@pixerate/editor 0.94.0 → 0.96.0

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Files changed (41) hide show
  1. package/THIRD_PARTY_NOTICES.md +2 -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-D4ZCU72J.js → chunk-HEW6KDNI.js} +366 -4
  5. package/dist/chunk-HEW6KDNI.js.map +1 -0
  6. package/dist/{chunk-ISDCJHTO.js → chunk-IB53LVGV.js} +238 -285
  7. package/dist/chunk-IB53LVGV.js.map +1 -0
  8. package/dist/{chunk-747CGOT2.js → chunk-KFTQ2PKP.js} +29 -2
  9. package/dist/chunk-KFTQ2PKP.js.map +1 -0
  10. package/dist/{chunk-73L6TROJ.cjs → chunk-T422YCHR.cjs} +71 -44
  11. package/dist/chunk-T422YCHR.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 +1832 -632
  15. package/dist/image-editor/index.cjs.map +1 -1
  16. package/dist/image-editor/index.d.cts +179 -22
  17. package/dist/image-editor/index.d.ts +179 -22
  18. package/dist/image-editor/index.js +1463 -263
  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 +796 -5
  28. package/dist/raster/index.d.ts +796 -5
  29. package/dist/raster/index.js +6 -2
  30. package/dist/{surface-CuBg2c6k.d.cts → surface-DIA-XatS.d.cts} +23 -11
  31. package/dist/{surface-CuBg2c6k.d.ts → surface-DIA-XatS.d.ts} +23 -11
  32. package/package.json +1 -1
  33. package/skills/pixerate-image-editor/SKILL.md +39 -6
  34. package/dist/chunk-4F3YDIWW.cjs.map +0 -1
  35. package/dist/chunk-73L6TROJ.cjs.map +0 -1
  36. package/dist/chunk-747CGOT2.js.map +0 -1
  37. package/dist/chunk-D4ZCU72J.js.map +0 -1
  38. package/dist/chunk-ISDCJHTO.js.map +0 -1
  39. package/dist/chunk-ZOOEX3WT.cjs.map +0 -1
  40. package/dist/zlib-BJ6U7LuB.d.cts +0 -795
  41. package/dist/zlib-BjQkpMFi.d.ts +0 -795
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+ {"version":3,"sources":["../src/paint/brush.ts","../src/paint/mixer.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, mixPigment8, type BlendMode } from '../raster/blend';\nimport type { RasterRect as CropBox } from '../raster/surface';\nimport { TILE, tileKey, tileCoord, type TileKey } from '../raster/surface';\n\n/** One input sample. Missing pressure is a mouse (1). */\nexport interface StrokePoint {\n x: number;\n y: number;\n /** 0..1 (default 1). */\n pressure?: number;\n /** Milliseconds (optional; kept for replays). */\n t?: number;\n}\n\nexport interface BrushSettings {\n /** Diameter in pixels (1..2500, default 20). */\n size: number;\n /** 0 (soft) .. 1 (hard, default). */\n hardness: number;\n /** Dab spacing as a fraction of the diameter (0.01..10, default 0.1). */\n spacing: number;\n /** Tip angle in degrees (default 0). */\n angle: number;\n /** Tip roundness 0.01..1 (default 1). */\n roundness: number;\n /** Stroke opacity ceiling 0..1 (default 1). */\n opacity: number;\n /** Build-up per dab 0..1 (default 1). */\n flow: number;\n /** Input smoothing 0..0.95 (default 0). */\n smoothing: number;\n /** Pressure controls size (default true). */\n pressureSize: boolean;\n /** Pressure controls opacity (default false). */\n pressureOpacity: boolean;\n /** How the stroke paints onto the layer (default normal). */\n blend: BlendMode;\n}\n\nexport const DEFAULT_BRUSH: Readonly<BrushSettings> = {\n size: 20,\n hardness: 1,\n spacing: 0.1,\n angle: 0,\n roundness: 1,\n opacity: 1,\n flow: 1,\n smoothing: 0,\n pressureSize: true,\n pressureOpacity: false,\n blend: 'normal',\n};\n\nexport const MAX_BRUSH_SIZE = 2500;\n\n/** A brush with every field in range (missing fields from `DEFAULT_BRUSH`). */\nexport function normalizeBrush(raw: Partial<BrushSettings> = {}): BrushSettings {\n const num = (v: unknown, lo: number, hi: number, d: number) => (typeof v === 'number' && Number.isFinite(v) ? Math.min(hi, Math.max(lo, v)) : d);\n return {\n size: num(raw.size, 1, MAX_BRUSH_SIZE, DEFAULT_BRUSH.size),\n hardness: num(raw.hardness, 0, 1, DEFAULT_BRUSH.hardness),\n spacing: num(raw.spacing, 0.01, 10, DEFAULT_BRUSH.spacing),\n angle: num(raw.angle, -360, 360, DEFAULT_BRUSH.angle),\n roundness: num(raw.roundness, 0.01, 1, DEFAULT_BRUSH.roundness),\n opacity: num(raw.opacity, 0, 1, DEFAULT_BRUSH.opacity),\n flow: num(raw.flow, 0, 1, DEFAULT_BRUSH.flow),\n smoothing: num(raw.smoothing, 0, 0.95, DEFAULT_BRUSH.smoothing),\n pressureSize: typeof raw.pressureSize === 'boolean' ? raw.pressureSize : DEFAULT_BRUSH.pressureSize,\n pressureOpacity: typeof raw.pressureOpacity === 'boolean' ? raw.pressureOpacity : DEFAULT_BRUSH.pressureOpacity,\n blend: raw.blend ?? 'normal',\n };\n}\n\n// ---------------------------------------------------------------------------\n// The round tip (photocraft's measured Photoshop profile)\n// ---------------------------------------------------------------------------\n\n/**\n * Photoshop's round tip, measured by photocraft: a solid core of radius `r0 · R`, then a Gaussian\n * shoulder `exp(-((d − r0) / s)²)` of width `s · R`, both by hardness (0, 0.1, … 1).