@pixerate/editor 0.94.0 → 0.95.0

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Files changed (41) hide show
  1. package/THIRD_PARTY_NOTICES.md +1 -0
  2. package/dist/{chunk-ZOOEX3WT.cjs → chunk-CRMAXIUV.cjs} +369 -7
  3. package/dist/chunk-CRMAXIUV.cjs.map +1 -0
  4. package/dist/{chunk-747CGOT2.js → chunk-E2ILRYTJ.js} +12 -2
  5. package/dist/chunk-E2ILRYTJ.js.map +1 -0
  6. package/dist/{chunk-D4ZCU72J.js → chunk-HEW6KDNI.js} +366 -4
  7. package/dist/chunk-HEW6KDNI.js.map +1 -0
  8. package/dist/{chunk-ISDCJHTO.js → chunk-IB53LVGV.js} +238 -285
  9. package/dist/chunk-IB53LVGV.js.map +1 -0
  10. package/dist/{chunk-73L6TROJ.cjs → chunk-T6H3JDGA.cjs} +54 -44
  11. package/dist/chunk-T6H3JDGA.cjs.map +1 -0
  12. package/dist/{chunk-4F3YDIWW.cjs → chunk-ZZOTHJ4K.cjs} +264 -311
  13. package/dist/chunk-ZZOTHJ4K.cjs.map +1 -0
  14. package/dist/image-editor/index.cjs +705 -501
  15. package/dist/image-editor/index.cjs.map +1 -1
  16. package/dist/image-editor/index.d.cts +86 -22
  17. package/dist/image-editor/index.d.ts +86 -22
  18. package/dist/image-editor/index.js +383 -179
  19. package/dist/image-editor/index.js.map +1 -1
  20. package/dist/paint/index.cjs +22 -3
  21. package/dist/paint/index.cjs.map +1 -1
  22. package/dist/paint/index.d.cts +117 -2
  23. package/dist/paint/index.d.ts +117 -2
  24. package/dist/paint/index.js +32 -13
  25. package/dist/raster/index.cjs +7 -3
  26. package/dist/raster/index.cjs.map +1 -1
  27. package/dist/raster/index.d.cts +4 -4
  28. package/dist/raster/index.d.ts +4 -4
  29. package/dist/raster/index.js +6 -2
  30. package/dist/{surface-CuBg2c6k.d.cts → surface-CgAiXVI3.d.cts} +23 -11
  31. package/dist/{surface-CuBg2c6k.d.ts → surface-CgAiXVI3.d.ts} +23 -11
  32. package/dist/{zlib-BJ6U7LuB.d.cts → zlib-B3LIoxF-.d.cts} +3 -2
  33. package/dist/{zlib-BjQkpMFi.d.ts → zlib-eiTEEj1z.d.ts} +3 -2
  34. package/package.json +1 -1
  35. package/skills/pixerate-image-editor/SKILL.md +26 -2
  36. package/dist/chunk-4F3YDIWW.cjs.map +0 -1
  37. package/dist/chunk-73L6TROJ.cjs.map +0 -1
  38. package/dist/chunk-747CGOT2.js.map +0 -1
  39. package/dist/chunk-D4ZCU72J.js.map +0 -1
  40. package/dist/chunk-ISDCJHTO.js.map +0 -1
  41. package/dist/chunk-ZOOEX3WT.cjs.map +0 -1
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- {"version":3,"sources":["../src/raster/surface.ts","../src/raster/blend.ts"],"sourcesContent":["// Portions ported from photocraft/crates/raster/src/lib.rs (MIT OR Apache-2.0, © ArtCraft Team and contributors). See THIRD_PARTY_NOTICES.md.\n\n/**\n * Tiled, sparse, copy-on-write pixel storage (photocraft's `Surface`): 256 px square tiles in a\n * map keyed by tile coordinate, a default value for every missing tile, and shared tiles.\n *\n * - Pixels are 8-bit, straight alpha: RGBA for layers (4 channels, the same as `ImageData`), one\n * byte for masks.\n * - A surface is never mutated. A write returns a new surface that shares every tile it did not\n * touch, so undo history and caches can keep old surfaces by reference.\n * - A tile whose pixels all hold one value is a *uniform* tile; one instance per value is shared,\n * so a solid fill or a \"hide all\" mask costs one tile however large it is.\n * - Coordinates are document pixels and may be negative or past the canvas (layers can extend\n * beyond it, as PSD layer rects do).\n *\n * The module has no DOM dependency, so it runs in Node, tests and workers.\n */\n\n/** A pixel rectangle (`x`, `y` of the top-left corner, `width`, `height`). */\nexport interface RasterRect {\n x: number;\n y: number;\n width: number;\n height: number;\n}\ntype CropBox = RasterRect;\n\nexport const TILE = 256;\nexport const TILE_SHIFT = 8;\nconst TILE_PIXELS = TILE * TILE;\nconst KEY_OFFSET = 1 << 15;\nconst KEY_SPAN = 1 << 16;\n\n/** A tile coordinate packed into one number (tx, ty in −32768..32767). */\nexport type TileKey = number;\n\nexport function tileKey(tx: number, ty: number): TileKey {\n return (ty + KEY_OFFSET) * KEY_SPAN + (tx + KEY_OFFSET);\n}\n\nexport function tileCoord(key: TileKey): { tx: number; ty: number } {\n return { tx: (key % KEY_SPAN) - KEY_OFFSET, ty: Math.floor(key / KEY_SPAN) - KEY_OFFSET };\n}\n\n/** A tile's pixel rectangle in document space. */\nexport function tileRect(tx: number, ty: number): CropBox {\n return { x: tx * TILE, y: ty * TILE, width: TILE, height: TILE };\n}\n\n/** One tile: TILE × TILE pixels of `channels` bytes. Never mutate `data` after it is shared. */\nexport interface Tile {\n readonly data: Uint8ClampedArray;\n /** The packed value of every pixel when the tile is uniform, else `null`. */\n readonly uniform: number | null;\n}\n\nlet nextSurfaceId = 1;\n\n/**\n * An immutable tiled surface. `channels` is 4 (RGBA) for layers and 1 for masks. Missing tiles\n * hold `defaultValue` in every byte (0: transparent black for layers; 0 or 255 for masks).\n */\nexport class TiledSurface {\n /** Unique per instance: a cache key that changes whenever the pixels can have changed. */\n readonly id = nextSurfaceId++;\n private boundsCache: CropBox | null | undefined;\n\n constructor(\n readonly channels: 1 | 4,\n readonly tiles: ReadonlyMap<TileKey, Tile>,\n readonly defaultValue = 0\n ) {}\n\n /** Bounds of the stored (non-default) tiles, tile-aligned; `null` when there are none. */\n get bounds(): CropBox | null {\n if (this.boundsCache === undefined) this.boundsCache = tileUnion(this.tiles.keys());\n return this.boundsCache;\n }\n\n get tileCount(): number {\n return this.tiles.size;\n }\n\n getTile(tx: number, ty: number): Tile | undefined {\n return this.tiles.get(tileKey(tx, ty));\n }\n}\n\nexport type PixelSurface = TiledSurface;\nexport type MaskSurface = TiledSurface;\n\nfunction tileUnion(keys: Iterable<TileKey>): CropBox | null {\n let x0 = Infinity;\n let y0 = Infinity;\n let x1 = -Infinity;\n let y1 = -Infinity;\n for (const key of keys) {\n const { tx, ty } = tileCoord(key);\n if (tx < x0) x0 = tx;\n if (ty < y0) y0 = ty;\n if (tx > x1) x1 = tx;\n if (ty > y1) y1 = ty;\n }\n if (x0 === Infinity) return null;\n return { x: x0 * TILE, y: y0 * TILE, width: (x1 - x0 + 1) * TILE, height: (y1 - y0 + 1) * TILE };\n}\n\n// ---------------------------------------------------------------------------\n// Uniform tiles\n// ---------------------------------------------------------------------------\n\nconst uniformTiles = new Map<string, Tile>();\nconst UNIFORM_LIMIT = 64;\n\n/** Packs one pixel (`channels` bytes from `data` at `offset`) into a number. */\nfunction packPixel(data: ArrayLike<number>, offset: number, channels: number): number {\n return channels === 1\n ? data[offset]\n : ((data[offset] << 24) | (data[offset + 1] << 16) | (data[offset + 2] << 8) | data[offset + 3]) >>> 0;\n}\n\n/** The shared tile whose every pixel is `value` (packed RGBA, or one byte for masks). */\nexport function uniformTile(channels: 1 | 4, value: number): Tile {\n const key = `${channels}:${value}`;\n let tile = uniformTiles.get(key);\n if (tile) return tile;\n const data = new Uint8ClampedArray(TILE_PIXELS * channels);\n if (channels === 1) data.fill(value);\n else if (value !== 0) {\n const r = value >>> 24;\n const g = (value >>> 16) & 255;\n const b = (value >>> 8) & 255;\n const a = value & 255;\n for (let i = 0; i < data.length; i += 4) {\n data[i] = r;\n data[i + 1] = g;\n data[i + 2] = b;\n data[i + 3] = a;\n }\n }\n tile = { data, uniform: value };\n if (uniformTiles.size >= UNIFORM_LIMIT) uniformTiles.delete(uniformTiles.keys().next().value as string);\n uniformTiles.set(key, tile);\n return tile;\n}\n\n/** Packs an RGBA colour (0..255 each) the way uniform tiles store it. */\nexport function packRgba(r: number, g: number, b: number, a: number): number {\n return ((r << 24) | (g << 16) | (b << 8) | a) >>> 0;\n}\n\nfunction defaultPacked(channels: 1 | 4, defaultValue: number): number {\n return channels === 1 ? defaultValue : packRgba(defaultValue, defaultValue, defaultValue, defaultValue);\n}\n\n/** The packed value when every pixel of `data` is the same, else `null`. */\nfunction uniformValue(data: Uint8ClampedArray, channels: 1 | 4): number | null {\n if (channels === 1) {\n const v = data[0];\n for (let i = 1; i < data.length; i++) if (data[i] !== v) return null;\n return v;\n }\n const words = new Uint32Array(data.buffer, data.byteOffset, data.length >> 2);\n const w = words[0];\n for (let i = 1; i < words.length; i++) if (words[i] !== w) return null;\n return packPixel(data, 0, 4);\n}\n\n/**\n * Turns freshly written tile data into a stored tile: `null` when it equals the surface default\n * (the tile is dropped), the shared uniform tile when it is uniform, else a tile owning `data`.\n */\nexport function finishTile(data: Uint8ClampedArray, channels: 1 | 4, defaultValue: number): Tile | null {\n const u = uniformValue(data, channels);\n if (u === null) return { data, uniform: null };\n if (u === defaultPacked(channels, defaultValue)) return null;\n return uniformTile(channels, u);\n}\n\n// ---------------------------------------------------------------------------\n// Construction\n// ---------------------------------------------------------------------------\n\n/** An empty surface (every pixel is `defaultValue`). */\nexport function emptySurface(channels: 1 | 4 = 4, defaultValue = 0): TiledSurface {\n return new TiledSurface(channels, new Map(), defaultValue);\n}\n\n/** A surface filled with one value over `rect` (packed RGBA for layers, a byte for masks). */\nexport function solidSurface(channels: 1 | 4, rect: CropBox, value: number, defaultValue = 0): TiledSurface {\n const bytes = new Uint8ClampedArray(channels);\n if (channels === 1) bytes[0] = value;\n else {\n bytes[0] = value >>> 24;\n bytes[1] = (value >>> 16) & 255;\n bytes[2] = (value >>> 8) & 255;\n bytes[3] = value & 255;\n }\n return fillRect(emptySurface(channels, defaultValue), rect, bytes);\n}\n\n/**\n * A surface holding `width × height` interleaved pixels placed at (`x`, `y`) in document space.