@pixerate/flair 0.0.0-stage → 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +7 -0
- package/LICENSE +21 -0
- package/README.md +254 -2
- package/dist/catalog/index.d.ts +74 -0
- package/dist/catalog/index.js +47 -0
- package/dist/catalog/index.js.map +1 -0
- package/dist/chunk-36DTNSHU.js +160 -0
- package/dist/chunk-36DTNSHU.js.map +1 -0
- package/dist/chunk-3FAUZOGL.js +331 -0
- package/dist/chunk-3FAUZOGL.js.map +1 -0
- package/dist/chunk-CFCLT2XL.js +1 -0
- package/dist/chunk-CFCLT2XL.js.map +1 -0
- package/dist/chunk-EHDJ3CPJ.js +327 -0
- package/dist/chunk-EHDJ3CPJ.js.map +1 -0
- package/dist/chunk-G5FNZDTA.js +536 -0
- package/dist/chunk-G5FNZDTA.js.map +1 -0
- package/dist/chunk-HKXOHRCD.js +763 -0
- package/dist/chunk-HKXOHRCD.js.map +1 -0
- package/dist/chunk-J55UBNAT.js +164 -0
- package/dist/chunk-J55UBNAT.js.map +1 -0
- package/dist/chunk-JWZCPMFG.js +2074 -0
- package/dist/chunk-JWZCPMFG.js.map +1 -0
- package/dist/chunk-MWVTQFV5.js +1894 -0
- package/dist/chunk-MWVTQFV5.js.map +1 -0
- package/dist/chunk-UQQNZSYL.js +594 -0
- package/dist/chunk-UQQNZSYL.js.map +1 -0
- package/dist/chunk-WMZQCUFJ.js +73 -0
- package/dist/chunk-WMZQCUFJ.js.map +1 -0
- package/dist/cli.d.ts +1 -0
- package/dist/cli.js +331 -0
- package/dist/cli.js.map +1 -0
- package/dist/clock-BhdXWH-n.d.ts +47 -0
- package/dist/controls-DdXMbovi.d.ts +97 -0
- package/dist/editor/index.d.ts +413 -0
- package/dist/editor/index.js +1009 -0
- package/dist/editor/index.js.map +1 -0
- package/dist/export-FEBPEEO7.js +22 -0
- package/dist/export-FEBPEEO7.js.map +1 -0
- package/dist/index.d.ts +1431 -0
- package/dist/index.js +1263 -0
- package/dist/index.js.map +1 -0
- package/dist/motion-D0TVv2CF.d.ts +148 -0
- package/dist/node.d.ts +24 -0
- package/dist/node.js +10 -0
- package/dist/node.js.map +1 -0
- package/dist/recorder-WJTWMEQN.js +10 -0
- package/dist/recorder-WJTWMEQN.js.map +1 -0
- package/dist/renderer-Oyynz-fs.d.ts +293 -0
- package/dist/types-CkKkavvB.d.ts +71 -0
- package/dist/vector/index.d.ts +83 -0
- package/dist/vector/index.js +39 -0
- package/dist/vector/index.js.map +1 -0
- package/package.json +96 -4
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{"version":3,"sources":["../src/shader/textures.ts","../src/shader/program.ts","../src/shader/color.ts"],"sourcesContent":["import type { TextureSettings } from \"./controls.js\";\n\n/** Why an image control's URL could not be shown. */\nexport class ImageLoadError extends Error {\n readonly url: string;\n\n constructor(url: string, cause?: unknown) {\n super(\n `Could not load the image at ${shortUrl(url)}. If it is on another site, that site must allow cross-origin use (CORS).`,\n { cause },\n );\n this.name = \"ImageLoadError\";\n this.url = url;\n }\n}\n\n/** A URL short enough for a message: a data URL is cut after its type. */\nexport function shortUrl(url: string): string {\n if (url.startsWith(\"data:\")) return `${url.slice(0, Math.min(url.indexOf(\",\") + 1 || 40, 40))}…`;\n return url.length > 120 ? `${url.slice(0, 119)}…` : url;\n}\n\n/**\n * The long edge, in pixels, SVG images are rasterised at. WebGL2 guarantees\n * textures this large on every device.\n */\nexport const SVG_EDGE = 2048;\n\nconst SVG_TYPE = \"image/svg+xml\";\n\n/** Whether `url` is an SVG: a `data:image/svg+xml` URL, or a path ending in `.svg`. */\nexport function isSvgUrl(url: string): boolean {\n return /^data:image\\/svg\\+xml[;,]/i.test(url) || /^(?!data:)[^?#]*\\.svg([?#]|$)/i.test(url);\n}\n\n/** A length attribute in user units, or undefined for a percentage, `auto` or nothing. */\nfunction svgLength(value: string | null): number | undefined {\n const match = value?.trim().match(/^([\\d.]+)(px)?$/);\n const n = match ? Number(match[1]) : NaN;\n return n > 0 ? n : undefined;\n}\n\n/**\n * An SVG's markup with `width` and `height` set so its long edge is `edge`\n * pixels, keeping its aspect ratio. An image decodes an SVG at its own size\n * (often icon-sized, or 300 × 150 when it has none), so it would make a\n * small, blurry texture; at this size it is rasterised crisply. A `viewBox`\n * is added where missing, so the drawing scales with the new size rather\n * than staying in the corner. Throws for markup that is not an SVG.\n */\nexport function sizeSvg(markup: string, edge: number): string {\n const doc = new DOMParser().parseFromString(markup, SVG_TYPE);\n const svg = doc.documentElement;\n if (svg.localName !== \"svg\" || doc.getElementsByTagName(\"parsererror\").length) {\n throw new Error(\"Not an SVG document.\");\n }\n const box = (svg.getAttribute(\"viewBox\") ?? \"\")\n .trim()\n .split(/[\\s,]+/)\n .map(Number);\n const hasBox = box.length === 4 && box[2]! > 0 && box[3]! > 0;\n const width = svgLength(svg.getAttribute(\"width\")) ?? (hasBox ? box[2]! : 300);\n const height = svgLength(svg.getAttribute(\"height\")) ?? (hasBox ? box[3]! : 150);\n if (!hasBox) svg.setAttribute(\"viewBox\", `0 0 ${width} ${height}`);\n const scale = edge / Math.max(width, height);\n svg.setAttribute(\"width\", String(Math.max(1, Math.round(width * scale))));\n svg.setAttribute(\"height\", String(Math.max(1, Math.round(height * scale))));\n return new XMLSerializer().serializeToString(svg);\n}\n\n/**\n * Loads and decodes an image for WebGL. Images from other origins are\n * requested with CORS (`crossOrigin = \"anonymous\"`): WebGL refuses pixels a\n * page is not allowed to read. SVGs (see {@link isSvgUrl}) are fetched, also\n * with CORS, and sized to {@link SVG_EDGE} pixels on their long edge before\n * they are decoded, so they stay sharp however small they were drawn.\n */\nexport async function loadImage(url: string): Promise<HTMLImageElement> {\n if (isSvgUrl(url)) return loadSvg(url);\n return decode(url, url, !/^(data|blob):/i.test(url));\n}\n\nasync function loadSvg(url: string): Promise<HTMLImageElement> {\n let markup: string;\n try {\n const response = await fetch(url);\n if (!response.ok) throw new Error(`HTTP ${response.status}`);\n markup = sizeSvg(await response.text(), SVG_EDGE);\n } catch (e) {\n throw new ImageLoadError(url, e);\n }\n const sized = URL.createObjectURL(new Blob([markup], { type: SVG_TYPE }));\n try {\n return await decode(sized, url, false);\n } finally {\n URL.revokeObjectURL(sized);\n }\n}\n\nasync function decode(src: string, url: string, cors: boolean): Promise<HTMLImageElement> {\n const image = new Image();\n if (cors) image.crossOrigin = \"anonymous\";\n image.src = src;\n try {\n await image.decode();\n } catch (e) {\n throw new ImageLoadError(url, e);\n }\n return image;\n}\n\n/** Images decoded by {@link preloadImages}, by URL, for every context on the page. */\nconst preloaded = new Map<string, Promise<HTMLImageElement>>();\nconst decoded = new Map<string, HTMLImageElement>();\n\n/**\n * Loads and decodes images ahead of time, for every WebGL context on the\n * page: a texture cache that meets one of them afterwards (in a\n * `ShaderRenderer`, `ShaderFrames` or thumbnail) uploads it at once, so even\n * its first frame shows the image. Otherwise an image arrives a moment after\n * the first frame, which is black where it goes. Use it before drawing frames\n * that cannot wait, such as a video player asking a new `ShaderFrames` for\n * frame _n_.