\n */\nconst TIP_SHAPE: ReadonlyArray<[number, number]> = [\n [0.0, 0.664], [0.14, 0.58], [0.28, 0.5], [0.4, 0.44], [0.52, 0.36], [0.63, 0.29],\n [0.7, 0.24], [0.78, 0.19], [0.84, 0.15], [0.89, 0.11], [1.0, 0.0],\n];\n/** The anti-aliased edge: the shoulder never narrows below this many pixels. */\nconst TIP_EDGE_PX = 1.2;\nconst SMALL_TIP_RADIUS = 3;\nconst SUBPIXEL = [-0.375, -0.125, 0.125, 0.375];\n\n/** The core radius and shoulder width (pixels) of a round tip of `radius` and `hardness`. */\nexport function tipShape(radius: number, hardness: number): [number, number] {\n const h = (Number.isNaN(hardness) ? 0 : Math.min(1, Math.max(0, hardness))) * 10;\n const i = Math.min(9, Math.floor(h));\n const t = h - i;\n const a = TIP_SHAPE[i];\n const b = TIP_SHAPE[i + 1];\n const r0 = a[0] + (b[0] - a[0]) * t;\n const s = a[1] + (b[1] - a[1]) * t;\n const r = Number.isFinite(radius) ? Math.max(0, radius) : 0;\n const edge = Math.max(0.25, Math.min(TIP_EDGE_PX, 0.3 * r));\n return [Math.max(0, Math.min(r0 * r, r - edge)), Math.max(1e-3, s * r, edge)];\n}\n\n/** `exp(-u)` as `(1 − u/64)^64` by six squarings: exactly 0 from u = 64. */\nfunction softExp(u: number): number {\n let g = Math.min(1, Math.max(0, 1 - u / 64));\n for (let k = 0; k < 6; k++) g *= g;\n return g;\n}\n\n/** Opacity of a round tip at distance `d` from its centre. */\nexport function tipFalloff(d: number, radius: number, hardness: number): number {\n const [r0, s] = tipShape(radius, hardness);\n if (d <= r0) return 1;\n const x = (d - r0) / s;\n return softExp(x * x);\n}\n\n/** How far from its centre a round tip still paints. */\nexport function tipReach(radius: number, hardness: number): number {\n const [r0, s] = tipShape(radius, hardness);\n return r0 + 2.6 * s;\n}\n\n/** Coverage of a round dab at distance `d` from its centre. */\nexport function dabCoverage(d: number, radius: number, hardness: number): number {\n if (Number.isNaN(d) || d >= tipReach(radius, hardness) + 0.5) return 0;\n return tipFalloff(d, radius, hardness);\n}\n\n// ---------------------------------------------------------------------------\n// Points → dabs\n// ---------------------------------------------------------------------------\n\nexport interface Dab {\n x: number;\n y: number;\n radius: number;\n /** Flow (per-dab build-up). */\n alpha: number;\n /** Opacity ceiling this dab builds up to. */\n opacity: number;\n /** Radians. */\n angle: number;\n roundness: number;\n}\n\n/** Exponential smoothing of input points; the first and last point are kept. */\nexport function smoothPoints(points: readonly StrokePoint[], amount: number): StrokePoint[] {\n const a = 1 - Math.min(0.95, Math.max(0, amount));\n if (a >= 1 || points.length < 3) return points.slice();\n const out: StrokePoint[] = [];\n let cur: StrokePoint | null = null;\n for (const p of points) {\n const n: StrokePoint = cur ? { ...p, x: cur.x + (p.x - cur.x) * a, y: cur.y + (p.y - cur.y) * a } : p;\n out.push(n);\n cur = n;\n }\n out[out.length - 1] = points[points.length - 1];\n return out;\n}\n\nconst pressureOf = (p: StrokePoint) => (typeof p.pressure === 'number' && Number.isFinite(p.pressure) ? Math.min(1, Math.max(0, p.pressure)) : 1);\n\n/**\n * Walks points into dabs (incrementally: feed points in any chunks and get the same dabs). The\n * first point is a dab; then one every `spacing × diameter` along the path.\n */\nexport class DabWalker {\n private last: StrokePoint | null = null;\n private nextAt = 0;\n private pendingFirst: StrokePoint | null = null;\n\n constructor(readonly brush: BrushSettings) {}\n\n private diameter(p: StrokePoint): number {\n return this.brush.pressureSize ? this.brush.size * pressureOf(p) : this.brush.size;\n }\n\n private stepLen(p: StrokePoint): number {\n return Math.max(0.5, Math.max(1, this.diameter(p)) * Math.max(0.01, this.brush.spacing));\n }\n\n private dab(p: StrokePoint): Dab {\n const b = this.brush;\n return {\n x: p.x,\n y: p.y,\n radius: Math.max(0.5, this.diameter(p) / 2),\n alpha: Math.min(1, Math.max(0, b.flow)),\n opacity: b.pressureOpacity ? pressureOf(p) : 1,\n angle: (b.angle * Math.PI) / 180,\n roundness: Math.min(1, Math.max(0.01, b.roundness)),\n };\n }\n\n push(p: StrokePoint, out: Dab[]): void {\n const a = this.last;\n if (!a) {\n this.last = p;\n this.pendingFirst = p;\n this.nextAt = this.stepLen(p);\n return;\n }\n if (this.pendingFirst) {\n out.push(this.dab(this.pendingFirst));\n this.pendingFirst = null;\n }\n const dx = p.x - a.x;\n const dy = p.y - a.y;\n const len = Math.hypot(dx, dy);\n if (len > 1e-9) {\n while (this.nextAt <= len + 1e-9) {\n const f = Math.min(1, this.nextAt / len);\n