\n * Tiles equal to the default are left out; uniform tiles are shared.\n */\nexport function surfaceFromPixels(\n pixels: { width: number; height: number; data: ArrayLike<number> },\n channels: 1 | 4 = 4,\n x = 0,\n y = 0,\n defaultValue = 0\n): TiledSurface {\n return writeRegion(emptySurface(channels, defaultValue), { x, y, width: pixels.width, height: pixels.height }, pixels.data);\n}\n\n// ---------------------------------------------------------------------------\n// Reading\n// ---------------------------------------------------------------------------\n\n/** Tile coordinates covering `rect`, row by row. */\nexport function tilesInRect(rect: CropBox): Array<{ tx: number; ty: number }> {\n const out: Array<{ tx: number; ty: number }> = [];\n if (rect.width <= 0 || rect.height <= 0) return out;\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 for (let ty = ty0; ty <= ty1; ty++) for (let tx = tx0; tx <= tx1; tx++) out.push({ tx, ty });\n return out;\n}\n\n/**\n * Copies `rect` of the surface into `out` (or a new buffer), `rect.width × rect.height`\n * interleaved pixels; missing tiles read as the default.\n */\nexport function readRegion(surface: TiledSurface, rect: CropBox, out?: Uint8ClampedArray): Uint8ClampedArray {\n const ch = surface.channels;\n const w = rect.width;\n const h = rect.height;\n const dst = out ?? new Uint8ClampedArray(w * h * ch);\n if (surface.defaultValue !== 0) dst.fill(surface.defaultValue);\n else if (out) dst.fill(0);\n for (const { tx, ty } of tilesInRect(rect)) {\n const tile = surface.getTile(tx, ty);\n if (!tile) continue;\n const ox = tx * TILE;\n const oy = ty * TILE;\n const x0 = Math.max(rect.x, ox);\n const y0 = Math.max(rect.y, oy);\n const x1 = Math.min(rect.x + w, ox + TILE);\n const y1 = Math.min(rect.y + h, oy + TILE);\n const span = (x1 - x0) * ch;\n for (let yy = y0; yy < y1; yy++) {\n const s = ((yy - oy) * TILE + (x0 - ox)) * ch;\n const d = ((yy - rect.y) * w + (x0 - rect.x)) * ch;\n dst.set(tile.data.subarray(s, s + span), d);\n }\n }\n return dst;\n}\n\n/** One pixel's bytes (RGBA or the mask byte). */\nexport function readPixel(surface: TiledSurface, x: number, y: number): number[] {\n const tile = surface.getTile(Math.floor(x / TILE), Math.floor(y / TILE));\n const ch = surface.channels;\n if (!tile) return new Array(ch).fill(surface.defaultValue);\n const i = (((y & (TILE - 1)) * TILE) + (x & (TILE - 1))) * ch;\n return Array.from(tile.data.subarray(i, i + ch));\n}\n\n/**\n * Exact bounds of the pixels that differ from the default (for a layer: non-transparent), or\n * `null`. Scans the stored tiles; uniform tiles count whole.\n */\nexport function contentBounds(surface: TiledSurface): CropBox | null {\n const ch = surface.channels;\n const def = surface.defaultValue;\n let x0 = Infinity;\n let y0 = Infinity;\n let x1 = -Infinity;\n let y1 = -Infinity;\n for (const [key, tile] of surface.tiles) {\n const { tx, ty } = tileCoord(key);\n const ox = tx * TILE;\n const oy = ty * TILE;\n if (tile.uniform !== null) {\n if (ox < x0) x0 = ox;\n if (oy < y0) y0 = oy;\n if (ox + TILE - 1 > x1) x1 = ox + TILE - 1;\n if (oy + TILE - 1 > y1) y1 = oy + TILE - 1;\n continue;\n }\n const d = tile.data;\n for (let y = 0; y < TILE; y++) {\n let first = -1;\n let last = -1;\n const row = y * TILE * ch;\n for (let x = 0; x < TILE; x++) {\n const i = row + x * ch;\n let differs = false;\n for (let c = 0; c < ch; c++) if (d[i + c] !== def) differs = true;\n if (differs) {\n if (first < 0) first = x;\n last = x;\n }\n }\n if (first < 0) continue;\n if (ox + first < x0) x0 = ox + first;\n if (ox + last > x1) x1 = ox + last;\n if (oy + y < y0) y0 = oy + y;\n if (oy + y > y1) y1 = oy + y;\n }\n }\n if (x0 === Infinity) return null;\n return { x: x0, y: y0, width: x1 - x0 + 1, height: y1 - y0 + 1 };\n}\n\n// ---------------------------------------------------------------------------\n// Writing (copy-on-write)\n// ---------------------------------------------------------------------------\n\n/**\n * A private, mutable copy of the tiles a write touches. `tile(tx, ty)` copies the tile on first\n * use; `commit()` returns a new surface sharing every untouched tile. Use it for strokes:\n * edit through the draft while the pointer moves and commit once at pointer-up.\n */\nexport class SurfaceDraft {\n private readonly copies = new Map<TileKey, Uint8ClampedArray>();\n\n constructor(readonly base: TiledSurface) {}\n\n get channels(): 1 | 4 {\n return this.base.channels;\n }\n\n /** The writable data of tile (tx, ty), copied from the base on first use. */\n tile(tx: number, ty: number): Uint8ClampedArray {\n const key = tileKey(tx, ty);\n let data = this.copies.get(key);\n if (data) return data;\n const src = this.base.tiles.get(key);\n if (src) data = new Uint8ClampedArray(src.data);\n else {\n data = new Uint8ClampedArray(TILE_PIXELS * this.base.channels);\n if (this.base.defaultValue !== 0) data.fill(this.base.defaultValue);\n }\n this.copies.set(key, data);\n return data;\n }\n\n /** Replaces a whole tile with `data` (owned by the draft from now on). */\n replace(tx: number, ty: number, data: Uint8ClampedArray): void {\n this.copies.set(tileKey(tx, ty), data);\n }\n\n /** The current data of a tile without copying it (base tile, draft copy or `null` for default). */\n peek(tx: number, ty: number): Uint8ClampedArray | null {\n const key = tileKey(tx, ty);\n return this.copies.get(key) ?? this.base.tiles.get(key)?.data ?? null;\n }\n\n /** Keys of the tiles changed so far. */\n get touched(): TileKey[] {\n return [...this.copies.keys()];\n }\n\n /** A new surface with the draft's tiles; the draft must not be used afterwards. */\n commit(): TiledSurface {\n if (!this.copies.size) return this.base;\n const tiles = new Map(this.base.tiles);\n const { channels, defaultValue } = this.base;\n for (const [key, data] of this.copies) {\n const tile = finishTile(data, channels, defaultValue);\n if (tile) tiles.set(key, tile);\n else tiles.delete(key);\n }\n return new TiledSurface(channels, tiles, defaultValue);\n }\n}\n\n/** Writes `rect.width × rect.height` interleaved pixels at `rect`; returns the new surface. */\nexport function writeRegion(surface: TiledSurface, rect: CropBox, data: ArrayLike<number>): TiledSurface {\n const ch = surface.channels;\n const w = rect.width;\n const h = rect.height;\n if (w <= 0 || h <= 0) return surface;\n if (data.length < w * h * ch) throw new Error(`writeRegion: expected ${w * h * ch} bytes, got ${data.length}`);\n const draft = new SurfaceDraft(surface);\n const src = data as Uint8ClampedArray;\n const canSubarray = typeof (src as Uint8ClampedArray).subarray === 'function';\n for (const { tx, ty } of tilesInRect(rect)) {\n const ox = tx * TILE;\n const oy = ty * TILE;\n const x0 = Math.max(rect.x, ox);\n const y0 = Math.max(rect.y, oy);\n const x1 = Math.min(rect.x + w, ox + TILE);\n const y1 = Math.min(rect.y + h, oy + TILE);\n const full = x0 === ox && y0 === oy && x1 === ox + TILE && y1 === oy + TILE;\n const t = full ? new Uint8ClampedArray(TILE_PIXELS * ch) : draft.tile(tx, ty);\n const span = (x1 - x0) * ch;\n for (let yy = y0; yy < y1; yy++) {\n const s = ((yy - rect.y) * w + (x0 - rect.x)) * ch;\n const d = ((yy - oy) * TILE + (x0 - ox)) * ch;\n if (canSubarray) t.set(src.subarray(s, s + span), d);\n else for (let k = 0; k < span; k++) t[d + k] = src[s + k];\n }\n if (full) draft.replace(tx, ty, t);\n }\n return draft.commit();\n}\n\n/** Fills `rect` with one pixel value (`bytes`, `channels` long). */\nexport function fillRect(surface: TiledSurface, rect: CropBox, bytes: ArrayLike<number>): TiledSurface {\n const ch = surface.channels;\n if (rect.width <= 0 || rect.height <= 0) return surface;\n const tiles = new Map(surface.tiles);\n const draft = new SurfaceDraft(surface);\n const value = packPixel(bytes, 0, ch);\n const isDefault = value === defaultPacked(ch, surface.defaultValue);\n for (const { tx, ty } of tilesInRect(rect)) {\n const ox = tx * TILE;\n const oy = ty * TILE;\n const x0 = Math.max(rect.x, ox);\n const y0 = Math.max(rect.y, oy);\n const x1 = Math.min(rect.x + rect.width, ox + TILE);\n const y1 = Math.min(rect.y + rect.height, oy + TILE);\n const key = tileKey(tx, ty);\n if (x0 === ox && y0 === oy && x1 === ox + TILE && y1 === oy + TILE) {\n if (isDefault) tiles.delete(key);\n else tiles.set(key, uniformTile(ch, value));\n continue;\n }\n const t = draft.tile(tx, ty);\n for (let yy = y0; yy < y1; yy++) {\n let d = ((yy - oy) * TILE + (x0 - ox)) * ch;\n for (let xx = x0; xx < x1; xx++, d += ch) for (let c = 0; c < ch; c++) t[d + c] = bytes[c];\n }\n const tile = finishTile(t, ch, surface.defaultValue);\n if (tile) tiles.set(key, tile);\n else tiles.delete(key);\n }\n return new TiledSurface(ch, tiles, surface.defaultValue);\n}\n\n/** A copy of the surface moved by an integer offset (re-tiles; layers