\n *\n * Each URL loads once, however often it is preloaded. Rejects with the first\n * {@link ImageLoadError}; the other images still load. Preloaded images stay\n * in memory until {@link releaseImages}.\n */\nexport async function preloadImages(urls: Iterable<string>): Promise<void> {\n const loads = [...new Set(urls)].filter(Boolean).map((url) => {\n let load = preloaded.get(url);\n if (!load) {\n load = loadImage(url).then(\n (image) => {\n if (preloaded.get(url) === load) decoded.set(url, image);\n return image;\n },\n (e: unknown) => {\n if (preloaded.get(url) === load) preloaded.delete(url);\n throw e;\n },\n );\n preloaded.set(url, load);\n }\n return load;\n });\n const results = await Promise.allSettled(loads);\n const failed = results.find((r) => r.status === \"rejected\");\n if (failed) throw failed.reason;\n}\n\n/** Forgets preloaded images (all of them without `urls`). Textures already made from them stay. */\nexport function releaseImages(urls?: Iterable<string>) {\n for (const url of urls ?? [...preloaded.keys()]) {\n preloaded.delete(url);\n decoded.delete(url);\n }\n}\n\n/** Something that hands `drawFrame` a texture for an image URL. */\nexport interface TextureSource {\n /** The texture for `url`: the image once loaded, a 1 × 1 opaque black placeholder until then. */\n texture(url: string): WebGLTexture | null;\n}\n\ninterface Entry {\n texture: WebGLTexture | null;\n /** Settles when the image is uploaded or has failed. */\n loaded: Promise<void>;\n error: ImageLoadError | null;\n}\n\n/**\n * The textures of one WebGL context, by image URL. A URL starts loading the\n * first time it is asked for; until it arrives the placeholder is drawn, and\n * `onLoad` hears when it does (or fails) so the owner can redraw. An image\n * already decoded by {@link preloadImages} is uploaded at once instead. Images are\n * uploaded upright (`fragCoord / iResolution` samples them the right way up)\n * with mipmaps.\n */\nexport class TextureCache implements TextureSource {\n private readonly gl: WebGL2RenderingContext;\n private readonly entries = new Map<string, Entry>();\n private readonly onLoad: (url: string, error: ImageLoadError | null) => void;\n private readonly load: (url: string) => Promise<TexImageSource>;\n private placeholder: WebGLTexture | null = null;\n private disposed = false;\n\n constructor(\n gl: WebGL2RenderingContext,\n onLoad: (url: string, error: ImageLoadError | null) => void = () => {},\n load: (url: string) => Promise<TexImageSource> = loadImage,\n ) {\n this.gl = gl;\n this.onLoad = onLoad;\n this.load = load;\n }\n\n texture(url: string): WebGLTexture | null {\n return (url && this.entry(url).texture) || this.blank();\n }\n\n /** Starts loading `url` if it is new. */\n request(url: string) {\n if (url) this.entry(url);\n }\n\n private entry(url: string): Entry {\n const existing = this.entries.get(url);\n if (existing) return existing;\n const created: Entry = { texture: null, loaded: Promise.resolve(), error: null };\n const ready = decoded.get(url);\n if (ready && !this.gl.isContextLost()) {\n created.texture = this.upload(ready);\n this.entries.set(url, created);\n return created;\n }\n created.loaded = this.load(url).then(\n (image) => {\n if (this.entries.get(url) !== created || this.disposed || this.gl.isContextLost()) return;\n created.texture = this.upload(image);\n this.onLoad(url, null);\n },\n (e: unknown) => {\n if (this.entries.get(url) !== created || this.disposed) return;\n created.error = e instanceof ImageLoadError ? e : new ImageLoadError(url, e);\n this.onLoad(url, created.error);\n },\n );\n this.entries.set(url, created);\n return created;\n }\n\n /** The error for `url`, if it failed to load. */\n error(url: string): ImageLoadError | null {\n return this.entries.get(url)?.error ?? null;\n }\n\n /**\n * Settles once every one of `urls` has loaded or failed (starting any that\n * are new). Rejects with the first {@link ImageLoadError}.\n */\n async ready(urls: Iterable<string>): Promise<void> {\n const entries = [...urls].filter(Boolean).map((url) => this.entry(url));\n await Promise.all(entries.map((e) => e.loaded));\n const failed = entries.find((e) => e.error);\n if (failed) throw failed.error;\n }\n\n /** Deletes the textures of every URL not in `urls`; a later request loads them again. */\n retain(urls: Iterable<string>) {\n const keep = new Set(urls);\n for (const [url, entry] of this.entries) {\n if (keep.has(url)) continue;\n if (entry.texture) this.gl.deleteTexture(entry.texture);\n this.entries.delete(url);\n }\n }\n\n /** Deletes every texture; loads still in flight are dropped. */\n dispose() {\n this.retain([]);\n if (this.placeholder) this.gl.deleteTexture(this.placeholder);\n this.placeholder = null;\n this.disposed = true;\n }\n\n private blank(): WebGLTexture | null {\n if (this.placeholder) return this.placeholder;\n const gl = this.gl;\n this.placeholder = gl.createTexture();\n gl.bindTexture(gl.TEXTURE_2D, this.placeholder);\n const black = new Uint8Array([0, 0, 0, 255]);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, black);\n return this.placeholder;\n }\n\n private upload(image: TexImageSource): WebGLTexture | null {\n const gl = this.gl;\n const texture = gl.createTexture();\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);\n gl.generateMipmap(gl.TEXTURE_2D);\n return texture;\n }\n}\n\n/** Sets the bound `TEXTURE_2D`'s filter and wrap. */\nexport function applyTextureSettings(gl: WebGL2RenderingContext, settings: TextureSettings) {\n const min = { mipmap: gl.LINEAR_MIPMAP_LINEAR, linear: gl.LINEAR, nearest: gl.NEAREST }[\n settings.filter\n ];\n const wrap = { repeat: gl.REPEAT, clamp: gl.CLAMP_TO_EDGE, mirror: gl.MIRRORED_REPEAT }[\n settings.wrap\n ];\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, min);\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_MAG_FILTER,\n settings.filter === \"nearest\" ? gl.NEAREST : gl.LINEAR,\n );\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrap);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrap);\n}\n","import { controlValue, type ControlDef, type ControlValue } from \"./controls.js\";\nimport { applyTextureSettings, type TextureSource } from \"./textures.js\";\n\n/**\n * Shaders are written Shadertoy-style: the source defines\n * `void mainImage(out vec4 fragColor, in vec2 fragCoord)` and may use the\n * built-in uniforms below. It is compiled as GLSL ES 3.00 (WebGL2) inside a\n * small wrapper; `#line 1` keeps compiler line numbers matching the source.