const q: StrokePoint = {\n x: a.x + dx * f,\n y: a.y + dy * f,\n pressure: pressureOf(a) + (pressureOf(p) - pressureOf(a)) * f,\n };\n out.push(this.dab(q));\n this.nextAt += this.stepLen(q);\n }\n this.nextAt -= len;\n }\n this.last = p;\n }\n\n finish(out: Dab[]): void {\n if (this.pendingFirst) {\n out.push(this.dab(this.pendingFirst));\n this.pendingFirst = null;\n }\n }\n}\n\n/** All dabs of a point list (smoothing applied). */\nexport function walkDabs(points: readonly StrokePoint[], brush: BrushSettings): Dab[] {\n const w = new DabWalker(brush);\n const out: Dab[] = [];\n for (const p of smoothPoints(points, brush.smoothing)) w.push(p, out);\n w.finish(out);\n return out;\n}\n\n/** The pixel rectangle a dab can touch. */\nexport function dabRect(d: Dab, hardness: number): CropBox {\n // As `rasterizeDab`: the tip reaches `reach` across its minor axis and `reach / roundness` along it.\n const ro = Math.min(1, Math.max(0.5 / d.radius, d.roundness));\n const rm = Math.max(0.5, d.radius * ro);\n const r = Math.max(rm, tipReach(rm, hardness)) / ro + 1.5;\n const x0 = Math.floor(d.x - r);\n const y0 = Math.floor(d.y - r);\n return { x: x0, y: y0, width: Math.ceil(d.x + r) - x0, height: Math.ceil(d.y + r) - y0 };\n}\n\n/**\n * Rasterizes one dab over `rect` into `out` (rect.width × rect.height values, coverage × flow).\n * Small tips (radius below 3 px) take each pixel's covered area from a 4×4 grid.\n */\nexport function rasterizeDab(d: Dab, hardness: number, rect: CropBox, out: Float32Array): void {\n const w = rect.width;\n const h = rect.height;\n out.fill(0, 0, w * h);\n const r = d.radius;\n const ro = Math.min(1, Math.max(0.5 / r, d.roundness));\n const rm = Math.max(0.5, r * ro);\n const reach = Math.max(rm, tipReach(rm, hardness));\n const sn = Math.sin(d.angle);\n const cs = Math.cos(d.angle);\n const toTip = (dx: number, dy: number): [number, number] => {\n const ux = dx;\n const uy = -dy;\n return [ux * cs + uy * sn, -ux * sn + uy * cs];\n };\n const small = rm < SMALL_TIP_RADIUS;\n const reach2 = (reach + (small ? 0.75 : 0.5)) ** 2;\n for (let yy = 0; yy < h; yy++) {\n const dy = rect.y + yy + 0.5 - d.y;\n for (let xx = 0; xx < w; xx++) {\n const dx = rect.x + xx + 0.5 - d.x;\n const [u, v] = toTip(dx, dy);\n const d2 = (u * ro) ** 2 + v * v;\n if (d2 >= reach2) continue;\n let val: number;\n if (small) {\n let sum = 0;\n for (const sy of SUBPIXEL) {\n for (const sx of SUBPIXEL) {\n const [su, sv] = toTip(dx + sx, dy + sy);\n sum += tipFalloff(Math.sqrt((su * ro) ** 2 + sv * sv), rm, hardness);\n }\n }\n val = sum / 16;\n } else {\n val = dabCoverage(Math.sqrt(d2), rm, hardness);\n }\n if (val > 0) out[yy * w + xx] = val * d.alpha;\n }\n }\n}\n\n// ---------------------------------------------------------------------------\n// Stroke coverage\n// ---------------------------------------------------------------------------\n\nconst TILE_PIXELS = TILE * TILE;\n\n/** A stroke's accumulated coverage, in 256 px tiles over document space. */\nexport class CoverageMap {\n readonly tiles = new Map<TileKey, Float32Array>();\n bounds: CropBox | null = null;\n private dirty = new Set<TileKey>();\n\n get(x: number, y: number): number {\n const tx = Math.floor(x / TILE);\n const ty = Math.floor(y / TILE);\n const t = this.tiles.get(tileKey(tx, ty));\n return t ? t[(y - ty * TILE) * TILE + (x - tx * TILE)] : 0;\n }\n\n /** Builds up `vals` (over `rect`) with flow towards `ceil`: `c ← c + v·(ceil − c)`. */\n accumulate(rect: CropBox, vals: Float32Array, ceil: number): void {\n if (rect.width <= 0 || rect.height <= 0) return;\n const w = rect.width;\n const tx0 = Math.floor(rect.x / TILE);\n const ty0 = Math.floor(rect.y / TILE);\n const tx1 = Math.floor((rect.x + rect.width - 1) / TILE);\n const ty1 = Math.floor((rect.y + rect.height - 1) / TILE);\n let touched = false;\n for (let ty = ty0; ty <= ty1; ty++) {\n for (let tx = tx0; tx <= tx1; tx++) {\n const x0 = Math.max(rect.x, tx * TILE);\n const y0 = Math.max(rect.y, ty * TILE);\n const x1 = Math.min(rect.x + rect.width, tx * TILE + TILE);\n const y1 = Math.min(rect.y + rect.height, ty * TILE + TILE);\n let tile: Float32Array | undefined;\n for (let y = y0; y < y1; y++) {\n const row = (y - rect.y) * w;\n const trow = (y - ty * TILE) * TILE;\n for (let x = x0; x < x1; x++) {\n const v = vals[row + (x - rect.x)];\n if (v <= 0) continue;\n if (!tile) {\n const key = tileKey(tx, ty);\n tile = this.tiles.get(key);\n if (!tile) {\n tile = new Float32Array(TILE_PIXELS);\n this.tiles.set(key, tile);\n }\n this.dirty.add(key);\n touched = true;\n }\n const ti = trow + (x - tx * TILE);\n const c = tile[ti];\n if (ceil > c) tile[ti] = c + v * (ceil - c);\n }\n }\n }\n }\n if (touched) this.bounds = unionRect(this.bounds, rect);\n }\n\n /** Tiles changed since the last call. */\n takeDirty(): TileKey[] {\n const out = [...this.dirty];\n this.dirty.clear();\n return out;\n }\n}\n\nfunction unionRect(a: CropBox | null, b: CropBox): CropBox {\n if (!a) return { ...b };\n const x = Math.min(a.x, b.x);\n const y = Math.min(a.y, b.y);\n return { x, y, width: Math.max(a.x + a.width, b.x + b.width) - x, height: Math.max(a.y + a.height, b.y + b.height) - y };\n}\n\n/** Paints a stroke's dabs into a coverage map, incrementally. */\nexport class StrokeCoverage {\n readonly coverage = new CoverageMap();\n private walker: DabWalker;\n private smoothing: number;\n private smoothPos: StrokePoint | null = null;\n private buf = new Float32Array(0);\n dabCount = 0;\n\n constructor(readonly brush: BrushSettings) {\n this.walker = new DabWalker(brush);\n this.smoothing = brush.smoothing;\n }\n\n /** Feeds input points; returns the document rectangles the new dabs touched. */\n push(points: readonly StrokePoint[]): CropBox[] {\n const dabs: Dab[] = [];\n for (const p of points) this.walker.push(this.smooth(p), dabs);\n return this.paint(dabs);\n }\n\n /** Ends the stroke (a single click still paints one dab). */\n finish(last?: StrokePoint): CropBox[] {\n const dabs: Dab[] = [];\n if (last && this.smoothPos && (this.smoothPos.x !== last.x || this.smoothPos.y !== last.y)) this.walker.push(last, dabs);\n this.walker.finish(dabs);\n return this.paint(dabs);\n }\n\n private smooth(p: StrokePoint): StrokePoint {\n const a = 1 - Math.min(0.95, Math.max(0, this.smoothing));\n const cur = this.smoothPos;\n const n = cur && a < 1 ? { ...p, x: cur.x + (p.x - cur.x) * a, y: cur.y + (p.y - cur.y) * a } : p;\n this.smoothPos = n;\n return n;\n }\n\n private paint(dabs: Dab[]): CropBox[] {\n const rects: CropBox[] = [];\n for (const d of dabs) {\n const rect = dabRect(d, this.brush.hardness);\n const n = rect.width * rect.height;\n if (this.buf.length < n) this.buf = new Float32Array(n);\n const vals = this.buf.subarray(0, n);\n rasterizeDab(d, this.brush.hardness, rect, vals);\n this.coverage.accumulate(rect, vals, d.opacity);\n rects.push(rect);\n this.dabCount++;\n }\n return rects;\n }\n}\n\n/** How a stroke changes pixels. */\nexport interface StrokeApply {\n /** `paint` puts colour down; `erase` removes alpha (or, with transparency locked, paints `background`). */\n mode: 'paint' | 'erase';\n /** RGBA 0..255 (paint colour, or the mask grey in `r`). */\n color: readonly [number, number, number, number];\n /** RGBA 0..255 the eraser paints on a transparency-locked layer (and on masks). */\n background: readonly [number, number, number, number];\n opacity: number;\n blend: BlendMode;\n lockTransparency: boolean;\n /** Selection coverage (document space, canvas-sized), or `null`. */\n selection: { width: number; height: number; data: ArrayLike<number> } | null;\n /** Layer offset (target pixels are in layer space). */\n offset: { x: number; y: number };\n}\n\n/**\n * Composites the stroke's coverage over `tileData` (the target's tile (tx, ty) as it was before\n * the stroke, in layer space; RGBA or one byte for masks) and returns the new tile data. With\n * `into` (the tile's previous result) and `region` (document space), only `region` is recomputed\n * and the rest of `into` is kept.\n */\nexport function applyStrokeToTile(\n coverage: CoverageMap,\n tileData: Uint8ClampedArray,\n channels: 1 | 4,\n tx: number,\n ty: number,\n s: StrokeApply,\n options: { into?: Uint8ClampedArray; region?: CropBox } = {}\n): Uint8ClampedArray {\n const out = options.into ? new Uint8ClampedArray(options.into) : new Uint8ClampedArray(tileData);\n const ox = tx * TILE + s.offset.x;\n const oy = ty * TILE + s.offset.y;\n let x0 = 0;\n let y0 = 0;\n let x1 = TILE;\n let y1 = TILE;\n if (options.region) {\n const r = options.region;\n x0 = Math.max(0, Math.floor(r.x) - ox);\n y0 = Math.max(0, Math.floor(r.y) - oy);\n x1 = Math.min(TILE, Math.ceil(r.x + r.width) - ox);\n y1 = Math.min(TILE, Math.ceil(r.y + r.height) - oy);\n if (x1 <= x0 || y1 <= y0) return out;\n // Start the region from the pre-stroke pixels: coverage is cumulative.\n if (options.into) {\n for (let y = y0; y < y1; y++) out.set(tileData.subarray((y * TILE + x0) * channels, (y * TILE + x1) * channels), (y * TILE + x0) * channels);\n }\n }\n const sel = s.selection;\n const cb = [0, 0, 0, 0];\n const cs = [s.color[0] / 255, s.color[1] / 255, s.color[2] / 255, s.color[3] / 255];\n const bg = [s.background[0] / 255, s.background[1] / 255, s.background[2] / 255, s.background[3] / 255];\n // With a tile-aligned offset the layer tile is one coverage tile: read it directly.