normally move by `offset`). */\nexport function translateSurface(surface: TiledSurface, dx: number, dy: number): TiledSurface {\n dx = Math.round(dx);\n dy = Math.round(dy);\n if (!dx && !dy) return surface;\n if (dx % TILE === 0 && dy % TILE === 0) {\n const tiles = new Map<TileKey, Tile>();\n for (const [key, tile] of surface.tiles) {\n const { tx, ty } = tileCoord(key);\n tiles.set(tileKey(tx + dx / TILE, ty + dy / TILE), tile);\n }\n return new TiledSurface(surface.channels, tiles, surface.defaultValue);\n }\n const b = surface.bounds;\n if (!b) return surface;\n const data = readRegion(surface, b);\n return writeRegion(emptySurface(surface.channels, surface.defaultValue), { ...b, x: b.x + dx, y: b.y + dy }, data);\n}\n\n// ---------------------------------------------------------------------------\n// Memory\n// ---------------------------------------------------------------------------\n\n/** Bytes held by a surface's non-uniform tiles (uniform tiles are shared and nearly free). */\nexport function surfaceBytes(surface: TiledSurface): number {\n let n = 0;\n for (const tile of surface.tiles.values()) if (tile.uniform === null) n += tile.data.byteLength;\n return n;\n}\n\n/** Adds every non-uniform tile of `surface` to `into` (for counting bytes shared across states). */\nexport function collectTiles(surface: TiledSurface, into: Set<Tile>): void {\n for (const tile of surface.tiles.values()) if (tile.uniform === null) into.add(tile);\n}\n\n/** True when two surfaces hold the same pixels (cheap when they share tiles). */\nexport function surfacesEqual(a: TiledSurface, b: TiledSurface): boolean {\n if (a === b) return true;\n if (a.channels !== b.channels || a.defaultValue !== b.defaultValue || a.tiles.size !== b.tiles.size) return false;\n for (const [key, ta] of a.tiles) {\n const tb = b.tiles.get(key);\n if (!tb) return false;\n if (ta === tb) continue;\n if (ta.uniform !== null || tb.uniform !== null) {\n if (ta.uniform !== tb.uniform) return false;\n continue;\n }\n const x = ta.data;\n const y = tb.data;\n for (let i = 0; i < x.length; i++) if (x[i] !== y[i]) return false;\n }\n return true;\n}\n","// Portions ported from photocraft-main/crates/color/src/blend.rs (MIT OR Apache-2.0, © ArtCraft Team and contributors). See THIRD_PARTY_NOTICES.md.\n\n/**\n * Photoshop blend modes on straight (non-premultiplied) 0..1 colours.\n *\n * Formulas follow the W3C Compositing / ISO 32000 definitions, with Photoshop's variants where\n * they differ (Soft Light, Vivid / Linear / Pin Light, Hard Mix, Linear Burn / Dodge, Subtract,\n * Divide, Darker / Lighter Color), and the hardened `ClipColor` for the non-separable modes.\n */\n\nexport type BlendMode =\n | 'normal'\n | 'darken'\n | 'multiply'\n | 'color-burn'\n | 'linear-burn'\n | 'darker-color'\n | 'lighten'\n | 'screen'\n | 'color-dodge'\n | 'linear-dodge'\n | 'lighter-color'\n | 'overlay'\n | 'soft-light'\n | 'hard-light'\n | 'vivid-light'\n | 'linear-light'\n | 'pin-light'\n | 'hard-mix'\n | 'difference'\n | 'exclusion'\n | 'subtract'\n | 'divide'\n | 'hue'\n | 'saturation'\n | 'color'\n | 'luminosity';\n\nexport interface BlendModeInfo {\n id: BlendMode;\n label: string;\n /** Canvas `globalCompositeOperation` with the same maths, when there is one. */\n canvas: GlobalCompositeOperation | null;\n}\n\n/** Every blend mode, in Photoshop's menu order. */\nexport const BLEND_MODES: readonly BlendModeInfo[] = [\n { id: 'normal', label: 'Normal', canvas: 'source-over' },\n { id: 'darken', label: 'Darken', canvas: 'darken' },\n { id: 'multiply', label: 'Multiply', canvas: 'multiply' },\n { id: 'color-burn', label: 'Color Burn', canvas: 'color-burn' },\n { id: 'linear-burn', label: 'Linear Burn', canvas: null },\n { id: 'darker-color', label: 'Darker Color', canvas: null },\n { id: 'lighten', label: 'Lighten', canvas: 'lighten' },\n { id: 'screen', label: 'Screen', canvas: 'screen' },\n { id: 'color-dodge', label: 'Color Dodge', canvas: 'color-dodge' },\n { id: 'linear-dodge', label: 'Linear Dodge (Add)', canvas: null },\n { id: 'lighter-color', label: 'Lighter Color', canvas: null },\n { id: 'overlay', label: 'Overlay', canvas: 'overlay' },\n // Canvas soft-light is the W3C formula, not Photoshop's: use the scalar path.\n { id: 'soft-light', label: 'Soft Light', canvas: null },\n { id: 'hard-light', label: 'Hard Light', canvas: 'hard-light' },\n { id: 'vivid-light', label: 'Vivid Light', canvas: null },\n { id: 'linear-light', label: 'Linear Light', canvas: null },\n { id: 'pin-light', label: 'Pin Light', canvas: null },\n { id: 'hard-mix', label: 'Hard Mix', canvas: null },\n { id: 'difference', label: 'Difference', canvas: 'difference' },\n { id: 'exclusion', label: 'Exclusion', canvas: 'exclusion' },\n { id: 'subtract', label: 'Subtract', canvas: null },\n { id: 'divide', label: 'Divide', canvas: null },\n { id: 'hue', label: 'Hue', canvas: 'hue' },\n { id: 'saturation', label: 'Saturation', canvas: 'saturation' },\n { id: 'color', label: 'Color', canvas: 'color' },\n { id: 'luminosity', label: 'Luminosity', canvas: 'luminosity' },\n];\n\nconst BLEND_INFO = new Map<string, BlendModeInfo>(BLEND_MODES.map((m) => [m.id, m]));\n\nexport function isBlendMode(value: unknown): value is BlendMode {\n return typeof value === 'string' && BLEND_INFO.has(value);\n}\n\n/** A stored blend mode, or `normal` for a missing / unknown value. */\nexport function normalizeBlendMode(value: unknown): BlendMode {\n return isBlendMode(value) ? value : 'normal';\n}\n\n/**\n * The canvas composite operation that implements `mode` exactly, or `null` when the canvas has\n * none (draw through {@link blendImageData} instead).\n */\nexport function canvasCompositeOperation(mode: BlendMode | undefined): GlobalCompositeOperation | null {\n return BLEND_INFO.get(mode ?? 'normal')?.canvas ?? null;\n}\n\n/** Whether a mode works on whole colours (hue, saturation, colour, luminosity, darker / lighter colour). */\nexport function isSeparableBlendMode(mode: BlendMode): boolean {\n return !(\n mode === 'hue' ||\n mode === 'saturation' ||\n mode === 'color' ||\n mode === 'luminosity' ||\n mode === 'darker-color' ||\n mode === 'lighter-color'\n );\n}\n\nfunction colorBurn(cb: number, cs: number): number {\n if (cb >= 1) return 1;\n if (cs <= 0) return 0;\n return 1 - Math.min(1, (1 - cb) / cs);\n}\n\nfunction colorDodge(cb: number, cs: number): number {\n if (cb <= 0) return 0;\n if (cs >= 1) return 1;\n return Math.min(1, cb / (1 - cs));\n}\n\nfunction hardLight(cb: number, cs: number): number {\n if (cs <= 0.5) return cb * 2 * cs;\n const s = 2 * cs - 1;\n return cb + s - cb * s;\n}\n\n/** Photoshop's Soft Light (differs from W3C in the upper half). */\nfunction softLight(cb: number, cs: number): number {\n return cs <= 0.5\n ? 2 * cb * cs + cb * cb * (1 - 2 * cs)\n : 2 * cb * (1 - cs) + Math.sqrt(Math.max(0, cb)) * (2 * cs - 1);\n}\n\nfunction vividLightHardMix(cb: number, cs: number): number {\n const EDGE = 1e-4;\n if (cs <= 0.5) {\n if (cb >= 1 - EDGE) return 1;\n if (cs <= 0) return 0;\n return 1 - Math.min(1, (1 - cb) / (2 * cs));\n }\n if (cb <= EDGE) return 0;\n if (cs >= 1) return 1;\n return Math.min(1, cb / (2 * (1 - cs)));\n}\n\n/** Separable blend function `B(cb, cs)` of one channel. Non-separable modes return `cs`. */\nexport function blendChannel(mode: BlendMode, cb: number, cs: number): number {\n switch (mode) {\n case 'normal':\n return cs;\n case 'darken':\n return Math.min(cb, cs);\n case 'multiply':\n return cb * cs;\n case 'color-burn':\n return colorBurn(cb, cs);\n case 'linear-burn':\n return Math.max(0, cb + cs - 1);\n case 'lighten':\n return Math.max(cb, cs);\n case 'screen':\n return cb + cs - cb * cs;\n case 'color-dodge':\n return colorDodge(cb, cs);\n case 'linear-dodge':\n return Math.min(1, cb + cs);\n case 'overlay':\n return hardLight(cs, cb);\n case 'soft-light':\n return softLight(cb, cs);\n case 'hard-light':\n return hardLight(cb, cs);\n case 'vivid-light':\n if (cs <= 0) return 0;\n if (cs >= 1) return 1;\n return cs <= 0.5 ? colorBurn(cb, 2 * cs) : colorDodge(cb, 2 * (cs - 0.5));\n case 'linear-light':\n return Math.min(1, Math.max(0, cb + 2 * cs - 1));\n case 'pin-light':\n return cs <= 0.5 ? Math.min(cb, 2 * cs) : Math.max(cb, 2 * cs - 1);\n case 'hard-mix':\n return vividLightHardMix(cb, cs) >= 0.5 - 1e-6 ? 1 : 0;\n case 'difference':\n return Math.abs(cb - cs);\n case 'exclusion':\n return cb + cs - 2 * cb * cs;\n case 'subtract':\n return Math.max(0, cb - cs);\n case 'divide':\n if (cs <= 0) return cb <= 0 ? 0 : 1;\n return Math.min(1, cb / cs);\n default:\n return cs;\n }\n}\n\nexport type Rgb = [number, number, number];\nexport type Rgba = [number, number, number, number];\n\n/** Luminosity of the non-separable modes (W3C / ISO 32000 weights). */\nexport function blendLum(c: readonly number[]): number {\n return 0.3 * c[0] + 0.59 * c[1] + 0.11 * c[2];\n}\n\n/**\n * ClipColor, hardened: when the luminosity itself is out of range no colour of that luminosity\n * is in gamut, so the result is its grey (the spec formula turned such colours inside out and,\n * for greys, divided by rounding noise).