@pixerate/flair 0.25.0 → 0.26.0
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 +15 -0
- package/README.md +1 -0
- package/dist/catalog/index.js +1 -1
- package/dist/{chunk-WAMA45G3.js → chunk-5USSDEQL.js} +77 -21
- package/dist/chunk-5USSDEQL.js.map +1 -0
- package/dist/{chunk-GTIAOYOK.js → chunk-74ZLCZOG.js} +13 -10
- package/dist/chunk-74ZLCZOG.js.map +1 -0
- package/dist/{chunk-O44ZJTGG.js → chunk-CK6EV37I.js} +15 -11
- package/dist/chunk-CK6EV37I.js.map +1 -0
- package/dist/{chunk-OKYMKSXK.js → chunk-G2B5L234.js} +3 -3
- package/dist/{chunk-PYDN5G2P.js → chunk-HVXWNGTW.js} +79 -2
- package/dist/{chunk-PYDN5G2P.js.map → chunk-HVXWNGTW.js.map} +1 -1
- package/dist/{chunk-S2RGHHKZ.js → chunk-UCZ43ARE.js} +2 -2
- package/dist/cli.js +9 -9
- package/dist/editor/index.js +1 -1
- package/dist/{effect-26CPF5HS.js → effect-GGH3OSOT.js} +4 -4
- package/dist/embed/index.js +2 -2
- package/dist/{export-DH2HMACO.js → export-QVW474KM.js} +3 -3
- package/dist/index.d.ts +42 -2
- package/dist/index.js +18 -4
- package/dist/index.js.map +1 -1
- package/dist/node.js +3 -3
- package/dist/react/index.js +2 -2
- package/dist/svelte/index.js +2 -2
- package/package.json +1 -1
- package/dist/chunk-GTIAOYOK.js.map +0 -1
- package/dist/chunk-O44ZJTGG.js.map +0 -1
- package/dist/chunk-WAMA45G3.js.map +0 -1
- /package/dist/{chunk-OKYMKSXK.js.map → chunk-G2B5L234.js.map} +0 -0
- /package/dist/{chunk-S2RGHHKZ.js.map → chunk-UCZ43ARE.js.map} +0 -0
- /package/dist/{effect-26CPF5HS.js.map → effect-GGH3OSOT.js.map} +0 -0
- /package/dist/{export-DH2HMACO.js.map → export-QVW474KM.js.map} +0 -0
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{"version":3,"sources":["../src/export/motn.ts","../src/export/lottie.ts","../src/export/interchange.ts"],"sourcesContent":["import type { Scene, Shot } from '../scene/types.js';\nimport { DEFAULT_STAGE, DEFAULT_PERSPECTIVE, centreOf, isAngled, type View } from '../scene/camera.js';\nimport { cameraSamples, shotMoveMs, sceneStage, type CameraSample } from '../scene/cameratrack.js';\nimport { isElementCommand } from '../scene/types.js';\n\nexport interface MotnExportOptions {\n frameRate?: number;\n}\n\nfunction escapeXml(unsafe: string): string {\n return unsafe\n .replace(/&/g, '&')\n .replace(/</g, '<')\n .replace(/>/g, '>')\n .replace(/\"/g, '"')\n .replace(/'/g, ''');\n}\n\nconst r3 = (n: number) => Math.round(n * 1000) / 1000;\n\n/** A parameter, keyframed (linear, at frames) when the samples change and static when they do not. */\nfunction curveParameter(name: string, id: number, samples: readonly CameraSample[], value: (v: View) => number, indent: string): string[] {\n const values = samples.map((x) => r3(value(x.view)));\n if (values.every((v) => v === values[0])) return [`${indent}<parameter name=\"${name}\" id=\"${id}\" value=\"${values[0]}\"/>`];\n return [\n `${indent}<parameter name=\"${name}\" id=\"${id}\" value=\"${values[0]}\">`,\n `${indent} <curve type=\"1\" default=\"${values[0]}\" value=\"${values[0]}\">`,\n ...samples.map((x, i) => `${indent} <keypoint interpolation=\"1\"><time>${x.frame}</time><value>${values[i]}</value></keypoint>`),\n `${indent} </curve>`,\n `${indent}</parameter>`,\n ];\n}\n\n/**\n * The scene's camera as a group the shot groups sit in: its anchor point is\n * the camera's centre, its scale the zoom and its rotations the angle\n * (Motion's y points up, so tilt and roll turn the other way), keyframed\n * every other frame through each move. The perspective distance and each\n * move's motion blur are noted in comments: set them on a Motion camera and\n * in the render settings.