@pixerate/editor 0.118.0 → 0.120.0

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Files changed (74) hide show
  1. package/THIRD_PARTY_NOTICES.md +1 -0
  2. package/dist/animation-editor/index.cjs +54 -54
  3. package/dist/animation-editor/index.d.cts +3 -3
  4. package/dist/animation-editor/index.d.ts +3 -3
  5. package/dist/animation-editor/index.js +2 -2
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  33. package/dist/image-editor/index.cjs +1104 -979
  34. package/dist/image-editor/index.cjs.map +1 -1
  35. package/dist/image-editor/index.d.cts +5 -5
  36. package/dist/image-editor/index.d.ts +5 -5
  37. package/dist/image-editor/index.js +157 -32
  38. package/dist/image-editor/index.js.map +1 -1
  39. package/dist/paint/index.cjs +5 -3
  40. package/dist/paint/index.cjs.map +1 -1
  41. package/dist/paint/index.d.cts +2 -2
  42. package/dist/paint/index.d.ts +2 -2
  43. package/dist/paint/index.js +4 -2
  44. package/dist/paint-editor/index.cjs +147 -147
  45. package/dist/paint-editor/index.d.cts +4 -4
  46. package/dist/paint-editor/index.d.ts +4 -4
  47. package/dist/paint-editor/index.js +4 -4
  48. package/dist/raster/index.cjs +2 -2
  49. package/dist/raster/index.js +1 -1
  50. package/dist/{svg-CVdFc80-.d.cts → svg-S9zzvqaZ.d.cts} +5 -1
  51. package/dist/{svg-DlEuhwoX.d.ts → svg-leZpRsJB.d.ts} +5 -1
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  54. package/dist/vector/index.cjs +1314 -1009
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  56. package/dist/vector/index.d.cts +110 -5
  57. package/dist/vector/index.d.ts +110 -5
  58. package/dist/vector/index.js +319 -14
  59. package/dist/vector/index.js.map +1 -1
  60. package/package.json +1 -1
  61. package/skills/pixerate-image-editor/references/photoshop-files.md +5 -2
  62. package/skills/pixerate-vector/SKILL.md +13 -1
  63. package/skills/pixerate-vector/references/commands.md +2 -0
  64. package/dist/chunk-2J3LS7JZ.cjs.map +0 -1
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- {"version":3,"sources":["../src/paint/heal.ts","../src/paint/retouch.ts","../src/paint/path-stroke.ts"],"sourcesContent":["// Portions ported from photocraft/crates/algo/src/poisson.rs and inpaint.rs (MIT OR Apache-2.0, © ArtCraft Team and contributors). See THIRD_PARTY_NOTICES.md.\n\n/**\n * Gradient-domain (\"Poisson\") blending for the Healing Brush and the Spot Healing Brush.\n *\n * Method: P. Pérez, M. Gangnet, A. Blake, *Poisson Image Editing*, SIGGRAPH 2003. Seamless cloning\n * looks for `f` over a region Ω with `f = f*` (the destination) on its boundary and `∇f` as close\n * as possible to the source's `∇g`. The answer is `f = g + h`, where `h` is the membrane: the\n * harmonic function (`Δh = 0`) that equals `f* − g` on the boundary. So healed pixels keep the\n * source's texture while their colour and lighting are pulled to the pixels around the stroke.\n *\n * The Laplace equation is solved on the 4-connected grid by successive over-relaxation, started\n * from a recursively solved half-resolution grid (cascadic multigrid). Harmonic functions are\n * smooth, so the coarse guess is close and a few sweeps per level remove the rest.\n *\n * Buffers are interleaved `w × h × ch` floats in any units (the callers use 0..255). Pure maths:\n * no DOM, no framework.\n */\n\n/** Largest per-sweep update below which a solve has converged. */\nconst TOL = 2e-3;\n/** Sweeps (cap) and relaxation on every level above the coarsest. */\nconst FINE_ITERS = 30;\nconst FINE_OMEGA = 1.7;\n\n/**\n * Solves `Δv = 0` on the `unknown` pixels, with the known pixels of `v` as Dirichlet values\n * (neighbours off the grid are ignored: a free boundary). `v` holds the known values on entry and\n * the solution on exit.\n */\nexport function solveMembrane(w: number, h: number, unknown: ArrayLike<boolean | number>, v: Float32Array): void {\n if (unknown.length !== w * h || v.length !== w * h) throw new RangeError(`solveMembrane: expected ${w * h} cells, got ${unknown.length} and ${v.length}.`);\n const u = new Uint8Array(w * h);\n for (let i = 0; i < u.length; i++) u[i] = unknown[i] ? 1 : 0;\n solveLevel(w, h, u, v, 0);\n}\n\nfunction solveLevel(w: number, h: number, unknown: Uint8Array, v: Float32Array, depth: number): void {\n let nUnknown = 0;\n let knownSum = 0;\n let nKnown = 0;\n for (let i = 0; i < unknown.length; i++) {\n if (unknown[i]) nUnknown++;\n else {\n knownSum += v[i];\n nKnown++;\n }\n }\n if (nUnknown === 0 || nKnown === 0) return;\n if (w >= 8 && h >= 8 && nUnknown > 64 && depth < 16) {\n // Restrict: a coarse cell is known when any of its children is (the mean of those).\n const cw = Math.ceil(w / 2);\n const chh = Math.ceil(h / 2);\n const cu = new Uint8Array(cw * chh).fill(1);\n const cv = new Float32Array(cw * chh);\n for (let cy = 0; cy < chh; cy++) {\n for (let cx = 0; cx < cw; cx++) {\n let s = 0;\n let n = 0;\n for (let k = 0; k < 4; k++) {\n const x = cx * 2 + (k & 1);\n const y = cy * 2 + (k >> 1);\n if (x < w && y < h && !unknown[y * w + x]) {\n s += v[y * w + x];\n n++;\n }\n }\n if (n > 0) {\n cu[cy * cw + cx] = 0;\n cv[cy * cw + cx] = s / n;\n }\n }\n }\n solveLevel(cw, chh, cu, cv, depth + 1);\n // Prolong: a bilinear sample of the coarse solution is the starting guess.\n for (let y = 0; y < h; y++) {\n const fy = Math.min(chh - 1, Math.max(0, (y + 0.5) / 2 - 0.5));\n const y0 = Math.floor(fy);\n const y1 = Math.min(chh - 1, y0 + 1);\n const ty = fy - y0;\n for (let x = 0; x < w; x++) {\n if (!unknown[y * w + x]) continue;\n const fx = Math.min(cw - 1, Math.max(0, (x + 0.5) / 2 - 0.5));\n const x0 = Math.floor(fx);\n const x1 = Math.min(cw - 1, x0 + 1);\n const tx = fx - x0;\n const a = cv[y0 * cw + x0] + (cv[y0 * cw + x1] - cv[y0 * cw + x0]) * tx;\n const b = cv[y1 * cw + x0] + (cv[y1 * cw + x1] - cv[y1 * cw + x0]) * tx;\n v[y * w + x] = a + (b - a) * ty;\n }\n }\n sor(w, h, unknown, v, FINE_ITERS, FINE_OMEGA);\n } else {\n const mean = knownSum / nKnown;\n for (let i = 0; i < v.length; i++) if (unknown[i]) v[i] = mean;\n sor(w, h, unknown, v, 2000, 1.85);\n }\n}\n\n/** Over-relaxed Gauss-Seidel sweeps over the unknown cells until the largest update is below `TOL`. */\nfunction sor(w: number, h: number, unknown: Uint8Array, v: Float32Array, maxIter: number, omega: number): void {\n let n = 0;\n for (let i = 0; i < unknown.length; i++) if (unknown[i]) n++;\n const cells = new Uint32Array(n);\n const masks = new Uint8Array(n);\n for (let i = 0, k = 0; i < unknown.length; i++) {\n if (!unknown[i]) continue;\n const x = i % w;\n const y = (i - x) / w;\n cells[k] = i;\n masks[k++] = (x > 0 ? 