\n */\nexport const BUILTIN_UNIFORMS = [\n { name: \"iResolution\", type: \"vec3\", doc: \"viewport size in pixels (z = 1)\" },\n { name: \"iTime\", type: \"float\", doc: \"seconds since the shader started\" },\n { name: \"iTimeDelta\", type: \"float\", doc: \"seconds since the previous frame\" },\n { name: \"iFrame\", type: \"int\", doc: \"frame number\" },\n {\n name: \"iMouse\",\n type: \"vec4\",\n doc: \"xy = pointer while pressed (pixels), zw = press position (negative once released)\",\n },\n] as const;\n\nconst PRELUDE = `#version 300 es\nprecision highp float;\nprecision highp int;\nuniform vec3 iResolution;\nuniform float iTime;\nuniform float iTimeDelta;\nuniform int iFrame;\nuniform vec4 iMouse;\nout vec4 flair_FragColor;\n`;\n\nconst EPILOGUE = `\nvoid main() {\n vec4 flair_color = vec4(0.0, 0.0, 0.0, 1.0);\n mainImage(flair_color, gl_FragCoord.xy);\n flair_FragColor = vec4(flair_color.rgb, 1.0);\n}\n`;\n\n/** A full-screen triangle from `gl_VertexID` alone: no buffers or attributes. */\nexport const VERTEX_SOURCE = `#version 300 es\nvoid main() {\n vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));\n gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);\n}\n`;\n\n/** One compiler message, mapped back to the user's source. */\nexport interface CompileError {\n /** 1-based line in the user's source (0 when the driver gave none, or it is outside the source). */\n line: number;\n message: string;\n}\n\n/** A linked program and the uniform locations `drawFrame` sets. */\nexport interface CompiledShader {\n program: WebGLProgram;\n builtins: Record<string, WebGLUniformLocation | null>;\n uniforms: Map<string, WebGLUniformLocation | null>;\n}\n\nexport type CompileResult =\n { ok: true; shader: CompiledShader } | { ok: false; errors: CompileError[] };\n\n/** Thrown by the APIs that cannot carry on without a program (`ShaderFrames`, `recordGif`). */\nexport class ShaderCompileError extends Error {\n readonly errors: CompileError[];\n\n constructor(errors: CompileError[]) {\n super(formatCompileError(errors));\n this.name = \"ShaderCompileError\";\n this.errors = errors;\n }\n}\n\n/** \"The shader does not compile (line 3): 'x' : undeclared identifier\", from the first error. */\nexport function formatCompileError(errors: CompileError[]): string {\n const first = errors[0];\n return `The shader does not compile${first?.line ? ` (line ${first.line})` : \"\"}: ${first?.message ?? \"unknown error\"}`;\n}\n\n/** The complete GLSL ES 3.00 fragment shader for a `mainImage` source. */\nexport function wrapSource(source: string): string {\n // `#line 1` must follow the prelude; drop a user `#version` (the wrapper owns it).\n return `${PRELUDE}#line 1\\n${source.replace(/^\\s*#version[^\\n]*/m, \"\")}\\n${EPILOGUE}`;\n}\n\n/** Turns a driver log (\"ERROR: 0:12: 'foo' : undeclared identifier\") into line-numbered errors. */\nexport function parseCompileLog(log: string, lineCount: number): CompileError[] {\n const errors: CompileError[] = [];\n for (const raw of log.split(\"\\n\")) {\n const text = raw.trim();\n if (!text) continue;\n const m = /^(?:ERROR|WARNING):\\s*\\d+:(\\d+):\\s*(.*)$/.exec(text);\n if (m) {\n const line = Number(m[1]);\n errors.push({ line: line >= 1 && line <= lineCount ? line : 0, message: m[2]!.trim() });\n } else if (!/^\\W*$/.test(text)) {\n errors.push({ line: 0, message: text.replace(/^ERROR:\\s*/, \"\") });\n }\n }\n if (!errors.length) errors.push({ line: 0, message: \"The shader did not compile.\" });\n // Drivers often repeat the same error.\n const seen = new Set<string>();\n return errors.filter((e) => {\n const key = `${e.line}:${e.message}`;\n if (seen.has(key)) return false;\n seen.add(key);\n return true;\n });\n}\n\nlet vertexCache = new WeakMap<WebGL2RenderingContext, WebGLShader>();\n\nfunction vertexShader(gl: WebGL2RenderingContext): WebGLShader {\n let vs = vertexCache.get(gl);\n if (!vs) {\n vs = gl.createShader(gl.VERTEX_SHADER)!;\n gl.shaderSource(vs, VERTEX_SOURCE);\n gl.compileShader(vs);\n vertexCache.set(gl, vs);\n }\n return vs;\n}\n\n/** Forgets cached GL objects. Call it after a context loss, before compiling on the restored context. */\nexport function resetGlCaches() {\n vertexCache = new WeakMap();\n}\n\n/**\n * Compiles and links a `mainImage` source. Errors come back with lines in\n * the user's source, never thrown. `controls` (from `parseControls`) says\n * which uniform locations to look up.\n */\nexport function compileShader(\n gl: WebGL2RenderingContext,\n source: string,\n controls: ControlDef[],\n): CompileResult {\n const lineCount = source.split(\"\\n\").length;\n if (gl.isContextLost()) {\n return {\n ok: false,\n errors: [\n {\n line: 0,\n message:\n \"The graphics context was lost; reload the page if the preview does not come back.\",\n },\n ],\n };\n }\n if (!/\\bmainImage\\s*\\(/.test(source)) {\n return {\n ok: false,\n errors: [\n { line: 0, message: \"Define void mainImage(out vec4 fragColor, in vec2 fragCoord).\" },\n ],\n };\n }\n const fs = gl.createShader(gl.FRAGMENT_SHADER);\n if (!fs) {\n return {\n ok: false,\n errors: [{ line: 0, message: \"WebGL could not create a shader (the context may be lost).\" }],\n };\n }\n gl.shaderSource(fs, wrapSource(source));\n gl.compileShader(fs);\n if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) {\n const errors = parseCompileLog(gl.getShaderInfoLog(fs) ?? \"\", lineCount);\n gl.deleteShader(fs);\n return { ok: false, errors };\n }\n const program = gl.createProgram()!;\n gl.attachShader(program, vertexShader(gl));\n gl.attachShader(program, fs);\n gl.linkProgram(program);\n gl.deleteShader(fs);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n const errors = parseCompileLog(gl.getProgramInfoLog(program) ?? \"\", lineCount);\n gl.deleteProgram(program);\n return { ok: false, errors };\n }\n const builtins: CompiledShader[\"builtins\"] = {};\n for (const u of BUILTIN_UNIFORMS) builtins[u.name] = gl.getUniformLocation(program, u.name);\n const uniforms = new Map(\n controls.map((c) => [c.name, gl.getUniformLocation(program, c.name)] as const),\n );\n return { ok: true, shader: { program, builtins, uniforms } };\n}\n\n/** What one frame shows: its size in pixels, its time and the pointer. */\nexport interface FrameState {\n width: number;\n height: number;\n /** `iTime`, in seconds. */\n time: number;\n /** `iTimeDelta`, in seconds. */\n delta: number;\n /** `iFrame`. */\n frame: number;\n /** `iMouse`, Shadertoy semantics. */\n mouse: [number, number, number, number];\n}\n\n/**\n * Draws one frame of a compiled shader into the bound framebuffer, from (0, 0).\n * Image controls are bound to texture units 0, 1, … in source order, with\n * textures from `textures` (a {@link TextureCache} for the same context);\n * without it they sample nothing.\n */\nexport function drawFrame(\n gl: WebGL2RenderingContext,\n shader: CompiledShader,\n controls: ControlDef[],\n values: Record<string, ControlValue> | undefined,\n state: FrameState,\n textures?: TextureSource,\n) {\n gl.viewport(0, 0, state.width, state.height);\n gl.useProgram(shader.program);\n const b = shader.builtins;\n if (b.iResolution) gl.uniform3f(b.iResolution, state.width, state.height, 1);\n if (b.iTime) gl.uniform1f(b.iTime, state.time);\n if (b.iTimeDelta) gl.uniform1f(b.iTimeDelta, state.delta);\n if (b.iFrame) gl.uniform1i(b.iFrame, state.frame);\n if (b.iMouse) gl.uniform4f(b.iMouse, ...state.mouse);\n let unit = 0;\n for (const control of controls) {\n const loc = shader.uniforms.get(control.name);\n if (!loc) continue;\n const v = controlValue(control, values);\n switch (control.type) {\n case \"float\":\n gl.uniform1f(loc, v as number);\n break;\n case \"int\":\n gl.uniform1i(loc, Math.round(v as number));\n break;\n case \"bool\":\n gl.uniform1i(loc, v ? 