\n */\nfunction cameraGroupOpen(scene: Scene, frameRate: number, totalFrames: number, id: number): string[] {\n const stage = sceneStage(scene);\n const samples = cameraSamples(scene, frameRate);\n const angled = samples.some((x) => isAngled(x.view));\n const lines = [` <group name=\"Camera\" id=\"${id}\">`];\n if (angled) {\n const distance = r3((samples.find((x) => x.view.perspective)?.view.perspective ?? DEFAULT_PERSPECTIVE) * stage.width);\n lines.push(` <!-- 3D group: view it through a camera ${distance}px from the canvas -->`);\n }\n for (const shot of scene.shots) {\n const transition = shot.camera?.transition;\n if (transition && transition !== 'move') lines.push(` <!-- ${escapeXml(shot.title ?? 'Shot')}: ${transition} in -->`);\n if (shot.camera?.motionBlur) lines.push(` <!-- ${escapeXml(shot.title ?? 'Shot')}: motion blur ${shot.camera.motionBlur} on the move in -->`);\n }\n lines.push(` <timing in=\"0\" out=\"${totalFrames - 1}\" offset=\"0\"/>`);\n lines.push(' <parameter name=\"Properties\" id=\"1\">');\n lines.push(' <parameter name=\"Transform\" id=\"100\">');\n lines.push(' <parameter name=\"Position\" id=\"101\">');\n lines.push(' <parameter name=\"X\" id=\"1\" value=\"0\"/>');\n lines.push(' <parameter name=\"Y\" id=\"2\" value=\"0\"/>');\n lines.push(' </parameter>');\n lines.push(' <parameter name=\"Scale\" id=\"102\">');\n lines.push(...curveParameter('X', 1, samples, (v) => v.zoom * 100, ' '));\n lines.push(...curveParameter('Y', 2, samples, (v) => v.zoom * 100, ' '));\n lines.push(' </parameter>');\n lines.push(' <parameter name=\"Rotation\" id=\"103\">');\n lines.push(...curveParameter('X', 1, samples, (v) => 0 - (v.tilt ?? 0), ' '));\n lines.push(...curveParameter('Y', 2, samples, (v) => v.turn ?? 0, ' '));\n lines.push(...curveParameter('Z', 3, samples, (v) => 0 - (v.roll ?? 0), ' '));\n lines.push(' </parameter>');\n lines.push(' <parameter name=\"Anchor Point\" id=\"104\">');\n lines.push(...curveParameter('X', 1, samples, (v) => centreOf(v, stage)[0], ' '));\n lines.push(...curveParameter('Y', 2, samples, (v) => 0 - centreOf(v, stage)[1], ' '));\n lines.push(' </parameter>');\n lines.push(' </parameter>');\n lines.push(' </parameter>');\n return lines;\n}\n\n/**\n * Serializes a Flair Scene into Apple Motion ozml 4.0 XML document format\n * (.motn). A scene with a camera puts its shots in a \"Camera\" group that\n * moves, zooms and turns as the camera does.\n */\nexport function exportMotn(scene: Scene, options: MotnExportOptions = {}): string {\n const frameRate = options.frameRate ?? 30;\n const width = scene.stage?.width ?? DEFAULT_STAGE.width;\n const height = scene.stage?.height ?? DEFAULT_STAGE.height;\n\n // Calculate shot frame ranges\n let currentMs = 0;\n const shotTimings = scene.shots.map((shot, idx) => {\n const camMs = shotMoveMs(shot, idx);\n const holdMs = shot.hold ?? 