1 : 0) | (x + 1 < w ? 2 : 0) | (y > 0 ? 4 : 0) | (y + 1 < h ? 8 : 0);\n }\n for (let it = 0; it < maxIter; it++) {\n let maxD = 0;\n for (let k = 0; k < n; k++) {\n const i = cells[k];\n const m = masks[k];\n let s: number;\n let c: number;\n if (m === 15) {\n s = v[i - 1] + v[i + 1] + v[i - w] + v[i + w];\n c = 4;\n } else {\n s = 0;\n c = 0;\n if (m & 1) (s += v[i - 1]), c++;\n if (m & 2) (s += v[i + 1]), c++;\n if (m & 4) (s += v[i - w]), c++;\n if (m & 8) (s += v[i + w]), c++;\n if (c === 0) continue;\n }\n const d = omega * (s / c - v[i]);\n v[i] += d;\n const ad = d < 0 ? -d : d;\n if (ad > maxD) maxD = ad;\n }\n if (maxD < TOL) break;\n }\n}\n\n/**\n * Seamless cloning: `dst` outside `mask`; inside, `src` plus the membrane that removes the\n * mismatch at the mask's edge. So the result keeps the source's texture and takes the\n * destination's colour and light. `src` and `dst` are interleaved `w × h × ch`; leave a one-pixel\n * unmasked margin for a fully fixed boundary.\n */\nexport function seamlessClone(w: number, h: number, ch: number, src: ArrayLike<number>, dst: ArrayLike<number>, mask: ArrayLike<boolean | number>): Float32Array {\n const n = w * h;\n if (src.length !== n * ch || dst.length !== n * ch || mask.length !== n) throw new RangeError('seamlessClone: src, dst and mask must cover w × h pixels.');\n const out = new Float32Array(n * ch);\n const hv = new Float32Array(n);\n for (let c = 0; c < ch; c++) {\n for (let i = 0; i < n; i++) hv[i] = mask[i] ? 0 : dst[i * ch + c] - src[i * ch + c];\n solveMembrane(w, h, mask, hv);\n for (let i = 0; i < n; i++) out[i * ch + c] = mask[i] ? src[i * ch + c] + hv[i] : dst[i * ch + c];\n }\n return out;\n}\n\n/** Membrane fill (no source texture): the known pixels interpolated smoothly into `hole`. */\nexport function membraneFill(w: number, h: number, ch: number, img: ArrayLike<number>, hole: ArrayLike<boolean | number>): Float32Array {\n const n = w * h;\n const out = new Float32Array(n * ch);\n const v = new Float32Array(n);\n for (let c = 0; c < ch; c++) {\n for (let i = 0; i < n; i++) v[i] = hole[i] ? 0 : img[i * ch + c];\n solveMembrane(w, h, hole, v);\n for (let i = 0; i < n; i++) out[i * ch + c] = v[i];\n }\n return out;\n}\n\n/** A mask grown by `r` pixels (square structuring element). */\nexport function dilateMask(w: number, h: number, mask: ArrayLike<boolean | number>, r: number): Uint8Array {\n const tmp = new Uint8Array(w * h);\n for (let y = 0; y < h; y++) {\n for (let x = 0; x < w; x++) {\n if (!mask[y * w + x]) continue;\n for (let xx = Math.max(0, x - r); xx <= Math.min(w - 1, x + r); xx++) tmp[y * w + xx] = 1;\n }\n }\n const out = new Uint8Array(w * h);\n for (let y = 0; y < h; y++) {\n for (let x = 0; x < w; x++) {\n if (!tmp[y * w + x]) continue;\n for (let yy = Math.max(0, y - r); yy <= Math.min(h - 1, y + r); yy++) out[yy * w + x] = 1;\n }\n }\n return out;\n}\n\n/** A summed-area table over a mask, for \"how many masked cells in this window\". */\nclass MaskIntegral {\n private readonly s: Uint32Array;\n constructor(\n private readonly w: number,\n private readonly h: number,\n mask: ArrayLike<boolean | number>\n ) {\n const W = w + 1;\n this.s = new Uint32Array(W * (h + 1));\n for (let y = 0; y < h; y++) {\n let row = 0;\n for (let x = 0; x < w; x++) {\n row += mask[y * w + x] ? 1 : 0;\n this.s[(y + 1) * W + x + 1] = this.s[y * W + x + 1] + row;\n }\n }\n }\n /** Masked cells in [x0, x1) × [y0, y1) (clipped to the grid). */\n count(x0: number, y0: number, x1: number, y1: number): number {\n const W = this.w + 1;\n const a = Math.max(0, Math.min(this.w, x0));\n const b = Math.max(0, Math.min(this.h, y0));\n const c = Math.max(0, Math.min(this.w, x1));\n const d = Math.max(0, Math.min(this.h, y1));\n if (c <= a || d <= b) return 0;\n return this.s[d * W + c] - this.s[b * W + c] - this.s[d * W + a] + this.s[b * W + a];\n }\n}\n\n/** Bounding box [x0, y0, x1, y1) of the set cells, or null. */\nexport function maskBounds(w: number, h: number, mask: ArrayLike<boolean | number>): [number, number, number, number] | null {\n let x0 = w;\n let y0 = h;\n let x1 = -1;\n let y1 = -1;\n for (let y = 0; y < h; y++) {\n for (let x = 0; x < w; x++) {\n if (!mask[y * w + x]) continue;\n if (x < x0) x0 = x;\n if (x > x1) x1 = x;\n if (y < y0) y0 = y;\n if (y > y1) y1 = y;\n }\n }\n return x1 < 0 ? null : [x0, y0, x1 + 1, y1 + 1];\n}\n\n/**\n * Proximity match: the translation `(dx, dy)` (within `maxRadius`) whose pixels best match the\n * ring of `ring` pixels around the hole (sum of squared differences), so `img[p + (dx, dy)]` can\n * fill `p` in the hole. The source window must lie on the grid and hold no hole pixels. Nearer\n * sources win ties. Returns null when no translation fits.\n */\nexport function bestOffset(w: number, h: number, ch: number, img: ArrayLike<number>, hole: ArrayLike<boolean | number>, ring: number, maxRadius: number): [number, number] | null {\n const bb = maskBounds(w, h, hole);\n if (!bb) return null;\n const extent = Math.max(w, h);\n const R = Math.max(0, Math.min(extent, Math.floor(maxRadius)));\n if (R === 0) return null;\n const rg = Math.max(1, Math.min(extent, Math.floor(ring)));\n const hs = new MaskIntegral(w, h, hole);\n const x0 = bb[0] - rg;\n const y0 = bb[1] - rg;\n const x1 = bb[2] + rg;\n const y1 = bb[3] + rg;\n // Sample points: the ring around the hole, subsampled to about 2000.\n const pts: number[] = [];\n for (let y = Math.max(0, y0); y < Math.min(h, y1); y++) {\n for (let x = Math.max(0, x0); x < Math.min(w, x1); x++) {\n if (hole[y * w + x]) continue;\n if (hs.count(x - rg, y - rg, x + rg + 1, y + rg + 1) > 0) pts.push(x, y);\n }\n }\n const stride = Math.max(1, Math.floor(pts.length / 2 / 2000));\n const sx: number[] = [];\n const sy: number[] = [];\n for (let i = 0; i < pts.length; i += 2 * stride) {\n sx.push(pts[i]);\n sy.push(pts[i + 1]);\n }\n const n = Math.max(1, sx.length);\n const evalAt = (dx: number, dy: number, cutoff: number): number | null => {\n if (dx === 0 && dy === 0) return null;\n const hx0 = x0 + dx;\n const hy0 = y0 + dy;\n const hx1 = x1 + dx;\n const hy1 = y1 + dy;\n if (hx0 < 0 || hy0 < 0 || hx1 > w || hy1 > h) return null;\n if (hs.count(hx0, hy0, hx1, hy1) !