] = below < p ? -dlog(below / p) / 2 : 0;\n }\n out[3] = 0;\n}\n\n/**\n * `filmPixel` over a whole tile, specialised for speed (same results, pixel for pixel). Reads the\n * slot's planes from `f`: settled pigment at `d` (4 planes, `plane` floats apart), suspended pigment\n * at `p` (or −1 to leave it out), surface and paper water at `rho` / `sw` (or −1: no wet darkening).\n * Cell (x, y) of the tile is at offset `(y + 1)·side + x + 1` of each plane. `src` is the base tile\n * (or `null` for transparent); writes `out` (a copy of `src` where nothing changes). Returns\n * whether any pixel was shaded.\n */\nexport function shadeTile(\n f: Float32Array,\n plane: number,\n side: number,\n d: number,\n p: number,\n rho: number,\n sw: number,\n src: Uint8ClampedArray | null,\n out: Uint8ClampedArray,\n w: number,\n h: number,\n paper: Uint8Array\n): boolean {\n const p0 = paper[0];\n const p1 = paper[1];\n const p2 = paper[2];\n const lp0 = SRGB_TO_LINEAR[p0];\n const lp1 = SRGB_TO_LINEAR[p1];\n const lp2 = SRGB_TO_LINEAR[p2];\n const tab = EXP_TABLE;\n const enc = ENCODE;\n let any = false;\n for (let y = 0; y < h; y++) {\n for (let x = 0; x < w; x++) {\n const c = (y + 1) * side + x + 1;\n let k0 = f[d + c];\n let k1 = f[d + plane + c];\n let k2 = f[d + 2 * plane + c];\n let s = f[d + 3 * plane + c];\n if (p >= 0) {\n k0 += f[p + c];\n k1 += f[p + plane + c];\n k2 += f[p + 2 * plane + c];\n s += f[p + 3 * plane + c];\n }\n let wet = 0;\n if (rho >= 0) {\n wet = f[rho + c] * 4 + f[sw + c];\n if (wet > 1) wet = 1;\n }\n if (!(k0 > 1e-7 || k1 > 1e-7 || k2 > 1e-7 || s > 1e-7) && wet <= 0) continue;\n any = true;\n const i = (y * 256 + x) * 4;\n const pa = src ? src[i + 3] : 0;\n const a = pa / 255;\n const na = 1 - a;\n const b0 = src ? srgbByteToLinear(a * src[i] + na * p0) : lp0;\n const b1 = src ? srgbByteToLinear(a * src[i + 1] + na * p1) : lp1;\n const b2 = src ? srgbByteToLinear(a * src[i + 2] + na * p2) : lp2;\n // filmReflectance, inlined\n let hide = 0;\n let x0: number;\n if (s > 0) {\n x0 = HIDE * s;\n hide = 1 - (x0 >= EXP_MAX ? 0 : interp(tab, x0 * EXP_RES));\n }\n const keep = 1 - hide;\n const inv = s > 1e-9 ? 1 / s : 0;\n let r0 = keep * expT(tab, 2 * k0) * b0;\n let r1 = keep * expT(tab, 2 * k1) * b1;\n let r2 = keep * expT(tab, 2 * k2) * b2;\n if (hide > 0) {\n r0 += hide * rinf(k0 * inv);\n r1 += hide * rinf(k1 * inv);\n r2 += hide * rinf(k2 * inv);\n }\n const dark = 1 - 0.07 * wet;\n const e0 = encode(enc, r0 * dark);\n const e1 = encode(enc, r1 * dark);\n const e2 = encode(enc, r2 * dark);\n let alpha = a;\n alpha = needAlpha(e0, p0, alpha);\n alpha = needAlpha(e1, p1, alpha);\n alpha = needAlpha(e2, p2, alpha);\n if (alpha <= 0) {\n out[i + 3] = 0;\n continue;\n }\n const a8 = Math.max(Math.round(Math.min(1, alpha) * 255), pa);\n const al = a8 / 255;\n const ia = 1 / al;\n const k = 1 - al;\n out[i] = Math.round(Math.min(255, Math.max(0, (e0 - k * p0) * ia)));\n out[i + 1] = Math.round(Math.min(255, Math.max(0, (e1 - k * p1) * ia)));\n out[i + 2] = Math.round(Math.min(255, Math.max(0, (e2 - k * p2) * ia)));\n out[i + 3] = a8;\n }\n }\n return any;\n}\n\nfunction interp(tab: Float64Array, t: number): number {\n const i = Math.floor(t);\n return tab[i] + (tab[i + 1] - tab[i]) * (t - i);\n}\n\nfunction expT(tab: Float64Array, x: number): number {\n if (!(x > 0)) return 1;\n if (x >= EXP_MAX) return 0;\n return interp(tab, x * EXP_RES);\n}\n\nfunction encode(enc: Uint8Array, v: number): number {\n if (!(v > 0)) return 0;\n if (v >= 1) return 255;\n return enc[Math.round(v * ENC_STEPS)];\n}\n","/**\n * One wet-media step for the 256 × 256 interior of a tile slot, in plain TypeScript: the\n * specification of the model. Every intermediate is rounded to f32 (`F`) in the same order as the\n * WebAssembly SIMD kernel (`assembly/wet.ts`), so the two give identical bits: computing an f32\n * `+ − × ÷ √` in f64 and rounding once is exactly the f32 operation. Keep the two in step; the\n * kernel test compares them bit for bit.\n *\n * A slot is `SLOT_PLANES` planes of 258 × 258 f32 (the tile plus a one-cell halo, filled from the\n * neighbouring slots after each step). The step reads set `parity` (and the single planes) and\n * writes the interior of the other set, the deposit planes in place, and returns the tile's flags.\n *\n * Per cell x:\n * 1. Streaming with partial bounce-back: for each direction i, the source is n = x − eᵢ and the\n * blocking is b = max(κ(x), κ(n)), κ = blockScale·h. b = 1 off the canvas (h < 0) and where the\n * front is pinned: one side dry and the other shallower than the pin threshold\n * (pinT + rough·h)·(1 − paperWater/capacity) of the dry side, so damp paper does not pin.\n * Off-canvas cells (h < 0, in the halo or past a canvas edge inside a tile) only bounce back.\n * Symmetric in x and n, so water is conserved: fᵢ(x) = (1 − b)·f*ᵢ(n) + b·f*ₒₚₚ₍ᵢ₎(x).\n * 2. Depth and velocity; tilt plus the flow map shift the velocity (u += τ·g), capped at U_MAX.\n * 3. Absorption into the paper until it holds its capacity, and evaporation (faster in the edge\n * band); the collided populations are scaled by the depth ratio.\n * 4. BGK collision towards the D2Q9 equilibrium.\n * 5. Pigment (4 channels): upwind flux through the 4 faces with the previous step's velocities,\n * plus bleed (diffusion) between wet cells; never below 0.\n * 6. Deposition (more in valleys and in the edge band) and pickup (more where water arrives);\n * where a cell dries, all its suspended pigment settles.\n * 7. The edge field: max(dry neighbours / 4, 0.99 × the mean of the 4 neighbours' edge), at most\n * 1, and 0 where the cell is dry.\n */\n\nimport {\n DRY_EPS,\n FLAG_ALIVE,\n FLAG_WET,\n P_D0,\n P_EDGE,\n P_FX,\n P_FY,\n P_H,\n P_P0,\n P_RHO,\n P_SW,\n P_UX,\n P_UY,\n PARAM,\n PLANE,\n SET_PLANES,\n SLOT_SIDE,\n U_MAX,\n edgeBits,\n} from './model';\n\nconst F = Math.fround;\nconst S = SLOT_SIDE;\nconst EPS = F(DRY_EPS);\nconst UMAX2 = F(U_MAX * U_MAX);\nconst UMAXF = F(U_MAX);\nconst W0 = F(4 / 9);\nconst W1 = F(1 / 9);\nconst W2 = F(1 / 36);\nconst TINY = F(1e-9);\n/** The edge field's fall-off per cell (an f32 constant, as in the SIMD kernel). */\nconst DECAY = F(0.99);\n\n/** Neighbour n = x − eₖ as a float offset, k = 1..8 (the order of `EX` / `EY`). */\nconst NB = [0, -1, -S, 1, S, -S - 1, -S + 1, S + 1, S - 1];\nconst OPP = [0, 3, 4, 1, 2, 7, 8, 5, 6];\n\nconst fin = new Float32Array(9);\nconst pNew = new Float32Array(4);\n\n/**\n * Steps one slot. `f` views the whole memory; `base` is the slot's first float; `prm` is the\n * lane's packed parameters (`packWetParams`). Returns the tile's flag bits.\n */\nexport function stepSlotTs(f: Float32Array, base: number, parity: number, prm: Float32Array): number {\n const src = base + parity * SET_PLANES * PLANE;\n const dst = base + (1 - parity) * SET_PLANES * PLANE;\n const hP = base + P_H * PLANE;\n const dP = base + P_D0 * PLANE;\n const rhoS = src + P_RHO * PLANE;\n const uxS = src + P_UX * PLANE;\n const uyS = src + P_UY * PLANE;\n const swS = src + P_SW * PLANE;\n const pS = src + P_P0 * PLANE;\n const eS = src + P_EDGE * PLANE;\n\n const omega = prm[PARAM.omega];\n const tau = prm[PARAM.tau];\n const evap = prm[PARAM.evap];\n const edgeEvap = prm[PARAM.edgeEvap];\n const mobility = prm[PARAM.mobility];\n const depRate = prm[PARAM.depRate];\n const pickup = prm[PARAM.pickup];\n const absorption = prm[PARAM.absorption];\n const invCap = prm[PARAM.invCap];\n const blockScale = prm[PARAM.blockScale];\n const rough = prm[PARAM.rough];\n const pinT = prm[PARAM.pinT];\n const gx0 = prm[PARAM.gx];\n const gy0 = prm[PARAM.gy];\n const flowK = prm[PARAM.flowK];\n const gran = prm[PARAM.granulation];\n const edgeDep = prm[PARAM.edgeDep];\n const bloom = prm[PARAM.bloom];\n const paperEvap = prm[PARAM.paperEvap];\n const hasFlow = prm[PARAM.hasFlow] !== 0;\n const bleed = prm[PARAM.bleed];\n\n let flags = 0;\n for (let y = 1; y <= 256; y++) {\n for (let x = 1; x <= 256; x++) {\n const c = y * S + x;\n const hx = f[hP + c];\n const kx = F(blockScale * hx);\n const rx = f[rhoS + c];\n const sx = f[swS + c];\n const damp = Math.max(0, F(1 - F(sx * invCap)));\n const pinX = F(F(pinT + F(rough * hx)) * damp);\n const rxDry = rx < EPS;\n const xWall = hx < 0;\n\n // 1. streaming with partial bounce-back and pinning\n fin[0] = f[src + c];\n let dryNb = 0;\n for (let k = 1; k <= 8; k++) {\n const n = c + NB[k];\n const hn = f[hP + n];\n const rn = f[rhoS + n];\n const sn = f[swS + n];\n const wall = hn < 0;\n const rnDry = rn < EPS;\n // dry neighbours count for the edge as far as their paper is dry too (damp paper is no edge)\n const dampN = Math.max(0, F(1 - F(sn * invCap)));\n if (rnDry && !wall) dryNb = F(dryNb + dampN);\n let b = Math.max(kx, F(blockScale * hn));\n const pinN = F(F(pinT + F(rough * hn)) * dampN);\n if (wall || xWall || (rxDry && rn < pinX) || (rnDry && rx < pinN)) b = 1;\n fin[k] = F(F(F(1 - b) * f[src + k * PLANE + n]) + F(b * f[src + OPP[k] * PLANE + c]));\n }\n\n // 2. depth, velocity, forcing\n const rho = F(F(F(F(F(F(F(F(fin[0] + fin[1]) + fin[2]) + fin[3]) + fin[4]) + fin[5]) + fin[6]) + fin[7]) + fin[8]);\n const mx = F(F(F(F(F(fin[1] - fin[3]) + fin[5]) - fin[6]) - fin[7]) + fin[8]);\n const my = F(F(F(F(F(fin[2] - fin[4]) + fin[5]) + fin[6]) - fin[7]) - fin[8]);\n let gx = gx0;\n let gy = gy0;\n if (hasFlow) {\n gx = F(gx + F(flowK * f[base + P_FX * PLANE + c]));\n gy = F(gy + F(flowK * f[base + P_FY * PLANE + c]));\n }\n let ux = 0;\n let uy = 0;\n if (rho > EPS) {\n ux = F(F(mx / rho) + F(tau * gx));\n uy = F(F(my / rho) + F(tau * gy));\n }\n const sp2 = F(F(ux * ux) + F(uy * uy));\n if (sp2 > UMAX2) {\n const sc = F(UMAXF / F(Math.sqrt(sp2)));\n ux = F(ux * sc);\n uy = F(uy * sc);\n }\n\n // 3. absorption and evaporation\n const absorbed = Math.min(rho, F(F(F(absorption * F(1 - F(0.5 * hx))) * rho) * damp));\n const ex = f[eS + c];\n const ev = rho > 0 ? F(evap * F(1 + F(edgeEvap * ex))) : 0;\n const rhoNew = Math.max(0, F(F(rho - absorbed) - ev));\n const scale = rho > TINY ? F(rhoNew / rho) : 0;\n const sNew = Math.max(0, F(F(sx + absorbed) - (sx > 0 ? paperEvap : 0)));\n f[dst + P_SW * PLANE + c] = sNew;\n\n // 4. collision, then scale\n const usq = F(1.5 * F(F(ux * ux) + F(uy * uy)));\n const wr0 = F(W0 * rho);\n const wr1 = F(W1 * rho);\n const wr2 = F(W2 * rho);\n let feq = F(wr0 * F(1 - usq));\n f[dst + c] = F(F(fin[0] + F(omega * F(feq - fin[0]))) * scale);\n for (let k = 1; k <= 8; k++) {\n let eu: number;\n let wr = wr1;\n switch (k) {\n case 1: eu = ux; break;\n case 2: eu = uy; break;\n case 3: eu = -ux; break;\n case 4: eu = -uy; break;\n case 5: eu = F(ux + uy); wr = wr2; break;\n case 6: eu = F(uy - ux); wr = wr2; break;\n case 7: eu = -F(ux + uy); wr = wr2; break;\n default: eu = F(ux - uy); wr = wr2; break;\n }\n feq = F(wr * F(F(F(1 + F(3 * eu)) + F(F(4.5 * eu) * eu)) - usq));\n f[dst + k * PLANE + c] = F(F(fin[k] + F(omega * F(feq - fin[k]))) * scale);\n }\n\n // 5. pigment: upwind advection with the last step's velocities, plus bleed\n const rxWet = !rxDry;\n const uxc = f[uxS + c];\n const uyc = f[uyS + c];\n for (let q = 0; q < 4; q++) pNew[q] = f[pS + q * PLANE + c];\n // east, west, south (y + 1), north (y − 1)\n for (let face = 0; face < 4; face++) {\n const nb = c + (face === 0 ? 