800;\n const durationMs = camMs + holdMs;\n const startMs = currentMs;\n currentMs += durationMs;\n\n const startFrame = Math.round((startMs / 1000) * frameRate);\n const durationFrames = Math.max(1, Math.round((durationMs / 1000) * frameRate));\n const endFrame = startFrame + durationFrames - 1;\n\n return {\n shot,\n startFrame,\n durationFrames,\n endFrame,\n };\n });\n\n const totalFrames = Math.max(1, Math.round((currentMs / 1000) * frameRate));\n\n let nodeId = 10000;\n const lines: string[] = [];\n\n lines.push('<?xml version=\"1.0\" encoding=\"UTF-8\"?>');\n lines.push('<!DOCTYPE ozxmlscene>');\n lines.push('<ozml version=\"4.0\">');\n if (scene.name) {\n lines.push(` <!-- Scene: ${escapeXml(scene.name)} -->`);\n }\n lines.push('');\n lines.push(' <displayversion>5.0</displayversion>');\n lines.push('');\n lines.push(' <factory id=\"1\" uuid=\"044beba5ad3211d7ac9b000393833f6a\">');\n lines.push(' <description>Style</description>');\n lines.push(' <manufacturer>Apple</manufacturer>');\n lines.push(' <version>1</version>');\n lines.push(' </factory>');\n lines.push(' <factory id=\"2\" uuid=\"babfc7777f4711d7aaa7000393833f6a\">');\n lines.push(' <description>Text</description>');\n lines.push(' <manufacturer>Apple</manufacturer>');\n lines.push(' <version>1</version>');\n lines.push(' </factory>');\n lines.push(' <factory id=\"3\" uuid=\"712462a4323911d78f8400039389b702\">');\n lines.push(' <description>Shape</description>');\n lines.push(' <manufacturer>Apple</manufacturer>');\n lines.push(' <version>1</version>');\n lines.push(' </factory>');\n lines.push(' <factory id=\"4\" uuid=\"65cb4dc9d4504fa281921f5f751fba06\">');\n lines.push(' <description>Widget</description>');\n lines.push(' <manufacturer>Apple</manufacturer>');\n lines.push(' <version>1</version>');\n lines.push(' </factory>');\n lines.push('');\n lines.push(' <scene>');\n lines.push(' <sceneSettings>');\n lines.push(` <width>${width}</width>`);\n lines.push(` <height>${height}</height>`);\n lines.push(` <duration>${totalFrames}</duration>`);\n lines.push(` <frameRate>${frameRate}</frameRate>`);\n lines.push(' <NTSC>0</NTSC>');\n lines.push(' <channels>4</channels>');\n lines.push(' <channelDepth>8</channelDepth>');\n lines.push(' <pixelAspectRatio>1</pixelAspectRatio>');\n lines.push(' <backgroundColor red=\"0\" green=\"0\" blue=\"0\" alpha=\"1\"/>');\n lines.push(' </sceneSettings>');\n lines.push(' <currentFrame>0</currentFrame>');\n lines.push(` <timeRange offset=\"0\" duration=\"${totalFrames}\"/>`);\n lines.push(` <playRange offset=\"0\" duration=\"${totalFrames}\"/>`);\n lines.push(' <flags>1</flags>');\n\n // Rig widget export if defined\n if (scene.rig && Object.keys(scene.rig.widgets).length > 0) {\n lines.push(` <scenenode name=\"Rigs\" id=\"${nodeId++}\" factoryID=\"4\" version=\"1\">`);\n for (const [widgetName, widget] of Object.entries(scene.rig.widgets)) {\n lines.push(` <scenenode name=\"${escapeXml(widgetName)}\" id=\"${nodeId++}\" factoryID=\"4\" version=\"1\">`);\n lines.push(' <parameter name=\"Object\" id=\"2\">');\n if (widget.type === 'slider') {\n lines.push(` <parameter name=\"Widget\" id=\"100\" default=\"0\" value=\"${widget.value}\"/>`);\n } else if (widget.type === 'toggle') {\n lines.push(` <parameter name=\"Widget\" id=\"100\" default=\"0\" value=\"${widget.enabled ? 