== 0) return null;\n const penalty = 1 + 1e-3 * (Math.hypot(dx, dy) / R);\n let e = 0;\n for (let i = 0; i < sx.length; i++) {\n const a = (sy[i] * w + sx[i]) * ch;\n const b = ((sy[i] + dy) * w + sx[i] + dx) * ch;\n for (let c = 0; c < ch; c++) {\n const d = img[a + c] - img[b + c];\n e += d * d;\n }\n if ((i & 31) === 31 && (e / n) * penalty >= cutoff) return null;\n }\n return (e / n) * penalty;\n };\n const found: { best: [number, number] | null; e: number } = { best: null, e: Infinity };\n const consider = (dx: number, dy: number) => {\n const e = evalAt(dx, dy, found.e);\n if (e !== null && e < found.e) {\n found.e = e;\n found.best = [dx, dy];\n }\n };\n // A coarse grid over the search window, then every offset around the winner.\n const step = Math.max(1, Math.floor(R / 24));\n for (let dy = -R; dy <= R; dy += step) for (let dx = -R; dx <= R; dx += step) consider(dx, dy);\n if (step > 1 && found.best) {\n const [bx, by] = found.best;\n for (let dy = by - step; dy <= by + step; dy++) for (let dx = bx - step; dx <= bx + step; dx++) consider(dx, dy);\n }\n return found.best;\n}\n","// Portions ported from photocraft/crates/paint/src/retouch.rs, crates/algo/src/retouch.rs and crates/engine/src/retouch_cmds.rs (MIT OR Apache-2.0, © ArtCraft Team and contributors). See THIRD_PARTY_NOTICES.md.\n\n/**\n * The retouching tools on the shared brush engine: Clone Stamp, Healing Brush, Spot Healing\n * Brush, Smudge, Dodge, Burn and Sponge. Two stroke shapes cover them all:\n *\n * - **Accumulate, then composite** (Clone Stamp, Dodge, Burn; the Healing tools' result): the\n * stroke's dabs build up one `CoverageMap` (flow builds towards the dab's opacity ceiling), and\n * per-pixel paint taken from the pre-stroke state (a cloned source, a toned copy of the pixel,\n * a healed patch) is composited through it with `applyRetouchToTile`. Pixels painted earlier in\n * the stroke are never sampled again, and overlapping dabs never exceed the stroke's opacity.\n * - **Sequential dabs** (Smudge, Sponge): `RetouchDabStroke` runs each dab in order over live\n * tiles, so dab n sees what dab n − 1 did.\n *\n * The Healing Brush clones while it is drawn and, when the stroke ends, replaces the clone with a\n * seamless clone (`healPixels`, Poisson blending): the source's texture with the colour and light\n * of the pixels around the stroke. The Spot Healing Brush finds its own source (`spotHealPixels`).\n *\n * Tone curves (`dodgeBurnCurve`, `dodgeBurn`, `sponge`) are photocraft's, made to behave like\n * Photoshop's tools: the chosen range moves most, black and white stay put for midtones, and\n * Protect Tones works on luma so hue and saturation are kept. Data in, pixels out; no DOM.\n */\n\nimport { blendPixel, type BlendMode } from '../raster/blend';\nimport type { RasterRect } from '../raster/surface';\nimport { TILE, tileKey } from '../raster/surface';\nimport { srgbDecode, srgbEncode } from '../raster/deep';\nimport { DabWalker, dabRect, rasterizeDab, type BrushSettings, type CoverageMap, type Dab, type StrokePoint } from './brush';\nimport { SmudgeTip, type SmudgeSettings } from './blending';\nimport { TileMedium, type PaintTileTarget } from './exchange';\nimport { bestOffset, dilateMask, maskBounds, membraneFill, seamlessClone } from './heal';\n\n// ---------------------------------------------------------------------------\n// Tone kernels\n// ---------------------------------------------------------------------------\n\n/** The tonal range Dodge and Burn work on most. */\nexport type ToneRange = 'shadows' | 'midtones' | 'highlights';\n\nexport const TONE_RANGES: readonly ToneRange[] = ['shadows', 'midtones', 'highlights'];\n\n/** Rec. 601 luma of straight RGB (0..1). */\nexport function luma(r: number, g: number, b: number): number {\n return 0.299 * r + 0.587 * g + 0.114 * b;\n}\n\n/** The dodge (or burn) transfer of one value `v` (0..1) at exposure `e` (0..1). */\nexport function dodgeBurnCurve(v: number, e: number, range: ToneRange, burn: boolean): number {\n const x = Math.max(0, v);\n const k = Math.min(1, Math.max(0, e));\n const c = Math.min(1, x);\n if (range === 'midtones') {\n // A gamma bend weighted to peak at mid-grey: 0 and 1 stay where they are.\n const w = Math.min(1, Math.max(0, 4 * x * (1 - x)));\n return x + w * (Math.pow(c, burn ? 1 + k : 1 / (1 + k)) - x);\n }\n // Shadows / highlights: `v + e·w·(target − v)`, weighted (1 − v)² or v², so that end moves most.\n const w = range === 'shadows' ? (1 - c) * (1 - c) : c * c;\n return burn ? x - k * w * x : x + k * w * (1 - c);\n}\n\n/** Brings RGB back into 0..1 keeping its luma (mixing towards grey) rather than clipping each channel. */\nfunction compressGamut(c: number[], l: number): void {\n const L = Math.min(1, Math.max(0, l));\n const lo = Math.min(c[0], c[1], c[2]);\n const hi = Math.max(c[0], c[1], c[2]);\n let t = 1;\n if (hi > 1 && hi - L > 1e-9) t = Math.min(t, (1 - L) / (hi - L));\n if (lo < 0 && L - lo > 1e-9) t = Math.min(t, L / (L - lo));\n for (let i = 0; i < 3; i++) c[i] = L + (c[i] - L) * t;\n}\n\n/**\n * Dodge (or burn) straight RGB `c` (0..1, written in place) at exposure `e`. With `protectTones`\n * the curve moves luma and the colour is scaled to it (hue and saturation kept); otherwise each\n * channel goes through the curve.\n */\nexport function dodgeBurn(c: number[], e: number, range: ToneRange, burn: boolean, protectTones: boolean): number[] {\n if (!(e > 0)) return c;\n if (protectTones) {\n const l = luma(c[0], c[1], c[2]);\n const nl = dodgeBurnCurve(l, e, range, burn);\n if (l > 1e-6) for (let i = 0; i < 3; i++) c[i] *= nl / l;\n else c[0] = c[1] = c[2] = nl;\n compressGamut(c, nl);\n } else for (let i = 0; i < 3; i++) c[i] = dodgeBurnCurve(c[i], e, range, burn);\n return c;\n}\n\n/** HSV saturation (chroma / max) of straight RGB. */\nexport function saturationOf(r: number, g: number, b: number): number {\n const lo = Math.min(r, g, b);\n const hi = Math.max(r, g, b);\n return hi <= 1e-6 ? 