\n const aligned = s.offset.x % TILE === 0 && s.offset.y % TILE === 0;\n const covTile = aligned ? coverage.tiles.get(tileKey(Math.floor(ox / TILE), Math.floor(oy / TILE))) : undefined;\n if (aligned && !covTile) return out;\n for (let y = y0; y < y1; y++) {\n const dy = oy + y;\n for (let x = x0; x < x1; x++) {\n const dx = ox + x;\n const c = covTile ? covTile[y * TILE + x] : coverage.get(dx, dy);\n if (c <= 0) continue;\n let k = c * s.opacity;\n if (sel) {\n if (dx < 0 || dy < 0 || dx >= sel.width || dy >= sel.height) continue;\n k *= sel.data[dy * sel.width + dx] / 255;\n }\n if (k > 1) k = 1;\n if (k <= 0) continue;\n const p = y * TILE + x;\n if (channels === 1) {\n const target = s.mode === 'erase' ? s.background[0] : s.color[0];\n out[p] = Math.round(out[p] + (target - out[p]) * k);\n continue;\n }\n const i = p * 4;\n if (s.mode === 'erase' && !s.lockTransparency) {\n out[i + 3] = Math.round(out[i + 3] * (1 - k));\n continue;\n }\n if (s.lockTransparency && out[i + 3] === 0) continue;\n const src = s.mode === 'erase' ? bg : cs;\n if (s.blend === 'pigment') {\n // `blendPixel`'s paint mix on the 8-bit colours, with their spectra cached.\n const bytes = s.mode === 'erase' ? s.background : s.color;\n const as = src[3] * k;\n if (!(as > 0)) continue;\n const ao = as + (out[i + 3] / 255) * (1 - as);\n mixPigment8(out[i], out[i + 1], out[i + 2], bytes[0], bytes[1], bytes[2], as / ao, cb);\n out[i] = Math.round(cb[0] * 255);\n out[i + 1] = Math.round(cb[1] * 255);\n out[i + 2] = Math.round(cb[2] * 255);\n if (!s.lockTransparency) out[i + 3] = Math.round(ao * 255);\n continue;\n }\n for (let ch = 0; ch < 4; ch++) cb[ch] = out[i + ch] / 255;\n const o = blendPixel(s.blend, cb, src, k);\n out[i] = Math.round(o[0] * 255);\n out[i + 1] = Math.round(o[1] * 255);\n out[i + 2] = Math.round(o[2] * 255);\n if (!s.lockTransparency) out[i + 3] = Math.round(o[3] * 255);\n }\n }\n return out;\n}\n\n/** Tile coordinates of coverage tile keys (for callers that track dirty tiles). */\nexport function coverageTileCoord(key: TileKey): { tx: number; ty: number } {\n return tileCoord(key);\n}\n","// Portions ported from photocraft/crates/paint/src/mixer.rs (MIT OR Apache-2.0, © ArtCraft Team and contributors). See THIRD_PARTY_NOTICES.md.\n\n/**\n * The Mixer Brush: a reservoir of loaded paint plus a pickup well that takes up colour from the\n * canvas under each dab (photocraft's behavioural model):\n *\n * - Each dab samples the canvas under its footprint (coverage- and alpha-weighted). The pickup\n * colour `P` moves towards that sample by `PICKUP_RATE × wet` (scaled by the sample's coverage).\n * - The dab's paint mixes the reservoir `R` (weight `amount × (1 − mix·wet)`) with the pickup\n * (weight `mix·wet`) and lands at `flow × opacity` times the total weight, over the pixels as\n * they are now, so earlier dabs of the same stroke are picked up again (smearing).\n * - The reservoir drains per dab unless `load` is 1, so low-load strokes run dry. A dry brush\n * (`wet` 0) paints only reservoir colour; an empty, wet brush smears canvas colour.\n *\n * `mixing: 'pigment'` does all three mixes (pickup, paint and deposit) with the Kubelka-Munk model\n * of `./pigment`, so a blue brush dragged through yellow makes green instead of grey. Everything\n * is data in, pixels out: the same canvas, points, settings and load replay identically.\n */\n\nimport { DabWalker, dabRect, rasterizeDab, type BrushSettings, type Dab, type StrokePoint } from './brush';\nimport { createPigment, lerpPigmentInto, setPigmentColor, type Pigment } from './pigment';\nimport type { RasterRect as CropBox } from '../raster/surface';\nimport { TILE } from '../raster/surface';\n\n/** How the Mixer Brush mixes colours: straight sRGB averages, or like paint (Kubelka-Munk). */\nexport type MixingModel = 'rgb' | 'pigment';\n\nexport const MIXING_MODELS: readonly MixingModel[] = ['rgb', 'pigment'];\n\n/** Mixer Brush options. */\nexport interface MixerSettings {\n /** How much colour the brush picks up from the canvas, 0 (dry) .. 1 (default 0.5). */\n wet: number;\n /** How much paint the reservoir holds, 0 .. 1 (default 0.5): below 1 it drains per dab and the stroke runs dry. */\n load: number;\n /** How far each dab's paint moves from the reservoir towards the picked-up colour, 0 .. 