1 : 0}\"/>`);\n } else if (widget.type === 'popup') {\n lines.push(` <parameter name=\"Widget\" id=\"100\" default=\"0\" value=\"${escapeXml(widget.selected)}\"/>`);\n }\n lines.push(' </parameter>');\n lines.push(' </scenenode>');\n }\n lines.push(' </scenenode>');\n }\n\n // Groups and element nodes per shot, inside the camera group when there is one.\n const hasCamera = scene.shots.some((s) => s.camera);\n if (hasCamera) lines.push(...cameraGroupOpen(scene, frameRate, totalFrames, nodeId++));\n for (const [idx, item] of shotTimings.entries()) {\n const shotLabel = item.shot.title\n ? `Shot ${idx + 1}: ${escapeXml(item.shot.title)}`\n : `Shot ${idx + 1}`;\n lines.push(` <group name=\"${shotLabel}\" id=\"${nodeId++}\">`);\n lines.push(` <timing in=\"${item.startFrame}\" out=\"${item.endFrame}\" offset=\"${item.startFrame}\"/>`);\n\n if (item.shot.run) {\n for (const cmd of item.shot.run) {\n if (isElementCommand(cmd) && cmd.element) {\n const el = cmd.element;\n const isText = el.type === 'text';\n const factoryId = isText ? 2 : 3;\n lines.push(` <scenenode name=\"${escapeXml(el.id)}\" id=\"${nodeId++}\" factoryID=\"${factoryId}\" version=\"1\">`);\n lines.push(` <timing in=\"${item.startFrame}\" out=\"${item.endFrame}\" offset=\"${item.startFrame}\"/>`);\n lines.push(' <parameter name=\"Properties\" id=\"1\">');\n lines.push(' <parameter name=\"Transform\" id=\"100\">');\n lines.push(' <parameter name=\"Position\" id=\"101\">');\n lines.push(` <parameter name=\"X\" id=\"1\" value=\"${el.x}\"/>`);\n lines.push(` <parameter name=\"Y\" id=\"2\" value=\"${-el.y}\"/>`);\n lines.push(' </parameter>');\n if (!isText) {\n lines.push(' <parameter name=\"Scale\" id=\"102\">');\n lines.push(` <parameter name=\"X\" id=\"1\" value=\"${el.width}\"/>`);\n lines.push(` <parameter name=\"Y\" id=\"2\" value=\"${el.height}\"/>`);\n lines.push(' </parameter>');\n }\n lines.push(' </parameter>');\n lines.push(' </parameter>');\n\n if (isText && el.text) {\n lines.push(` <text>${escapeXml(el.text)}</text>`);\n }\n lines.push(' </scenenode>');\n }\n }\n }\n\n lines.push(' </group>');\n }\n if (hasCamera) lines.push(' </group>');\n\n lines.push(' </scene>');\n lines.push('</ozml>');\n lines.push('');\n\n return lines.join('\\n');\n}\n","/**\n * Lottie JSON Vector Animation Exporter.\n *\n * Converts Flair scenes, elements, shapes, transforms, and keyframes into\n * official Lottie JSON format (v5.5.2) compatible with Airbnb Lottie-Web,\n * iOS/Android Lottie, Figma, and Telegram.\n */\n\nimport type { Scene } from '../scene/types.js';\nimport { DEFAULT_STAGE, DEFAULT_PERSPECTIVE, boardHeight, centreOf, isAngled, type View } from '../scene/camera.js';\nimport { cameraSamples, shotMoveMs, sceneStage } from '../scene/cameratrack.js';\nimport { isElementCommand, isUpdateCommand } from '../scene/types.js';\nimport type { KeyframeEase } from '../time/keyframe.js';\n\nexport interface LottieExportOptions {\n /** Target framerate in fps. Default: 30 */\n frameRate?: number;\n}\n\nexport interface LottieKeyframe<T> {\n t: number; // frame number\n s: T; // start value\n e?: T; // end value\n o?: { x: number | number[]; y: number | number[] }; // out tangent ease\n i?: { x: number | number[]; y: number | number[] }; // in tangent ease\n h?: number; // hold keyframe flag\n}\n\nexport interface LottieAnimatable<T, K = T> {\n a: 0 | 1; // 0 = static, 1 = animated\n k: T | LottieKeyframe<K>[];\n}\n\nexport interface LottieTransform {\n p: LottieAnimatable<[number, number, number], [number, number, number]>; // position\n a: LottieAnimatable<[number, number, number], [number, number, number]>; // anchor\n s: LottieAnimatable<[number, number, number], [number, number, number]>; // scale\n r?: LottieAnimatable<number, [number]>; // rotation (2D layers)\n or?: LottieAnimatable<[number, number, number]>; // orientation (3D layers: players expect it with rx/ry/rz)\n rx?: LottieAnimatable<number, [number]>; // X rotation (3D layers)\n ry?: LottieAnimatable<number, [number]>; // Y rotation (3D layers)\n rz?: LottieAnimatable<number, [number]>; // Z rotation (3D layers)\n o: LottieAnimatable<number, [number]>; // opacity\n}\n\n\nexport interface LottieShapeItem {\n ty: string;\n nm?: string;\n [key: string]: unknown;\n}\n\nexport interface LottieLayer {\n ddd: 0 | 1;\n ind: number;\n ty: number; // 0 = precomp, 1 = solid, 2 = image, 3 = null, 4 = shape, 5 = text, 13 = camera\n nm: string;\n /** Index of the parent layer: element layers hang off the camera rig. */\n parent?: number;\n /** Camera layers: perspective (the AE camera's zoom), in px. */\n pe?: LottieAnimatable<number, [number]>;\n sr: number;\n ks: LottieTransform;\n ao: 0 | 1;\n ip: number;\n op: number;\n st: number;\n bm: number;\n shapes?: LottieShapeItem[];\n sw?: number;\n sh?: number;\n sc?: string;\n}\n\nexport interface LottieAnimation {\n v: string;\n fr: number;\n ip: number;\n op: number;\n w: number;\n h: number;\n nm: string;\n ddd: 0 | 1;\n assets: unknown[];\n layers: LottieLayer[];\n}\n\n/**\n * Maps AE speed and influence into normalized Lottie Bezier ease control points (o.x, o.y, i.x, i.y).\n */\nexport function createLottieEase(\n durationFrames: number,\n deltaVal: number,\n outEase?: KeyframeEase,\n inEase?: KeyframeEase\n): { o: { x: number; y: number }; i: { x: number; y: number } } {\n const infOut = Math.max(0.001, Math.min(1.0, (outEase?.influence ?? 33.333) / 100));\n const infIn = Math.max(0.001, Math.min(1.0, (inEase?.influence ?? 33.333) / 100));\n\n const safeDelta = Math.abs(deltaVal) > 1e-6 ? deltaVal : 1;\n const speedOut = outEase?.speed ?? 0;\n const speedIn = inEase?.speed ?? 0;\n\n // Lottie normalized control points\n const ox = infOut;\n const oy = Math.max(0, Math.min(1, (speedOut * infOut * durationFrames) / safeDelta));\n\n const ix = 1.0 - infIn;\n const iy = Math.max(0, Math.min(1, 1.0 - (speedIn * infIn * durationFrames) / safeDelta));\n\n return {\n o: { x: Number(ox.toFixed(4)), y: Number(oy.toFixed(4)) },\n i: { x: Number(ix.toFixed(4)), y: Number(iy.toFixed(4)) },\n };\n}\n\n/** Linear keyframes for a sampled value, or a static value when it never changes. */\nfunction sampled<T extends number | number[]>(samples: { t: number; v: T }[]): LottieAnimatable<T, any> {\n const same = samples.every((x) => JSON.stringify(x.v) === JSON.stringify(samples[0]!.v));\n if (same) return { a: 0, k: samples[0]!.v };\n const keys = samples.map((x, i) => {\n const s = (Array.isArray(x.v) ? x.v : [x.v]) as number[];\n return i < samples.length - 1 ? { t: x.t, s, o: { x: 0, y: 0 }, i: { x: 1, y: 1 } } : { t: x.t, s };\n });\n return { a: 1, k: keys as LottieKeyframe<any>[] };\n}\n\nconst r3 = (n: number) => Math.round(n * 1000) / 1000;\n\n/**\n * The scene's camera as layers: a null \"Camera\" rig the element layers hang\n * off (its anchor is the camera's centre, its scale the zoom and, in 3D, its\n * rotations the angle), and, when the camera is ever angled, an AE camera\n * whose zoom is the perspective distance. Sampled every other frame during\n * moves, so the eased path and perspective come through. Lottie has no\n * motion blur, so that is left out.