0 : Math.min(1, Math.max(0, (hi - lo) / hi));\n}\n\n/**\n * Sponge: moves straight RGB `c` (written in place) away from (`saturate`) or towards its luma\n * grey by `amount` (0..1). `vibrance` damps it where it would clip: saturating touches already\n * saturated colours less, desaturating touches near-greys less. Gamut-compressed, never clipped.\n */\nexport function sponge(c: number[], amount: number, saturate: boolean, vibrance: boolean): number[] {\n let a = Math.min(1, Math.max(0, amount));\n if (!(a > 0)) return c;\n if (vibrance) {\n const s = saturationOf(c[0], c[1], c[2]);\n a *= saturate ? 1 - s : 0.25 + 0.75 * s;\n }\n const l = luma(c[0], c[1], c[2]);\n const k = saturate ? 1 + a : 1 - a;\n for (let i = 0; i < 3; i++) c[i] = l + (c[i] - l) * k;\n compressGamut(c, l);\n return c;\n}\n\n/** Per-dab strength so that one pass over a point totals about `e`, whatever the spacing. */\nexport function perDabStrength(e: number, spacing: number): number {\n return 1 - Math.pow(1 - Math.min(1, Math.max(0, e)), Math.min(1, Math.max(0.01, spacing)));\n}\n\n// ---------------------------------------------------------------------------\n// Settings\n// ---------------------------------------------------------------------------\n\n/** Which pixels the Clone Stamp and the Healing tools sample. */\nexport type RetouchSample = 'current' | 'current-below' | 'all';\n\nexport const RETOUCH_SAMPLES: readonly RetouchSample[] = ['current', 'current-below', 'all'];\n\n/** How the Spot Healing Brush finds its source. */\nexport type SpotHealType = 'proximity-match' | 'smooth';\n\nexport const SPOT_HEAL_TYPES: readonly SpotHealType[] = ['proximity-match', 'smooth'];\n\n/** The retouching tools' options. */\nexport interface RetouchSettings {\n /** Clone / heal: keep the source offset from stroke to stroke (default true); off, every stroke starts at the source point. */\n aligned: boolean;\n /** Clone / heal / spot heal: what is sampled (default `current`: the target layer). */\n sample: RetouchSample;\n /** Spot heal: `proximity-match` (default: the best matching patch nearby) or `smooth` (a smooth fill from the edges). */\n spotType: SpotHealType;\n /** Dodge / burn: the tonal range (default `midtones`). */\n range: ToneRange;\n /** Dodge / burn: exposure 0..1 (default 0.5). */\n exposure: number;\n /** Dodge / burn: tone luma only, keeping hue and saturation (default true). */\n protectTones: boolean;\n /** Sponge: `desaturate` (default) or `saturate`. */\n spongeMode: 'desaturate' | 'saturate';\n /** Sponge: damp the change where colours would clip (default true). */\n vibrance: boolean;\n /** Smudge: how strongly the finger carries and lays paint, 0..1 (default 0.5). */\n strength: number;\n}\n\nexport const DEFAULT_RETOUCH: Readonly<RetouchSettings> = {\n aligned: true,\n sample: 'current',\n spotType: 'proximity-match',\n range: 'midtones',\n exposure: 0.5,\n protectTones: true,\n spongeMode: 'desaturate',\n vibrance: true,\n strength: 0.5,\n};\n\n/** Retouch settings with every field valid (missing or invalid fields from `base`). */\nexport function normalizeRetouch(raw: Partial<RetouchSettings> = {}, base: RetouchSettings = DEFAULT_RETOUCH): RetouchSettings {\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 const pick = <T extends string>(v: unknown, all: readonly T[], d: T): T => (all.includes(v as T) ? (v as T) : d);\n return {\n aligned: bool(raw.aligned, base.aligned),\n sample: pick(raw.sample, RETOUCH_SAMPLES, base.sample),\n spotType: pick(raw.spotType, SPOT_HEAL_TYPES, base.spotType),\n range: pick(raw.range, TONE_RANGES, base.range),\n exposure: unit(raw.exposure, base.exposure),\n protectTones: bool(raw.protectTones, base.protectTones),\n spongeMode: pick(raw.spongeMode, ['desaturate', 'saturate'] as const, base.spongeMode),\n vibrance: bool(raw.vibrance, base.vibrance),\n strength: unit(raw.strength, base.strength),\n };\n}\n\n// ---------------------------------------------------------------------------\n// Pixel sources\n// ---------------------------------------------------------------------------\n\n/** Pixels a retouching stroke samples, by document pixel. */\nexport interface PixelSource {\n /** Straight RGBA 0..255 of document pixel (x, y) into `out`; false (and `out` zeroed) where there is nothing. */\n sample(x: number, y: number, out: number[]): boolean;\n}\n\n/**\n * A source over raster tiles (layer pixels, a mask, or composite tiles): `readTile` gives tile\n * (tx, ty) in source space or `null` when it is empty; source pixel = document pixel − `offset`.\n * One-channel tiles read as grey (alpha 255). Tiles are cached, so make one per stroke.\n */\nexport class TilePixelSource implements PixelSource {\n private readonly cache = new Map<number, Uint8ClampedArray | null>();\n private lastKey = NaN;\n private last: Uint8ClampedArray | null = null;\n\n constructor(\n private readonly readTile: (tx: number, ty: number) => Uint8ClampedArray | null,\n readonly channels: 1 | 4,\n readonly offset: { x: number; y: number } = { x: 0, y: 0 }\n ) {}\n\n sample(x: number, y: number, out: number[]): boolean {\n const lx = x - this.offset.x;\n const ly = y - this.offset.y;\n const tx = Math.floor(lx / TILE);\n const ty = Math.floor(ly / TILE);\n const key = tileKey(tx, ty);\n if (key !