1 : 0);\n break;\n case \"vec2\":\n gl.uniform2fv(loc, v as number[]);\n break;\n case \"vec3\":\n gl.uniform3fv(loc, v as number[]);\n break;\n case \"vec4\":\n gl.uniform4fv(loc, v as number[]);\n break;\n case \"sampler2D\": {\n gl.activeTexture(gl.TEXTURE0 + unit);\n const texture = textures?.texture(v as string) ?? null;\n gl.bindTexture(gl.TEXTURE_2D, texture);\n if (texture && control.texture) applyTextureSettings(gl, control.texture);\n gl.uniform1i(loc, unit++);\n break;\n }\n }\n }\n gl.drawArrays(gl.TRIANGLES, 0, 3);\n}\n\n/**\n * A WebGL2 context set up for full-screen fragment shaders: opaque, no depth,\n * stencil or antialiasing. `preserveDrawingBuffer` keeps the last frame\n * readable after the task that drew it (for captures). Null without WebGL2.\n */\nexport function createContext(\n canvas: HTMLCanvasElement | OffscreenCanvas,\n preserveDrawingBuffer = false,\n): WebGL2RenderingContext | null {\n return canvas.getContext(\"webgl2\", {\n alpha: false,\n antialias: false,\n depth: false,\n stencil: false,\n premultipliedAlpha: false,\n preserveDrawingBuffer,\n powerPreference: \"high-performance\",\n }) as WebGL2RenderingContext | null;\n}\n","/**\n * Perceptual Color Science & Film Grading Engine.\n *\n * Implements:\n * - Oklab & Oklch: Perceptually uniform color spaces that eliminate hue shifts and gray dead zones.\n * - Standard Color Spaces: sRGB, Linear sRGB, Rec.709, Display P3, and ACEScg.\n * - Film Color Grading: ASC CDL (Slope, Offset, Power), Lift/Gamma/Gain, Vibrance (skin tone protection),\n * and White Balance (Kelvin color temperature & tint).\n * - GLSL code generators for real-time WebGL fragment shader execution.\n */\n\nexport type ColorRGB = [number, number, number];\nexport type ColorRGBA = [number, number, number, number];\n\n// -----------------------------------------------------------------------------\n// sRGB <-> Linear Transfer Curves\n// -----------------------------------------------------------------------------\n\nexport function srgbToLinear(c: number): number {\n const v = Math.max(0, c);\n return v <= 0.04045 ? v / 12.92 : Math.pow((v + 0.055) / 1.055, 2.4);\n}\n\nexport function linearToSrgb(c: number): number {\n const v = Math.max(0, c);\n return v <= 0.0031308 ? v * 12.92 : 1.055 * Math.pow(v, 1.0 / 2.4) - 0.055;\n}\n\nexport function srgbToLinearRgb(rgb: ColorRGB): ColorRGB {\n return [srgbToLinear(rgb[0]), srgbToLinear(rgb[1]), srgbToLinear(rgb[2])];\n}\n\nexport function linearRgbToSrgb(rgb: ColorRGB): ColorRGB {\n return [linearToSrgb(rgb[0]), linearToSrgb(rgb[1]), linearToSrgb(rgb[2])];\n}\n\n// -----------------------------------------------------------------------------\n// Oklab & Oklch Perceptual Color Spaces (Björn Ottosson, 2020)\n// -----------------------------------------------------------------------------\n\nexport function linearSrgbToOklab(rgb: ColorRGB): [number, number, number] {\n const [r, g, b] = rgb;\n\n // Linear sRGB to LMS cone response\n const l = Math.cbrt(0.4122214708 * r + 0.5363325363 * g + 0.0514459929 * b);\n const m = Math.cbrt(0.2119034982 * r + 0.6806995451 * g + 0.1073969566 * b);\n const s = Math.cbrt(0.0883024619 * r + 0.2817188376 * g + 0.6299787005 * b);\n\n // LMS to Oklab (L: lightness [0..1], a: green-red, b: blue-yellow)\n const L = 0.2104542553 * l + 0.793617785 * m - 0.0040720468 * s;\n const a = 1.9779984951 * l - 2.428592205 * m + 0.4505937099 * s;\n const bVal = 0.0259040371 * l + 0.7827717662 * m - 0.808675766 * s;\n\n return [L, a, bVal];\n}\n\nexport function oklabToLinearSrgb(lab: [number, number, number]): ColorRGB {\n const [L, a, b] = lab;\n\n const l_ = L + 0.3963377774 * a + 0.2158037573 * b;\n const m_ = L - 0.1055613458 * a - 0.0638541728 * b;\n const s_ = L - 0.0894841775 * a - 1.291485548 * b;\n\n const l = l_ * l_ * l_;\n const m = m_ * m_ * m_;\n const s = s_ * s_ * s_;\n\n const r = +4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s;\n const g = -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s;\n const bVal = -0.0041960863 * l - 0.7034186147 * m + 1.707614701 * s;\n\n return [r, g, bVal];\n}\n\nexport function srgbToOklab(rgb: ColorRGB): [number, number, number] {\n return linearSrgbToOklab(srgbToLinearRgb(rgb));\n}\n\nexport function oklabToSrgb(lab: [number, number, number]): ColorRGB {\n const linear = oklabToLinearSrgb(lab);\n return linearRgbToSrgb(linear);\n}\n\nexport function oklabToOklch(lab: [number, number, number]): [number, number, number] {\n const [L, a, b] = lab;\n const C = Math.sqrt(a * a + b * b);\n let h = Math.atan2(b, a);\n if (h < 0) h += 2 * Math.PI;\n return [L, C, h];\n}\n\nexport function oklchToOklab(lch: [number, number, number]): [number, number, number] {\n const [L, C, h] = lch;\n return [L, C * Math.cos(h), C * Math.sin(h)];\n}\n\n/**\n * Perceptually uniform color interpolation using Oklab space.\n * Prevents intermediate grayish dead spots.\n */\nexport function interpolateOklab(c1: ColorRGB, c2: ColorRGB, t: number): ColorRGB {\n const lab1 = srgbToOklab(c1);\n const lab2 = srgbToOklab(c2);\n const clampedT = Math.max(0, Math.min(1, t));\n\n const lab: [number, number, number] = [\n lab1[0] + (lab2[0] - lab1[0]) * clampedT,\n lab1[1] + (lab2[1] - lab1[1]) * clampedT,\n lab1[2] + (lab2[2] - lab1[2]) * clampedT,\n ];\n\n const res = oklabToSrgb(lab);\n return [\n Math.max(0, Math.min(1, res[0])),\n Math.max(0, Math.min(1, res[1])),\n Math.max(0, Math.min(1, res[2])),\n ];\n}\n\n/**\n * Perceptually uniform color interpolation using Oklch cylindrical space.\n * Interpolates along the shortest hue arc for vibrant gradients.