\n */\nfunction cameraLayers(scene: Scene, fr: number, totalFrames: number): { layers: LottieLayer[]; rig: number; ddd: 0 | 1 } | null {\n if (!scene.shots.some((s) => s.camera)) return null;\n const stage = sceneStage(scene);\n const samples = cameraSamples(scene, fr).map((x) => ({ t: x.frame, view: x.view }));\n const ddd: 0 | 1 = samples.some((x) => isAngled(x.view)) ? 1 : 0;\n const w = stage.width;\n const h = boardHeight(stage);\n const at = <T extends number | number[]>(fn: (v: View) => T) => sampled(samples.map((x) => ({ t: x.t, v: fn(x.view) })));\n const ks: LottieTransform = {\n a: at((v) => {\n const [cx, cy] = centreOf(v, stage);\n return [r3(cx), r3(cy), 0] as [number, number, number];\n }) as LottieTransform['a'],\n p: { a: 0, k: [w / 2, h / 2, 0] },\n s: at((v) => [r3(v.zoom * 100), r3(v.zoom * 100), 100] as [number, number, number]) as LottieTransform['s'],\n o: { a: 0, k: 100 },\n };\n // AE turns the other way round X and Y from CSS (its z points into the screen).\n if (ddd) {\n ks.or = { a: 0, k: [0, 0, 0] };\n ks.rx = at((v) => r3(0 - (v.tilt ?? 0)));\n ks.ry = at((v) => r3(0 - (v.turn ?? 0)));\n ks.rz = at((v) => r3(v.roll ?? 0));\n } else ks.r = at((v) => r3(v.roll ?? 0));\n const layers: LottieLayer[] = [];\n if (ddd) {\n const distance = at((v) => r3((v.perspective ?? DEFAULT_PERSPECTIVE) * w));\n const d0 = (DEFAULT_PERSPECTIVE * w) as number;\n layers.push({\n ddd: 1,\n ind: 1,\n ty: 13,\n nm: 'Camera Lens',\n sr: 1,\n pe: distance,\n ks: {\n p: { a: 0, k: [w / 2, h / 2, -d0] },\n a: { a: 0, k: [w / 2, h / 2, 0] },\n s: { a: 0, k: [100, 100, 100] },\n or: { a: 0, k: [0, 0, 0] },\n rx: { a: 0, k: 0 },\n ry: { a: 0, k: 0 },\n rz: { a: 0, k: 0 },\n o: { a: 0, k: 100 },\n },\n ao: 0,\n ip: 0,\n op: totalFrames,\n st: 0,\n bm: 0,\n });\n }\n const rig = layers.length + 1;\n layers.push({ ddd, ind: rig, ty: 3, nm: 'Camera', sr: 1, ks, ao: 0, ip: 0, op: totalFrames, st: 0, bm: 0 });\n return { layers, rig, ddd };\n}\n\n/**\n * Serializes a Flair Scene into standard Lottie JSON animation. A scene\n * with a camera gets a camera rig the element layers hang off, in 3D (with\n * an AE camera) when the camera is angled.\n */\nexport function exportLottie(scene: Scene, options: LottieExportOptions = {}): LottieAnimation {\n const fr = options.frameRate ?? 30;\n const width = scene.stage?.width ?? DEFAULT_STAGE.width;\n const height = scene.stage?.height ?? DEFAULT_STAGE.height;\n\n // Compute shot timeline frames\n let currentMs = 0;\n const shotTimings = scene.shots.map((shot, idx) => {\n const camMs = shotMoveMs(shot, idx);\n const holdMs = shot.hold ?? 