== this.lastKey) {\n let t = this.cache.get(key);\n if (t === undefined) {\n t = this.readTile(tx, ty);\n this.cache.set(key, t);\n }\n this.last = t;\n this.lastKey = key;\n }\n const t = this.last;\n if (!t) {\n out[0] = out[1] = out[2] = out[3] = 0;\n return false;\n }\n const p = (ly - ty * TILE) * TILE + (lx - tx * TILE);\n if (this.channels === 1) {\n out[0] = out[1] = out[2] = t[p];\n out[3] = 255;\n return true;\n }\n const i = p * 4;\n out[0] = t[i];\n out[1] = t[i + 1];\n out[2] = t[i + 2];\n out[3] = t[i + 3];\n return out[3] > 0;\n }\n}\n\n/** A source over a region of float RGBA pixels (0..255), e.g. a healed patch. */\nexport class RegionPixelSource implements PixelSource {\n constructor(\n readonly rect: RasterRect,\n readonly data: Float32Array\n ) {}\n\n sample(x: number, y: number, out: number[]): boolean {\n const r = this.rect;\n const lx = x - r.x;\n const ly = y - r.y;\n if (lx < 0 || ly < 0 || lx >= r.width || ly >= r.height) {\n out[0] = out[1] = out[2] = out[3] = 0;\n return false;\n }\n const i = (ly * r.width + lx) * 4;\n out[0] = this.data[i];\n out[1] = this.data[i + 1];\n out[2] = this.data[i + 2];\n out[3] = this.data[i + 3];\n return out[3] > 0;\n }\n}\n\n/** `rect` of a source, shifted by (dx, dy), as float RGBA 0..255 (`rect.width × rect.height × 4`). */\nexport function readSourceRegion(source: PixelSource, rect: RasterRect, dx = 0, dy = 0): Float32Array {\n const out = new Float32Array(rect.width * rect.height * 4);\n const px = [0, 0, 0, 0];\n for (let y = 0; y < rect.height; y++) {\n for (let x = 0; x < rect.width; x++) {\n source.sample(rect.x + x + dx, rect.y + y + dy, px);\n const i = (y * rect.width + x) * 4;\n out[i] = px[0];\n out[i + 1] = px[1];\n out[i + 2] = px[2];\n out[i + 3] = px[3];\n }\n }\n return out;\n}\n\n// ---------------------------------------------------------------------------\n// Accumulate, then composite\n// ---------------------------------------------------------------------------\n\n/** What a coverage-based retouching stroke lays through its coverage. */\nexport type RetouchPaint =\n /** Source pixels at document pixel + (dx, dy) (Clone Stamp, a healed patch). */\n | { kind: 'source'; source: PixelSource; dx: number; dy: number }\n /** The target pixel itself, toned (Dodge, Burn): `tone` edits straight RGB 0..1 in place. */\n | { kind: 'tone'; tone: (rgb: number[]) => void }\n /** A flat colour (the Spot Healing Brush's trail while it is drawn), RGBA 0..255. */\n | { kind: 'color'; color: readonly [number, number, number, number] };\n\n/** How a coverage-based retouching stroke composites. */\nexport interface RetouchApply {\n /** Stroke opacity 0..1. */\n opacity: number;\n /** Blend mode for source paint (default normal). */\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 `paint` through the stroke's coverage over `tileData` (target tile (tx, ty) as it was\n * before the stroke, layer space; RGBA, or one byte per pixel for masks) and returns the new tile.\n * With `into` (the previous result) and `region` (document space), only `region` is recomputed.\n * Tone paint keeps alpha; source and colour paint composite with `blend` (source-over by\n * default), keeping alpha on a locked layer.\n */\nexport function applyRetouchToTile(\n coverage: CoverageMap,\n tileData: Uint8ClampedArray,\n channels: 1 | 4,\n tx: number,\n ty: number,\n paint: RetouchPaint,\n s: RetouchApply,\n options: { into?: Uint8ClampedArray; region?: RasterRect } = {}\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 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 blend = s.blend ?? 'normal';\n const src = [0, 0, 0, 0];\n const rgb = [0, 0, 0];\n const cb = [0, 0, 0, 0];\n const cs = [0, 0, 0, 0];\n // The coverage tile under the pixel, looked up once per tile it crosses.\n let covKey = NaN;\n let covTile: Float32Array | undefined;\n for (let y = y0; y < y1; y++) {\n const dy = oy + y;\n const cty = Math.floor(dy / TILE);\n for (let x = x0; x < x1; x++) {\n const dx = ox + x;\n const ctx = Math.floor(dx / TILE);\n const key = tileKey(ctx, cty);\n if (key !== covKey) {\n covKey = key;\n covTile = coverage.tiles.get(key);\n }\n if (!covTile) continue;\n const c = covTile[(dy - cty * TILE) * TILE + (dx - ctx * TILE)];\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 // Masks: grey values; the source's grey is its red channel.\n const g = out[p];\n let t: number;\n if (paint.kind === 'tone') {\n rgb[0] = rgb[1] = rgb[2] = g / 255;\n paint.tone(rgb);\n t = luma(rgb[0], rgb[1], rgb[2]) * 255;\n } else if (paint.kind === 'color') t = paint.color[0];\n else {\n if (!paint.source.sample(dx + paint.dx, dy + paint.dy, src)) continue;\n t = src[0];\n k *= src[3] / 255;\n }\n out[p] = Math.round(g + (t - g) * k);\n continue;\n }\n const i = p * 4;\n const a = out[i + 3];\n if (paint.kind === 'tone') {\n if (a === 0) continue;\n rgb[0] = out[i] / 255;\n rgb[1] = out[i + 1] / 255;\n rgb[2] = out[i + 2] / 255;\n const r0 = rgb[0];\n const g0 = rgb[1];\n const b0 = rgb[2];\n paint.tone(rgb);\n out[i] = Math.round((r0 + (rgb[0] - r0) * k) * 255);\n out[i + 1] = Math.round((g0 + (rgb[1] - g0) * k) * 255);\n out[i + 2] = Math.round((b0 + (rgb[2] - b0) * k) * 255);\n continue;\n }\n if (s.lockTransparency && a === 0) continue;\n if (paint.kind === 'color') {\n src[0] = paint.color[0];\n src[1] = paint.color[1];\n src[2] = paint.color[2];\n src[3] = paint.color[3];\n } else if (!paint.source.sample(dx + paint.dx, dy + paint.dy, src)) continue;\n for (let ch = 0; ch < 4; ch++) {\n cb[ch] = out[i + ch] / 255;\n cs[ch] = src[ch] / 255;\n }\n // Source-over, as a brush lays paint: cloning transparency paints nothing.\n const o = blendPixel(blend, cb, cs, 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/**\n * Dodge / Burn at 16 or 32 bits: `applyRetouchToTile`'s tone paint on a layer tile's deep samples\n * (`Uint16Array` sRGB-encoded, or `Float32Array` linear light, RGBA). The tone curves work on\n * encoded values as at 8 bits, so 32-bit samples are encoded, toned and decoded (colour above 1 is\n * toned at 1 and keeps its excess). Returns the new samples.\n */\nexport function applyToneToDeepTile(\n coverage: CoverageMap,\n samples: Uint16Array | Float32Array,\n tx: number,\n ty: number,\n tone: (rgb: number[]) => void,\n s: RetouchApply,\n options: { into?: Uint16Array | Float32Array; region?: RasterRect } = {}\n): Uint16Array | Float32Array {\n const linear = samples instanceof Float32Array;\n const out = (options.into ?? samples).slice() as Uint16Array | Float32Array;\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 if (options.into) for (let y = y0; y < y1; y++) out.set(samples.subarray((y * TILE + x0) * 4, (y * TILE + x1) * 4), (y * TILE + x0) * 4);\n }\n const sel = s.selection;\n const rgb = [0, 0, 0];\n const before = [0, 0, 0];\n const excess = [0, 0, 0];\n let covKey = NaN;\n let covTile: Float32Array | undefined;\n for (let y = y0; y < y1; y++) {\n const dy = oy + y;\n const cty = Math.floor(dy / TILE);\n for (let x = x0; x < x1; x++) {\n const dx = ox + x;\n const ctx = Math.floor(dx / TILE);\n const key = tileKey(ctx, cty);\n if (key !