\n */\nfunction clipColor(c: Rgb): Rgb {\n const l = blendLum(c);\n const n = Math.min(c[0], c[1], c[2]);\n const x = Math.max(c[0], c[1], c[2]);\n let out: Rgb = [c[0], c[1], c[2]];\n if (n < 0) {\n const d = l - n;\n out = out.map((v) => (l > 0 && d > 0 ? l + ((v - l) * l) / d : l)) as Rgb;\n }\n if (x > 1) {\n const d = x - l;\n out = out.map((v) => (l < 1 && d > 0 ? l + ((v - l) * (1 - l)) / d : l)) as Rgb;\n }\n return out;\n}\n\n/** `c` with its luminosity moved to `l`, clipped back into gamut towards grey (SetLum + ClipColor). */\nexport function setLum(c: readonly number[], l: number): Rgb {\n const d = l - blendLum(c);\n return clipColor([c[0] + d, c[1] + d, c[2] + d]);\n}\n\nfunction sat(c: readonly number[]): number {\n return Math.max(c[0], c[1], c[2]) - Math.min(c[0], c[1], c[2]);\n}\n\nfunction setSat(c: readonly number[], s: number): Rgb {\n const idx = [0, 1, 2].sort((a, b) => c[a] - c[b]);\n const [imin, imid, imax] = idx;\n const out: Rgb = [0, 0, 0];\n if (c[imax] > c[imin]) {\n out[imid] = ((c[imid] - c[imin]) * s) / (c[imax] - c[imin]);\n out[imax] = s;\n }\n out[imin] = 0;\n return out;\n}\n\n/** `B(Cb, Cs)` of a whole colour, including the non-separable modes. */\nexport function blendRgb(mode: BlendMode, cb: readonly number[], cs: readonly number[]): Rgb {\n switch (mode) {\n case 'hue':\n return setLum(setSat(cs, sat(cb)), blendLum(cb));\n case 'saturation':\n return setLum(setSat(cb, sat(cs)), blendLum(cb));\n case 'color':\n return setLum(cs, blendLum(cb));\n case 'luminosity':\n return setLum(cb, blendLum(cs));\n case 'darker-color':\n return blendLum(cs) < blendLum(cb) ? [cs[0], cs[1], cs[2]] : [cb[0], cb[1], cb[2]];\n case 'lighter-color':\n return blendLum(cs) > blendLum(cb) ? [cs[0], cs[1], cs[2]] : [cb[0], cb[1], cb[2]];\n default:\n return [blendChannel(mode, cb[0], cs[0]), blendChannel(mode, cb[1], cs[1]), blendChannel(mode, cb[2], cs[2])];\n }\n}\n\n/**\n * Composites a straight-alpha `source` over a straight-alpha `backdrop` (both RGBA in 0..1) with a\n * blend mode and an extra `alpha` (opacity), using the W3C general formula:\n * `αo = αs + αb(1 − αs)`, `αo·Co = (1 − αs)·αb·Cb + (1 − αb)·αs·Cs + αs·αb·B(Cb, Cs)`.\n */\nexport function blendPixel(mode: BlendMode, backdrop: readonly number[], source: readonly number[], alpha = 1): Rgba {\n const ab = backdrop[3] ?? 1;\n const as = (source[3] ?? 1) * alpha;\n if (!(as > 0)) return [backdrop[0], backdrop[1], backdrop[2], ab];\n const b = blendRgb(mode, backdrop, source);\n const ao = as + ab * (1 - as);\n if (ao <= 0) return [0, 0, 0, 0];\n const out: Rgba = [0, 0, 0, ao];\n for (let i = 0; i < 3; i++) {\n out[i] = ((1 - as) * ab * backdrop[i] + (1 - ab) * as * source[i] + as * ab * b[i]) / ao;\n }\n return out;\n}\n\n/**\n * Blends `source` into `backdrop` in place (8-bit straight RGBA of the same size) with\n * {@link blendPixel}. The scalar fallback for modes the canvas cannot composite.\n */\nexport function blendImageData(backdrop: ImageData, source: ImageData, mode: BlendMode, alpha = 1): void {\n const d = backdrop.data;\n const s = source.data;\n const len = Math.min(d.length, s.length);\n const cb = [0, 0, 0, 0];\n const cs = [0, 0, 0, 0];\n for (let i = 0; i < len; i += 4) {\n if (s[i + 3] === 0) continue;\n for (let k = 0; k < 4; k++) {\n cb[k] = d[i + k] / 255;\n cs[k] = s[i + k] / 255;\n }\n const o = blendPixel(mode, cb, cs, alpha);\n d[i] = Math.round(o[0] * 255);\n d[i + 1] = Math.round(o[1] * 255);\n d[i + 2] = Math.round(o[2] * 255);\n d[i + 3] = Math.round(o[3] * 255);\n 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@@ -1 +0,0 @@
1
- {"version":3,"sources":["../src/paint/brush.ts","../src/paint/pigment.ts","../src/paint/pigment-tools.ts"],"sourcesContent":["// 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, 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 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","/**\n * Pigment-like colour mixing: blue and yellow make green, red and white make pink, as paint does.\n *\n * Each sRGB colour is lifted to a smooth reflectance spectrum, the spectra are mixed with the\n * Kubelka-Munk two-flux model, and the mixed spectrum is turned back into sRGB. Written from the\n * published literature; no third-party code or data:\n *\n * 1. **Spectral uplift.** A colour's reflectance is a sigmoid of a quadratic in wavelength,\n * `R(λ) = s(c₀λ² + c₁λ + c₂)` with `s(z) = ½ + z / 2√(1 + z²)` (Jakob & Hanika, \"A\n * Low-Dimensional Function Space for Efficient Spectral Upsampling\", Eurographics 2019). The\n * three coefficients are solved per colour with Newton's method so the spectrum reproduces the\n * colour. Spectra are precomputed lazily on a 17³ lattice over sRGB and interpolated\n * trilinearly in *linear* RGB: colour is linear in reflectance, so an interpolated spectrum\n * still reproduces its colour exactly while staying smooth and inside 0..1.\n * 2. **Mixing.** Each spectrum becomes `K/S = (1 − R)² / 2R` per band. Colours mix with the\n * two-constant form `K/S = Σ cᵢSᵢ(K/S)ᵢ / Σ cᵢSᵢ`, where `cᵢ` is the weight times the colour's\n * tinting strength and `Sᵢ` its scattering, taken from its luminance (light paints such as\n * titanium white scatter strongly, dark ones barely). Back to reflectance with\n * `R = 1 + K/S − √((K/S)² + 2·K/S)`.\n * 3. **Back to sRGB.** The spectrum is weighted by the CIE 1931 2° colour-matching functions\n * (the analytic multi-lobe fit of Wyman, Sloan & Shirley, JCGT 2013) under a 6504 K Planckian\n * illuminant, converted to linear sRGB and normalised so a perfect white reflector is exactly\n * white. Analytic curves keep the CIE's own (CC BY-SA) tables out of the package.\n *\n * Everything is plain TypeScript on typed arrays with no DOM: it runs in Node and Workers and is\n * deterministic. Colours are straight sRGB triples in 0..1, as in `@pixerate/editor/raster`.\n */\n\n/** An sRGB colour, each channel 0..1 (gamma-encoded, as in CSS). */\nexport type PigmentRgb = readonly [number, number, number];\n\n/** Number of spectral bands. */\nexport const PIGMENT_BANDS = 36;\n/** First band's wavelength in nm; bands are 10 nm apart (380..730 nm). */\nexport const PIGMENT_LAMBDA_MIN = 380;\nexport const PIGMENT_LAMBDA_STEP = 10;\n\n/** Band centre wavelengths in nm. */\nexport const PIGMENT_WAVELENGTHS: Float32Array = Float32Array.from({ length: PIGMENT_BANDS }, (_, i) => PIGMENT_LAMBDA_MIN + i * PIGMENT_LAMBDA_STEP);\n\nconst N = PIGMENT_BANDS;\n/** Lattice nodes per axis of the spectrum table. */\nconst LUT_NODES = 17;\n/** Reflectance floor for K/S, so a black's K/S stays finite (≈ 5000). */\nconst R_MIN = 1e-4;\n/** Scattering floor, so a black still counts in a mix. */\nconst SCATTER_MIN = 0.01;\n\n// ---------------------------------------------------------------------------\n// sRGB\n// ---------------------------------------------------------------------------\n\nfunction toLinear(v: number): number {\n return v <= 0.04045 ? v / 12.92 : Math.pow((v + 0.055) / 1.055, 2.4);\n}\n\nfunction toEncoded(v: number): number {\n if (!(v > 0)) return 0;\n if (v >= 1) return 1;\n return v <= 0.0031308 ? 12.92 * v : 1.055 * Math.pow(v, 1 / 2.4) - 0.055;\n}\n\nfunction clamp01(v: number): number {\n return v > 0 ? (v < 1 ? v : 1) : 0;\n}\n\n// ---------------------------------------------------------------------------\n// Reflectance → linear sRGB weights\n// ---------------------------------------------------------------------------\n\n/** Asymmetric Gaussian lobe of the Wyman et al. fit. */\nfunction lobe(l: number, mu: number, s1: number, s2: number): number {\n const t = (l - mu) / (l < mu ? s1 : s2);\n return Math.exp(-0.5 * t * t);\n}\n\n/** Relative spectral power of a black body (Planck's law; the constant factor cancels). */\nfunction planck(nm: number, kelvin: number): number {\n const m = nm * 1e-9;\n return 1 / (m ** 5 * (Math.exp(1.438776877e-2 / (m * kelvin)) - 1));\n}\n\nlet weights: Float64Array | null = null;\n\n/**\n * Row-major 3 × N matrix taking a reflectance spectrum to linear sRGB. Each row sums to 1, so a\n * flat reflectance `r` gives the grey `(r, r, r)`.\n */\nfunction rgbWeights(): Float64Array {\n if (weights) return weights;\n const w = new Float64Array(3 * N);\n // XYZ (D65 white) → linear sRGB, IEC 61966-2-1.\n const m = [3.2404542, -1.5371385, -0.4985314, -0.969266, 1.8760108, 0.041556, 0.0556434, -0.2040259, 1.0572252];\n for (let b = 0; b < N; b++) {\n const l = PIGMENT_LAMBDA_MIN + b * PIGMENT_LAMBDA_STEP;\n const e = planck(l, 6504);\n const x = e * (1.056 * lobe(l, 599.8, 37.9, 31.0) + 0.362 * lobe(l, 442.0, 16.0, 26.7) - 0.065 * lobe(l, 501.1, 20.4, 26.2));\n const y = e * (0.821 * lobe(l, 568.8, 46.9, 40.5) + 0.286 * lobe(l, 530.9, 16.3, 31.1));\n const z = e * (1.217 * lobe(l, 437.0, 11.8, 36.0) + 0.681 * lobe(l, 459.0, 26.0, 13.8));\n for (let c = 0; c < 3; c++) w[c * N + b] = m[c * 3] * x + m[c * 3 + 1] * y + m[c * 3 + 2] * z;\n }\n for (let c = 0; c < 3; c++) {\n let sum = 0;\n for (let b = 0; b < N; b++) sum += w[c * N + b];\n for (let b = 0; b < N; b++) w[c * N + b] /= sum;\n }\n return (weights = w);\n}\n\n// ---------------------------------------------------------------------------\n// Sigmoid-polynomial uplift\n// ---------------------------------------------------------------------------\n\n/**\n * Solves the sigmoid-polynomial coefficients whose spectrum has the linear sRGB colour\n * `(r, g, b)`, starting from `coeffs` (updated in place). Wavelength is normalised to 0..1 over\n * the bands. Damped Newton: a step is halved until the residual drops.