\n */\nexport function interpolateOklch(c1: ColorRGB, c2: ColorRGB, t: number): ColorRGB {\n const lch1 = oklabToOklch(srgbToOklab(c1));\n const lch2 = oklabToOklch(srgbToOklab(c2));\n const clampedT = Math.max(0, Math.min(1, t));\n\n const L = lch1[0] + (lch2[0] - lch1[0]) * clampedT;\n const C = lch1[1] + (lch2[1] - lch1[1]) * clampedT;\n\n // Shortest arc hue interpolation\n let dHue = lch2[2] - lch1[2];\n if (dHue > Math.PI) dHue -= 2 * Math.PI;\n if (dHue < -Math.PI) dHue += 2 * Math.PI;\n let h = lch1[2] + dHue * clampedT;\n if (h < 0) h += 2 * Math.PI;\n if (h >= 2 * Math.PI) h -= 2 * Math.PI;\n\n const res = oklabToSrgb(oklchToOklab([L, C, h]));\n return [\n Math.max(0, Math.min(1, res[0])),\n Math.max(0, Math.min(1, res[1])),\n Math.max(0, Math.min(1, res[2])),\n ];\n}\n\n// -----------------------------------------------------------------------------\n// Color Space Transformations (sRGB, Rec.709, Display P3, ACEScg)\n// -----------------------------------------------------------------------------\n\nexport type ColorSpace = 'srgb' | 'linear-srgb' | 'rec709' | 'display-p3' | 'acescg';\n\ntype Matrix3x3 = [\n number, number, number,\n number, number, number,\n number, number, number\n];\n\nfunction mulMat3(m: Matrix3x3, v: ColorRGB): ColorRGB {\n return [\n m[0] * v[0] + m[1] * v[1] + m[2] * v[2],\n m[3] * v[0] + m[4] * v[1] + m[5] * v[2],\n m[6] * v[0] + m[7] * v[1] + m[8] * v[2],\n ];\n}\n\n// Linear sRGB to Display P3 (linear)\nconst MAT_LINEAR_SRGB_TO_P3: Matrix3x3 = [\n 0.822462, 0.177538, 0.000000,\n 0.033194, 0.966806, 0.000000,\n 0.017083, 0.072397, 0.910520,\n];\n\n// Display P3 (linear) to Linear sRGB\nconst MAT_P3_TO_LINEAR_SRGB: Matrix3x3 = [\n 1.224940, -0.224940, 0.000000,\n -0.042057, 1.042057, 0.000000,\n -0.019638, -0.078636, 1.098274,\n];\n\n// Linear sRGB to ACEScg (AP1 primaries with Bradford adaptation to ACES white)\nconst MAT_LINEAR_SRGB_TO_ACESCG: Matrix3x3 = [\n 0.613097, 0.339523, 0.047379,\n 0.070194, 0.916354, 0.013452,\n 0.020616, 0.109570, 0.869815,\n];\n\n// ACEScg to Linear sRGB\nconst MAT_ACESCG_TO_LINEAR_SRGB: Matrix3x3 = [\n 1.704859, -0.621714, -0.083299,\n -0.130078, 1.140735, -0.010560,\n -0.023964, -0.128975, 1.153014,\n];\n\n/**\n * Converts a color between standard imaging color spaces.\n */\nexport function convertColorSpace(color: ColorRGB, from: ColorSpace, to: ColorSpace): ColorRGB {\n if (from === to) return [...color];\n\n // First convert `from` to Linear sRGB\n let lin: ColorRGB;\n switch (from) {\n case 'srgb':\n lin = srgbToLinearRgb(color);\n break;\n case 'linear-srgb':\n lin = [...color];\n break;\n case 'rec709':\n // BT.709 gamma 2.4 EOTF\n lin = [\n Math.pow(Math.max(0, color[0]), 2.4),\n Math.pow(Math.max(0, color[1]), 2.4),\n Math.pow(Math.max(0, color[2]), 2.4),\n ];\n break;\n case 'display-p3': {\n // P3 sRGB transfer to linear P3, then matrix to linear sRGB\n const p3Lin = srgbToLinearRgb(color);\n lin = mulMat3(MAT_P3_TO_LINEAR_SRGB, p3Lin);\n break;\n }\n case 'acescg':\n lin = mulMat3(MAT_ACESCG_TO_LINEAR_SRGB, color);\n break;\n }\n\n // Then convert from Linear sRGB to `to`\n switch (to) {\n case 'linear-srgb':\n return lin;\n case 'srgb':\n return linearRgbToSrgb(lin);\n case 'rec709':\n // BT.709 gamma 1/2.4\n return [\n Math.pow(Math.max(0, lin[0]), 1 / 2.4),\n Math.pow(Math.max(0, lin[1]), 1 / 2.4),\n Math.pow(Math.max(0, lin[2]), 1 / 2.4),\n ];\n case 'display-p3': {\n const p3Lin = mulMat3(MAT_LINEAR_SRGB_TO_P3, lin);\n return linearRgbToSrgb(p3Lin);\n }\n case 'acescg':\n return mulMat3(MAT_LINEAR_SRGB_TO_ACESCG, lin);\n }\n}\n\n// -----------------------------------------------------------------------------\n// Film Color Grading: ASC CDL, Lift/Gamma/Gain, Vibrance, White Balance\n// -----------------------------------------------------------------------------\n\nexport interface AscCdl {\n /** Multiplicative scaling (default [1, 1, 1]) */\n slope?: ColorRGB;\n /** Additive offset (default [0, 0, 0]) */\n offset?: ColorRGB;\n /** Exponential power (default [1, 1, 1]) */\n power?: ColorRGB;\n /** Master saturation (default 1.0) */\n saturation?: number;\n}\n\n/**\n * Standard ASC CDL (American Society of Cinematographers Color Decision List).\n * Formula: out = (in * slope + offset)^power, followed by Rec.709 luma-weighted saturation.\n */\nexport function applyAscCdl(color: ColorRGB, cdl: AscCdl): ColorRGB {\n const slope = cdl.slope ?? [1, 1, 1];\n const offset = cdl.offset ?? [0, 0, 0];\n const power = cdl.power ?? [1, 1, 1];\n const sat = cdl.saturation ?? 1.0;\n\n let r = Math.pow(Math.max(0, color[0] * slope[0] + offset[0]), power[0]);\n let g = Math.pow(Math.max(0, color[1] * slope[1] + offset[1]), power[1]);\n let b = Math.pow(Math.max(0, color[2] * slope[2] + offset[2]), power[2]);\n\n if (sat !== 1.0) {\n const luma = 0.2126 * r + 0.7152 * g + 0.0722 * b;\n r = luma + sat * (r - luma);\n g = luma + sat * (g - luma);\n b = luma + sat * (b - luma);\n }\n\n return [Math.max(0, r), Math.max(0, g), Math.max(0, b)];\n}\n\nexport interface LiftGammaGain {\n /** Shadows adjustment (default [0, 0, 0]) */\n lift?: ColorRGB;\n /** Midtones gamma adjustment (default [1, 1, 1]) */\n gamma?: ColorRGB;\n /** Highlights gain adjustment (default [1, 1, 1]) */\n gain?: ColorRGB;\n}\n\n/**\n * Three-way Lift / Gamma / Gain film color grading.\n * Formula: out = (gain * (in + lift * (1 - in)))^(1 / gamma)\n */\nexport function applyLiftGammaGain(color: ColorRGB, lgg: LiftGammaGain): ColorRGB {\n const lift = lgg.lift ?? [0, 0, 0];\n const gamma = lgg.gamma ?? [1, 1, 1];\n const gain = lgg.gain ?? [1, 1, 1];\n\n const processChannel = (val: number, l: number, gm: number, gn: number): number => {\n const lifted = val + l * (1.0 - val);\n const gained = Math.max(0, lifted * gn);\n const safeGamma = Math.max(1e-4, gm);\n return Math.pow(gained, 1.0 / safeGamma);\n };\n\n return [\n processChannel(color[0], lift[0], gamma[0], gain[0]),\n processChannel(color[1], lift[1], gamma[1], gain[1]),\n processChannel(color[2], lift[2], gamma[2], gain[2]),\n ];\n}\n\n/**\n * Vibrance adjustment with skin tone protection.\n * Selectively boosts muted colors while preventing already saturated colors and skin tones\n * from clipping.\n * @param amount Vibrance delta in [-1..1]\n */\nexport function applyVibrance(color: ColorRGB, amount: number): ColorRGB {\n if (Math.abs(amount) < 1e-4) return [...color];\n\n const [r, g, b] = color;\n const maxC = Math.max(r, g, b);\n const minC = Math.min(r, g, b);\n const sat = maxC > 1e-5 ? (maxC - minC) / maxC : 0;\n\n // Protect warm skin tones (hue around red/orange/yellow: r > g > b)\n let skinProtection = 1.0;\n if (r > g && g > b) {\n const skinFactor = (g - b) / (r - b + 1e-5);\n skinProtection = Math.max(0.2, 1.0 - skinFactor * 0.5);\n }\n\n // Weight inversely proportional to current saturation\n const boost = amount * (1.0 - sat) * skinProtection;\n const luma = 0.2126 * r + 0.7152 * g + 0.0722 * b;\n\n const newR = Math.max(0, Math.min(1, luma + (1 + boost) * (r - luma)));\n const newG = Math.max(0, Math.min(1, luma + (1 + boost) * (g - luma)));\n const newB = Math.max(0, Math.min(1, luma + (1 + boost) * (b - luma)));\n\n return [newR, newG, newB];\n}\n\n/**\n * Calculates RGB multiplier from Kelvin blackbody color temperature and green/magenta tint.\n * @param kelvin Temperature in Kelvin [2000..12000], D65 neutral is 6500K.\n * @param tint Green/magenta shift in [-100..100] (0 = neutral).\n */\nexport function getWhiteBalanceGains(kelvin: number, tint = 0): ColorRGB {\n const k = Math.max(2000, Math.min(12000, kelvin)) / 100.0;\n\n let r: number;\n let g: number;\n let b: number;\n\n if (k <= 66) {\n r = 255;\n g = 99.4708025861 * Math.log(k) - 161.1195681661;\n b = k <= 19 ? 