== covKey) {\n covKey = key;\n covTile = coverage.tiles.get(key);\n }\n if (!covTile) continue;\n const c = covTile[(dy - cty * TILE) * TILE + (dx - ctx * TILE)];\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 i = (y * TILE + x) * 4;\n if (out[i + 3] === 0) continue;\n for (let ch = 0; ch < 3; ch++) {\n const v = out[i + ch];\n if (linear) {\n excess[ch] = v > 1 ? v - 1 : 0;\n rgb[ch] = srgbEncode(v > 1 ? 1 : v < 0 ? 0 : v);\n } else rgb[ch] = v / 65535;\n before[ch] = rgb[ch];\n }\n tone(rgb);\n for (let ch = 0; ch < 3; ch++) {\n const e = before[ch] + (rgb[ch] - before[ch]) * k;\n if (linear) out[i + ch] = srgbDecode(e) + excess[ch];\n else out[i + ch] = e <= 0 ? 0 : e >= 1 ? 65535 : Math.round(e * 65535);\n }\n }\n }\n return out;\n}\n\n/** The tone function of a Dodge or Burn stroke. */\nexport function toneOf(tool: 'dodge' | 'burn', settings: Pick<RetouchSettings, 'exposure' | 'range' | 'protectTones'>): (rgb: number[]) => void {\n const burn = tool === 'burn';\n return (rgb) => {\n dodgeBurn(rgb, settings.exposure, settings.range, burn, settings.protectTones);\n };\n}\n\n// ---------------------------------------------------------------------------\n// Healing\n// ---------------------------------------------------------------------------\n\n/**\n * Heals `src` into `dst` over `mask` (all `w × h`, RGBA floats 0..255): a seamless clone solved\n * only over the mask's bounds plus a one-pixel fixed ring; elsewhere the result is `dst`.\n */\nexport function healPixels(w: number, h: number, src: Float32Array, dst: Float32Array, mask: ArrayLike<boolean | number>): Float32Array {\n const out = new Float32Array(dst);\n const bb = maskBounds(w, h, mask);\n if (!bb) return out;\n const x0 = Math.max(0, bb[0] - 1);\n const y0 = Math.max(0, bb[1] - 1);\n const x1 = Math.min(w, bb[2] + 1);\n const y1 = Math.min(h, bb[3] + 1);\n const rw = x1 - x0;\n const rh = y1 - y0;\n const s = new Float32Array(rw * rh * 4);\n const d = new Float32Array(rw * rh * 4);\n const m = new Uint8Array(rw * rh);\n for (let y = 0; y < rh; y++) {\n for (let x = 0; x < rw; x++) {\n const gi = (y + y0) * w + x + x0;\n const li = y * rw + x;\n m[li] = mask[gi] ? 1 : 0;\n for (let c = 0; c < 4; c++) {\n s[li * 4 + c] = src[gi * 4 + c];\n d[li * 4 + c] = dst[gi * 4 + c];\n }\n }\n }\n const healed = seamlessClone(rw, rh, 4, s, d, m);\n for (let y = 0; y < rh; y++) {\n for (let x = 0; x < rw; x++) {\n const gi = ((y + y0) * w + x + x0) * 4;\n const li = (y * rw + x) * 4;\n for (let c = 0; c < 4; c++) out[gi + c] = Math.min(255, Math.max(0, healed[li + c]));\n }\n }\n return out;\n}\n\n/**\n * Spot healing: fills `hole` (`w × h`) of `img` (RGBA floats 0..255) with no given source, then\n * heals the fill into its surroundings. `proximity-match` copies the best matching nearby patch\n * (falling back to `smooth` when none fits); `smooth` interpolates the edges inwards. `size` is\n * the brush diameter in pixels. Returns the healed pixels over the whole grid.\n */\nexport function spotHealPixels(\n w: number,\n h: number,\n img: Float32Array,\n hole: ArrayLike<boolean | number>,\n size: number,\n type: SpotHealType,\n /** Told the patch offset it copied (`null`: a smooth fill). */\n onOffset?: (offset: [number, number] | null) => void\n): Float32Array {\n // Fill a slightly larger domain than the healed area, so the solve's boundary sees filled values\n // that differ from the untouched pixels: that mismatch is what the membrane corrects.\n const domain = dilateMask(w, h, hole, 2);\n const healMask = dilateMask(w, h, hole, 1);\n let filled: Float32Array | null = null;\n let bestFound: [number, number] | null = null;\n if (type === 'proximity-match') {\n const ring = Math.min(16, Math.max(3, Math.floor(size / 8)));\n const off = bestOffset(w, h, 4, img, domain, ring, Math.floor(Math.max(w, h) / 2));\n if (off) {\n bestFound = off;\n // Copy from the pre-healing pixels, never from what this loop already wrote.\n filled = new Float32Array(img);\n const [ddx, ddy] = off;\n for (let i = 0; i < w * h; i++) {\n if (!domain[i]) continue;\n const x = (i % w) + ddx;\n const y = Math.floor(i / w) + ddy;\n const j = (y * w + x) * 4;\n for (let c = 0; c < 4; c++) filled[i * 4 + c] = img[j + c];\n }\n }\n }\n onOffset?.(filled ? (bestFound as [number, number]) : null);\n if (!filled) filled = membraneFill(w, h, 4, img, domain);\n return healPixels(w, h, filled, img, healMask);\n}\n\n/** The window a Spot Healing stroke over `bounds` looks for texture in: the bounds grown by their size, on the canvas. */\nexport function spotHealWindow(bounds: RasterRect, canvas: { width: number; height: number }): RasterRect {\n const g = Math.max(8, Math.ceil(Math.max(bounds.width, bounds.height)));\n const x0 = Math.max(0, bounds.x - g);\n const y0 = Math.max(0, bounds.y - g);\n const x1 = Math.min(canvas.width, bounds.x + bounds.width + g);\n const y1 = Math.min(canvas.height, bounds.y + bounds.height + g);\n return { x: x0, y: y0, width: Math.max(0, x1 - x0), height: Math.max(0, y1 - y0) };\n}\n\n// ---------------------------------------------------------------------------\n// Sequential dabs\n// ---------------------------------------------------------------------------\n\n/**\n * One dab of a sequential retouching stroke: `cov` is the tip's pure coverage over `rect`\n * (document space, 0..1); `d.alpha` is the flow and `d.opacity` the pressure opacity.\n */\nexport type RetouchDabEffect = (medium: TileMedium, d: Dab, rect: RasterRect, cov: Float32Array) => void;\n\n/**\n * A stroke whose dabs edit live tiles in order (Smudge, Sponge). Feed points with `push` (any\n * chunks give the same dabs), end with `finish`; each returns the document rectangles it touched.