1 : face === 1 ? -1 : face === 2 ? S : -S);\n const open = rxWet && f[rhoS + nb] >= EPS;\n const uf = face === 0 ? F(mobility * F(uxc + f[uxS + nb])) : face === 1 ? F(mobility * F(f[uxS + nb] + uxc)) : face === 2 ? F(mobility * F(uyc + f[uyS + nb])) : F(mobility * F(f[uyS + nb] + uyc));\n const out = face === 0 || face === 2;\n for (let q = 0; q < 4; q++) {\n const pc = f[pS + q * PLANE + c];\n const pn = f[pS + q * PLANE + nb];\n // outgoing faces (east, south): flux = uf > 0 ? uf·pc : uf·pn, subtracted;\n // incoming faces (west, north): flux = uf > 0 ? uf·pn : uf·pc, added.\n const flux = out ? (uf > 0 ? F(uf * pc) : F(uf * pn)) : uf > 0 ? F(uf * pn) : F(uf * pc);\n const diff = F(bleed * F(pn - pc));\n const v = out ? F(F(pNew[q] - flux) + diff) : F(F(pNew[q] + flux) + diff);\n pNew[q] = open ? v : pNew[q];\n }\n }\n\n // 6. deposition and pickup\n const dryNow = rhoNew < EPS;\n const rate = F(F(depRate * F(1 + F(gran * F(1 - hx)))) * F(1 + F(edgeDep * ex)));\n const lift = dryNow ? 0 : F(F(pickup * Math.min(rhoNew, 1)) * F(1 + F(bloom * Math.max(0, F(rhoNew - rx)))));\n for (let q = 0; q < 4; q++) {\n const pq = Math.max(0, pNew[q]);\n const dq = f[dP + q * PLANE + c];\n const dep = dryNow ? pq : Math.min(pq, F(pq * rate));\n const lq = F(dq * lift);\n f[dst + (P_P0 + q) * PLANE + c] = F(F(pq - dep) + lq);\n f[dP + q * PLANE + c] = F(F(dq + dep) - lq);\n }\n // the edge field: 1 next to dry paper, spreading inwards at 0.99 per cell; 0 where dry\n const mean4 = F(F(F(F(f[eS + c + 1] + f[eS + c - 1]) + f[eS + c + S]) + f[eS + c - S]) * 0.25);\n const eNew = Math.min(1, Math.max(Math.min(1, F(dryNb * 0.25)), F(DECAY * mean4)));\n f[dst + P_EDGE * PLANE + c] = dryNow ? 0 : eNew;\n f[dst + P_RHO * PLANE + c] = rhoNew;\n f[dst + P_UX * PLANE + c] = dryNow ? 0 : ux;\n f[dst + P_UY * PLANE + c] = dryNow ? 0 : uy;\n const alive = rhoNew > 0 || sNew > 0;\n if (alive) flags |= FLAG_ALIVE | edgeBits(x - 1, y - 1);\n if (!dryNow) flags |= FLAG_WET;\n }\n }\n return flags;\n}\n","/**\n * Loading the wet-media WebAssembly kernel and its Web Workers.\n *\n * - The kernel is two small modules (shared memory for workers, ordinary memory for one thread),\n * embedded base64 in `kernel-wasm.ts`, which is only ever imported dynamically, so bundlers split\n * it into its own chunk and nothing loads until the first wet stroke.\n * - Workers run from a Blob URL of `wetWorkerMain`'s source: no extra file for the host to serve\n * and no bundler configuration. They share one `WebAssembly.Memory`, which needs\n * `SharedArrayBuffer`, which browsers only give cross-origin isolated pages (COOP `same-origin`\n * plus COEP `require-corp` or `credentialless`). Without it the kernel runs on one thread.\n * - Everything here is optional: without WebAssembly SIMD the TypeScript kernel runs, with the same\n * results (only slower).\n */\n\n/** What the wet engine can use here, and why not when it cannot. */\nexport interface WetSupport {\n /** WebAssembly with SIMD. */\n simd: boolean;\n /** `SharedArrayBuffer` and shared wasm memory (cross-origin isolation in browsers). */\n sharedMemory: boolean;\n /** Web Workers. */\n workers: boolean;\n /** Logical cores reported (`navigator.hardwareConcurrency`, 1 when unknown). */\n cores: number;\n /** A sentence for the user when wet paint will run slower than it could, else `null`. */\n message: string | null;\n}\n\nlet modules: { shared?: Promise<WebAssembly.Module>; single?: Promise<WebAssembly.Module> } = {};\n\nfunction decode(base64: string): Uint8Array {\n const g = globalThis as { atob?: (s: string) => string; Buffer?: { from(s: string, e: string): Uint8Array } };\n if (g.Buffer) return new Uint8Array(g.Buffer.from(base64, 'base64'));\n const bin = g.atob!(base64);\n const out = new Uint8Array(bin.length);\n for (let i = 0; i < bin.length; i++) out[i] = bin.charCodeAt(i);\n return out;\n}\n\n/** Compiles the kernel (`shared`: the shared-memory variant). Cached; loads the chunk once. */\nexport function loadWetKernel(shared: boolean): Promise<WebAssembly.Module> {\n const key = shared ? 'shared' : 'single';\n let p = modules[key];\n if (!p) {\n p = import('./kernel-wasm').then((m) => WebAssembly.compile(decode(shared ? m.WET_KERNEL_SHARED : m.WET_KERNEL_SINGLE) as BufferSource));\n p.catch(() => {\n modules = { ...modules, [key]: undefined };\n });\n modules[key] = p;\n }\n return p;\n}\n\n/** Whether shared wasm memory can be made here. */\nexport function canShareMemory(): boolean {\n const g = globalThis as { SharedArrayBuffer?: unknown; crossOriginIsolated?: boolean };\n if (typeof g.SharedArrayBuffer !== 'function') return false;\n if (g.crossOriginIsolated === false) return false;\n try {\n new WebAssembly.Memory({ initial: 1, maximum: 1, shared: true });\n return true;\n } catch {\n return false;\n }\n}\n\nlet simdCache: boolean | null = null;\n\n/** Whether this runtime validates WebAssembly SIMD (checked against the kernel itself). */\nexport async function wetSimdSupported(): Promise<boolean> {\n if (simdCache !== null) return simdCache;\n if (typeof WebAssembly === 'undefined') return (simdCache = false);\n try {\n await loadWetKernel(false);\n simdCache = true;\n } catch {\n simdCache = false;\n }\n return simdCache;\n}\n\n/** What the wet engine can use (SIMD is only known after `wetSimdSupported`). */\nexport function wetSupport(simd = simdCache ?? typeof WebAssembly !== 'undefined'): WetSupport {\n const g = globalThis as { Worker?: unknown; navigator?: { hardwareConcurrency?: number } };\n const sharedMemory = canShareMemory();\n const workers = typeof g.Worker === 'function' && typeof Blob === 'function' && typeof URL !== 'undefined' && typeof URL.createObjectURL === 'function';\n const cores = Math.max(1, Math.floor(g.navigator?.hardwareConcurrency ?? 1));\n let message: string | null = null;\n if (!simd) message = 'This browser has no WebAssembly SIMD, so wet paint runs in plain JavaScript: it flows much more slowly (the results are the same).';\n else if (workers && !sharedMemory)\n message =\n 'Wet paint runs on one thread because this page is not cross-origin isolated, so it flows more slowly. Serve the page with \"Cross-Origin-Opener-Policy: same-origin\" and \"Cross-Origin-Embedder-Policy: require-corp\" (or \"credentialless\") to use every core.';\n return { simd, sharedMemory, workers, cores, message };\n}\n\n/**\n * The worker's whole program. It is turned into source with `toString()`, so it must not use\n * anything from outside its own body: every constant arrives in the `init` message.\n */\nfunction wetWorkerMain(): void {\n type Exports = {\n step: (base: number, parity: number, prm: number) => number;\n halo: (table: number, slots: number, key: number, perLane: number, tilesX: number, tilesY: number, set: number) => void;\n };\n type Layout = { ctl: number; params: number; table: number; list: number; flags: number; last: number; slots: number; slotBytes: number; perLane: number; tilesX: number; tilesY: number; keys: number };\n const scope = self as unknown as { onmessage: ((e: MessageEvent) => void) | null; postMessage(m: unknown): void };\n let exports: Exports | null = null;\n let memory: WebAssembly.Memory | null = null;\n let L: Layout | null = null;\n let id = 0;\n\n function barrier(ctl: Int32Array, n: number): void {\n const gen = Atomics.load(ctl, 1);\n if (Atomics.add(ctl, 0, 1) === n - 1) {\n Atomics.store(ctl, 0, 0);\n Atomics.add(ctl, 1, 1);\n Atomics.notify(ctl, 1);\n } else {\n while (Atomics.load(ctl, 1) === gen) Atomics.wait(ctl, 1, gen);\n }\n }\n\n function run(steps: number, n: number): void {\n const ex = exports!;\n const l = L!;\n const buf = memory!.buffer;\n const ctl = new Int32Array(buf, l.ctl, 16);\n const table = new Int32Array(buf, l.table, l.keys);\n const list = new Int32Array(buf, l.list, l.keys);\n const flags = new Uint32Array(buf, l.flags, l.keys);\n const last = new Uint32Array(buf, l.last, l.keys);\n const count = ctl[4];\n let parity = ctl[5];\n for (let s = 0; s < steps; s++) {\n for (;;) {\n const a = Atomics.add(ctl, 2, 1);\n if (a >= count) break;\n const key = list[a];\n const lane = (key / l.perLane) | 0;\n const f = ex.step(l.slots + table[key] * l.slotBytes, parity, l.params + lane * 128);\n flags[key] |= f;\n last[key] = f;\n }\n if (id === 0) Atomics.store(ctl, 3, 0);\n barrier(ctl, n);\n for (;;) {\n const a = Atomics.add(ctl, 3, 1);\n if (a >= count) break;\n ex.halo(l.table, l.slots, list[a], l.perLane, l.tilesX, l.tilesY, 1 - parity);\n }\n if (id === 0) Atomics.store(ctl, 2, 0);\n barrier(ctl, n);\n parity = 1 - parity;\n }\n }\n\n scope.onmessage = (e: MessageEvent) => {\n const m = e.data as { type: string; module?: WebAssembly.Module; memory?: WebAssembly.Memory; layout?: Layout; id?: number; steps?: number; workers?: number };\n if (m.type === 'init') {\n memory = m.memory!;\n L = m.layout!;\n id = m.id!;\n WebAssembly.instantiate(m.module!, { env: { memory } }).then(\n (inst) => {\n exports = inst.exports as unknown as Exports;\n scope.postMessage({ type: 'ready', id });\n },\n (err: unknown) => scope.postMessage({ type: 'error', id, message: String(err) })\n );\n } else if (m.type === 'layout') {\n L = m.layout!;\n } else if (m.type === 'run') {\n try {\n run(m.steps!, m.workers!);\n scope.postMessage({ type: 'done', id });\n } catch (err) {\n scope.postMessage({ type: 'error', id, message: String(err) });\n }\n }\n };\n}\n\n/** The layout numbers a worker needs. */\nexport interface WetWorkerLayout {\n ctl: number;\n params: number;\n table: number;\n list: number;\n flags: number;\n last: number;\n slots: number;\n slotBytes: number;\n perLane: number;\n tilesX: number;\n tilesY: number;\n keys: number;\n}\n\n/** A pool of workers stepping one shared memory together. */\nexport class WetWorkerPool {\n private constructor(\n private readonly workers: Worker[],\n private readonly url: string\n ) {}\n\n get size(): number {\n return this.workers.length;\n }\n\n /** Starts `count` workers on `memory` (shared) with the shared kernel. Rejects if any fails. */\n static async create(count: number, module: WebAssembly.Module, memory: WebAssembly.Memory, layout: WetWorkerLayout): Promise<WetWorkerPool> {\n const source = `(${wetWorkerMain.toString()})();`;\n const url = URL.createObjectURL(new Blob([source], { type: 'text/javascript' }));\n const workers: Worker[] = [];\n try {\n const ready: Promise<void>[] = [];\n for (let i = 0; i < count; i++) {\n const w = new Worker(url);\n workers.push(w);\n ready.push(\n new Promise<void>((resolve, reject) => {\n w.onmessage = (e: MessageEvent) => {\n if (e.data?.type === 'ready') resolve();\n else if (e.data?.type === 'error') reject(new Error(e.data.message));\n };\n w.onerror = (e) => reject(new Error(e.message || 'The wet-media worker failed to start.'));\n })\n );\n w.postMessage({ type: 'init', module, memory, layout, id: i });\n }\n await Promise.all(ready);\n } catch (e) {\n for (const w of workers) w.terminate();\n URL.revokeObjectURL(url);\n throw e;\n }\n return new WetWorkerPool(workers, url);\n }\n\n /** Runs `steps` steps over the active list in shared memory; resolves when every worker is done. */\n run(steps: number): Promise<void> {\n const n = this.workers.length;\n return Promise.all(\n this.workers.map(\n (w, i) =>\n new Promise<void>((resolve, reject) => {\n w.onmessage = (e: MessageEvent) => {\n if (e.data?.type === 'done') resolve();\n else if (e.data?.type === 'error') reject(new Error(e.data.message));\n };\n w.postMessage({ type: 'run', steps, workers: n, id: i });\n })\n )\n ).then(() => undefined);\n }\n\n destroy(): void {\n for (const w of this.workers) w.terminate();\n URL.revokeObjectURL(this.url);\n }\n}\n","/**\n * `WetWorld`: the wet-media simulation of one canvas. It holds up to `MAX_WET_LANES` wet layers\n * (\"lanes\"), each a sparse set of 256 px tile slots in one `WebAssembly.Memory`, and steps all of\n * them together.\n *\n * - **Kernels.** It starts on the TypeScript kernel at once and switches to the WebAssembly SIMD\n * kernel (in Web Workers when the page is cross-origin isolated, else on this thread) as soon as\n * that has loaded. The kernels give identical bits, so the switch never changes the painting.\n * - **Determinism.** Time is counted in steps (`clock`), never in wall time. Batches never cross a\n * multiple of `FREE_INTERVAL` and are at most `MAX_BATCH` steps, tiles wake up when anything\n * alive comes within `STRIP` cells of their edge (so earlier or later wake-ups change nothing),\n * and dry tiles are baked and freed only on multiples of `FREE_INTERVAL`, judged by their state\n * at that step. So the result depends only on the edits and the steps at which they were made,\n * not on frame rate, batch sizes, worker counts or the browser.\n * - **Edits** (dabs, water, drying, blowing, blending, smudging, blotting, re-wetting) run on this\n * thread between batches; while a batch runs (`busy`) they throw, so callers queue them.\n * - **Display.** Each lane has a `base` surface: the layer's pixels under the wet paint. `display`\n * gives the base with every live tile shaded (`filmPixel`), as an ordinary RGBA surface for the\n * compositor. Tiles that dry are baked into the base and their slots freed.\n */\n\nimport { TILE, TiledSurface, finishTile, tileKey, type RasterRect, type Tile } from '../../raster/surface';\nimport { filmPixel, pixelPigment, shadeTile } from './film';\nimport { stepSlotTs } from './kernel';\nimport {\n DEFAULT_WET_PAPER,\n DEFAULT_WET_PARAMS,\n DRY_EPS,\n EX,\n EY,\n FLAG_ALIVE,\n FLAG_BOTTOM,\n FLAG_LEFT,\n FLAG_RIGHT,\n FLAG_TOP,\n FLAT,\n FREE_INTERVAL,\n MAX_BATCH,\n P_D0,\n P_FX,\n P_FY,\n P_H,\n P_P0,\n P_RHO,\n P_SW,\n P_UX,\n P_UY,\n PARAM_FLOATS,\n PLANE,\n SET_PLANES,\n SLOT_BYTES,\n SLOT_PLANES,\n SLOT_SIDE,\n STRIP,\n W9,\n WET_TILE,\n normalizeTilt,\n PAPER_CAPACITY,\n normalizeWetParams,\n packWetParams,\n type WetPaper,\n type WetParams,\n type WetTilt,\n} from './model';\nimport { canShareMemory, loadWetKernel, wetSimdSupported, wetSupport, WetWorkerPool, type WetSupport, type WetWorkerLayout } from './wasm';\n\n/** Wet layers a world can hold at once. */\nexport const MAX_WET_LANES = 8;\n/** Tile slots at most (about 3.8 GB, inside wasm32's 4 GB). Water reaching a tile past this is lost. */\nexport const MAX_WET_SLOTS = 352;\n/** Floats per slot. */\nconst SLOT_FLOATS = SLOT_PLANES * PLANE;\nconst S = SLOT_SIDE;\n/** Planes a snapshot keeps per slot: the current set and the deposit. */\nconst SNAP_PLANES = SET_PLANES + 4;\n\n/** A flow map: a vector per document pixel, in cells per step² at strength 1. */\nexport type WetFlowField = (x: number, y: number) => readonly [number, number];\n\n/** The paper as the simulation reads it. */\nexport interface WetPaperInput extends WetPaper {\n /** Grain height 0..1 at a document position (the paper's wet height map). */\n heightAt(x: number, y: number): number;\n /** Paper colour, sRGB bytes. */\n color: readonly [number, number, number];\n}\n\nexport type WetKernelKind = 'typescript' | 'wasm' | 'wasm-threads';\n\nexport interface WetBackendInfo {\n kind: WetKernelKind;\n /** Threads stepping the simulation. */\n threads: number;\n /** Why it runs slower than it could, or `null`. */\n message: string | null;\n}\n\nexport interface WetWorldOptions {\n /** Which kernel: `auto` (default: the fastest available), or force `typescript` / `wasm` (one thread). */\n kernel?: 'auto' | 'typescript' | 'wasm';\n /** Worker threads for the wasm kernel: `auto` (default: cores − 1, at most 10) or a number (0: none). */\n threads?: number | 'auto';\n}\n\nexport interface WetLaneOptions {\n params?: Partial<WetParams>;\n /** The layer's pixels under the wet paint (default empty). */\n base?: TiledSurface;\n flow?: WetFlowField | null;\n /** Flow map strength (default 1 when a flow map is given). */\n flowStrength?: number;\n}\n\ninterface Lane {\n id: string;\n index: number;\n params: WetParams;\n flow: WetFlowField | null;\n flowStrength: number;\n base: TiledSurface;\n /** Shaded display tiles by tile key, with the stamp they were shaded at. */\n shaded: Map<number, { stamp: number; tile: Tile }>;\n /** Tile keys edited since they were last shaded (shaded first). */\n urgent: Set<number>;\n /** Changes whenever its pixels (display) may have changed. */\n stamp: number;\n display: TiledSurface | null;\n /** Bumped whenever `shaded` changes; with the base id it keys the cached display. */\n shadedVersion: number;\n displayKey: string;\n}\n\n/** Totals for one wet layer. */\nexport interface WetLaneStats {\n /** Tiles being simulated. */\n activeTiles: number;\n /** Cells with surface water (at least `DRY_EPS` deep). */\n wetCells: number;\n /** Water on the surface plus in the paper, in cell-depth units. */\n water: number;\n /** Suspended plus settled pigment mass (sum of the four channels). */\n pigment: number;\n /** Document rectangle of the wet cells, or `null` when nothing is wet. */\n wetBounds: RasterRect | null;\n}\n\n/** A copy of the whole simulation (for undo). */\nexport interface WetSnapshot {\n readonly clock: number;\n readonly tilt: WetTilt;\n readonly lanes: ReadonlyArray<{ id: string; index: number; params: WetParams; flow: WetFlowField | null; flowStrength: number; base: TiledSurface }>;\n /** Per active key: the current set and the deposit planes; and its last flags. */\n readonly slots: ReadonlyMap<number, { planes: Float32Array; last: number }>;\n /** Bytes held. */\n readonly bytes: number;\n}\n\n/** Thrown for edits while a batch is running, and for bad arguments. */\nexport class WetWorldError extends Error {\n constructor(message: string) {\n super(message);\n this.name = 'WetWorldError';\n }\n}\n\ninterface Layout extends WetWorkerLayout {\n width: number;\n height: number;\n}\n\nfunction makeLayout(width: number, height: number): Layout {\n const tilesX = Math.ceil(width / WET_TILE);\n const tilesY = Math.ceil(height / WET_TILE);\n const perLane = tilesX * tilesY;\n const keys = perLane * MAX_WET_LANES;\n const ctl = 0;\n const params = 1024;\n const table = params + MAX_WET_LANES * PARAM_FLOATS * 4;\n const list = table + keys * 4;\n const flags = list + keys * 4;\n const last = flags + keys * 4;\n const slots = Math.ceil((last + keys * 4) / 65536) * 65536;\n return { width, height, tilesX, tilesY, perLane, keys, ctl, params, table, list, flags, last, slots, slotBytes: SLOT_BYTES };\n}\n\n/** Rounds a height to 1/65536 so tiny floating-point differences in the grain never reach the simulation. */\nfunction quantizeHeight(v: number): number {\n return Math.round(Math.min(1, Math.max(0, v)) * 65536) / 65536;\n}\n\nexport class WetWorld {\n readonly width: number;\n readonly height: number;\n readonly layout: Layout;\n /** Steps simulated so far. */\n clock = 0;\n /** Messages for the user (slots ran out, a backend failed). */\n readonly warnings: string[] = [];\n private memory: WebAssembly.Memory;\n private readonly shared: boolean;\n private f32!: Float32Array;\n private i32!: Int32Array;\n private u32!: Uint32Array;\n private slotCount = 0;\n private readonly freeSlots: number[] = [];\n private readonly active: number[] = [];\n private parity = 0;\n private readonly lanes: (Lane | null)[] = new Array(MAX_WET_LANES).fill(null);\n private tilt: WetTilt = { ...FLAT };\n private paper: WetPaperInput;\n private paperBytes = new Uint8Array(3);\n private kind: WetKernelKind = 'typescript';\n private wasm: { step: (base: number, parity: number, prm: number) => number; halo: (table: number, slots: number, key: number, perLane: number, tilesX: number, tilesY: number, set: number) => void } | null = null;\n private pool: WetWorkerPool | null = null;\n private busyFlag = false;\n private destroyed = false;\n private support: WetSupport;\n private readonly prm = new Float32Array(PARAM_FLOATS);\n /** Resolves when the fastest available kernel is running (it may stay `typescript`). */\n readonly ready: Promise<WetBackendInfo>;\n\n constructor(width: number, height: number, paper: WetPaperInput, options: WetWorldOptions = {}) {\n if (!