0 : 138.5177312231 * Math.log(k - 10) - 305.0447927307;\n } else {\n r = 329.698727446 * Math.pow(k - 60, -0.1332047592);\n g = 288.1221695283 * Math.pow(k - 60, -0.0755148492);\n b = 255;\n }\n\n // Normalize D65 (6500K) to [1, 1, 1]\n const d65R = 255;\n const d65G = 250.7;\n const d65B = 255;\n\n let gainR = r / d65R;\n let gainG = g / d65G;\n let gainB = b / d65B;\n\n // Tint adjustment (green vs magenta)\n const tintFactor = tint / 100.0;\n gainG *= 1.0 - tintFactor * 0.15;\n gainR *= 1.0 + tintFactor * 0.05;\n gainB *= 1.0 + tintFactor * 0.05;\n\n return [gainR, gainG, gainB];\n}\n\n// -----------------------------------------------------------------------------\n// GLSL Shaders\n// -----------------------------------------------------------------------------\n\n/**\n * Self-contained GLSL functions for fast Oklab <-> Linear sRGB transforms.\n */\nexport function getOklabGLSL(): string {\n return `\n// Oklab <-> Linear sRGB (Björn Ottosson)\nvec3 flair_linear_to_oklab(vec3 c) {\n float l = pow(0.4122214708 * c.r + 0.5363325363 * c.g + 0.0514459929 * c.b, 1.0 / 3.0);\n float m = pow(0.2119034982 * c.r + 0.6806995451 * c.g + 0.1073969566 * c.b, 1.0 / 3.0);\n float s = pow(0.0883024619 * c.r + 0.2817188376 * c.g + 0.6299787005 * c.b, 1.0 / 3.0);\n return vec3(\n 0.2104542553 * l + 0.7936177850 * m - 0.0040720468 * s,\n 1.9779984951 * l - 2.4285922050 * m + 0.4505937099 * s,\n 0.0259040371 * l + 0.7827717662 * m - 0.8086757660 * s\n );\n}\n\nvec3 flair_oklab_to_linear(vec3 lab) {\n float l_ = lab.x + 0.3963377774 * lab.y + 0.2158037573 * lab.z;\n float m_ = lab.x - 0.1055613458 * lab.y - 0.0638541728 * lab.z;\n float s_ = lab.x - 0.0894841775 * lab.y - 1.2914855480 * lab.z;\n float l = l_ * l_ * l_;\n float m = m_ * m_ * m_;\n float s = s_ * s_ * s_;\n return vec3(\n +4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,\n -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,\n -0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s\n );\n}\n`.trim();\n}\n\n/**\n * Self-contained GLSL functions for ASC CDL and Lift/Gamma/Gain grading.\n */\nexport function getColorGradingGLSL(): string {\n return `\n// ASC CDL Grading\nvec3 flair_cdl(vec3 color, vec3 slope, vec3 offset, vec3 power, float sat) {\n vec3 c = pow(max(color * slope + offset, vec3(0.0)), power);\n float luma = dot(c, vec3(0.2126, 0.7152, 0.0722));\n return mix(vec3(luma), c, sat);\n}\n\n// 3-Way Lift / Gamma / Gain Grading\nvec3 flair_lift_gamma_gain(vec3 color, vec3 lift, vec3 gamma, vec3 gain) {\n vec3 lifted = color + lift * (vec3(1.0) - color);\n vec3 gained = max(lifted * gain, vec3(0.0));\n return pow(gained, 1.0 / max(gamma, 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@@ -0,0 +1,164 @@
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|
1
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+
// src/shader/controls.ts
|
|
2
|
+
var DECLARATION = /^\s*uniform\s+(float|int|bool|vec2|vec3|vec4|sampler2D)\s+([A-Za-z_]\w*)\s*;\s*\/\/\s*@control\b(.*)$/;
|
|
3
|
+
var ATTRIBUTE = /([a-z]+)(?:=("[^"]*"|\S+))?/gi;
|
|
4
|
+
var COMPONENTS = {
|
|
5
|
+
float: 1,
|
|
6
|
+
int: 1,
|
|
7
|
+
bool: 1,
|
|
8
|
+
vec2: 2,
|
|
9
|
+
vec3: 3,
|
|
10
|
+
vec4: 4,
|
|
11
|
+
sampler2D: 1
|
|
12
|
+
};
|
|
13
|
+
function componentCount(type) {
|
|
14
|
+
return COMPONENTS[type];
|
|
15
|
+
}
|
|
16
|
+
function humanise(name) {
|
|
17
|
+
const words = name.replace(/^u(?=[A-Z])/, "").replace(/_/g, " ").replace(/([a-z0-9])([A-Z])/g, "$1 $2").trim().toLowerCase();
|
|
18
|
+
return words.charAt(0).toUpperCase() + words.slice(1);
|
|
19
|
+
}
|
|
20
|
+
function hexToRgb(hex) {
|
|
21
|
+
const m = /^#?([0-9a-f]{6}|[0-9a-f]{3})$/i.exec(hex.trim());
|
|
22
|
+
if (!m) return null;
|
|
23
|
+
const digits = m[1];
|
|
24
|
+
const h = digits.length === 3 ? digits.split("").map((c) => c + c).join("") : digits;
|
|
25
|
+
return [0, 2, 4].map((i) => parseInt(h.slice(i, i + 2), 16) / 255);
|
|
26
|
+
}
|
|
27
|
+
function rgbToHex(rgb) {
|
|
28
|
+
return "#" + rgb.slice(0, 3).map(
|
|
29
|
+
(c) => Math.round(Math.min(1, Math.max(0, c)) * 255).toString(16).padStart(2, "0")
|
|
30
|
+
).join("");
|
|
31
|
+
}
|
|
32
|
+
function parseDefault(raw, type, color) {
|
|
33
|
+
const n = COMPONENTS[type];
|
|
34
|
+
if (type === "bool") return raw === "true" || raw === "1";
|
|
35
|
+
if (type === "sampler2D") return raw ?? "";
|
|
36
|
+
if (raw === void 0) return n === 1 ? 0 : Array.from({ length: n }, () => color ? 1 : 0);
|
|
37
|
+
if (color && raw.startsWith("#")) {
|
|
38
|
+
const rgb = hexToRgb(raw) ?? [1, 1, 1];
|
|
39
|
+
return type === "vec4" ? [...rgb, 1] : rgb;
|
|
40
|
+
}
|
|
41
|
+
const parts = raw.split(",").map(Number).map((v) => Number.isFinite(v) ? v : 0);
|
|
42
|
+
if (n === 1) return parts[0] ?? 0;
|
|
43
|
+
return Array.from({ length: n }, (_, i) => parts[i] ?? parts[parts.length - 1] ?? 0);
|
|
44
|
+
}
|
|
45
|
+
function parseControls(source) {
|
|
46
|
+
const controls = [];
|
|
47
|
+
const seen = /* @__PURE__ */ new Set();
|
|
48
|
+
source.split("\n").forEach((text, index) => {
|
|
49
|
+
const m = DECLARATION.exec(text);
|
|
50
|
+
if (!m || seen.has(m[2])) return;
|
|
51
|
+
const type = m[1];
|
|
52
|
+
const name = m[2];
|
|
53
|
+
seen.add(name);
|
|
54
|
+
const attrs = {};
|
|
55
|
+
for (const a of m[3].matchAll(ATTRIBUTE)) {
|
|
56
|
+
attrs[a[1].toLowerCase()] = a[2]?.replace(/^"|"$/g, "");
|
|
57
|
+
}
|
|
58
|
+
const color = "color" in attrs && (type === "vec3" || type === "vec4");
|
|
59
|
+
const num = (v, fallback) => v !== void 0 && Number.isFinite(Number(v)) ? Number(v) : fallback;
|
|
60
|
+
const min = num(attrs.min, 0);
|
|
61
|
+
const rawMax = num(attrs.max, type === "int" ? 10 : 1);
|
|
62
|
+
const max = rawMax > min ? rawMax : min + 1;
|
|
63
|
+
const control = {
|
|
64
|
+
name,
|
|
65
|
+
type,
|
|
66
|
+
label: attrs.label ?? humanise(name),
|
|
67
|
+
color,
|
|
68
|
+
min,
|
|
69
|
+
max,
|
|
70
|
+
step: num(attrs.step, type === "int" ? 1 : (max - min) / 200),
|
|
71
|
+
default: parseDefault(attrs.default, type, color),
|
|
72
|
+
line: index + 1
|
|
73
|
+
};
|
|
74
|
+
if (type === "sampler2D") {
|
|
75
|
+
const pick = (v, options) => options.find((o) => o === v?.toLowerCase()) ?? options[0];
|
|
76
|
+
control.texture = {
|
|
77
|
+
filter: pick(attrs.filter, ["mipmap", "linear", "nearest"]),
|
|
78
|
+
wrap: pick(attrs.wrap, ["repeat", "clamp", "mirror"])
|
|
79
|
+
};
|
|
80
|
+
}
|
|
81
|
+
controls.push(control);
|
|
82
|
+
});
|
|
83
|
+
return controls;
|
|
84
|
+
}
|
|
85
|
+
function controlValue(control, values) {
|
|
86
|
+
const v = values?.[control.name];
|
|
87
|
+
if (v === void 0) return control.default;
|
|
88
|
+
if (control.type === "bool") return typeof v === "boolean" ? v : control.default;
|
|
89
|
+
if (control.type === "sampler2D") return typeof v === "string" ? v : control.default;
|
|
90
|
+
const n = COMPONENTS[control.type];
|
|
91
|
+
if (n === 1) return typeof v === "number" ? v : control.default;
|
|
92
|
+
return Array.isArray(v) && v.length === n ? v : control.default;
|
|
93
|
+
}
|
|
94
|
+
function checkControlValue(control, raw) {
|
|
95
|
+
const fail = (message) => ({ ok: false, message });
|
|
96
|
+
const n = COMPONENTS[control.type];
|
|
97
|
+
if (control.type === "bool") {
|
|
98
|
+
return typeof raw === "boolean" ? { ok: true, value: raw } : fail(`${control.name} takes true or false.`);
|
|
99
|
+
}
|
|
100
|
+