800;\n const durationMs = camMs + holdMs;\n const startMs = currentMs;\n currentMs += durationMs;\n\n const startFrame = Math.round((startMs / 1000) * fr);\n const durationFrames = Math.max(1, Math.round((durationMs / 1000) * fr));\n const endFrame = startFrame + durationFrames;\n\n return {\n shot,\n startFrame,\n durationFrames,\n endFrame,\n };\n });\n\n const totalFrames = Math.max(1, Math.round((currentMs / 1000) * fr));\n\n // Collect elements and track property updates across shots\n interface ElementTrack {\n id: string;\n type: string;\n initialX: number;\n initialY: number;\n width: number;\n height: number;\n text?: string;\n opacity: number;\n inFrame: number;\n outFrame: number;\n posKeyframes: LottieKeyframe<[number, number, number]>[];\n opacityKeyframes: LottieKeyframe<[number]>[];\n }\n\n const tracks = new Map<string, ElementTrack>();\n\n for (const timing of shotTimings) {\n const shot = timing.shot;\n if (!shot.run) continue;\n\n for (const cmd of shot.run) {\n if (isElementCommand(cmd)) {\n const el = cmd.element;\n if (!tracks.has(el.id)) {\n tracks.set(el.id, {\n id: el.id,\n type: el.type,\n initialX: el.x,\n initialY: el.y,\n width: el.width,\n height: el.height,\n text: el.text,\n opacity: el.opacity ?? 1,\n inFrame: timing.startFrame,\n outFrame: totalFrames,\n posKeyframes: [\n {\n t: timing.startFrame,\n s: [el.x + el.width * 0.5, el.y + el.height * 0.5, 0],\n },\n ],\n opacityKeyframes: [\n {\n t: timing.startFrame,\n s: [(el.opacity ?? 1) * 100],\n },\n ],\n });\n }\n } else if (isUpdateCommand(cmd)) {\n const track = tracks.get(cmd.id);\n if (track) {\n const props = cmd.props;\n const prevPos = track.posKeyframes[track.posKeyframes.length - 1];\n const newX = props.x !== undefined ? props.x : prevPos.s[0] - track.width * 0.5;\n const newY = props.y !== undefined ? props.y : prevPos.s[1] - track.height * 0.5;\n\n const ease = createLottieEase(timing.durationFrames, 1);\n prevPos.o = ease.o;\n prevPos.i = ease.i;\n\n track.posKeyframes.push({\n t: timing.endFrame,\n s: [newX + track.width * 0.5, newY + track.height * 0.5, 0],\n });\n\n if (props.opacity !== undefined) {\n const prevOp = track.opacityKeyframes[track.opacityKeyframes.length - 1];\n prevOp.o = ease.o;\n prevOp.i = ease.i;\n track.opacityKeyframes.push({\n t: timing.endFrame,\n s: [props.opacity * 100],\n });\n }\n }\n }\n }\n }\n\n // Build Lottie layers: the camera first, then the elements hanging off its rig.\n const camera = cameraLayers(scene, fr, totalFrames);\n const layers: LottieLayer[] = camera ? [...camera.layers] : [];\n let layerIndex = layers.length + 1;\n\n for (const track of tracks.values()) {\n const isPosAnimated = track.posKeyframes.length > 1;\n const isOpAnimated = track.opacityKeyframes.length > 1;\n\n const p: LottieAnimatable<[number, number, number], [number, number, number]> = isPosAnimated\n ? { a: 1, k: track.posKeyframes }\n : { a: 0, k: [track.initialX + track.width * 0.5, track.initialY + track.height * 0.5, 0] };\n\n const o: LottieAnimatable<number, [number]> = isOpAnimated\n ? { a: 1, k: track.opacityKeyframes }\n : { a: 0, k: track.opacity * 100 };\n\n const ks: LottieTransform = {\n p,\n a: { a: 0, k: [0, 0, 0] },\n s: { a: 0, k: [100, 100, 100] },\n r: { a: 0, k: 0 },\n o,\n };\n\n // Shape items for rectangle / visual element\n const shapes: LottieShapeItem[] = [\n {\n ty: 'gr',\n nm: track.id,\n it: [\n {\n ty: 'rc',\n nm: 'Rectangle Path',\n d: 1,\n s: { a: 0, k: [track.width, track.height] },\n p: { a: 0, k: [0, 0] },\n r: { a: 0, k: 8 },\n },\n {\n ty: 'fl',\n nm: 'Fill',\n c: { a: 0, k: [0.2, 0.4, 0.9, 1] },\n o: { a: 0, k: 100 },\n r: 1,\n },\n {\n ty: 'tr',\n nm: 'Transform',\n p: { a: 0, k: [0, 0] },\n a: { a: 0, k: [0, 0] },\n s: { a: 0, k: [100, 100] },\n r: { a: 0, k: 0 },\n o: { a: 0, k: 100 },\n },\n ],\n },\n ];\n\n layers.push({\n ddd: camera?.ddd ?? 