(width >= 1 && height >= 1 && width <= 16384 && height <= 16384)) throw new WetWorldError(`A wet canvas must be 1..16384 pixels per side, not ${width}×${height}.`);\n this.width = Math.round(width);\n this.height = Math.round(height);\n this.paper = paper;\n this.paperBytes.set(paper.color);\n this.layout = makeLayout(this.width, this.height);\n const wantKernel = options.kernel ?? 'auto';\n const threads = options.threads ?? 'auto';\n this.shared = wantKernel === 'auto' && threads !== 0 && canShareMemory();\n const pages = this.layout.slots / 65536 + Math.ceil((2 * SLOT_BYTES) / 65536);\n const maxPages = Math.min(65536, Math.ceil((this.layout.slots + MAX_WET_SLOTS * SLOT_BYTES) / 65536));\n this.memory = this.shared ? new WebAssembly.Memory({ initial: pages, maximum: maxPages, shared: true }) : new WebAssembly.Memory({ initial: pages });\n this.views();\n new Int32Array(this.memory.buffer, this.layout.table, this.layout.keys).fill(-1);\n this.support = wetSupport(true);\n this.ready = wantKernel === 'typescript' ? Promise.resolve(this.backend()) : this.start(threads);\n }\n\n // --- Backends ------------------------------------------------------------------\n\n private views(): void {\n const buf = this.memory.buffer;\n this.f32 = new Float32Array(buf);\n this.i32 = new Int32Array(buf);\n this.u32 = new Uint32Array(buf);\n }\n\n private async start(threads: number | 'auto'): Promise<WetBackendInfo> {\n try {\n const simd = await wetSimdSupported();\n this.support = wetSupport(simd);\n if (!simd || this.destroyed) return this.backend();\n const module = await loadWetKernel(this.shared);\n const inst = await WebAssembly.instantiate(module, { env: { memory: this.memory } });\n if (this.destroyed) return this.backend();\n this.wasm = inst.exports as unknown as NonNullable<WetWorld['wasm']>;\n this.kind = 'wasm';\n const n = threads === 'auto' ? Math.max(1, Math.min(10, this.support.cores - 1)) : Math.max(0, Math.floor(threads));\n if (this.shared && this.support.workers && n >= 2) {\n try {\n const pool = await WetWorkerPool.create(n, module, this.memory, this.layout);\n if (this.destroyed) pool.destroy();\n else {\n this.pool = pool;\n this.kind = 'wasm-threads';\n }\n } catch (e) {\n this.warnings.push(`Wet paint could not start its worker threads (${(e as Error).message}); it runs on one thread.`);\n }\n }\n } catch (e) {\n this.warnings.push(`The WebAssembly wet-media kernel did not load (${(e as Error).message}); wet paint runs in plain JavaScript.`);\n }\n return this.backend();\n }\n\n /** The kernel in use and why it is not faster. */\n backend(): WetBackendInfo {\n const threads = this.pool?.size ?? 1;\n let message = this.support.message;\n if (this.kind === 'typescript' && !message) message = this.wasm ? null : 'Wet paint runs in plain JavaScript until the WebAssembly kernel has loaded.';\n if (this.kind === 'wasm-threads') message = null;\n return { kind: this.kind, threads, message };\n }\n\n /** Whether a batch is running (edits throw until it ends). */\n get busy(): boolean {\n return this.busyFlag;\n }\n\n destroy(): void {\n this.destroyed = true;\n this.pool?.destroy();\n this.pool = null;\n }\n\n // --- Lanes ---------------------------------------------------------------------\n\n private laneOf(id: string): Lane {\n const l = this.lanes.find((x) => x?.id === id);\n if (!l) throw new WetWorldError(`There is no wet layer \"${id}\".`);\n return l;\n }\n\n hasLane(id: string): boolean {\n return this.lanes.some((x) => x?.id === id);\n }\n\n laneIds(): string[] {\n return this.lanes.filter((l): l is Lane => Boolean(l)).map((l) => l.id);\n }\n\n /** Adds a wet layer (or returns it). Throws when `MAX_WET_LANES` are in use. */\n ensureLane(id: string, options: WetLaneOptions = {}): void {\n this.requireIdle();\n const existing = this.lanes.find((x) => x?.id === id);\n if (existing) {\n if (options.params) this.setParams(id, options.params);\n if (options.base) this.setBase(id, options.base);\n return;\n }\n const index = this.lanes.indexOf(null);\n if (index < 0) throw new WetWorldError(`At most ${MAX_WET_LANES} layers can hold wet paint at once; dry one (dry_paint) first.`);\n this.lanes[index] = {\n id,\n index,\n params: normalizeWetParams(options.params ?? {}, DEFAULT_WET_PARAMS),\n flow: options.flow ?? null,\n flowStrength: options.flow ? (options.flowStrength ?? 1) : 0,\n base: options.base ?? new TiledSurface(4, new Map(), 0),\n shaded: new Map(),\n urgent: new Set(),\n stamp: 1,\n display: null,\n shadedVersion: 0,\n displayKey: '',\n };\n this.pack(this.lanes[index]!);\n }\n\n /** Drops a wet layer and its wet paint (nothing is baked). */\n removeLane(id: string): void {\n this.requireIdle();\n const lane = this.laneOf(id);\n for (const key of [...this.active]) if (this.laneIndexOf(key) === lane.index) this.free(key);\n this.lanes[lane.index] = null;\n }\n\n getParams(id: string): WetParams {\n return { ...this.laneOf(id).params };\n }\n\n setParams(id: string, params: Partial<WetParams>): WetParams {\n this.requireIdle();\n const lane = this.laneOf(id);\n lane.params = normalizeWetParams(params, lane.params);\n this.pack(lane);\n return { ...lane.params };\n }\n\n getTilt(): WetTilt {\n return { ...this.tilt };\n }\n\n setTilt(tilt: Partial<WetTilt>): WetTilt {\n this.requireIdle();\n this.tilt = normalizeTilt(tilt, this.tilt);\n for (const l of this.lanes) if (l) this.pack(l);\n return { ...this.tilt };\n }\n\n /** Changes the paper: heights of live tiles are refilled, rates repacked. */\n setPaper(paper: WetPaperInput): void {\n this.requireIdle();\n this.paper = paper;\n this.paperBytes.set(paper.color);\n for (const key of this.active) this.fillPaper(key);\n for (const l of this.lanes) {\n if (!l) continue;\n this.pack(l);\n this.touchAll(l);\n }\n this.refreshHalos();\n }\n\n /** Sets a layer's flow map (`null` removes it). */\n setFlow(id: string, flow: WetFlowField | null, strength = 1): void {\n this.requireIdle();\n const lane = this.laneOf(id);\n lane.flow = flow;\n lane.flowStrength = flow ? strength : 0;\n this.pack(lane);\n for (const key of this.active) if (this.laneIndexOf(key) === lane.index) this.fillFlow(key);\n }\n\n hasFlow(id: string): boolean {\n return Boolean(this.laneOf(id).flow);\n }\n\n /** The pixels under a layer's wet paint. */\n getBase(id: string): TiledSurface {\n return this.laneOf(id).base;\n }\n\n /** Replaces the pixels under a layer's wet paint. */\n setBase(id: string, base: TiledSurface): void {\n const lane = this.laneOf(id);\n if (base === lane.base) return;\n lane.base = base;\n lane.shaded.clear();\n lane.shadedVersion++;\n lane.stamp++;\n }\n\n private pack(lane: Lane): void {\n packWetParams(lane.params, this.paper ?? DEFAULT_WET_PAPER, this.tilt, lane.flowStrength, this.prm);\n this.f32.set(this.prm, (this.layout.params + lane.index * PARAM_FLOATS * 4) >> 2);\n }\n\n private touchAll(lane: Lane): void {\n lane.stamp++;\n }\n\n // --- Slots ---------------------------------------------------------------------\n\n private laneIndexOf(key: number): number {\n return Math.floor(key / this.layout.perLane);\n }\n\n private slotOf(key: number): number {\n return this.i32[(this.layout.table >> 2) + key];\n }\n\n private slotBase(slot: number): number {\n return (this.layout.slots >> 2) + slot * SLOT_FLOATS;\n }\n\n private requireIdle(): void {\n if (this.busyFlag) throw new WetWorldError('The wet simulation is mid-step; wait for it (whenIdle) before changing it.');\n }\n\n /** Writes the active list into memory for the kernels. */\n private syncList(): void {\n const base = this.layout.list >> 2;\n this.active.sort((a, b) => a - b);\n for (let i = 0; i < this.active.length; i++) this.i32[base + i] = this.active[i];\n this.i32[(this.layout.ctl >> 2) + 4] = this.active.length;\n }\n\n private grow(slots: number): boolean {\n const need = this.layout.slots + slots * SLOT_BYTES;\n const have = this.memory.buffer.byteLength;\n if (need <= have) return true;\n try {\n this.memory.grow(Math.ceil((need - have) / 65536));\n } catch {\n return false;\n }\n this.views();\n return true;\n }\n\n /** Activates a tile of a lane. Returns false when no slot can be had. */\n private activate(key: number): boolean {\n if (this.slotOf(key) >= 0) return true;\n let slot = this.freeSlots.pop();\n if (slot === undefined) {\n if (this.slotCount >= MAX_WET_SLOTS || !this.grow(this.slotCount + 1)) {\n const msg = `Wet paint reached its memory limit (${MAX_WET_SLOTS} tiles of 256 px); water spreading further is lost. Dry some paint (dry_paint) to free memory.