\n */\nfunction fitCoefficients(r: number, g: number, b: number, coeffs: Float64Array): number {\n const w = rgbWeights();\n const target = [r, g, b];\n const res = new Float64Array(3);\n const jac = new Float64Array(9);\n const trial = new Float64Array(3);\n let err = residual(coeffs, target, w, res, jac);\n for (let it = 0; it < 60 && err > 1e-10; it++) {\n const step = solve3(jac, res);\n if (!step) break;\n let scale = 1;\n let next = Infinity;\n for (let k = 0; k < 12; k++) {\n for (let i = 0; i < 3; i++) trial[i] = coeffs[i] - scale * step[i];\n next = residual(trial, target, w, null, null);\n if (next < err) break;\n scale *= 0.5;\n }\n if (!(next < err)) break;\n coeffs.set(trial);\n err = residual(coeffs, target, w, res, jac);\n }\n return err;\n}\n\n/** Squared colour error of a coefficient set; fills the residual and Jacobian when asked. */\nfunction residual(c: Float64Array, target: number[], w: Float64Array, res: Float64Array | null, jac: Float64Array | null): number {\n let r0 = -target[0];\n let r1 = -target[1];\n let r2 = -target[2];\n if (jac) jac.fill(0);\n for (let b = 0; b < N; b++) {\n const x = b / (N - 1);\n const z = (c[0] * x + c[1]) * x + c[2];\n const q = 1 + z * z;\n const sq = Math.sqrt(q);\n const s = 0.5 + z / (2 * sq);\n r0 += w[b] * s;\n r1 += w[N + b] * s;\n r2 += w[2 * N + b] * s;\n if (jac) {\n const ds = 1 / (2 * q * sq);\n for (let k = 0; k < 3; k++) {\n const wd = w[k * N + b] * ds;\n jac[k * 3] += wd * x * x;\n jac[k * 3 + 1] += wd * x;\n jac[k * 3 + 2] += wd;\n }\n }\n }\n if (res) {\n res[0] = r0;\n res[1] = r1;\n res[2] = r2;\n }\n return r0 * r0 + r1 * r1 + r2 * r2;\n}\n\n/** Solves the 3 × 3 system `a·x = v` (Cramer's rule), or null when singular. */\nfunction solve3(a: Float64Array, v: Float64Array): number[] | null {\n const [a0, a1, a2, a3, a4, a5, a6, a7, a8] = a;\n const c0 = a4 * a8 - a5 * a7;\n const c1 = a5 * a6 - a3 * a8;\n const c2 = a3 * a7 - a4 * a6;\n const det = a0 * c0 + a1 * c1 + a2 * c2;\n if (!(Math.abs(det) > 1e-300)) return null;\n const [v0, v1, v2] = v;\n return [\n (v0 * c0 + a1 * (a5 * v2 - v1 * a8) + a2 * (v1 * a7 - a4 * v2)) / det,\n (a0 * (v1 * a8 - a5 * v2) + v0 * c1 + a2 * (a3 * v2 - v1 * a6)) / det,\n (a0 * (a4 * v2 - v1 * a7) + a1 * (v1 * a6 - a3 * v2) + v0 * c2) / det,\n ];\n}\n\nconst candidate = new Float64Array(3);\n\n/**\n * Fits a lattice node, starting from `coeffs` (its neighbour's solution). Where that stalls, as it\n * can next to very saturated or very dark nodes, it also tries a flat grey start and a dimming\n * continuation (solve the colour brighter, then dim it in small steps, each starting from the last,\n * as Jakob & Hanika do along their brightness axis), and keeps the closest fit.\n */\nfunction fitNode(r: number, g: number, b: number, coeffs: Float64Array): void {\n let best = fitCoefficients(r, g, b, coeffs);\n if (best <= 1e-12) return;\n candidate.fill(0);\n let err = fitCoefficients(r, g, b, candidate);\n if (err < best) {\n best = err;\n coeffs.set(candidate);\n }\n if (best <= 1e-12) return;\n const max = Math.max(r, g, b);\n if (!(max > 0) || max >= 0.5) return;\n candidate.fill(0);\n const steps = 32;\n for (let i = 0; i <= steps; i++) {\n const scale = (0.5 * Math.pow(max / 0.5, i / steps)) / max;\n err = fitCoefficients(r * scale, g * scale, b * scale, candidate);\n }\n if (err < best) coeffs.set(candidate);\n}\n\nfunction sigmoidSpectrum(c: Float64Array, out: Float32Array, offset: number): void {\n for (let b = 0; b < N; b++) {\n const x = b / (N - 1);\n const z = (c[0] * x + c[1]) * x + c[2];\n out[offset + b] = 0.5 + z / (2 * Math.sqrt(1 + z * z));\n }\n}\n\n// ---------------------------------------------------------------------------\n// Spectrum table\n// ---------------------------------------------------------------------------\n\n/** Linear value of each lattice node: evenly spaced in encoded sRGB, so darks get more nodes. */\nconst NODES: Float64Array = Float64Array.from({ length: LUT_NODES }, (_, i) => toLinear(i / (LUT_NODES - 1)));\nlet table: Float32Array | null = null;\n\n/**\n * The spectrum of every lattice node, `[(r·n + g)·n + b]·N`, solved on first use (a few tens of\n * milliseconds). Each node starts from its neighbour's solution, so Newton converges in a few\n * steps.\n */\nfunction spectrumTable(): Float32Array {\n if (table) return table;\n const n = LUT_NODES;\n const t = new Float32Array(n * n * n * N);\n const row = new Float64Array(3);\n const coeffs = new Float64Array(3);\n for (let r = 0; r < n; r++) {\n for (let g = 0; g < n; g++) {\n // Warm start each row from the first node of the previous row.\n coeffs.set(row);\n for (let b = 0; b < n; b++) {\n fitNode(NODES[r], NODES[g], NODES[b], coeffs);\n if (b === 0) row.set(coeffs);\n sigmoidSpectrum(coeffs, t, ((r * n + g) * n + b) * N);\n }\n }\n }\n return (table = t);\n}\n\n/** Lattice cell, fraction and linear value per channel from the last `locate` calls. */\nconst cell = new Int32Array(3);\nconst frac = new Float64Array(3);\nconst linear = new Float64Array(3);\n\n/** Finds an encoded channel's lattice cell; the fraction is linear in linear RGB. */\nfunction locate(channel: number, encoded: number): void {\n const v = clamp01(encoded);\n const i = Math.min(LUT_NODES - 2, Math.floor(v * (LUT_NODES - 1)));\n const lo = NODES[i];\n const lin = toLinear(v);\n const f = (lin - lo) / (NODES[i + 1] - lo);\n cell[channel] = i;\n frac[channel] = f < 0 ? 0 : f > 1 ? 1 : f;\n linear[channel] = lin;\n}\n\n/**\n * The smooth reflectance spectrum (0..1 per band, `PIGMENT_BANDS` bands from 380 nm in 10 nm\n * steps) of an sRGB colour. `reflectanceToRgb` of the result gives the colour back.\n */\nexport function rgbToReflectance(r: number, g: number, b: number, out: Float32Array = new Float32Array(N)): Float32Array {\n const t = spectrumTable();\n const n = LUT_NODES;\n locate(0, r);\n locate(1, g);\n locate(2, b);\n const [ri, gi, bi] = cell;\n const [rf, gf, bf] = frac;\n out.fill(0);\n for (let corner = 0; corner < 8; corner++) {\n const dr = corner >> 2;\n const dg = (corner >> 1) & 1;\n const db = corner & 1;\n const weight = (dr ? rf : 1 - rf) * (dg ? gf : 1 - gf) * (db ? bf : 1 - bf);\n if (weight === 0) continue;\n const base = (((ri + dr) * n + gi + dg) * n + bi + db) * N;\n for (let k = 0; k < N; k++) out[k] += weight * t[base + k];\n }\n return out;\n}\n\n/** The sRGB colour (0..1, clipped to the gamut) of a reflectance spectrum. */\nexport function reflectanceToRgb(reflectance: ArrayLike<number>, out: number[] = [0, 0, 0]): number[] {\n const w = rgbWeights();\n let r = 0;\n let g = 0;\n let b = 0;\n for (let k = 0; k < N; k++) {\n const v = reflectance[k];\n r += w[k] * v;\n g += w[N + k] * v;\n b += w[2 * N + k] * v;\n }\n out[0] = toEncoded(r);\n out[1] = toEncoded(g);\n out[2] = toEncoded(b);\n return out;\n}\n\n// ---------------------------------------------------------------------------\n// Pigments and mixing\n// ---------------------------------------------------------------------------\n\n/**\n * A colour prepared for mixing: its K/S spectrum and its weight in a mix. Make one per brush or\n * palette colour with `createPigment` and reuse it (`setPigmentColor`) on hot paths.\n */\nexport interface Pigment {\n /** The sRGB colour it was made from (0..1). */\n readonly rgb: [number, number, number];\n /** Tinting strength (default 1): how strongly it colours a mix, relative to its weight. */\n strength: number;\n /** K/S per band. */\n readonly ks: Float32Array;\n /** Scattering from the colour's luminance (floored), before strength. */\n scatter: number;\n}\n\nexport interface PigmentOptions {\n /**\n * Tinting strength, > 0 (default 1). A strength of 4 counts each part as four, so a little of\n * a strong dark pigment tints a lot of white. A colour mixed only with itself is unchanged\n * whatever its strength.\n */\n strength?: number;\n}\n\nconst spectrumScratch = new Float32Array(N);\n\n/** Prepares a colour for mixing. */\nexport function createPigment(color: PigmentRgb, options: PigmentOptions = {}): Pigment {\n const pigment: Pigment = { rgb: [0, 0, 0], strength: 1, ks: new Float32Array(N), scatter: 1 };\n return setPigmentColor(pigment, color[0], color[1], color[2], options.strength);\n}\n\n/** Re-targets a pigment to another colour without allocating (the per-pixel fast path). */\nexport function setPigmentColor(pigment: Pigment, r: number, g: number, b: number, strength = pigment.strength): Pigment {\n const R = rgbToReflectance(r, g, b, spectrumScratch);\n const ks = pigment.ks;\n for (let k = 0; k < N; k++) {\n const v = R[k] > R_MIN ? R[k] : R_MIN;\n ks[k] = ((1 - v) * (1 - v)) / (2 * v);\n }\n pigment.rgb[0] = clamp01(r);\n pigment.rgb[1] = clamp01(g);\n pigment.rgb[2] = clamp01(b);\n pigment.strength = Number.isFinite(strength) && strength > 0 ? strength : 1;\n // `rgbToReflectance` left each channel's linear value in `linear`.\n const y = 0.2126 * linear[0] + 0.7152 * linear[1] + 0.0722 * linear[2];\n pigment.scatter = y > SCATTER_MIN ? y : SCATTER_MIN;\n return pigment;\n}\n\n/** Mixed K/S → reflectance → sRGB, written to `out[offset..offset + 2]`. */\nfunction ksToRgb(ks: Float32Array | Float64Array, out: { [i: number]: number }, offset: number): void {\n const w = rgbWeights();\n let r = 0;\n let g = 0;\n let b = 0;\n for (let k = 0; k < N; k++) {\n const q = ks[k];\n const v = 1 + q - Math.sqrt(q * q + 2 * q);\n r += w[k] * v;\n g += w[N + k] * v;\n b += w[2 * N + k] * v;\n }\n out[offset] = toEncoded(r);\n out[offset + 1] = toEncoded(g);\n out[offset + 2] = toEncoded(b);\n}\n\nconst mixScratch = new Float64Array(N);\n\n/**\n * Mixes colours like paint. `weights` are parts by amount (any non-negative scale; at least one\n * positive). Colours may be sRGB triples (0..1) or prepared pigments (which carry a tinting\n * strength). Returns the mixed sRGB colour (0..1).