\n */\nexport class RetouchDabStroke {\n dabCount = 0;\n bounds: RasterRect | null = null;\n private readonly walker: DabWalker;\n private readonly medium: TileMedium;\n private smoothPos: StrokePoint | null = null;\n private buf = new Float32Array(0);\n\n constructor(\n readonly brush: BrushSettings,\n target: PaintTileTarget,\n private readonly effect: RetouchDabEffect\n ) {\n this.walker = new DabWalker(brush);\n this.medium = new TileMedium(target);\n }\n\n push(points: readonly StrokePoint[]): RasterRect[] {\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): RasterRect[] {\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[]): RasterRect[] {\n const rects: RasterRect[] = [];\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 rasterizeDab({ ...d, alpha: 1 }, this.brush.hardness, rect, cov);\n this.medium.reset();\n this.effect(this.medium, d, rect, cov);\n rects.push(rect);\n this.bounds = unionRect(this.bounds, rect);\n this.dabCount++;\n }\n return rects;\n }\n}\n\n/** The Smudge's per-dab effect: a `SmudgeTip` whose strength carries and lays the paint. */\nexport function smudgeEffect(brush: BrushSettings, strength: number, mixing: SmudgeSettings['mixing'] = 'rgb'): RetouchDabEffect {\n const s = Math.min(1, Math.max(0, strength));\n const tip = new SmudgeTip({ strength: s, length: s, mixing }, brush.size);\n return (medium, d, rect, cov) => tip.dab(medium, { x: d.x, y: d.y, radius: d.radius, opacity: d.opacity * d.alpha }, rect, cov);\n}\n\n/** The Sponge's per-dab effect: each dab moves saturation by about half its flow, compounding over passes. */\nexport function spongeEffect(brush: BrushSettings, saturate: boolean, vibrance: boolean): RetouchDabEffect {\n const rgb = [0, 0, 0];\n return (medium, d, rect, cov) => {\n const w = rect.width;\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 const k = perDabStrength(cv * d.alpha * d.opacity * 0.5, brush.spacing) * medium.selectionAt(dx, dy);\n if (k <= 0) continue;\n const ri = medium.locate(dx, dy, false);\n if (ri < 0 || medium.pixels[ri + 3] === 0) continue;\n const i = medium.locate(dx, dy, true);\n const px = medium.pixels;\n rgb[0] = px[i] / 255;\n rgb[1] = px[i + 1] / 255;\n rgb[2] = px[i + 2] / 255;\n sponge(rgb, k, saturate, vibrance);\n px[i] = Math.round(rgb[0] * 255);\n px[i + 1] = Math.round(rgb[1] * 255);\n px[i + 2] = Math.round(rgb[2] * 255);\n }\n }\n };\n}\n\n/**\n * An RGBA view of one-channel tiles (masks), for the sequential-dab tools: reads expand grey to\n * opaque RGB, writes land in RGBA copies, and `flush` writes their red channel back through\n * `target.writeTile`. Alpha is locked, so a mask's values are all a dab changes.\n */\nexport function rgbaViewOfGrey(target: PaintTileTarget): { target: PaintTileTarget; flush(): void } {\n const views = new Map<number, Uint8ClampedArray>();\n const dirty = new Map<number, { tx: number; ty: number; data: Uint8ClampedArray }>();\n const expand = (g: Uint8ClampedArray) => {\n const out = new Uint8ClampedArray(g.length * 4);\n for (let i = 0; i < g.length; i++) {\n out[i * 4] = out[i * 4 + 1] = out[i * 4 + 2] = g[i];\n out[i * 4 + 3] = 255;\n }\n return out;\n };\n const view: PaintTileTarget = {\n offset: target.offset,\n lockTransparency: true,\n selection: target.selection,\n readTile: (tx, ty) => {\n const key = tileKey(tx, ty);\n let v = views.get(key);\n if (!v) {\n // An empty mask tile is still values (0), not transparency: always give a tile.\n v = expand(target.readTile(tx, ty) ?? new Uint8ClampedArray(TILE * TILE));\n views.set(key, v);\n }\n return v;\n },\n writeTile: (tx, ty) => {\n const key = tileKey(tx, ty);\n let v = views.get(key);\n if (!v) {\n v = expand(target.readTile(tx, ty) ?? new Uint8ClampedArray(TILE * TILE));\n views.set(key, v);\n }\n dirty.set(key, { tx, ty, data: v });\n return v;\n },\n };\n return {\n target: view,\n flush: () => {\n for (const { tx, ty, data } of dirty.values()) {\n const g = target.writeTile(tx, ty);\n for (let i = 0; i < g.length; i++) g[i] = data[i * 4];\n }\n dirty.clear();\n },\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 * A brush stroke along a path: polyline samples, each with an optional pressure and pen tilt, are\n * walked at the brush's spacing (pressure and tilt interpolated between samples) into dabs, built\n * up in a coverage map and composited onto a layer. This is what a vector editor calls to draw a\n * path with a natural-media brush (\"brushstrokes on vector paths\"): the path is the data, the\n * pixels are rendered from it.\n *\n * - Pressure scales size and / or opacity as the brush says.\n * - Tilt (`tiltX` / `tiltY` in degrees, or `altitude` / `azimuth` in radians, as Pointer Events give\n * them) widens the tip (`tilt.size`), flattens it along the lean (`tilt.roundness`), and with\n * `tilt.followAzimuth` turns the tip to the lean, as a pen laid on its side does.\n * - With `followPath` the tip turns with the path (a calligraphic nib along a curve).\n *\n * Deterministic and DOM-free: the same samples and brush give the same pixels everywhere.\n */\n\nimport { applyStrokeToTile, CoverageMap, dabRect, normalizeBrush, rasterizeDab, type BrushSettings, type Dab } from './brush';\nimport { TiledSurface, finishTile, tileKey, tilesInRect, TILE, type RasterRect } from '../raster/surface';\nimport type { BlendMode } from '../raster/blend';\n\n/** One sample of the path (document pixels). */\nexport interface PathSample {\n x: number;\n y: number;\n /** 0..1 (default 1). */\n pressure?: number;\n /** Pointer Events tilt in degrees (−90..90). */\n tiltX?: number;\n tiltY?: number;\n /** Radians above the surface (π/2 upright); overrides tiltX / tiltY. */\n altitude?: number;\n /** Radians clockwise from +x: where the pen leans (with altitude). */\n azimuth?: number;\n}\n\nexport interface PathStrokeOptions {\n brush: Partial<BrushSettings>;\n /** How tilt shapes the tip (each 0..1; default none). */\n tilt?: { size?: number; roundness?: number; followAzimuth?: boolean };\n /** Turn the tip with the direction of the path (added to the brush angle). */\n followPath?: boolean;\n /** Size at zero pressure as a fraction of the full size, when pressure controls size (default 0). */\n minSize?: number;\n /** Join the last sample back to the first. */\n closed?: boolean;\n}\n\n/** A pen's lean from a sample: 0 upright .. 1 flat, and the direction it leans (radians, clockwise from +x). */\nfunction lean(s: PathSample): { amount: number; azimuth: number } | null {\n if (typeof s.altitude === 'number' && Number.isFinite(s.altitude)) {\n return { amount: 1 - Math.min(1, Math.max(0, s.altitude / (Math.PI / 2))), azimuth: s.azimuth ?? 0 };\n }\n if (typeof s.tiltX === 'number' || typeof s.tiltY === 'number') {\n const tx = ((s.tiltX ?? 