if (control.type === "sampler2D") {
|
|
101
|
+
return typeof raw === "string" && (raw === "" || isImageUrl(raw)) ? { ok: true, value: raw } : fail(`${control.name} takes an image URL: https://\u2026, data:image/\u2026 or blob:\u2026.`);
|
|
102
|
+
}
|
|
103
|
+
if (control.color && typeof raw === "string") {
|
|
104
|
+
const rgb = hexToRgb(raw);
|
|
105
|
+
if (!rgb) return fail(`${control.name} takes a colour like "#77C16A".`);
|
|
106
|
+
return { ok: true, value: control.type === "vec4" ? [...rgb, 1] : rgb };
|
|
107
|
+
}
|
|
108
|
+
if (n === 1) {
|
|
109
|
+
if (typeof raw !== "number" || !Number.isFinite(raw)) {
|
|
110
|
+
return fail(`${control.name} takes a number.`);
|
|
111
|
+
}
|
|
112
|
+
return { ok: true, value: control.type === "int" ? Math.round(raw) : raw };
|
|
113
|
+
}
|
|
114
|
+
if (!Array.isArray(raw) || raw.length !== n || !raw.every((x) => typeof x === "number" && Number.isFinite(x))) {
|
|
115
|
+
return fail(
|
|
116
|
+
`${control.name} takes ${n} numbers${control.color ? ' (or a colour like "#77C16A")' : ""}.`
|
|
117
|
+
);
|
|
118
|
+
}
|
|
119
|
+
return { ok: true, value: raw };
|
|
120
|
+
}
|
|
121
|
+
function coerceControlValue(control, raw) {
|
|
122
|
+
const check = checkControlValue(control, raw);
|
|
123
|
+
return check.ok ? check.value : check.message;
|
|
124
|
+
}
|
|
125
|
+
function isImageUrl(url) {
|
|
126
|
+
const scheme = /^([a-z][a-z0-9+.-]*):/i.exec(url.trim())?.[1]?.toLowerCase();
|
|
127
|
+
if (scheme === void 0) return url.trim() !== "";
|
|
128
|
+
if (scheme === "data") return /^data:image\//i.test(url.trim());
|
|
129
|
+
return scheme === "http" || scheme === "https" || scheme === "blob";
|
|
130
|
+
}
|
|
131
|
+
function imageUrls(controls, values) {
|
|
132
|
+
const urls = /* @__PURE__ */ new Set();
|
|
133
|
+
for (const control of controls) {
|
|
134
|
+
if (control.type !== "sampler2D") continue;
|
|
135
|
+
const url = controlValue(control, values);
|
|
136
|
+
if (url) urls.add(url);
|
|
137
|
+
}
|
|
138
|
+
return [...urls];
|
|
139
|
+
}
|
|
140
|
+
function describeValue(control, value) {
|
|
141
|
+
if (typeof value === "string" && value.startsWith("data:") && value.length > 100) {
|
|
142
|
+
const kb = Math.round(value.length * 3 / 4 / 1024);
|
|
143
|
+
return `${value.slice(0, value.indexOf(",") + 1)}\u2026 (about ${kb} kB)`;
|
|
144
|
+
}
|
|
145
|
+
if (control.color && Array.isArray(value)) return rgbToHex(value);
|
|
146
|
+
if (Array.isArray(value)) return value.map((v) => Math.round(v * 1e3) / 1e3);
|
|
147
|
+
if (typeof value === "number") return Math.round(value * 1e3) / 1e3;
|
|
148
|
+
return value;
|
|
149
|
+
}
|
|
150
|
+
|
|
151
|
+
export {
|
|
152
|
+
componentCount,
|
|
153
|
+
humanise,
|
|
154
|
+
hexToRgb,
|
|
155
|
+
rgbToHex,
|
|
156
|
+
parseControls,
|
|
157
|
+
controlValue,
|
|
158
|
+
checkControlValue,
|
|
159
|
+
coerceControlValue,
|
|
160
|
+
isImageUrl,
|
|
161
|
+
imageUrls,
|
|
162
|
+
describeValue
|
|
163
|
+
};
|
|
164
|
+
//# sourceMappingURL=chunk-J55UBNAT.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"sources":["../src/shader/controls.ts"],"sourcesContent":["/**\n * Controls declared in a shader's source. A uniform becomes a control when\n * its declaration carries an `@control` comment on the same line:\n *\n * uniform float uSpeed; // @control min=0 max=4 default=1 label=\"Speed\"\n * uniform int uSteps; // @control min=1 max=64 default=16\n * uniform bool uGrain; // @control default=true label=\"Film grain\"\n * uniform vec2 uCenter; // @control min=-1 max=1 default=0,0\n * uniform vec3 uTint; // @control color default=#77C16A label=\"Tint\"\n * uniform sampler2D uPhoto; // @control filter=linear wrap=clamp label=\"Photo\"\n *\n * The source is the single source of truth for which controls exist and\n * their defaults; values someone picks are stored next to it.\n */\n\n/** The uniform types a control can have. */\nexport type ControlType = \"float\" | \"int\" | \"bool\" | \"vec2\" | \"vec3\" | \"vec4\" | \"sampler2D\";\n\n/**\n * A control's value: a number (`float`, `int`), a boolean (`bool`), the\n * components of a vector, or an image URL (`sampler2D`; \"\" for none).\n */\nexport type ControlValue = number | boolean | number[] | string;\n\n/** How an image is sampled: Shadertoy's channel settings. */\nexport interface TextureSettings {\n /** `mipmap` (the default), `linear` or `nearest` (pixelated). */\n filter: \"mipmap\" | \"linear\" | \"nearest\";\n /** Outside 0–1: `repeat` (the default), `clamp` to the edge, or `mirror`. */\n wrap: \"repeat\" | \"clamp\" | \"mirror\";\n}\n\n/** A control parsed from an annotated uniform. */\nexport interface ControlDef {\n /** The uniform's name. */\n name: string;\n type: ControlType;\n /** `label=\"…\"`, or the name made readable (\"uFlowSpeed\" → \"Flow speed\"). */\n label: string;\n /** A `vec3` or `vec4` shown as a colour picker. */\n color: boolean;\n min: number;\n /** Always greater than `min`. */\n max: number;\n step: number;\n default: ControlValue;\n /** 1-based line of the declaration. */\n line: number;\n /** Sampling settings, for `sampler2D` controls only. */\n texture?: TextureSettings;\n}\n\nconst DECLARATION =\n /^\\s*uniform\\s+(float|int|bool|vec2|vec3|vec4|sampler2D)\\s+([A-Za-z_]\\w*)\\s*;\\s*\\/\\/\\s*@control\\b(.*)$/;\nconst ATTRIBUTE = /([a-z]+)(?:=(\"[^\"]*\"|\\S+))?/gi;\n\nconst COMPONENTS: Record<ControlType, number> = {\n float: 1,\n int: 1,\n bool: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n sampler2D: 1,\n};\n\n/** The number of components a control type has: 1 for scalars, `bool` and `sampler2D`, else the vector size. */\nexport function componentCount(type: ControlType): number {\n return COMPONENTS[type];\n}\n\n/** \"uFlowSpeed\" → \"Flow speed\". */\nexport function humanise(name: string): string {\n const words = name\n .replace(/^u(?=[A-Z])/, \"\")\n .replace(/_/g, \" \")\n .replace(/([a-z0-9])([A-Z])/g, \"$1 $2\")\n .trim()\n .toLowerCase();\n return words.charAt(0).toUpperCase() + words.slice(1);\n}\n\n/** \"#77C16A\" (or \"#7c6\") → [0.467, 0.757, 0.416]; null when it is not a hex colour. */\nexport function hexToRgb(hex: string): number[] | null {\n const m = /^#?([0-9a-f]{6}|[0-9a-f]{3})$/i.exec(hex.trim());\n if (!m) return null;\n const digits = m[1]!;\n const h =\n digits.length === 3\n ? digits\n .split(\"\")\n .map((c) => c + c)\n .join(\"\")\n : digits;\n return [0, 2, 4].map((i) => parseInt(h.slice(i, i + 2), 16) / 255);\n}\n\n/** [0.467, 0.757, 0.416] → \"#77c16a\". Components are clamped to 0–1; a fourth (alpha) is ignored. */\nexport function rgbToHex(rgb: number[]): string {\n return (\n \"#\" +\n rgb\n .slice(0, 3)\n .map((c) =>\n Math.round(Math.min(1, Math.max(0, c)) * 255)\n .toString(16)\n .padStart(2, \"0\"),\n )\n .join(\"\")\n );\n}\n\nfunction parseDefault(raw: string | undefined, type: ControlType, color: boolean): ControlValue {\n const n = COMPONENTS[type];\n if (type === \"bool\") return raw === \"true\" || raw === \"1\";\n if (type === \"sampler2D\") return raw ?? \"\";\n // Without a default, numbers start at 0 and colours at white.