\n */\nexport function mixPigments(colors: readonly (PigmentRgb | Pigment)[], weights: readonly number[]): [number, number, number] {\n if (colors.length === 0) throw new Error('mixPigments needs at least one colour.');\n if (weights.length !== colors.length) throw new Error(`mixPigments got ${colors.length} colours but ${weights.length} weights; pass one weight per colour.`);\n const pigments = colors.map((c) => ('ks' in c ? c : createPigment(c)));\n let total = 0;\n for (let i = 0; i < pigments.length; i++) {\n const w = weights[i];\n if (!(Number.isFinite(w) && w >= 0)) throw new Error(`Weight ${i} is ${w}; weights must be finite and ≥ 0.`);\n total += w * pigments[i].strength * pigments[i].scatter;\n }\n if (!(total > 0)) throw new Error('mixPigments needs at least one positive weight.');\n mixScratch.fill(0);\n for (let i = 0; i < pigments.length; i++) {\n const p = pigments[i];\n const c = (weights[i] * p.strength * p.scatter) / total;\n if (c === 0) continue;\n for (let k = 0; k < N; k++) mixScratch[k] += c * p.ks[k];\n }\n const out: [number, number, number] = [0, 0, 0];\n ksToRgb(mixScratch, out, 0);\n return out;\n}\n\n/** Mixes `a` towards `b` like paint: `t = 0` is `a`, `t = 1` is `b`. */\nexport function lerpPigment(a: PigmentRgb | Pigment, b: PigmentRgb | Pigment, t: number): [number, number, number] {\n const u = clamp01(t);\n return mixPigments([a, b], [1 - u, u]);\n}\n\n/**\n * The per-dab fast path: mixes two prepared pigments (`t` of `b` into `a`) and writes the sRGB\n * result to `out[offset..offset + 2]`, without allocating. Pair it with `setPigmentColor` for the\n * colour under the brush.\n */\nexport function lerpPigmentInto(a: Pigment, b: Pigment, t: number, out: { [i: number]: number }, offset = 0): void {\n const u = t > 0 ? (t < 1 ? t : 1) : 0;\n const wa = (1 - u) * a.strength * a.scatter;\n const wb = u * b.strength * b.scatter;\n const ca = wa / (wa + wb);\n const cb = 1 - ca;\n const ka = a.ks;\n const kb = b.ks;\n for (let k = 0; k < N; k++) mixScratch[k] = ca * ka[k] + cb * kb[k];\n ksToRgb(mixScratch, out, offset);\n}\n","import type { AgentTool } from '../tools/registry.js';\nimport { createPigment, mixPigments, type Pigment } from './pigment';\n\nconst HEX = /^#?([0-9a-f]{6})$/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 (Kubelka-Munk pigment mixing over reflectance spectra), so blue and yellow make green and white lightens a colour into a tint instead of greying it. Changes nothing. Returns the mixed colour as #rrggbb, the plain RGB average (rgbLerp) for comparison, and the normalised weights.',\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 },\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 return {\n mixed: toHex(mixed),\n rgbLerp: toHex(lerp),\n weights: items.map((item) => item.weight / total),\n model: 'kubelka-munk',\n };\n },\n };\n return 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Portions ported from photocraft/crates/raster/src/lib.rs (MIT OR Apache-2.0, © ArtCraft Team and contributors). 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data[offset]\n : ((data[offset] << 24) | (data[offset + 1] << 16) | (data[offset + 2] << 8) | data[offset + 3]) >>> 0;\n}\n\n/** The shared tile whose every pixel is `value` (packed RGBA, or one byte for masks). */\nexport function uniformTile(channels: 1 | 4, value: number): Tile {\n const key = `${channels}:${value}`;\n let tile = uniformTiles.get(key);\n if (tile) return tile;\n const data = new Uint8ClampedArray(TILE_PIXELS * channels);\n if (channels === 1) data.fill(value);\n else if (value !== 0) {\n const r = value >>> 24;\n const g = (value >>> 16) & 255;\n const b = (value >>> 8) & 255;\n const a = value & 255;\n for (let i = 0; i < data.length; i += 4) {\n data[i] = r;\n data[i + 1] = g;\n data[i + 2] = b;\n data[i + 3] = a;\n }\n }\n tile = { data, uniform: value };\n if (uniformTiles.size >= UNIFORM_LIMIT) uniformTiles.delete(uniformTiles.keys().next().value as string);\n uniformTiles.set(key, tile);\n return tile;\n}\n\n/** Packs an RGBA colour (0..255 each) the way uniform tiles store it. */\nexport function packRgba(r: number, g: number, b: number, a: number): number {\n return ((r << 24) | (g << 16) | (b << 8) | a) >>> 0;\n}\n\nfunction defaultPacked(channels: 1 | 4, defaultValue: number): number {\n return channels === 1 ? defaultValue : packRgba(defaultValue, defaultValue, defaultValue, defaultValue);\n}\n\n/** The packed value when every pixel of `data` is the same, else `null`. */\nfunction uniformValue(data: Uint8ClampedArray, channels: 1 | 4): number | null {\n if (channels === 1) {\n const v = data[0];\n for (let i = 1; i < data.length; i++) if (data[i] !== v) return null;\n return v;\n }\n const words = new Uint32Array(data.buffer, data.byteOffset, data.length >> 2);\n const w = words[0];\n for (let i = 1; i < words.length; i++) if (words[i] !== w) return null;\n return packPixel(data, 0, 4);\n}\n\n/**\n * Turns freshly written tile data into a stored tile: `null` when it equals the surface default\n * (the tile is dropped), the shared uniform tile when it is uniform, else a tile owning `data`.\n */\nexport function finishTile(data: Uint8ClampedArray, channels: 1 | 4, defaultValue: number): Tile | null {\n const u = uniformValue(data, channels);\n if (u === null) return { data, uniform: null };\n if (u === defaultPacked(channels, defaultValue)) return null;\n return uniformTile(channels, u);\n}\n\n// ---------------------------------------------------------------------------\n// Construction\n// ---------------------------------------------------------------------------\n\n/** An empty surface (every pixel is `defaultValue`). */\nexport function emptySurface(channels: 1 | 4 = 4, defaultValue = 0): TiledSurface {\n return new TiledSurface(channels, new Map(), defaultValue);\n}\n\n/** A surface filled with one value over `rect` (packed RGBA for layers, a byte for masks). */\nexport function solidSurface(channels: 1 | 4, rect: CropBox, value: number, defaultValue = 0): TiledSurface {\n const bytes = new Uint8ClampedArray(channels);\n if (channels === 1) bytes[0] = value;\n else {\n bytes[0] = value >>> 24;\n bytes[1] = (value >>> 16) & 255;\n bytes[2] = (value >>> 8) & 255;\n bytes[3] = value & 255;\n }\n return fillRect(emptySurface(channels, defaultValue), rect, bytes);\n}\n\n/**\n * A surface holding `width × height` interleaved pixels placed at (`x`, `y`) in document space.\n * Tiles equal to the default are left out; uniform tiles are shared.\n */\nexport function surfaceFromPixels(\n pixels: { width: number; height: number; data: ArrayLike<number> },\n channels: 1 | 4 = 4,\n x = 0,\n y = 0,\n defaultValue = 0\n): TiledSurface {\n return writeRegion(emptySurface(channels, defaultValue), { x, y, width: pixels.width, height: pixels.height }, pixels.data);\n}\n\n// ---------------------------------------------------------------------------\n// Reading\n// ---------------------------------------------------------------------------\n\n/** Tile coordinates covering `rect`, row by row. */\nexport function tilesInRect(rect: CropBox): Array<{ tx: number; ty: number }> {\n const out: Array<{ tx: number; ty: number }> = [];\n if (rect.width <= 0 || rect.height <= 0) return out;\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 for (let ty = ty0; ty <= ty1; ty++) for (let tx = tx0; tx <= tx1; tx++) out.push({ tx, ty });\n return out;\n}\n\n/**\n * Copies `rect` of the surface into `out` (or a new buffer), `rect.width × rect.height`\n * interleaved pixels; missing tiles read as the default.\n */\nexport function readRegion(surface: TiledSurface, rect: CropBox, out?: Uint8ClampedArray): Uint8ClampedArray {\n const ch = surface.channels;\n const w = rect.width;\n const h = rect.height;\n const dst = out ?? new Uint8ClampedArray(w * h * ch);\n if (surface.defaultValue !== 0) dst.fill(surface.defaultValue);\n else if (out) dst.fill(0);\n for (const { tx, ty } of tilesInRect(rect)) {\n const tile = surface.getTile(tx, ty);\n if (!tile) continue;\n const ox = tx * TILE;\n const oy = ty * TILE;\n const x0 = Math.max(rect.x, ox);\n const y0 = Math.max(rect.y, oy);\n const x1 = Math.min(rect.x + w, ox + TILE);\n const y1 = Math.min(rect.y + h, oy + TILE);\n const span = (x1 - x0) * ch;\n for (let yy = y0; yy < y1; yy++) {\n const s = ((yy - oy) * TILE + (x0 - ox)) * ch;\n const d = ((yy - rect.y) * w + (x0 - rect.x)) * ch;\n dst.set(tile.data.subarray(s, s + span), d);\n }\n }\n return dst;\n}\n\n/** One pixel's bytes (RGBA or the mask byte). */\nexport function readPixel(surface: TiledSurface, x: number, y: number): number[] {\n const tile = surface.getTile(Math.floor(x / TILE), Math.floor(y / TILE));\n const ch = surface.channels;\n if (!tile) return new Array(ch).fill(surface.defaultValue);\n const i = (((y & (TILE - 1)) * TILE) + (x & (TILE - 1))) * ch;\n return Array.from(tile.data.subarray(i, i + ch));\n}\n\n/**\n * Exact bounds of the pixels that differ from the default (for a layer: non-transparent), or\n * `null`. Scans the stored tiles; uniform tiles count whole.