`;\n if (!this.warnings.includes(msg)) this.warnings.push(msg);\n return false;\n }\n slot = this.slotCount++;\n }\n const base = this.slotBase(slot);\n this.f32.fill(0, base, base + SLOT_FLOATS);\n this.i32[(this.layout.table >> 2) + key] = slot;\n this.u32[(this.layout.flags >> 2) + key] = 0;\n this.u32[(this.layout.last >> 2) + key] = 0;\n this.active.push(key);\n this.fillPaper(key);\n this.fillFlow(key);\n return true;\n }\n\n private free(key: number): void {\n const slot = this.slotOf(key);\n if (slot < 0) return;\n this.i32[(this.layout.table >> 2) + key] = -1;\n this.freeSlots.push(slot);\n const i = this.active.indexOf(key);\n if (i >= 0) this.active.splice(i, 1);\n const lane = this.lanes[this.laneIndexOf(key)];\n if (lane) {\n if (lane.shaded.delete(this.tileKeyOf(key))) lane.shadedVersion++;\n lane.stamp++;\n }\n }\n\n private tileXY(key: number): [number, number] {\n const t = key % this.layout.perLane;\n return [t % this.layout.tilesX, Math.floor(t / this.layout.tilesX)];\n }\n\n private tileKeyOf(key: number): number {\n const [tx, ty] = this.tileXY(key);\n return tileKey(tx, ty);\n }\n\n private fillPaper(key: number): void {\n const [tx, ty] = this.tileXY(key);\n const h = this.slotBase(this.slotOf(key)) + P_H * PLANE;\n const { width, height } = this;\n for (let y = 0; y < S; y++) {\n const gy = ty * WET_TILE + y - 1;\n for (let x = 0; x < S; x++) {\n const gx = tx * WET_TILE + x - 1;\n this.f32[h + y * S + x] = gx < 0 || gy < 0 || gx >= width || gy >= height ? -1 : quantizeHeight(this.paper.heightAt(gx + 0.5, gy + 0.5));\n }\n }\n }\n\n private fillFlow(key: number): void {\n const lane = this.lanes[this.laneIndexOf(key)]!;\n const [tx, ty] = this.tileXY(key);\n const b = this.slotBase(this.slotOf(key));\n const fx = b + P_FX * PLANE;\n const fy = b + P_FY * PLANE;\n for (let y = 1; y <= WET_TILE; y++) {\n for (let x = 1; x <= WET_TILE; x++) {\n const v = lane.flow ? lane.flow(tx * WET_TILE + x - 1 + 0.5, ty * WET_TILE + y - 1 + 0.5) : null;\n this.f32[fx + y * S + x] = v ? Math.fround(v[0]) : 0;\n this.f32[fy + y * S + x] = v ? Math.fround(v[1]) : 0;\n }\n }\n }\n\n /** Activates every tile of a lane within `STRIP` cells of a document rectangle. */\n private wake(lane: Lane, x0: number, y0: number, x1: number, y1: number): void {\n const { tilesX, tilesY, perLane } = this.layout;\n const tx0 = Math.max(0, Math.floor((x0 - STRIP) / WET_TILE));\n const ty0 = Math.max(0, Math.floor((y0 - STRIP) / WET_TILE));\n const tx1 = Math.min(tilesX - 1, Math.floor((x1 + STRIP) / WET_TILE));\n const ty1 = Math.min(tilesY - 1, Math.floor((y1 + STRIP) / WET_TILE));\n let added = false;\n for (let ty = ty0; ty <= ty1; ty++) for (let tx = tx0; tx <= tx1; tx++) added = this.activate(lane.index * perLane + ty * tilesX + tx) || added;\n if (added) this.syncList();\n }\n\n /** Fills one slot's halo in the current set from its neighbours (TypeScript). */\n private haloTs(key: number, set: number): void {\n const { tilesX, tilesY, perLane } = this.layout;\n const laneBase = this.laneIndexOf(key) * perLane;\n const [tx, ty] = this.tileXY(key);\n const f = this.f32;\n const nb = (dx: number, dy: number) => {\n const x = tx + dx;\n const y = ty + dy;\n if (x < 0 || y < 0 || x >= tilesX || y >= tilesY) return -1;\n return this.slotOf(laneBase + y * tilesX + x);\n };\n const me = this.slotBase(this.slotOf(key)) + set * SET_PLANES * PLANE;\n const n = nb(0, -1);\n const s = nb(0, 1);\n const w = nb(-1, 0);\n const e = nb(1, 0);\n const nw = nb(-1, -1);\n const ne = nb(1, -1);\n const sw = nb(-1, 1);\n const se = nb(1, 1);\n const off = set * SET_PLANES * PLANE;\n for (let k = 0; k < SET_PLANES; k++) {\n const mp = me + k * PLANE;\n const o = off + k * PLANE;\n if (n >= 0) f.copyWithin(mp + 1, this.slotBase(n) + o + 256 * S + 1, this.slotBase(n) + o + 256 * S + 257);\n if (s >= 0) f.copyWithin(mp + 257 * S + 1, this.slotBase(s) + o + S + 1, this.slotBase(s) + o + S + 257);\n if (w >= 0) for (let y = 1; y <= 256; y++) f[mp + y * S] = f[this.slotBase(w) + o + y * S + 256];\n if (e >= 0) for (let y = 1; y <= 256; y++) f[mp + y * S + 257] = f[this.slotBase(e) + o + y * S + 1];\n if (nw >= 0) f[mp] = f[this.slotBase(nw) + o + 256 * S + 256];\n if (ne >= 0) f[mp + 257] = f[this.slotBase(ne) + o + 256 * S + 1];\n if (sw >= 0) f[mp + 257 * S] = f[this.slotBase(sw) + o + S + 256];\n if (se >= 0) f[mp + 257 * S + 257] = f[this.slotBase(se) + o + S + 1];\n }\n }\n\n private halo(key: number, set: number): void {\n if (this.wasm) {\n const l = this.layout;\n this.wasm.halo(l.table, l.slots, key, l.perLane, l.tilesX, l.tilesY, set);\n } else this.haloTs(key, set);\n }\n\n /** Refills every live slot's halo in the current set (after edits or wake-ups). */\n private refreshHalos(): void {\n for (const key of this.active) this.halo(key, this.parity);\n }\n\n // --- Stepping ------------------------------------------------------------------\n\n /** Whether anything is being simulated (in `id`, or any layer). */\n isActive(id?: string): boolean {\n if (id === undefined) return this.active.length > 0;\n const lane = this.laneOf(id);\n return this.active.some((k) => this.laneIndexOf(k) === lane.index);\n }\n\n /** Steps until the next batch boundary: at most `want`, `MAX_BATCH`, and the next free check. */\n private batchSize(want: number): number {\n const toFree = FREE_INTERVAL - (this.clock % FREE_INTERVAL);\n return Math.max(1, Math.min(want, MAX_BATCH, toFree));\n }\n\n /** Runs `n` steps on this thread (TypeScript or wasm kernel). */\n private runHere(n: number): void {\n const l = this.layout;\n const flagsBase = l.flags >> 2;\n const lastBase = l.last >> 2;\n const prmBase = l.params >> 2;\n for (let s = 0; s < n; s++) {\n for (const key of this.active) {\n const slot = this.slotOf(key);\n const lane = this.laneIndexOf(key);\n let fl: number;\n if (this.wasm) fl = this.wasm.step(l.slots + slot * SLOT_BYTES, this.parity, l.params + lane * PARAM_FLOATS * 4);\n else fl = stepSlotTs(this.f32, this.slotBase(slot), this.parity, this.f32.subarray(prmBase + lane * PARAM_FLOATS, prmBase + (lane + 1) * PARAM_FLOATS));\n this.u32[flagsBase + key] |= fl;\n this.u32[lastBase + key] = fl;\n }\n for (const key of this.active) this.halo(key, 1 - this.parity);\n this.parity = 1 - this.parity;\n }\n }\n\n /** After a batch: wake neighbours from the flags, free dead tiles on a free step, restamp. */\n private afterBatch(n: number): void {\n this.clock += n;\n const l = this.layout;\n const flagsBase = l.flags >> 2;\n const lastBase = l.last >> 2;\n const { tilesX, tilesY, perLane } = l;\n const wakeups: number[] = [];\n for (const key of this.active) {\n const fl = this.u32[flagsBase + key];\n this.u32[flagsBase + key] = 0;\n if (!(fl & FLAG_ALIVE)) continue;\n const laneBase = this.laneIndexOf(key) * perLane;\n const [tx, ty] = this.tileXY(key);\n const L = fl & FLAG_LEFT;\n const R = fl & FLAG_RIGHT;\n const T = fl & FLAG_TOP;\n const B = fl & FLAG_BOTTOM;\n const push = (x: number, y: number) => {\n if (x >= 0 && y >= 0 && x < tilesX && y < tilesY && this.slotOf(laneBase + y * tilesX + x) < 0) wakeups.push(laneBase + y * tilesX + x);\n };\n if (L) push(tx - 1, ty);\n if (R) push(tx + 1, ty);\n if (T) push(tx, ty - 1);\n if (B) push(tx, ty + 1);\n if (L && T) push(tx - 1, ty - 1);\n if (R && T) push(tx + 1, ty - 1);\n if (L && B) push(tx - 1, ty + 1);\n if (R && B) push(tx + 1, ty + 1);\n }\n let woke = false;\n for (const key of wakeups) woke = this.activate(key) || woke;\n if (this.clock % FREE_INTERVAL === 0) {\n const dead = this.active.filter((key) => {\n if (this.u32[lastBase + key] & FLAG_ALIVE) return false;\n const laneBase = this.laneIndexOf(key) * perLane;\n const [tx, ty] = this.tileXY(key);\n for (let dy = -1; dy <= 1; dy++)\n for (let dx = -1; dx <= 1; dx++) {\n const x = tx + dx;\n const y = ty + dy;\n if ((dx || dy) && x >= 0 && y >= 0 && x < tilesX && y < tilesY) {\n const nk = laneBase + y * tilesX + x;\n if (this.slotOf(nk) >= 0 && this.u32[lastBase + nk] & FLAG_ALIVE) return false;\n }\n }\n return true;\n });\n for (const key of dead) {\n this.bakeKey(key, false);\n this.free(key);\n }\n if (dead.length) woke = true;\n }\n if (woke) {\n this.syncList();\n this.refreshHalos();\n }\n for (const lane of this.lanes) if (lane) lane.stamp++;\n }\n\n /**\n * Steps the simulation `steps` times on this thread (the TypeScript or single-thread wasm\n * kernel). Throws while worker threads are in use; use `step` there.\n */\n stepSync(steps: number): number {\n this.requireIdle();\n if (this.pool) throw new WetWorldError('This wet world steps in worker threads; call step (async) instead.');\n let left = Math.max(0, Math.floor(steps));\n while (left > 0) {\n if (!this.active.length) {\n this.clock += left;\n break;\n }\n const n = this.batchSize(left);\n this.runHere(n);\n this.afterBatch(n);\n left -= n;\n }\n return this.clock;\n }\n\n /** Steps the simulation `steps` times (in worker threads when there are any). */\n async step(steps: number): Promise<number> {\n this.requireIdle();\n if (!this.pool) return this.stepSync(steps);\n let left = Math.max(0, Math.floor(steps));\n while (left > 0) {\n if (!this.active.length) {\n this.clock += left;\n break;\n }\n const n = this.batchSize(left);\n const ctl = this.layout.ctl >> 2;\n this.i32[ctl + 2] = 0;\n this.i32[ctl + 3] = 0;\n this.i32[ctl + 5] = this.parity;\n this.busyFlag = true;\n try {\n await this.pool.run(n);\n } finally {\n this.busyFlag = false;\n }\n this.parity = (this.parity + n) % 2;\n this.afterBatch(n);\n left -= n;\n }\n return this.clock;\n }\n\n /** Steps until nothing is wet or `maxSteps` have run. Returns the steps run. */\n async stepUntilDry(maxSteps: number): Promise<number> {\n const start = this.clock;\n while (this.active.length && this.clock - start < maxSteps) await this.step(Math.min(FREE_INTERVAL, maxSteps - (this.clock - start)));\n return this.clock - start;\n }\n\n // --- Edits ---------------------------------------------------------------------\n\n /** Float index of a cell's plane-0 value in the current set, or −1 (inactive / off the canvas). */\n private cell(lane: Lane, x: number, y: number): number {\n if (x < 0 || y < 0 || x >= this.width || y >= this.height) return -1;\n const { tilesX, perLane } = this.layout;\n const slot = this.slotOf(lane.index * perLane + (y >> 8) * tilesX + (x >> 8));\n if (slot < 0) return -1;\n return this.slotBase(slot) + this.parity * SET_PLANES * PLANE + ((y & 255) + 1) * S + (x & 255) + 1;\n }\n\n /** Index of the same cell in the single (deposit, height, flow) planes, given `cell`. */\n private single(c: number): number {\n return c - this.parity * SET_PLANES * PLANE;\n }\n\n /**\n * Runs `fn` for every cell of a footprint (`cov` over `rect`, document cells) on a lane, waking\n * the tiles around it first, then refreshes halos. `fn` gets the cell index and its coverage.