\n if (raw === undefined) return n === 1 ? 0 : Array.from({ length: n }, () => (color ? 1 : 0));\n if (color && raw.startsWith(\"#\")) {\n const rgb = hexToRgb(raw) ?? [1, 1, 1];\n return type === \"vec4\" ? [...rgb, 1] : rgb;\n }\n const parts = raw\n .split(\",\")\n .map(Number)\n .map((v) => (Number.isFinite(v) ? v : 0));\n if (n === 1) return parts[0] ?? 0;\n // A short list repeats its last component: `default=0.5` on a vec3 is (0.5, 0.5, 0.5).\n return Array.from({ length: n }, (_, i) => parts[i] ?? parts[parts.length - 1] ?? 0);\n}\n\n/**\n * The controls a source declares, in source order. A uniform declared twice\n * counts once (the first wins). Unknown attributes are ignored, and missing\n * or malformed ones fall back to defaults: `min=0`, `max=1` (10 for `int`),\n * a step of 1/200 of the range (1 for `int`).\n */\nexport function parseControls(source: string): ControlDef[] {\n const controls: ControlDef[] = [];\n const seen = new Set<string>();\n source.split(\"\\n\").forEach((text, index) => {\n const m = DECLARATION.exec(text);\n if (!m || seen.has(m[2]!)) return;\n const type = m[1] as ControlType;\n const name = m[2]!;\n seen.add(name);\n const attrs: Record<string, string | undefined> = {};\n for (const a of m[3]!.matchAll(ATTRIBUTE)) {\n attrs[a[1]!.toLowerCase()] = a[2]?.replace(/^\"|\"$/g, \"\");\n }\n const color = \"color\" in attrs && (type === \"vec3\" || type === \"vec4\");\n const num = (v: string | undefined, fallback: number) =>\n v !== undefined && Number.isFinite(Number(v)) ? Number(v) : fallback;\n const min = num(attrs.min, 0);\n const rawMax = num(attrs.max, type === \"int\" ? 10 : 1);\n const max = rawMax > min ? rawMax : min + 1;\n const control: ControlDef = {\n name,\n type,\n label: attrs.label ?? humanise(name),\n color,\n min,\n max,\n step: num(attrs.step, type === \"int\" ? 1 : (max - min) / 200),\n default: parseDefault(attrs.default, type, color),\n line: index + 1,\n };\n if (type === \"sampler2D\") {\n const pick = <T extends string>(v: string | undefined, options: readonly T[]): T =>\n options.find((o) => o === v?.toLowerCase()) ?? options[0]!;\n control.texture = {\n filter: pick(attrs.filter, [\"mipmap\", \"linear\", \"nearest\"] as const),\n wrap: pick(attrs.wrap, [\"repeat\", \"clamp\", \"mirror\"] as const),\n };\n }\n controls.push(control);\n });\n return controls;\n}\n\n/** The value a control has: the stored one when it still fits the declaration, else the default. */\nexport function controlValue(\n control: ControlDef,\n values: Record<string, ControlValue> | undefined,\n): ControlValue {\n const v = values?.[control.name];\n if (v === undefined) return control.default;\n if (control.type === \"bool\") return typeof v === \"boolean\" ? v : control.default;\n if (control.type === \"sampler2D\") return typeof v === \"string\" ? v : control.default;\n const n = COMPONENTS[control.type];\n if (n === 1) return typeof v === \"number\" ? v : control.default;\n return Array.isArray(v) && v.length === n ? v : control.default;\n}\n\n/** What {@link checkControlValue} decides: the value to store, or a sentence saying what the control takes. */\nexport type ControlCheck = { ok: true; value: ControlValue } | { ok: false; message: string };\n\n/**\n * Checks a value from outside (an agent's tool call, a URL, a form) against a\n * control. Colours also accept \"#RRGGBB\"; `int` values are rounded. Images\n * take a URL: `https:`, `http:`, `data:image/…`, `blob:` or a relative path\n * (\"\" for none).\n */\nexport function checkControlValue(control: ControlDef, raw: unknown): ControlCheck {\n const fail = (message: string): ControlCheck => ({ ok: false, message });\n const n = COMPONENTS[control.type];\n if (control.type === \"bool\") {\n return typeof raw === \"boolean\"\n ? { ok: true, value: raw }\n : fail(`${control.name} takes true or false.`);\n }\n if (control.type === \"sampler2D\") {\n return typeof raw === \"string\" && (raw === \"\" || isImageUrl(raw))\n ? { ok: true, value: raw }\n : fail(`${control.name} takes an image URL: https://…, data:image/… or blob:….`);\n }\n if (control.color && typeof raw === \"string\") {\n const rgb = hexToRgb(raw);\n if (!rgb) return fail(`${control.name} takes a colour like \"#77C16A\".`);\n return { ok: true, value: control.type === \"vec4\" ? [...rgb, 1] : rgb };\n }\n if (n === 1) {\n if (typeof raw !== \"number\" || !Number.isFinite(raw)) {\n return fail(`${control.name} takes a number.`);\n }\n return { ok: true, value: control.type === \"int\" ? Math.round(raw) : raw };\n }\n if (\n !Array.isArray(raw) ||\n raw.length !== n ||\n !raw.every((x) => typeof x === \"number\" && Number.isFinite(x))\n ) {\n return fail(\n `${control.name} takes ${n} numbers${control.color ? ' (or a colour like \"#77C16A\")' : \"\"}.`,\n );\n }\n return { ok: true, value: raw as number[] };\n}\n\n/**\n * {@link checkControlValue} for controls whose values are never strings:\n * returns the value to store, or the message. An image control's value is a\n * string too, so use `checkControlValue` where images can appear.\n */\nexport function coerceControlValue(control: ControlDef, raw: unknown): ControlValue | string {\n const check = checkControlValue(control, raw);\n return check.ok ? check.value : check.message;\n}\n\n/** Whether a string is a URL an image control can load: `http(s):`, `data:image/`, `blob:` or a relative path. */\nexport function isImageUrl(url: string): boolean {\n const scheme = /^([a-z][a-z0-9+.-]*):/i.exec(url.trim())?.[1]?.toLowerCase();\n if (scheme === undefined) return url.trim() !== \"\";\n if (scheme === \"data\") return /^data:image\\//i.test(url.trim());\n return scheme === \"http\" || scheme === \"https\" || scheme === \"blob\";\n}\n\n/** The image URLs the controls show with these values, without duplicates or empty ones. */\nexport function imageUrls(\n controls: ControlDef[],\n values: Record<string, ControlValue> | undefined,\n): string[] {\n const urls = new Set<string>();\n for (const control of controls) {\n if (control.type !== \"sampler2D\") continue;\n const url = controlValue(control, values) as string;\n if (url) urls.add(url);\n }\n return [...urls];\n}\n\n/**\n * A value as compact, JSON-friendly data: colours as hex, numbers to three\n * decimals. A long `data:` URL is shortened to its type and size, which\n * keeps it out of an agent's context but cannot be stored back.\n */\nexport function describeValue(control: ControlDef, value: ControlValue): unknown {\n if (typeof value === \"string\" && value.startsWith(\"data:\") && value.length > 100) {\n const kb = Math.round((value.length * 3) / 4 / 1024);\n return `${value.slice(0, value.indexOf(\",\") + 1)}… (about ${kb} kB)`;\n }\n if (control.color && Array.isArray(value)) return rgbToHex(value);\n if (Array.isArray(value)) return value.map((v) => Math.round(v * 1000) / 1000);\n if (typeof value === \"number\") return Math.round(value * 1000) / 1000;\n return 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