\n */\nexport function contentBounds(surface: TiledSurface): CropBox | null {\n const ch = surface.channels;\n const def = surface.defaultValue;\n let x0 = Infinity;\n let y0 = Infinity;\n let x1 = -Infinity;\n let y1 = -Infinity;\n for (const [key, tile] of surface.tiles) {\n const { tx, ty } = tileCoord(key);\n const ox = tx * TILE;\n const oy = ty * TILE;\n if (tile.uniform !== null) {\n if (ox < x0) x0 = ox;\n if (oy < y0) y0 = oy;\n if (ox + TILE - 1 > x1) x1 = ox + TILE - 1;\n if (oy + TILE - 1 > y1) y1 = oy + TILE - 1;\n continue;\n }\n const d = tile.data;\n for (let y = 0; y < TILE; y++) {\n let first = -1;\n let last = -1;\n const row = y * TILE * ch;\n for (let x = 0; x < TILE; x++) {\n const i = row + x * ch;\n let differs = false;\n for (let c = 0; c < ch; c++) if (d[i + c] !== def) differs = true;\n if (differs) {\n if (first < 0) first = x;\n last = x;\n }\n }\n if (first < 0) continue;\n if (ox + first < x0) x0 = ox + first;\n if (ox + last > x1) x1 = ox + last;\n if (oy + y < y0) y0 = oy + y;\n if (oy + y > y1) y1 = oy + y;\n }\n }\n if (x0 === Infinity) return null;\n return { x: x0, y: y0, width: x1 - x0 + 1, height: y1 - y0 + 1 };\n}\n\n// ---------------------------------------------------------------------------\n// Writing (copy-on-write)\n// ---------------------------------------------------------------------------\n\n/**\n * A private, mutable copy of the tiles a write touches. `tile(tx, ty)` copies the tile on first\n * use; `commit()` returns a new surface sharing every untouched tile. Use it for strokes:\n * edit through the draft while the pointer moves and commit once at pointer-up.\n */\nexport class SurfaceDraft {\n private readonly copies = new Map<TileKey, Uint8ClampedArray>();\n\n constructor(readonly base: TiledSurface) {}\n\n get channels(): 1 | 4 {\n return this.base.channels;\n }\n\n /** The writable data of tile (tx, ty), copied from the base on first use. */\n tile(tx: number, ty: number): Uint8ClampedArray {\n const key = tileKey(tx, ty);\n let data = this.copies.get(key);\n if (data) return data;\n const src = this.base.tiles.get(key);\n if (src) data = new Uint8ClampedArray(src.data);\n else {\n data = new Uint8ClampedArray(TILE_PIXELS * this.base.channels);\n if (this.base.defaultValue !== 0) data.fill(this.base.defaultValue);\n }\n this.copies.set(key, data);\n return data;\n }\n\n /** Replaces a whole tile with `data` (owned by the draft from now on). */\n replace(tx: number, ty: number, data: Uint8ClampedArray): void {\n this.copies.set(tileKey(tx, ty), data);\n }\n\n /** The current data of a tile without copying it (base tile, draft copy or `null` for default). */\n peek(tx: number, ty: number): Uint8ClampedArray | null {\n const key = tileKey(tx, ty);\n return this.copies.get(key) ?? this.base.tiles.get(key)?.data ?? null;\n }\n\n /** Keys of the tiles changed so far. */\n get touched(): TileKey[] {\n return [...this.copies.keys()];\n }\n\n /** A new surface with the draft's tiles; the draft must not be used afterwards. */\n commit(): TiledSurface {\n if (!this.copies.size) return this.base;\n const tiles = new Map(this.base.tiles);\n const { channels, defaultValue } = this.base;\n for (const [key, data] of this.copies) {\n const tile = finishTile(data, channels, defaultValue);\n if (tile) tiles.set(key, tile);\n else tiles.delete(key);\n }\n return new TiledSurface(channels, tiles, defaultValue);\n }\n}\n\n/** Writes `rect.width × rect.height` interleaved pixels at `rect`; returns the new surface. */\nexport function writeRegion(surface: TiledSurface, rect: CropBox, data: ArrayLike<number>): TiledSurface {\n const ch = surface.channels;\n const w = rect.width;\n const h = rect.height;\n if (w <= 0 || h <= 0) return surface;\n if (data.length < w * h * ch) throw new Error(`writeRegion: expected ${w * h * ch} bytes, got ${data.length}`);\n const draft = new SurfaceDraft(surface);\n const src = data as Uint8ClampedArray;\n const canSubarray = typeof (src as Uint8ClampedArray).subarray === 'function';\n for (const { tx, ty } of tilesInRect(rect)) {\n const ox = tx * TILE;\n const oy = ty * TILE;\n const x0 = Math.max(rect.x, ox);\n const y0 = Math.max(rect.y, oy);\n const x1 = Math.min(rect.x + w, ox + TILE);\n const y1 = Math.min(rect.y + h, oy + TILE);\n const full = x0 === ox && y0 === oy && x1 === ox + TILE && y1 === oy + TILE;\n const t = full ? new Uint8ClampedArray(TILE_PIXELS * ch) : draft.tile(tx, ty);\n const span = (x1 - x0) * ch;\n for (let yy = y0; yy < y1; yy++) {\n const s = ((yy - rect.y) * w + (x0 - rect.x)) * ch;\n const d = ((yy - oy) * TILE + (x0 - ox)) * ch;\n if (canSubarray) t.set(src.subarray(s, s + span), d);\n else for (let k = 0; k < span; k++) t[d + k] = src[s + k];\n }\n if (full) draft.replace(tx, ty, t);\n }\n return draft.commit();\n}\n\n/** Fills `rect` with one pixel value (`bytes`, `channels` long). */\nexport function fillRect(surface: TiledSurface, rect: CropBox, bytes: ArrayLike<number>): TiledSurface {\n const ch = surface.channels;\n if (rect.width <= 0 || rect.height <= 0) return surface;\n const tiles = new Map(surface.tiles);\n const draft = new SurfaceDraft(surface);\n const value = packPixel(bytes, 0, ch);\n const isDefault = value === defaultPacked(ch, surface.defaultValue);\n for (const { tx, ty } of tilesInRect(rect)) {\n const ox = tx * TILE;\n const oy = ty * TILE;\n const x0 = Math.max(rect.x, ox);\n const y0 = Math.max(rect.y, oy);\n const x1 = Math.min(rect.x + rect.width, ox + TILE);\n const y1 = Math.min(rect.y + rect.height, oy + TILE);\n const key = tileKey(tx, ty);\n if (x0 === ox && y0 === oy && x1 === ox + TILE && y1 === oy + TILE) {\n if (isDefault) tiles.delete(key);\n else tiles.set(key, uniformTile(ch, value));\n continue;\n }\n const t = draft.tile(tx, ty);\n for (let yy = y0; yy < y1; yy++) {\n let d = ((yy - oy) * TILE + (x0 - ox)) * ch;\n for (let xx = x0; xx < x1; xx++, d += ch) for (let c = 0; c < ch; c++) t[d + c] = bytes[c];\n }\n const tile = finishTile(t, ch, surface.defaultValue);\n if (tile) tiles.set(key, tile);\n else tiles.delete(key);\n }\n return new TiledSurface(ch, tiles, surface.defaultValue);\n}\n\n/** A copy of the surface moved by an integer offset (re-tiles; layers normally move by `offset`). */\nexport function translateSurface(surface: TiledSurface, dx: number, dy: number): TiledSurface {\n dx = Math.round(dx);\n dy = Math.round(dy);\n if (!dx && !dy) return surface;\n if (dx % TILE === 0 && dy % TILE === 0) {\n const tiles = new Map<TileKey, Tile>();\n for (const [key, tile] of surface.tiles) {\n const { tx, ty } = tileCoord(key);\n tiles.set(tileKey(tx + dx / TILE, ty + dy / TILE), tile);\n }\n return new TiledSurface(surface.channels, tiles, surface.defaultValue);\n }\n const b = surface.bounds;\n if (!b) return surface;\n const data = readRegion(surface, b);\n return writeRegion(emptySurface(surface.channels, surface.defaultValue), { ...b, x: b.x + dx, y: b.y + dy }, data);\n}\n\n// ---------------------------------------------------------------------------\n// Memory\n// ---------------------------------------------------------------------------\n\n/** Bytes held by a surface's non-uniform tiles (uniform tiles are shared and nearly free). */\nexport function surfaceBytes(surface: TiledSurface): number {\n let n = 0;\n for (const tile of surface.tiles.values()) if (tile.uniform === null) n += tile.data.byteLength;\n return n;\n}\n\n/** Adds every non-uniform tile of `surface` to `into` (for counting bytes shared across states). */\nexport function collectTiles(surface: TiledSurface, into: Set<Tile>): void {\n for (const tile of surface.tiles.values()) if (tile.uniform === null) into.add(tile);\n}\n\n/** True when two surfaces hold the same pixels (cheap when they share tiles). */\nexport function surfacesEqual(a: TiledSurface, b: TiledSurface): boolean {\n if (a === b) return true;\n if (a.channels !== b.channels || a.defaultValue !== b.defaultValue || a.tiles.size !== b.tiles.size) return false;\n for (const [key, ta] of a.tiles) {\n const tb = b.tiles.get(key);\n if (!tb) return false;\n if (ta === tb) continue;\n if (ta.uniform !== null || tb.uniform !== null) {\n if (ta.uniform !== tb.uniform) return false;\n continue;\n }\n const x = ta.data;\n const y = tb.data;\n for (let i = 0; i < x.length; i++) if (x[i] !== y[i]) return false;\n }\n return true;\n}\n","// Portions ported from photocraft-main/crates/color/src/blend.rs (MIT OR Apache-2.0, © ArtCraft Team and contributors). See THIRD_PARTY_NOTICES.md.\n\n/**\n * Photoshop blend modes on straight (non-premultiplied) 0..1 colours.\n *\n * Formulas follow the W3C Compositing / ISO 32000 definitions, with Photoshop's variants where\n * they differ (Soft Light, Vivid / Linear / Pin Light, Hard Mix, Linear Burn / Dodge, Subtract,\n * Divide, Darker / Lighter Color), and the hardened `ClipColor` for the non-separable modes.