\n */\n private footprint(id: string, rect: RasterRect, cov: ArrayLike<number> | null, fn: (c: number, w: number, x: number, y: number) => void, wake = true): void {\n this.requireIdle();\n const lane = this.laneOf(id);\n const x0 = Math.max(0, rect.x);\n const y0 = Math.max(0, rect.y);\n const x1 = Math.min(this.width, rect.x + rect.width);\n const y1 = Math.min(this.height, rect.y + rect.height);\n if (x1 <= x0 || y1 <= y0) return;\n if (wake) this.wake(lane, x0, y0, x1 - 1, y1 - 1);\n for (let y = y0; y < y1; y++) {\n for (let x = x0; x < x1; x++) {\n const w = cov ? cov[(y - rect.y) * rect.width + (x - rect.x)] : 1;\n if (!(w > 0)) continue;\n const c = this.cell(lane, x, y);\n if (c >= 0) fn(c, w, x, y);\n }\n }\n this.markEdited(lane, x0, y0, x1, y1);\n this.refreshHalos();\n }\n\n private markEdited(lane: Lane, x0: number, y0: number, x1: number, y1: number): void {\n for (let ty = y0 >> 8; ty <= (y1 - 1) >> 8; ty++) for (let tx = x0 >> 8; tx <= (x1 - 1) >> 8; tx++) lane.urgent.add(tileKey(tx, ty));\n lane.stamp++;\n }\n\n /** Adds water (depth units) at rest. */\n private addWaterAt(c: number, dw: number): void {\n const f = this.f32;\n for (let k = 0; k < 9; k++) f[c + k * PLANE] += W9[k] * dw;\n f[c + P_RHO * PLANE] += dw;\n }\n\n /**\n * Lays paint: `water` depth and pigment mass `pigment` (K r, g, b, S) per unit of coverage, or\n * per pixel from `field` (4 values per pixel of `rect`). Pigment without water lands straight in\n * the paper (settled).\n */\n paint(id: string, rect: RasterRect, cov: ArrayLike<number> | null, water: number, pigment: ArrayLike<number> | null, field: ArrayLike<number> | null = null): void {\n if (!(water >= 0)) throw new WetWorldError(`water ${water} must be 0 or more.`);\n this.footprint(id, rect, cov, (c, w, x, y) => {\n const dw = Math.fround(water * w);\n if (dw > 0) this.addWaterAt(c, dw);\n const into = dw > 0 ? c + P_P0 * PLANE : this.single(c) + P_D0 * PLANE;\n if (field) {\n const o = ((y - rect.y) * rect.width + (x - rect.x)) * 4;\n for (let q = 0; q < 4; q++) this.f32[into + q * PLANE] += field[o + q] * w;\n } else if (pigment) for (let q = 0; q < 4; q++) this.f32[into + q * PLANE] += pigment[q] * w;\n });\n }\n\n /** Damp paper: fills the paper's water towards its capacity by `amount` (0..1) × coverage, plus a thin film of surface water. */\n wetPaper(id: string, rect: RasterRect, cov: ArrayLike<number> | null, amount: number): void {\n const capacity = PAPER_CAPACITY;\n this.footprint(id, rect, cov, (c, w) => {\n const a = Math.min(1, Math.max(0, amount * w));\n const s = c + P_SW * PLANE;\n this.f32[s] = Math.max(this.f32[s], Math.fround(capacity * a));\n this.addWaterAt(c, Math.fround(0.03 * a));\n });\n }\n\n /**\n * Takes water (and suspended pigment, and settled pigment) away: `water`, `suspended`,\n * `settled` are fractions 0..1 × coverage. A hair dryer takes water only (the pigment stays and\n * settles); blotting takes all three.\n */\n remove(id: string, rect: RasterRect, cov: ArrayLike<number> | null, water: number, suspended: number, settled: number, paperWater = water): void {\n this.footprint(\n id,\n rect,\n cov,\n (c, w) => {\n const f = this.f32;\n const kw = 1 - Math.min(1, Math.max(0, water * w));\n const kp = 1 - Math.min(1, Math.max(0, suspended * w));\n const kd = 1 - Math.min(1, Math.max(0, settled * w));\n const ks = 1 - Math.min(1, Math.max(0, paperWater * w));\n if (kw < 1) {\n for (let k = 0; k < 9; k++) f[c + k * PLANE] *= kw;\n f[c + P_RHO * PLANE] *= kw;\n }\n if (ks < 1) f[c + P_SW * PLANE] *= ks;\n if (kp < 1) for (let q = 0; q < 4; q++) f[c + (P_P0 + q) * PLANE] *= kp;\n if (kd < 1) {\n const d = this.single(c) + P_D0 * PLANE;\n for (let q = 0; q < 4; q++) f[d + q * PLANE] *= kd;\n }\n },\n false\n );\n }\n\n /** Pushes the water: adds velocity (`ux`, `uy` cells per step, each at most 0.1) × coverage. */\n push(id: string, rect: RasterRect, cov: ArrayLike<number> | null, ux: number, uy: number): void {\n const cap = 0.1;\n const sp = Math.hypot(ux, uy);\n if (sp > cap) {\n ux *= cap / sp;\n uy *= cap / sp;\n }\n this.footprint(\n id,\n rect,\n cov,\n (c, w) => {\n const f = this.f32;\n const rho = f[c + P_RHO * PLANE];\n if (!(rho >= DRY_EPS)) return;\n for (let k = 1; k < 9; k++) {\n const eu = EX[k] * ux * w + EY[k] * uy * w;\n f[c + k * PLANE] = Math.max(0, f[c + k * PLANE] + 3 * W9[k] * rho * eu);\n }\n },\n false\n );\n }\n\n /** Blends wet paint: each wet cell's suspended pigment moves `strength` × coverage towards the footprint's mean. */\n blend(id: string, rect: RasterRect, cov: ArrayLike<number> | null, strength: number): void {\n const lane = this.laneOf(id);\n const sums = [0, 0, 0, 0];\n let wsum = 0;\n const cells: Array<[number, number]> = [];\n this.footprint(\n id,\n rect,\n cov,\n (c, w) => {\n if (!(this.f32[c + P_RHO * PLANE] >= DRY_EPS)) return;\n cells.push([c, w]);\n wsum += w;\n for (let q = 0; q < 4; q++) sums[q] += this.f32[c + (P_P0 + q) * PLANE] * w;\n },\n false\n );\n if (!(wsum > 0)) return;\n const k = Math.min(1, Math.max(0, strength));\n for (const [c, w] of cells) for (let q = 0; q < 4; q++) {\n const i = c + (P_P0 + q) * PLANE;\n this.f32[i] += k * w * (sums[q] / wsum - this.f32[i]);\n }\n lane.stamp++;\n this.refreshHalos();\n }\n\n /**\n * Drags wet paint by (`dx`, `dy`) cells: each footprint cell takes `strength` × coverage of the\n * water and suspended pigment of the cell it came from (a smudge through wet paint).\n */\n drag(id: string, rect: RasterRect, cov: ArrayLike<number> | null, dx: number, dy: number, strength: number): void {\n const lane = this.laneOf(id);\n const sx = Math.round(dx);\n const sy = Math.round(dy);\n if (!sx && !sy) return;\n const moves: Array<[number, number, number]> = [];\n this.footprint(\n id,\n rect,\n cov,\n (c, w, x, y) => {\n const from = this.cell(lane, x - sx, y - sy);\n if (from < 0) return;\n moves.push([from, c, Math.min(1, Math.max(0, strength * w))]);\n },\n true\n );\n const f = this.f32;\n // Take from the sources first (so a chain of moves never moves paint twice), then lay it down.\n const taken = moves.map(([from, , a]) => {\n const t = new Float32Array(14);\n for (let k = 0; k < 9; k++) {\n t[k] = f[from + k * PLANE] * a;\n f[from + k * PLANE] -= t[k];\n }\n t[9] = f[from + P_RHO * PLANE] * a;\n f[from + P_RHO * PLANE] -= t[9];\n for (let q = 0; q < 4; q++) {\n t[10 + q] = f[from + (P_P0 + q) * PLANE] * a;\n f[from + (P_P0 + q) * PLANE] -= t[10 + q];\n }\n return t;\n });\n moves.forEach(([, to], i) => {\n const t = taken[i];\n // Arriving water carries the drag direction a little.\n for (let k = 0; k < 9; k++) f[to + k * PLANE] += t[k];\n f[to + P_RHO * PLANE] += t[9];\n for (let q = 0; q < 4; q++) f[to + (P_P0 + q) * PLANE] += t[10 + q];\n });\n this.refreshHalos();\n }\n\n /**\n * Re-wetting: lifts `amount` × coverage of the dried paint in the layer's pixels (`base`) back into\n * the paper as settled pigment, so water can move it again. Only where there is surface water.\n */\n rewet(id: string, rect: RasterRect, cov: ArrayLike<number> | null, amount: number, paper: readonly [number, number, number]): void {\n const lane = this.laneOf(id);\n const pig = [0, 0, 0, 0];\n const tiles = new Map(lane.base.tiles);\n const written = new Set<number>();\n const scratch = new Uint8ClampedArray(4);\n this.footprint(\n id,\n rect,\n cov,\n (c, w, x, y) => {\n if (!(this.f32[c + P_RHO * PLANE] >= DRY_EPS)) return;\n const a = Math.min(1, Math.max(0, amount * w));\n if (!(a > 0)) return;\n const key = tileKey(x >> 8, y >> 8);\n let tile = tiles.get(key);\n if (!tile) return;\n if (!written.has(key)) {\n tile = { data: new Uint8ClampedArray(tile.data), uniform: null };\n tiles.set(key, tile);\n written.add(key);\n }\n const i = ((y & 255) * TILE + (x & 255)) * 4;\n if (tile.data[i + 3] === 0) return;\n pixelPigment(tile.data, i, paper, pig);\n if (!(pig[0] > 0 || pig[1] > 0 || pig[2] > 0)) return;\n // What stays: (1 − a) of the film over the paper, as a pixel; what is lifted goes to the deposit.\n const clear = new Uint8ClampedArray([0, 0, 0, 0]);\n filmPixel(pig[0] * (1 - a), pig[1] * (1 - a), pig[2] * (1 - a), 0, clear, 0, paper, 0, scratch, 0);\n tile.data.set(scratch, i);\n const d = this.single(c) + P_D0 * PLANE;\n for (let q = 0; q < 3; q++) this.f32[d + q * PLANE] += Math.fround(pig[q] * a);\n },\n false\n );\n if (written.size) {\n for (const key of written) {\n const t = finishTile(tiles.get(key)!.data, 4, 0);\n if (t) tiles.set(key, t);\n else tiles.delete(key);\n }\n this.setBase(id, new TiledSurface(4, tiles, 0));\n }\n }\n\n /**\n * Dries wet paint at once (everything settles where it is, the water goes): in `rect`, or the\n * whole layer. Whole tiles that end up dry are baked into the base and freed. Returns the\n * document rectangle that changed, or `null`.\n */\n dry(id: string, rect?: RasterRect): RasterRect | null {\n this.requireIdle();\n const lane = this.laneOf(id);\n const keys = this.active.filter((k) => this.laneIndexOf(k) === lane.index);\n if (!keys.length) return null;\n let bounds: RasterRect | null = null;\n const area = rect ?? { x: 0, y: 0, width: this.width, height: this.height };\n for (const key of keys) {\n const [tx, ty] = this.tileXY(key);\n const tr = { x: tx * WET_TILE, y: ty * WET_TILE, width: WET_TILE, height: WET_TILE };\n const x0 = Math.max(area.x, tr.x);\n const y0 = Math.max(area.y, tr.y);\n const x1 = Math.min(area.x + area.width, tr.x + tr.width, this.width);\n const y1 = Math.min(area.y + area.height, tr.y + tr.height, this.height);\n if (x1 <= x0 || y1 <= y0) continue;\n const whole = x0 === tr.x && y0 === tr.y && x1 >= Math.min(tr.x + WET_TILE, this.width) && y1 >= Math.min(tr.y + WET_TILE, this.height);\n if (whole) {\n if (this.bakeKey(key, true)) bounds = unionRect(bounds, { x: tr.x, y: tr.y, width: Math.min(WET_TILE, this.width - tr.x), height: Math.min(WET_TILE, this.height - tr.y) });\n this.free(key);\n continue;\n }\n const f = this.f32;\n for (let y = y0; y < y1; y++) {\n for (let x = x0; x < x1; x++) {\n const c = this.cell(lane, x, y);\n const d = this.single(c) + P_D0 * PLANE;\n for (let q = 0; q < 4; q++) {\n f[d + q * PLANE] += f[c + (P_P0 + q) * PLANE];\n f[c + (P_P0 + q) * PLANE] = 0;\n }\n for (let k = 0; k < 9; k++) f[c + k * PLANE] = 0;\n f[c + P_RHO * PLANE] = 0;\n f[c + P_UX * PLANE] = 0;\n f[c + P_UY * PLANE] = 0;\n f[c + P_SW * PLANE] = 0;\n }\n }\n bounds = unionRect(bounds, { x: x0, y: y0, width: x1 - x0, height: y1 - y0 });\n this.markEdited(lane, x0, y0, x1, y1);\n }\n this.syncList();\n this.refreshHalos();\n lane.stamp++;\n return bounds;\n }\n\n /**\n * Bakes a slot's pigment into its lane's base (settling suspended pigment too when `all`).