1 (default 0.5). */\n mix: number;\n /** Refill the reservoir with the paint colour at the start of each stroke (default true). */\n loadEachStroke: boolean;\n /** Empty the pickup well after each stroke (default true); off keeps the brush dirty for the next stroke. */\n cleanEachStroke: boolean;\n /** `rgb` (default) or `pigment` (blue and yellow make green). */\n mixing: MixingModel;\n}\n\nexport const DEFAULT_MIXER: Readonly<MixerSettings> = {\n wet: 0.5,\n load: 0.5,\n mix: 0.5,\n loadEachStroke: true,\n cleanEachStroke: true,\n mixing: 'rgb',\n};\n\n/** Fraction of the way the pickup colour moves towards the canvas per dab at 100 % wet. */\nexport const MIXER_PICKUP_RATE = 0.25;\n/** Fraction of the reservoir that drains per dab at 0 % load. */\nexport const MIXER_DRAIN = 0.08;\n\n/** Mixer settings with every field in range (missing fields from `DEFAULT_MIXER`). */\nexport function normalizeMixer(raw: Partial<MixerSettings> = {}): MixerSettings {\n const unit = (v: unknown, d: number) => (typeof v === 'number' && Number.isFinite(v) ? Math.min(1, Math.max(0, v)) : d);\n const bool = (v: unknown, d: boolean) => (typeof v === 'boolean' ? v : d);\n return {\n wet: unit(raw.wet, DEFAULT_MIXER.wet),\n load: unit(raw.load, DEFAULT_MIXER.load),\n mix: unit(raw.mix, DEFAULT_MIXER.mix),\n loadEachStroke: bool(raw.loadEachStroke, DEFAULT_MIXER.loadEachStroke),\n cleanEachStroke: bool(raw.cleanEachStroke, DEFAULT_MIXER.cleanEachStroke),\n mixing: raw.mixing === 'pigment' ? 'pigment' : 'rgb',\n };\n}\n\n/** What the brush carries between strokes. Colours are straight sRGB, 0..1. */\nexport interface MixerLoad {\n /** Loaded paint, or `null` when the brush is unloaded. */\n readonly reservoir: readonly [number, number, number] | null;\n /** Reservoir left, 0..1. */\n readonly amount: number;\n /** Colour picked up from the canvas, or `null` when the brush is clean. */\n readonly pickup: readonly [number, number, number] | null;\n}\n\nexport const EMPTY_MIXER_LOAD: MixerLoad = { reservoir: null, amount: 0, pickup: null };\n\n/** The brush loaded full with `color` (sRGB 0..1); the pickup well is kept. */\nexport function loadMixer(load: MixerLoad, color: readonly [number, number, number]): MixerLoad {\n const c = (v: number) => Math.min(1, Math.max(0, Number.isFinite(v) ? v : 0));\n return { reservoir: [c(color[0]), c(color[1]), c(color[2])], amount: 1, pickup: load.pickup };\n}\n\n/** The brush with its pickup well emptied; the reservoir is kept. */\nexport function cleanMixer(load: MixerLoad): MixerLoad {\n return { reservoir: load.reservoir, amount: load.amount, pickup: null };\n}\n\n/** The pixels a mixer stroke reads and writes (RGBA tiles in layer space). */\nexport interface MixerTarget {\n /** The tile (TILE × TILE × 4) at (tx, ty) as it is now, or `null` when it is fully transparent. */\n readTile(tx: number, ty: number): Uint8ClampedArray | null;\n /** A writable tile at (tx, ty), returned by `readTile` from then on. */\n writeTile(tx: number, ty: number): Uint8ClampedArray;\n /** Layer offset: layer pixel = document pixel − offset. */\n offset: { x: number; y: number };\n /** Keep alpha and paint only where the layer has pixels. */\n lockTransparency: boolean;\n /** Selection coverage (document space, canvas-sized), or `null`. */\n selection: { width: number; height: number; data: ArrayLike<number> } | null;\n}\n\ntype Rgb = [number, number, number];\n\n/**\n * One Mixer Brush stroke. Feed points with `push` (any chunks give the same dabs), end with\n * `finish`; `load` is the brush load after the dabs so far. Each call returns the document\n * rectangles it touched.\n */\nexport class MixerStroke {\n dabCount = 0;\n bounds: CropBox | null = null;\n private walker: DabWalker;\n private smoothPos: StrokePoint | null = null;\n private buf = new Float32Array(0);\n private readonly settings: MixerSettings;\n private readonly reservoir: Rgb | null;\n private amount: number;\n private pickup: Rgb | null;\n private readonly pig: { res: Pigment; pick: Pigment; paint: Pigment; canvas: Pigment } | null;\n private readonly out: Rgb = [0, 0, 0];\n\n constructor(\n readonly brush: BrushSettings,\n settings: Partial<MixerSettings>,\n load: MixerLoad,\n private readonly target: MixerTarget\n ) {\n this.settings = normalizeMixer(settings);\n this.walker = new DabWalker(brush);\n this.reservoir = load.reservoir ? [load.reservoir[0], load.reservoir[1], load.reservoir[2]] : null;\n this.amount = this.reservoir ? Math.min(1, Math.max(0, load.amount)) : 0;\n this.pickup = load.pickup ? [load.pickup[0], load.pickup[1], load.pickup[2]] : null;\n this.pig =\n this.settings.mixing === 'pigment'\n ? { res: createPigment(this.reservoir ?? [0, 0, 0]), pick: createPigment(this.pickup ?? [0, 0, 0]), paint: createPigment([0, 0, 0]), canvas: createPigment([0, 0, 0]) }\n : null;\n }\n\n /** The brush load after the dabs so far. */\n get load(): MixerLoad {\n return { reservoir: this.reservoir ? [...this.reservoir] : null, amount: this.amount, pickup: this.pickup ? [...this.pickup] : null };\n }\n\n push(points: readonly StrokePoint[]): CropBox[] {\n const dabs: Dab[] = [];\n for (const p of points) this.walker.push(this.smooth(p), dabs);\n return this.paint(dabs);\n }\n\n finish(last?: StrokePoint): CropBox[] {\n const dabs: Dab[] = [];\n if (last && this.smoothPos && (this.smoothPos.x !