0) * Math.PI) / 180;\n const ty = ((s.tiltY ?? 0) * Math.PI) / 180;\n if (tx === 0 && ty === 0) return { amount: 0, azimuth: 0 };\n const az = Math.atan2(Math.tan(ty), Math.tan(tx));\n const alt = Math.atan(1 / Math.hypot(Math.tan(tx), Math.tan(ty)));\n return { amount: 1 - alt / (Math.PI / 2), azimuth: az };\n }\n return null;\n}\n\n/** The dabs of a brush stroke along `samples`, with pressure and tilt interpolated between them. */\nexport function pathStrokeDabs(samples: readonly PathSample[], options: PathStrokeOptions): Dab[] {\n const brush = normalizeBrush(options.brush);\n const pts = options.closed && samples.length > 2 ? [...samples, samples[0]] : [...samples];\n if (!pts.length) return [];\n const tilt = options.tilt ?? {};\n const minSize = Math.min(1, Math.max(0, options.minSize ?? 0));\n const dab = (x: number, y: number, p: number, l: { amount: number; azimuth: number } | null, dir: number): Dab => {\n const pr = Math.min(1, Math.max(0, p));\n const lean0 = l?.amount ?? 0;\n const size = brush.size * (brush.pressureSize ? minSize + (1 - minSize) * pr : 1) * (1 + 1.5 * (tilt.size ?? 0) * lean0);\n let angle = (brush.angle * Math.PI) / 180;\n if (options.followPath) angle += dir;\n if (tilt.followAzimuth && l) angle = -l.azimuth;\n const roundness = Math.max(0.05, brush.roundness * (1 - 0.85 * (tilt.roundness ?? 0) * lean0));\n const op = brush.pressureOpacity ? pr : 1;\n return { x, y, radius: Math.max(0.5, size / 2), alpha: brush.flow, opacity: brush.opacity * op, angle, roundness };\n };\n const out: Dab[] = [];\n const pressure = (s: PathSample) => (typeof s.pressure === 'number' && Number.isFinite(s.pressure) ? s.pressure : 1);\n if (pts.length === 1) {\n out.push(dab(pts[0].x, pts[0].y, pressure(pts[0]), lean(pts[0]), 0));\n return out;\n }\n let carry = 0;\n out.push(dab(pts[0].x, pts[0].y, pressure(pts[0]), lean(pts[0]), Math.atan2(-(pts[1].y - pts[0].y), pts[1].x - pts[0].x)));\n for (let i = 0; i + 1 < pts.length; i++) {\n const a = pts[i];\n const b = pts[i + 1];\n const dx = b.x - a.x;\n const dy = b.y - a.y;\n const len = Math.hypot(dx, dy);\n if (len === 0) continue;\n // Dab angles are counter-clockwise with y up, as the shared rasterizer reads them.\n const dir = Math.atan2(-dy, dx);\n const la = lean(a);\n const lb = lean(b);\n let t = carry;\n for (;;) {\n const f = t / len;\n if (f > 1) break;\n const p = pressure(a) + (pressure(b) - pressure(a)) * f;\n const l = la && lb ? { amount: la.amount + (lb.amount - la.amount) * f, azimuth: la.azimuth + (lb.azimuth - la.azimuth) * f } : (la ?? lb);\n const size = brush.size * (brush.pressureSize ? minSize + (1 - minSize) * p : 1);\n const step = Math.max(0.5, size * brush.spacing);\n if (t > 0 || i > 0) out.push(dab(a.x + dx * f, a.y + dy * f, p, l, dir));\n t += step;\n }\n carry = t - len;\n }\n return out;\n}\n\n/** The coverage of a brush stroke along `samples` (build-up towards each dab's opacity) and its bounds. */\nexport function pathStrokeCoverage(samples: readonly PathSample[], options: PathStrokeOptions): { coverage: CoverageMap; bounds: RasterRect | null; dabs: number } {\n const brush = normalizeBrush(options.brush);\n const coverage = new CoverageMap();\n const dabs = pathStrokeDabs(samples, options);\n let buf = new Float32Array(0);\n let bounds: RasterRect | null = null;\n for (const d of dabs) {\n const rect = dabRect(d, brush.hardness);\n const n = rect.width * rect.height;\n if (n <= 0) continue;\n if (buf.length < n) buf = new Float32Array(n);\n const vals = buf.subarray(0, n);\n rasterizeDab(d, brush.hardness, rect, vals);\n coverage.accumulate(rect, vals, d.opacity);\n if (!bounds) bounds = { ...rect };\n else {\n const x = Math.min(bounds.x, rect.x);\n const y = Math.min(bounds.y, rect.y);\n bounds = { x, y, width: Math.max(bounds.x + bounds.width, rect.x + rect.width) - x, height: Math.max(bounds.y + bounds.height, rect.y + rect.height) - y };\n }\n }\n return { coverage, bounds, dabs: dabs.length };\n}\n\nexport interface PaintPathOptions extends PathStrokeOptions {\n /** RGBA 0..255 of the paint. */\n color: readonly [number, number, number, number];\n /** `erase` removes paint instead (default `paint`). */\n mode?: 'paint' | 'erase';\n /** Blend mode (default the brush's). */\n blend?: BlendMode;\n /** Layer offset: layer pixel = document pixel − offset (default 0, 0). */\n offset?: { x: number; y: number };\n lockTransparency?: boolean;\n /** Where paint may land (canvas-sized coverage 0..255), or none. */\n selection?: { width: number; height: number; data: ArrayLike<number> } | null;\n}\n\n/**\n * Paints a brush stroke along `samples` onto an RGBA layer surface and returns the new surface\n * (the input is not changed; untouched tiles are shared) with the bounds it touched.\n */\nexport function paintPathStroke(surface: TiledSurface, samples: readonly PathSample[], options: PaintPathOptions): { surface: TiledSurface; bounds: RasterRect | null; dabs: number } {\n if (surface.channels !== 4) throw new Error('paintPathStroke paints RGBA surfaces (4 channels).');\n const brush = normalizeBrush(options.brush);\n const { coverage, bounds, dabs } = pathStrokeCoverage(samples, options);\n if (!bounds) return { surface, bounds: null, dabs };\n const offset = options.offset ?? { x: 0, y: 0 };\n const apply = {\n mode: options.mode ?? 'paint',\n color: options.color,\n background: [0, 0, 0, 0] as const,\n opacity: brush.opacity,\n blend: options.blend ?? brush.blend,\n lockTransparency: options.lockTransparency ?? false,\n selection: options.selection ?? null,\n offset,\n };\n const tiles = new Map(surface.tiles);\n for (const { tx, ty } of tilesInRect({ x: bounds.x - offset.x, y: bounds.y - offset.y, width: bounds.width, height: bounds.height })) {\n const key = tileKey(tx, ty);\n const src = surface.tiles.get(key)?.data;\n const base = src && src.length === TILE * TILE * 4 ? src : new Uint8ClampedArray(TILE * TILE * 4);\n const t = finishTile(applyStrokeToTile(coverage, base, 4, tx, ty, apply), 4, surface.defaultValue);\n if (t) tiles.set(key, t);\n else tiles.delete(key);\n }\n return { surface: new TiledSurface(4, tiles, surface.defaultValue), bounds, dabs 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