\n * Returns whether any pixel changed.\n */\n private bakeKey(key: number, all: boolean): boolean {\n const lane = this.lanes[this.laneIndexOf(key)]!;\n const [tx, ty] = this.tileXY(key);\n const tk = tileKey(tx, ty);\n const src = lane.base.tiles.get(tk)?.data ?? null;\n const out = this.shadeSlot(key, src, all ? 'bake-all' : 'bake');\n if (!out) return false;\n const tiles = new Map(lane.base.tiles);\n const t = finishTile(out, 4, 0);\n if (t) tiles.set(tk, t);\n else tiles.delete(tk);\n this.setBase(lane.id, new TiledSurface(4, tiles, 0));\n return true;\n }\n\n /**\n * Shades one slot over a base tile. `display`: the wet look (suspended + settled, wet paper a\n * little darker); `bake`: settled pigment only; `bake-all`: suspended and settled (dry now).\n * Returns `null` when nothing would change the base.\n */\n private shadeSlot(key: number, src: Uint8ClampedArray | null, mode: 'display' | 'bake' | 'bake-all'): Uint8ClampedArray | null {\n const [tx, ty] = this.tileXY(key);\n const b = this.slotBase(this.slotOf(key));\n const cur = b + this.parity * SET_PLANES * PLANE;\n const out = src ? new Uint8ClampedArray(src) : new Uint8ClampedArray(TILE * TILE * 4);\n const w = Math.min(WET_TILE, this.width - tx * WET_TILE);\n const h = Math.min(WET_TILE, this.height - ty * WET_TILE);\n const changed = shadeTile(\n this.f32,\n PLANE,\n S,\n b + P_D0 * PLANE,\n mode === 'bake' ? -1 : cur + P_P0 * PLANE,\n mode === 'display' ? cur + P_RHO * PLANE : -1,\n cur + P_SW * PLANE,\n src,\n out,\n w,\n h,\n this.paperBytes\n );\n return changed ? out : null;\n }\n\n /** The layer's pixels with all its wet paint dried where it is (the bake of \"dry on save\"); changes nothing. */\n bakedSurface(id: string): TiledSurface {\n this.requireIdle();\n const lane = this.laneOf(id);\n const tiles = new Map(lane.base.tiles);\n for (const key of this.active) {\n if (this.laneIndexOf(key) !== lane.index) continue;\n const tk = this.tileKeyOf(key);\n const out = this.shadeSlot(key, lane.base.tiles.get(tk)?.data ?? null, 'bake-all');\n if (!out) continue;\n const t = finishTile(out, 4, 0);\n if (t) tiles.set(tk, t);\n else tiles.delete(tk);\n }\n return new TiledSurface(4, tiles, 0);\n }\n\n // --- Reading -------------------------------------------------------------------\n\n /**\n * Sums over a footprint of a lane, weighted by coverage: `weight` (coverage), `water` (surface\n * depth), `wet` (coverage of wet cells), `pigment` (suspended, 4 channels), `settled` (4 channels).\n */\n sample(id: string, rect: RasterRect, cov: ArrayLike<number> | null): { weight: number; water: number; wet: number; pigment: number[]; settled: number[] } {\n const lane = this.laneOf(id);\n const r = { weight: 0, water: 0, wet: 0, pigment: [0, 0, 0, 0], settled: [0, 0, 0, 0] };\n const x0 = Math.max(0, rect.x);\n const y0 = Math.max(0, rect.y);\n const x1 = Math.min(this.width, rect.x + rect.width);\n const y1 = Math.min(this.height, rect.y + rect.height);\n for (let y = y0; y < y1; y++) {\n for (let x = x0; x < x1; x++) {\n const w = cov ? cov[(y - rect.y) * rect.width + (x - rect.x)] : 1;\n if (!(w > 0)) continue;\n r.weight += w;\n const c = this.cell(lane, x, y);\n if (c < 0) continue;\n const rho = this.f32[c + P_RHO * PLANE];\n r.water += rho * w;\n if (rho >= DRY_EPS) r.wet += w;\n const d = this.single(c) + P_D0 * PLANE;\n for (let q = 0; q < 4; q++) {\n r.pigment[q] += this.f32[c + (P_P0 + q) * PLANE] * w;\n r.settled[q] += this.f32[d + q * PLANE] * w;\n }\n }\n }\n return r;\n }\n\n /** Surface water depth at a document cell (0 where nothing is simulated). */\n waterAt(id: string, x: number, y: number): number {\n const c = this.cell(this.laneOf(id), Math.floor(x), Math.floor(y));\n return c < 0 ? 0 : this.f32[c + P_RHO * PLANE];\n }\n\n /** Totals for a layer (scans its live tiles). */\n stats(id: string): WetLaneStats {\n const lane = this.laneOf(id);\n const out: WetLaneStats = { activeTiles: 0, wetCells: 0, water: 0, pigment: 0, wetBounds: null };\n let bx0 = Infinity;\n let by0 = Infinity;\n let bx1 = -Infinity;\n let by1 = -Infinity;\n const f = this.f32;\n for (const key of this.active) {\n if (this.laneIndexOf(key) !== lane.index) continue;\n out.activeTiles++;\n const [tx, ty] = this.tileXY(key);\n const b = this.slotBase(this.slotOf(key));\n const cur = b + this.parity * SET_PLANES * PLANE;\n for (let y = 1; y <= 256; y++) {\n for (let x = 1; x <= 256; x++) {\n const c = y * S + x;\n const rho = f[cur + P_RHO * PLANE + c];\n out.water += rho + f[cur + P_SW * PLANE + c];\n for (let q = 0; q < 4; q++) out.pigment += f[cur + (P_P0 + q) * PLANE + c] + f[b + (P_D0 + q) * PLANE + c];\n if (rho >= DRY_EPS) {\n out.wetCells++;\n const gx = tx * WET_TILE + x - 1;\n const gy = ty * WET_TILE + y - 1;\n if (gx < bx0) bx0 = gx;\n if (gy < by0) by0 = gy;\n if (gx > bx1) bx1 = gx;\n if (gy > by1) by1 = gy;\n }\n }\n }\n }\n if (out.wetCells) out.wetBounds = { x: bx0, y: by0, width: bx1 - bx0 + 1, height: by1 - by0 + 1 };\n return out;\n }\n\n /** Whether a layer (or any) has surface water anywhere. */\n isWet(id?: string): boolean {\n const ids = id === undefined ? this.laneIds() : [id];\n return ids.some((x) => this.isActive(x));\n }\n\n /** Document rectangles of a layer's live tiles. */\n activeRects(id: string): RasterRect[] {\n const lane = this.laneOf(id);\n return this.active\n .filter((k) => this.laneIndexOf(k) === lane.index)\n .map((k) => {\n const [tx, ty] = this.tileXY(k);\n return { x: tx * WET_TILE, y: ty * WET_TILE, width: Math.min(WET_TILE, this.width - tx * WET_TILE), height: Math.min(WET_TILE, this.height - ty * WET_TILE) };\n });\n }\n\n // --- Display -------------------------------------------------------------------\n\n /** A number that changes whenever a layer's display may have changed. */\n stamp(id: string): number {\n return this.laneOf(id).stamp;\n }\n\n /**\n * The layer's pixels with its wet paint shaded in: the base with each live tile shaded over it.\n * At most `maxTiles` stale tiles are reshaded per call (edited tiles first); the rest keep their\n * last shading until the next call. Returns the surface and the tiles reshaded.\n */\n display(id: string, maxTiles = Infinity): { surface: TiledSurface; changed: RasterRect[]; pending: number } {\n const lane = this.laneOf(id);\n const keys = this.active.filter((k) => this.laneIndexOf(k) === lane.index);\n const stale = keys.filter((k) => lane.shaded.get(this.tileKeyOf(k))?.stamp !== lane.stamp);\n stale.sort((a, b) => Number(lane.urgent.has(this.tileKeyOf(b))) - Number(lane.urgent.has(this.tileKeyOf(a))) || (lane.shaded.get(this.tileKeyOf(a))?.stamp ?? 0) - (lane.shaded.get(this.tileKeyOf(b))?.stamp ?? 0));\n const changed: RasterRect[] = [];\n let done = 0;\n for (const key of stale) {\n if (done >= maxTiles) break;\n const tk = this.tileKeyOf(key);\n const src = lane.base.tiles.get(tk)?.data ?? null;\n const out = this.shadeSlot(key, src, 'display');\n const tile = out ? finishTile(out, 4, 0) : (lane.base.tiles.get(tk) ?? null);\n lane.shaded.set(tk, { stamp: lane.stamp, tile: tile ?? { data: new Uint8ClampedArray(0), uniform: 0 } });\n lane.shadedVersion++;\n lane.urgent.delete(tk);\n const [tx, ty] = this.tileXY(key);\n changed.push({ x: tx * WET_TILE, y: ty * WET_TILE, width: WET_TILE, height: WET_TILE });\n done++;\n }\n // Shaded tiles of freed slots are gone; drop leftovers.\n const live = new Set(keys.map((k) => this.tileKeyOf(k)));\n for (const tk of [...lane.shaded.keys()]) if (!live.has(tk) && lane.shaded.delete(tk)) lane.shadedVersion++;\n const displayKey = `${lane.base.id}:${lane.shadedVersion}`;\n if (lane.display && lane.displayKey === displayKey) return { surface: lane.display, changed, pending: stale.length - done };\n const tiles = new Map(lane.base.tiles);\n for (const [tk, { tile }] of lane.shaded) {\n if (tile.data.length === 0) tiles.delete(tk);\n else tiles.set(tk, tile);\n }\n lane.display = new TiledSurface(4, tiles, 0);\n lane.displayKey = displayKey;\n return { surface: lane.display, changed, pending: stale.length - done };\n }\n\n /**\n * The water as an overlay tile (RGBA, blue, alpha from surface depth and damp paper) for a\n * document tile, or `null` where nothing is wet.\n */\n waterOverlay(id: string, tx: number, ty: number): Uint8ClampedArray | null {\n const lane = this.laneOf(id);\n const { tilesX, tilesY, perLane } = this.layout;\n if (tx < 0 || ty < 0 || tx >= tilesX || ty >= tilesY) return null;\n const slot = this.slotOf(lane.index * perLane + ty * tilesX + tx);\n if (slot < 0) return null;\n const cur = this.slotBase(slot) + this.parity * SET_PLANES * PLANE;\n const out = new Uint8ClampedArray(TILE * TILE * 4);\n let any = false;\n for (let y = 0; y < WET_TILE; y++) {\n for (let x = 0; x < WET_TILE; x++) {\n const c = (y + 1) * S + x + 1;\n const rho = this.f32[cur + P_RHO * PLANE + c];\n const sw = this.f32[cur + P_SW * PLANE + c];\n const a = Math.min(1, rho * 2.5) * 0.7 + Math.min(1, sw * 4) * 0.2;\n if (a <= 0.004) continue;\n const i = (y * TILE + x) * 4;\n out[i] = 40;\n out[i + 1] = 120;\n out[i + 2] = 255;\n out[i + 3] = Math.round(a * 255);\n any = true;\n }\n }\n return any ? out : null;\n }\n\n // --- Snapshots -----------------------------------------------------------------\n\n /** A copy of everything (for undo): live slots, layers, clock and tilt. */\n snapshot(): WetSnapshot {\n this.requireIdle();\n const slots = new Map<number, { planes: Float32Array; last: number }>();\n let bytes = 0;\n for (const key of this.active) {\n const b = this.slotBase(this.slotOf(key));\n const planes = new Float32Array(SNAP_PLANES * PLANE);\n planes.set(this.f32.subarray(b + this.parity * SET_PLANES * PLANE, b + (this.parity + 1) * SET_PLANES * PLANE), 0);\n planes.set(this.f32.subarray(b + P_D0 * PLANE, b + (P_D0 + 4) * PLANE), SET_PLANES * PLANE);\n slots.set(key, { planes, last: this.u32[(this.layout.last >> 2) + key] });\n bytes += planes.byteLength;\n }\n const lanes = this.lanes.filter((l): l is Lane => Boolean(l)).map((l) => ({ id: l.id, index: l.index, params: { ...l.params }, flow: l.flow, flowStrength: l.flowStrength, base: l.base }));\n return { clock: this.clock, tilt: { ...this.tilt }, lanes, slots, bytes };\n }\n\n /** Puts a snapshot back exactly (the simulation then continues as it would have). */\n restore(snap: WetSnapshot): void {\n this.requireIdle();\n for (const key of [...this.active]) this.free(key);\n this.lanes.fill(null);\n this.tilt = { ...snap.tilt };\n for (const l of snap.lanes) {\n this.lanes[l.index] = { id: l.id, index: l.index, params: { ...l.params }, flow: l.flow, flowStrength: l.flowStrength, base: l.base, shaded: new Map(), urgent: new Set(), stamp: 1, display: null, shadedVersion: 0, displayKey: '' };\n this.pack(this.lanes[l.index]!);\n }\n for (const [key, { planes, last }] of snap.slots) {\n if (!this.activate(key)) continue;\n const b = this.slotBase(this.slotOf(key));\n this.f32.set(planes.subarray(0, SET_PLANES * PLANE), b + this.parity * SET_PLANES * PLANE);\n this.f32.set(planes.subarray(SET_PLANES * PLANE), b + P_D0 * PLANE);\n this.u32[(this.layout.last >> 2) + key] = last;\n }\n this.clock = snap.clock;\n this.syncList();\n this.refreshHalos();\n }\n\n /** Bytes of wasm memory held. */\n memoryBytes(): number {\n return this.memory.buffer.byteLength;\n }\n\n /** Live tiles across all layers. */\n activeTiles(): number {\n return this.active.length;\n }\n\n /** Memory for tests and tools: the raw f32 view (read only, please). */\n get rawFloats(): Float32Array {\n return this.f32;\n }\n\n /** The current set's parity (tests). */\n get currentParity(): number {\n return this.parity;\n }\n\n /** Float index of a slot's first plane (tests). */\n slotIndex(id: string, tx: number, ty: number): number {\n const lane = this.laneOf(id);\n const slot = this.slotOf(lane.index * this.layout.perLane + ty * this.layout.tilesX + tx);\n return slot < 0 ? -1 : this.slotBase(slot);\n }\n}\n\nfunction unionRect(a: RasterRect | null, b: RasterRect): RasterRect {\n if (!a) return { ...b };\n const x = Math.min(a.x, b.x);\n const y = Math.min(a.y, b.y);\n return { x, y, width: Math.max(a.x + a.width, b.x + b.width) - x, height: Math.max(a.y + a.height, b.y + b.height) - y };\n}\n\n","/**\n * Flow maps: a push on the water at every cell (cells per step², like tilt), from a few generated\n * patterns. Every pattern is computed with + − × ÷ only, so it is the same in every engine.\n */\n\nimport type { WetFlowField } from './world';\n\nexport type WetFlowKind = 'none' | 'linear' | 'swirl' | 'radial' | 'turbulent';\n\nexport const WET_FLOW_KINDS: readonly WetFlowKind[] = ['none', 'linear', 'swirl', 'radial', 'turbulent'];\n\n/** A flow map as settings (saved with the document). */\nexport interface WetFlowSpec {\n kind: WetFlowKind;\n /** 0..1: how hard it pushes (1 is about as strong as a 25° tilt). */\n strength: number;\n /** `linear`: direction in degrees clockwise from canvas down. */\n angle: number;\n /** `swirl` / `radial`: centre in document pixels (default the canvas centre). */\n center?: { x: number; y: number };\n /** `swirl`: true turns clockwise. */\n clockwise: boolean;\n /** `turbulent`: eddy size in pixels (8..1024). */\n scale: number;\n seed: number;\n}\n\nexport const DEFAULT_FLOW: Readonly<WetFlowSpec> = { kind: 'none', strength: 0.5, angle: 0, clockwise: true, scale: 120, seed: 1 };\n\n/** Acceleration of a flow map at strength 1, cells per step². */\nconst FLOW_ACCEL = 0.01;\n\n/** sin and cos of an angle in radians, by range reduction and Taylor series (deterministic). */\nexport function dsincos(a: number): [number, number] {\n const twoPi = 6.283185307179586;\n let x = a - Math.round(a / twoPi) * twoPi;\n // reduce to [−π/4, π/4] by quadrant\n const q = Math.round(x / (twoPi / 4));\n x -= q * (twoPi / 4);\n const x2 = x * x;\n let s = x;\n let c = 1;\n let ts = x;\n let tc = 1;\n for (let i = 1; i < 12; i++) {\n ts *= -x2 / ((2 * i) * (2 * i + 1));\n tc *= -x2 / ((2 * i - 1) * (2 * i));\n s += ts;\n c += tc;\n }\n switch (((q % 4) + 4) % 4) {\n case 0:\n return [s, c];\n case 1:\n return [c, -s];\n case 2:\n return [-s, -c];\n default:\n return [-c, s];\n }\n}\n\nfunction hash(x: number, y: number, seed: number): number {\n let h = (Math.imul(x | 0, 374761393) + Math.imul(y | 0, 668265263) + Math.imul(seed | 0, 1442695041)) | 0;\n h = Math.imul(h ^ (h >>> 13), 1274126177);\n h ^= h >>> 16;\n return (h >>> 0) / 4294967296;\n}\n\nfunction valueNoise(x: number, y: number, seed: number): number {\n const x0 = Math.floor(x);\n const y0 = Math.floor(y);\n const fx = x - x0;\n const fy = y - y0;\n const sx = fx * fx * (3 - 2 * fx);\n const sy = fy * fy * (3 - 2 * fy);\n const a = hash(x0, y0, seed);\n const b = hash(x0 + 1, y0, seed);\n const c = hash(x0, y0 + 1, seed);\n const d = hash(x0 + 1, y0 + 1, seed);\n return a + (b - a) * sx + (c - a) * sy + (a - b - c + d) * sx * sy;\n}\n\n/** Settings with every field in range. */\nexport function normalizeFlow(raw: Partial<WetFlowSpec> = {}, base: WetFlowSpec = DEFAULT_FLOW): WetFlowSpec {\n const num = (v: unknown, d: number) => (typeof v === 'number' && Number.isFinite(v) ? v : d);\n const kind = WET_FLOW_KINDS.includes(raw.kind as WetFlowKind) ? (raw.kind as WetFlowKind) : base.kind;\n const center = raw.center && Number.isFinite(raw.center.x) && Number.isFinite(raw.center.y) ? { x: raw.center.x, y: raw.center.y } : base.center;\n return {\n kind,\n strength: Math.min(1, Math.max(0, num(raw.strength, base.strength))),\n angle: ((num(raw.angle, base.angle) % 360) + 360) % 360,\n ...(center ? { center } : {}),\n clockwise: typeof raw.clockwise === 'boolean' ? raw.clockwise : base.clockwise,\n scale: Math.min(1024, Math.max(8, num(raw.scale, base.scale))),\n seed: Math.abs(Math.round(num(raw.seed, base.seed))) % 2147483647,\n };\n}\n\n/** The flow field of a spec on a canvas, or `null` for `none` (strength is applied by the world). */\nexport function flowField(spec: WetFlowSpec, width: number, height: number): WetFlowField | null {\n const k = FLOW_ACCEL;\n const cx = spec.center?.x ?? width / 2;\n const cy = spec.center?.y ?? height / 2;\n const r0 = Math.max(width, height) / 2;\n switch (spec.kind) {\n case 'none':\n return null;\n case 'linear': {\n const [s, c] = dsincos((spec.angle * Math.PI) / 180);\n const v = [-s * k, c * k] as const;\n return () => v;\n }\n case 'swirl': {\n const sign = spec.clockwise ? 1 : -1;\n return (x, y) => [(-(y - cy) / r0) * k * sign, ((x - cx) / r0) * k * sign];\n }\n case 'radial':\n return (x, y) => [((x - cx) / r0) * k, ((y - cy) / r0) * k];\n case 'turbulent': {\n // The curl of value noise: divergence-free eddies.\n const sc = spec.scale;\n const e = 0.5;\n return (x, y) => {\n const u = x / sc;\n const v = y / sc;\n const dndy = (valueNoise(u, v + e / sc, spec.seed) - valueNoise(u, v - e / sc, spec.seed)) * sc;\n const dndx = (valueNoise(u + e / sc, v, spec.seed) - valueNoise(u - e / sc, v, spec.seed)) * sc;\n return [dndy * k * 0.5, -dndx * k * 0.5];\n };\n }\n }\n}\n","/**\n * The wet layer as a `PaintMedium`: the canvas side of the shared pick-up / mix exchange\n * (`PaintExchange`), so wet brushes pick up and mix paint the same way the Mixer Brush and the\n * phase 2 dab brushes do.\n *\n * - `sample` sees only wet paint (pigment still suspended in surface water): what a brush can\n * lift. Its colour is the suspended pigment's hue at full strength; contact is how much of the\n * footprint is wet with pigment in it.\n * - `deposit` lays water and pigment: the colour becomes Kubelka-Munk pigment (`pigmentOf` at the\n * brush's body), at `mass` per unit of coverage, with `water` depth.\n */\n\nimport type { PaintMedium, PaintSample, RgbTriple } from '../exchange';\nimport type { Pigment } from '../pigment';\nimport type { RasterRect } from '../../raster/surface';\nimport { pigmentColor, pigmentOf } from './film';\nimport type { WetWorld } from './world';\n\nexport interface WetMediumOptions {\n /** Water depth laid per unit of coverage (at deposit weight 1). */\n water: number;\n /** Pigment mass laid per unit of coverage (at deposit weight 1). */\n mass: number;\n /** 0 transparent watercolour .. 1 opaque gouache. */\n body: number;\n}\n\n/** The strongest absorption (K) a sampled colour is scaled to: its hue at full strength. */\nconst SAMPLE_K = 3;\n\nexport class WetMedium implements PaintMedium {\n private readonly pig = new Float64Array(4);\n\n constructor(\n readonly world: WetWorld,\n readonly laneId: string,\n public options: WetMediumOptions\n ) {}\n\n sample(rect: RasterRect, cov: ArrayLike<number>): PaintSample | null {\n const s = this.world.sample(this.laneId, rect, cov);\n if (!(s.wet > 0) || !(s.weight > 0)) return null;\n const k = s.pigment;\n const kmax = Math.max(k[0], k[1], k[2]);\n if (!(kmax > 1e-9)) return null;\n const f = SAMPLE_K / kmax;\n const rgb = pigmentColor(k[0] * f, k[1] * f, k[2] * f, k[3] * f) as RgbTriple;\n // Mass per wet cell, against a moderate wash (0.02 of K per cell).\n const density = Math.min(1, (k[0] + k[1] + k[2]) / s.wet / 0.06);\n return { rgb, contact: (s.wet / s.weight) * density };\n }\n\n deposit(rect: RasterRect, cov: ArrayLike<number>, dep: number, paint: Readonly<RgbTriple>, _pigment: Pigment | null, field: Float32Array | null = null): void {\n const { water, mass, body } = this.options;\n if (field) {\n const n = rect.width * rect.height;\n const out = new Float32Array(n * 4);\n const one = this.pig;\n for (let p = 0; p < n; p++) {\n pigmentOf([field[p * 3], field[p * 3 + 1], field[p * 3 + 2]], body, one);\n for (let q = 0; q < 4; q++) out[p * 4 + q] = one[q] * mass * dep;\n }\n this.world.paint(this.laneId, rect, cov, water * dep, null, out);\n return;\n }\n pigmentOf(paint, body, this.pig);\n const pig = [0, 1, 2, 3].map((q) => this.pig[q] * mass * dep);\n this.world.paint(this.laneId, rect, cov, water * dep, mass > 0 ? pig : null);\n }\n}\n"]}
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