== last.x || this.smoothPos.y !== last.y)) this.walker.push(last, dabs);\n this.walker.finish(dabs);\n return this.paint(dabs);\n }\n\n private smooth(p: StrokePoint): StrokePoint {\n const a = 1 - Math.min(0.95, Math.max(0, this.brush.smoothing));\n const cur = this.smoothPos;\n const n = cur && a < 1 ? { ...p, x: cur.x + (p.x - cur.x) * a, y: cur.y + (p.y - cur.y) * a } : p;\n this.smoothPos = n;\n return n;\n }\n\n /** `a` mixed `t` of the way to `b` into `this.out`, by the mixing model. */\n private mix(a: Rgb, pa: Pigment | null, b: Rgb, pb: Pigment | null, t: number): Rgb {\n const o = this.out;\n if (pa && pb) lerpPigmentInto(pa, pb, t, o, 0);\n else for (let c = 0; c < 3; c++) o[c] = a[c] + (b[c] - a[c]) * t;\n return o;\n }\n\n private paint(dabs: Dab[]): CropBox[] {\n const rects: CropBox[] = [];\n for (const d of dabs) {\n const rect = dabRect(d, this.brush.hardness);\n const n = rect.width * rect.height;\n if (this.buf.length < n) this.buf = new Float32Array(n);\n const cov = this.buf.subarray(0, n);\n // Pure tip coverage: flow scales the deposit, not the sampling weights.\n rasterizeDab({ ...d, alpha: 1 }, this.brush.hardness, rect, cov);\n this.dab(d, rect, cov);\n rects.push(rect);\n this.bounds = union(this.bounds, rect);\n this.dabCount++;\n }\n return rects;\n }\n\n // The tile last looked up by `locate` (and whether it came from `writeTile`).\n private tx = NaN;\n private ty = NaN;\n private tile: Uint8ClampedArray | null = null;\n private writable = false;\n\n /** Index of document pixel (dx, dy) in `this.tile`, or -1 when reading an empty tile. */\n private locate(dx: number, dy: number, write: boolean): number {\n const t = this.target;\n const lx = dx - t.offset.x;\n const ly = dy - t.offset.y;\n const tx = Math.floor(lx / TILE);\n const ty = Math.floor(ly / TILE);\n if (tx !== this.tx || ty !== this.ty || (write && !this.writable)) {\n this.tx = tx;\n this.ty = ty;\n this.tile = write ? t.writeTile(tx, ty) : t.readTile(tx, ty);\n this.writable = write;\n }\n return this.tile ? ((ly - ty * TILE) * TILE + (lx - tx * TILE)) * 4 : -1;\n }\n\n private dab(d: Dab, rect: CropBox, cov: Float32Array): void {\n const { wet, mix, load } = this.settings;\n const pig = this.pig;\n const w = rect.width;\n this.tx = NaN;\n\n // 1. Sample the canvas under the dab.\n let ar = 0;\n let ag = 0;\n let ab = 0;\n let wsum = 0;\n let asum = 0;\n for (let yy = 0; yy < rect.height; yy++) {\n for (let xx = 0; xx < w; xx++) {\n const k = cov[yy * w + xx];\n if (k <= 0) continue;\n wsum += k;\n const i = this.locate(rect.x + xx, rect.y + yy, false);\n if (i < 0) continue;\n const px = this.tile!;\n const al = px[i + 3] / 255;\n if (al <= 0) continue;\n const ka = k * al;\n ar += (px[i] / 255) * ka;\n ag += (px[i + 1] / 255) * ka;\n ab += (px[i + 2] / 255) * ka;\n asum += ka;\n }\n }\n if (asum > 1e-6 && wet > 0) {\n const canvas: Rgb = [ar / asum, ag / asum, ab / asum];\n if (!this.pickup) this.pickup = canvas;\n else {\n if (pig) setPigmentColor(pig.canvas, canvas[0], canvas[1], canvas[2]);\n const o = this.mix(this.pickup, pig?.pick ?? null, canvas, pig?.canvas ?? null, MIXER_PICKUP_RATE * wet * (asum / Math.max(1e-6, wsum)));\n this.pickup = [o[0], o[1], o[2]];\n }\n if (pig) setPigmentColor(pig.pick, this.pickup[0], this.pickup[1], this.pickup[2]);\n }\n\n // 2. The dab's paint: the reservoir mixed with the pickup.\n const res = this.reservoir;\n const wr = res ? this.amount * (1 - mix * wet) : 0;\n const wp = this.pickup ? mix * wet : 0;\n const total = wr + wp;\n if (total > 1e-6) {\n const paint: Rgb = res && this.pickup ? [...this.mix(res, pig?.res ?? null, this.pickup, pig?.pick ?? null, wp / total)] : [...(res ?? this.pickup!)];\n if (pig) setPigmentColor(pig.paint, paint[0], paint[1], paint[2]);\n const dep = Math.min(1, total) * this.brush.flow * this.brush.opacity * d.opacity;\n if (dep > 0) this.deposit(rect, cov, paint, dep);\n }\n\n // 3. The reservoir drains unless the load is full.\n this.amount *= 1 - MIXER_DRAIN * (1 - load);\n }\n\n /** Lays `paint` over the pixels under the dab at `dep` × coverage (× selection). */\n private deposit(rect: CropBox, cov: Float32Array, paint: Rgb, dep: number): void {\n const t = this.target;\n const sel = t.selection;\n const pig = this.pig;\n const w = rect.width;\n const o = this.out;\n // Pigment mode keeps the last canvas colour's spectrum: runs of equal pixels are common.\n let lastKey = -1;\n for (let yy = 0; yy < rect.height; yy++) {\n const dy = rect.y + yy;\n for (let xx = 0; xx < w; xx++) {\n let k = cov[yy * w + xx] * dep;\n if (k <= 0) continue;\n const dx = rect.x + xx;\n if (sel) {\n if (dx < 0 || dy < 0 || dx >= sel.width || dy >= sel.height) continue;\n k *= sel.data[dy * sel.width + dx] / 255;\n if (k <= 0) continue;\n }\n if (k > 1) k = 1;\n // A locked layer keeps its transparent pixels (and leaves their tiles unwritten).