\n */\n\nexport type BlendMode =\n | 'normal'\n | 'darken'\n | 'multiply'\n | 'color-burn'\n | 'linear-burn'\n | 'darker-color'\n | 'lighten'\n | 'screen'\n | 'color-dodge'\n | 'linear-dodge'\n | 'lighter-color'\n | 'overlay'\n | 'soft-light'\n | 'hard-light'\n | 'vivid-light'\n | 'linear-light'\n | 'pin-light'\n | 'hard-mix'\n | 'difference'\n | 'exclusion'\n | 'subtract'\n | 'divide'\n | 'hue'\n | 'saturation'\n | 'color'\n | 'luminosity';\n\nexport interface BlendModeInfo {\n id: BlendMode;\n label: string;\n /** Canvas `globalCompositeOperation` with the same maths, when there is one. */\n canvas: GlobalCompositeOperation | null;\n}\n\n/** Every blend mode, in Photoshop's menu order. */\nexport const BLEND_MODES: readonly BlendModeInfo[] = [\n { id: 'normal', label: 'Normal', canvas: 'source-over' },\n { id: 'darken', label: 'Darken', canvas: 'darken' },\n { id: 'multiply', label: 'Multiply', canvas: 'multiply' },\n { id: 'color-burn', label: 'Color Burn', canvas: 'color-burn' },\n { id: 'linear-burn', label: 'Linear Burn', canvas: null },\n { id: 'darker-color', label: 'Darker Color', canvas: null },\n { id: 'lighten', label: 'Lighten', canvas: 'lighten' },\n { id: 'screen', label: 'Screen', canvas: 'screen' },\n { id: 'color-dodge', label: 'Color Dodge', canvas: 'color-dodge' },\n { id: 'linear-dodge', label: 'Linear Dodge (Add)', canvas: null },\n { id: 'lighter-color', label: 'Lighter Color', canvas: null },\n { id: 'overlay', label: 'Overlay', canvas: 'overlay' },\n // Canvas soft-light is the W3C formula, not Photoshop's: use the scalar path.\n { id: 'soft-light', label: 'Soft Light', canvas: null },\n { id: 'hard-light', label: 'Hard Light', canvas: 'hard-light' },\n { id: 'vivid-light', label: 'Vivid Light', canvas: null },\n { id: 'linear-light', label: 'Linear Light', canvas: null },\n { id: 'pin-light', label: 'Pin Light', canvas: null },\n { id: 'hard-mix', label: 'Hard Mix', canvas: null },\n { id: 'difference', label: 'Difference', canvas: 'difference' },\n { id: 'exclusion', label: 'Exclusion', canvas: 'exclusion' },\n { id: 'subtract', label: 'Subtract', canvas: null },\n { id: 'divide', label: 'Divide', canvas: null },\n { id: 'hue', label: 'Hue', canvas: 'hue' },\n { id: 'saturation', label: 'Saturation', canvas: 'saturation' },\n { id: 'color', label: 'Color', canvas: 'color' },\n { id: 'luminosity', label: 'Luminosity', canvas: 'luminosity' },\n];\n\nconst BLEND_INFO = new Map<string, BlendModeInfo>(BLEND_MODES.map((m) => [m.id, m]));\n\nexport function isBlendMode(value: unknown): value is BlendMode {\n return typeof value === 'string' && BLEND_INFO.has(value);\n}\n\n/** A stored blend mode, or `normal` for a missing / unknown value. */\nexport function normalizeBlendMode(value: unknown): BlendMode {\n return isBlendMode(value) ? value : 'normal';\n}\n\n/**\n * The canvas composite operation that implements `mode` exactly, or `null` when the canvas has\n * none (draw through {@link blendImageData} instead).\n */\nexport function canvasCompositeOperation(mode: BlendMode | undefined): GlobalCompositeOperation | null {\n return BLEND_INFO.get(mode ?? 'normal')?.canvas ?? null;\n}\n\n/** Whether a mode works on whole colours (hue, saturation, colour, luminosity, darker / lighter colour). */\nexport function isSeparableBlendMode(mode: BlendMode): boolean {\n return !(\n mode === 'hue' ||\n mode === 'saturation' ||\n mode === 'color' ||\n mode === 'luminosity' ||\n mode === 'darker-color' ||\n mode === 'lighter-color'\n );\n}\n\nfunction colorBurn(cb: number, cs: number): number {\n if (cb >= 1) return 1;\n if (cs <= 0) return 0;\n return 1 - Math.min(1, (1 - cb) / cs);\n}\n\nfunction colorDodge(cb: number, cs: number): number {\n if (cb <= 0) return 0;\n if (cs >= 1) return 1;\n return Math.min(1, cb / (1 - cs));\n}\n\nfunction hardLight(cb: number, cs: number): number {\n if (cs <= 0.5) return cb * 2 * cs;\n const s = 2 * cs - 1;\n return cb + s - cb * s;\n}\n\n/** Photoshop's Soft Light (differs from W3C in the upper half). */\nfunction softLight(cb: number, cs: number): number {\n return cs <= 0.5\n ? 2 * cb * cs + cb * cb * (1 - 2 * cs)\n : 2 * cb * (1 - cs) + Math.sqrt(Math.max(0, cb)) * (2 * cs - 1);\n}\n\nfunction vividLightHardMix(cb: number, cs: number): number {\n const EDGE = 1e-4;\n if (cs <= 0.5) {\n if (cb >= 1 - EDGE) return 1;\n if (cs <= 0) return 0;\n return 1 - Math.min(1, (1 - cb) / (2 * cs));\n }\n if (cb <= EDGE) return 0;\n if (cs >= 1) return 1;\n return Math.min(1, cb / (2 * (1 - cs)));\n}\n\n/** Separable blend function `B(cb, cs)` of one channel. Non-separable modes return `cs`. */\nexport function blendChannel(mode: BlendMode, cb: number, cs: number): number {\n switch (mode) {\n case 'normal':\n return cs;\n case 'darken':\n return Math.min(cb, cs);\n case 'multiply':\n return cb * cs;\n case 'color-burn':\n return colorBurn(cb, cs);\n case 'linear-burn':\n return Math.max(0, cb + cs - 1);\n case 'lighten':\n return Math.max(cb, cs);\n case 'screen':\n return cb + cs - cb * cs;\n case 'color-dodge':\n return colorDodge(cb, cs);\n case 'linear-dodge':\n return Math.min(1, cb + cs);\n case 'overlay':\n return hardLight(cs, cb);\n case 'soft-light':\n return softLight(cb, cs);\n case 'hard-light':\n return hardLight(cb, cs);\n case 'vivid-light':\n if (cs <= 0) return 0;\n if (cs >= 1) return 1;\n return cs <= 0.5 ? colorBurn(cb, 2 * cs) : colorDodge(cb, 2 * (cs - 0.5));\n case 'linear-light':\n return Math.min(1, Math.max(0, cb + 2 * cs - 1));\n case 'pin-light':\n return cs <= 0.5 ? Math.min(cb, 2 * cs) : Math.max(cb, 2 * cs - 1);\n case 'hard-mix':\n return vividLightHardMix(cb, cs) >= 0.5 - 1e-6 ? 1 : 0;\n case 'difference':\n return Math.abs(cb - cs);\n case 'exclusion':\n return cb + cs - 2 * cb * cs;\n case 'subtract':\n return Math.max(0, cb - cs);\n case 'divide':\n if (cs <= 0) return cb <= 0 ? 0 : 1;\n return Math.min(1, cb / cs);\n default:\n return cs;\n }\n}\n\nexport type Rgb = [number, number, number];\nexport type Rgba = [number, number, number, number];\n\n/** Luminosity of the non-separable modes (W3C / ISO 32000 weights). */\nexport function blendLum(c: readonly number[]): number {\n return 0.3 * c[0] + 0.59 * c[1] + 0.11 * c[2];\n}\n\n/**\n * ClipColor, hardened: when the luminosity itself is out of range no colour of that luminosity\n * is in gamut, so the result is its grey (the spec formula turned such colours inside out and,\n * for greys, divided by rounding noise).\n */\nfunction clipColor(c: Rgb): Rgb {\n const l = blendLum(c);\n const n = Math.min(c[0], c[1], c[2]);\n const x = Math.max(c[0], c[1], c[2]);\n let out: Rgb = [c[0], c[1], c[2]];\n if (n < 0) {\n const d = l - n;\n out = out.map((v) => (l > 0 && d > 0 ? l + ((v - l) * l) / d : l)) as Rgb;\n }\n if (x > 1) {\n const d = x - l;\n out = out.map((v) => (l < 1 && d > 0 ? l + ((v - l) * (1 - l)) / d : l)) as Rgb;\n }\n return out;\n}\n\n/** `c` with its luminosity moved to `l`, clipped back into gamut towards grey (SetLum + ClipColor). */\nexport function setLum(c: readonly number[], l: number): Rgb {\n const d = l - blendLum(c);\n return clipColor([c[0] + d, c[1] + d, c[2] + d]);\n}\n\nfunction sat(c: readonly number[]): number {\n return Math.max(c[0], c[1], c[2]) - Math.min(c[0], c[1], c[2]);\n}\n\nfunction setSat(c: readonly number[], s: number): Rgb {\n const idx = [0, 1, 2].sort((a, b) => c[a] - c[b]);\n const [imin, imid, imax] = idx;\n const out: Rgb = [0, 0, 0];\n if (c[imax] > c[imin]) {\n out[imid] = ((c[imid] - c[imin]) * s) / (c[imax] - c[imin]);\n out[imax] = s;\n }\n out[imin] = 0;\n return out;\n}\n\n/** `B(Cb, Cs)` of a whole colour, including the non-separable modes. */\nexport function blendRgb(mode: BlendMode, cb: readonly number[], cs: readonly number[]): Rgb {\n switch (mode) {\n case 'hue':\n return setLum(setSat(cs, sat(cb)), blendLum(cb));\n case 'saturation':\n return setLum(setSat(cb, sat(cs)), blendLum(cb));\n case 'color':\n return setLum(cs, blendLum(cb));\n case 'luminosity':\n return setLum(cb, blendLum(cs));\n case 'darker-color':\n return blendLum(cs) < blendLum(cb) ? [cs[0], cs[1], cs[2]] : [cb[0], cb[1], cb[2]];\n case 'lighter-color':\n return blendLum(cs) > blendLum(cb) ? [cs[0], cs[1], cs[2]] : [cb[0], cb[1], cb[2]];\n default:\n return [blendChannel(mode, cb[0], cs[0]), blendChannel(mode, cb[1], cs[1]), blendChannel(mode, cb[2], cs[2])];\n }\n}\n\n/**\n * Composites a straight-alpha `source` over a straight-alpha `backdrop` (both RGBA in 0..1) with a\n * blend mode and an extra `alpha` (opacity), using the W3C general formula:\n * `αo = αs + αb(1 − αs)`, `αo·Co = (1 − αs)·αb·Cb + (1 − αb)·αs·Cs + αs·αb·B(Cb, Cs)`.\n */\nexport function blendPixel(mode: BlendMode, backdrop: readonly number[], source: readonly number[], alpha = 1): Rgba {\n const ab = backdrop[3] ?? 1;\n const as = (source[3] ?? 1) * alpha;\n if (!(as > 0)) return [backdrop[0], backdrop[1], backdrop[2], ab];\n const b = blendRgb(mode, backdrop, source);\n const ao = as + ab * (1 - as);\n if (ao <= 0) return [0, 0, 0, 0];\n const out: Rgba = [0, 0, 0, ao];\n for (let i = 0; i < 3; i++) {\n out[i] = ((1 - as) * ab * backdrop[i] + (1 - ab) * as * source[i] + as * ab * b[i]) / ao;\n }\n return out;\n}\n\n/**\n * Blends `source` into `backdrop` in place (8-bit straight RGBA of the same size) with\n * {@link blendPixel}. The scalar fallback for modes the canvas cannot composite.\n */\nexport function blendImageData(backdrop: ImageData, source: ImageData, mode: BlendMode, alpha = 1): void {\n const d = backdrop.data;\n const s = source.data;\n const len = Math.min(d.length, s.length);\n const cb = [0, 0, 0, 0];\n const cs = [0, 0, 0, 0];\n for (let i = 0; i < len; i += 4) {\n if (s[i + 3] === 0) continue;\n for (let k = 0; k < 4; k++) {\n cb[k] = d[i + k] / 255;\n cs[k] = s[i + k] / 255;\n }\n const o = blendPixel(mode, cb, cs, alpha);\n d[i] = Math.round(o[0] * 255);\n d[i + 1] = Math.round(o[1] * 255);\n d[i + 2] = Math.round(o[2] * 255);\n d[i + 3] = Math.round(o[3] * 255);\n }\n}\n"]}