\n if (t.lockTransparency) {\n const ri = this.locate(dx, dy, false);\n if (ri < 0 || this.tile![ri + 3] === 0) continue;\n }\n const i = this.locate(dx, dy, true);\n const px = this.tile!;\n const a = px[i + 3] / 255;\n const na = t.lockTransparency ? a : a + (1 - a) * k;\n // The new paint's share of the result (source-over); a locked layer mixes by `k` alone.\n const share = t.lockTransparency ? k : na > 0 ? k / na : 1;\n if (a <= 0 || share >= 1) {\n o[0] = paint[0];\n o[1] = paint[1];\n o[2] = paint[2];\n } else if (pig) {\n const key = (px[i] << 16) | (px[i + 1] << 8) | px[i + 2];\n if (key !== lastKey) {\n setPigmentColor(pig.canvas, px[i] / 255, px[i + 1] / 255, px[i + 2] / 255);\n lastKey = key;\n }\n lerpPigmentInto(pig.canvas, pig.paint, share, o, 0);\n } else {\n for (let c = 0; c < 3; c++) o[c] = px[i + c] / 255 + (paint[c] - px[i + c] / 255) * share;\n }\n px[i] = Math.round(o[0] * 255);\n px[i + 1] = Math.round(o[1] * 255);\n px[i + 2] = Math.round(o[2] * 255);\n px[i + 3] = Math.round(na * 255);\n }\n }\n }\n}\n\nfunction union(a: CropBox | null, b: CropBox): CropBox {\n if (!a) return { ...b };\n const x = Math.min(a.x, b.x);\n const y = Math.min(a.y, b.y);\n return { x, y, width: Math.max(a.x + a.width, b.x + b.width) - x, height: Math.max(a.y + a.height, b.y + b.height) - y };\n}\n","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. 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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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@@ -5,11 +5,13 @@ import {
5
5
  emptySurface,
6
6
  isBlendMode,
7
7
  isSeparableBlendMode,
8
+ mixPigment8,
9
+ mixPigmentRgb,
8
10
  readRegion,
9
11
  surfaceFromPixels,
10
12
  tileKey,
11
13
  tilesInRect
12
- } from "./chunk-D4ZCU72J.js";
14
+ } from "./chunk-HEW6KDNI.js";
13
15
 
14
16
  // src/raster/blur.ts
15
17
  function gaussianKernel(sigma) {
@@ -371,6 +373,7 @@ function oneOf(r, key, path, values) {
371
373
  }
372
374
  function blend(r, key, path) {
373
375
  if (!isBlendMode(r[key])) fail(`${path}.${key}`, `must be a blend mode such as normal, multiply or screen (got ${JSON.stringify(r[key])}).`);
376
+ if (r[key] === "pigment") fail(`${path}.${key}`, "pigment is a layer blend mode only; effects cannot use it.");
374
377
  }
375
378
  function contour(v, path) {
376
379
  if (v === void 0) return;
@@ -1451,6 +1454,7 @@ function buildEffectMaps(items, shape, rect, ctx) {
1451
1454
  }
1452
1455
  var rgbScratchB = [0, 0, 0];
1453
1456
  var rgbScratchS = [0, 0, 0];
1457
+ var rgbScratchM = [0, 0, 0];
1454
1458
  function compositeAt(dst, i, mode, separable, sr, sg, sb, sa) {
1455
1459
  if (!(sa > 0)) return;
1456
1460
  const ab = dst[i + 3];
@@ -1462,6 +1466,20 @@ function compositeAt(dst, i, mode, separable, sr, sg, sb, sa) {
1462
1466
  const b0 = dst[i];
1463
1467
  const b1 = dst[i + 1];
1464
1468
  const b2 = dst[i + 2];
1469
+ if (mode === "pigment") {
1470
+ rgbScratchB[0] = b0;
1471
+ rgbScratchB[1] = b1;
1472
+ rgbScratchB[2] = b2;
1473
+ rgbScratchS[0] = sr;
1474
+ rgbScratchS[1] = sg;
1475
+ rgbScratchS[2] = sb;
1476
+ mixPigmentRgb(rgbScratchB, rgbScratchS, sa / ao, rgbScratchM);
1477
+ dst[i] = rgbScratchM[0];
1478
+ dst[i + 1] = rgbScratchM[1];
1479
+ dst[i + 2] = rgbScratchM[2];
1480
+ dst[i + 3] = ao;
1481
+ return;
1482
+ }
1465
1483
  let m0;
1466
1484
  let m1;
1467
1485
  let m2;
@@ -1941,6 +1959,7 @@ function dirtyInTile(rects, tx, ty) {
1941
1959
  function blendTile(dst, src, mode, alpha, coverage) {
1942
1960
  if (!(alpha > 0)) return;
1943
1961
  const normal = mode === "normal";
1962
+ const pigment = mode === "pigment";
1944
1963
  const lut = !normal && isSeparableBlendMode(mode) ? separableLut(mode) : null;
1945
1964
  const cb = [0, 0, 0];
1946
1965
  const cs = [0, 0, 0];
@@ -1967,6 +1986,14 @@ function blendTile(dst, src, mode, alpha, coverage) {
1967
1986
  const d0 = dst[i];
1968
1987
  const d1 = dst[i + 1];
1969
1988
  const d2 = dst[i + 2];
1989
+ if (pigment) {
1990
+ mixPigment8(d0, d1, d2, src[i], src[i + 1], src[i + 2], as / ao, cb);
1991
+ dst[i] = Math.round(cb[0] * 255);
1992
+ dst[i + 1] = Math.round(cb[1] * 255);
1993
+ dst[i + 2] = Math.round(cb[2] * 255);
1994
+ dst[i + 3] = Math.round(ao * 255);
1995
+ continue;
1996
+ }
1970
1997
  const b0 = d0 / 255;
1971
1998
  const b1 = d1 / 255;
1972
1999
  const b2 = d2 / 255;
@@ -3682,4 +3709,4 @@ export {
3682
3709
  parseDataUrl,
3683
3710
  pngDataUrl
3684
3711
  };
3685
- //# sourceMappingURL=chunk-747CGOT2.js.map
3712
+ //# sourceMappingURL=chunk-KFTQ2PKP.js.map