0,\n ind: layerIndex++,\n ...(camera && { parent: camera.rig }),\n ty: 4, // Shape layer\n nm: track.id,\n sr: 1,\n ks,\n ao: 0,\n ip: track.inFrame,\n op: track.outFrame,\n st: track.inFrame,\n bm: 0, // Normal blend mode\n shapes,\n });\n }\n\n return {\n v: '5.5.2',\n fr,\n ip: 0,\n op: totalFrames,\n w: width,\n h: height,\n nm: scene.name || 'Flair Animation',\n ddd: camera?.ddd ?? 0,\n assets: [],\n layers,\n };\n}\n","import type { Scene, Shot } from '../scene/types.js';\nimport { DEFAULT_STAGE, boardHeight, centreOf, projectPoint, type CameraTransition, type View } from '../scene/camera.js';\nimport { cameraSamples, shotMoveMs, cameraTrack, sceneStage, type CameraSample } from '../scene/cameratrack.js';\n\nexport interface Fcp7ExportOptions {\n /** Timeline timebase / frame rate (default 30). */\n frameRate?: number;\n /** NTSC flag (default false, or true if 29.97 / 59.94). */\n ntsc?: boolean;\n /** Starting timecode (default \"00:00:00:00\"). */\n timecodeStart?: string;\n /** Sequence name override. */\n sequenceName?: string;\n /** Media path prefix or file base URL (default \"file://localhost/media/\"). */\n mediaPathPrefix?: string;\n /** Include text generator overlay track for titles/captions (default true). */\n includeTextTrack?: boolean;\n /** Include timeline sequence markers (default true). */\n includeMarkers?: boolean;\n}\n\nexport interface EdlExportOptions {\n /** Timeline timebase / frame rate (default 30). */\n frameRate?: number;\n /** Drop frame flag (default false). */\n dropFrame?: boolean;\n /** Starting timecode (default \"01:00:00:00\" as per standard broadcast EDL practice). */\n timecodeStart?: string;\n /** Reel name identifier (default \"AX\", max 8 chars). */\n reel?: string;\n}\n\nexport interface ShotTiming {\n shot: Shot;\n index: number;\n startFrame: number;\n endFrame: number;\n durationFrames: number;\n startMs: number;\n durationMs: number;\n}\n\nfunction escapeXml(unsafe: string): string {\n return unsafe\n .replace(/&/g, '&')\n .replace(/</g, '<')\n .replace(/>/g, '>')\n .replace(/\"/g, '"')\n .replace(/'/g, ''');\n}\n\n/**\n * Calculates start and duration frame boundaries for each shot in a scene.\n */\nexport function calculateShotTimings(scene: Scene, frameRate: number = 30): ShotTiming[] {\n let currentMs = 0;\n return scene.shots.map((shot, index) => {\n const camMs = shotMoveMs(shot, index);\n const holdMs = shot.hold ?? 800;\n const durationMs = camMs + holdMs;\n const startMs = currentMs;\n currentMs += durationMs;\n\n const startFrame = Math.round((startMs / 1000) * frameRate);\n const durationFrames = Math.max(1, Math.round((durationMs / 1000) * frameRate));\n const endFrame = startFrame + durationFrames;\n\n return {\n shot,\n index,\n startFrame,\n endFrame,\n durationFrames,\n startMs,\n durationMs,\n };\n });\n}\n\n/**\n * Converts frame count to standard SMPTE timecode HH:MM:SS:FF.\n */\nexport function framesToTimecode(\n frame: number,\n timebase: number = 30,\n dropFrame: boolean = false\n): string {\n const roundedFps = Math.round(timebase);\n let totalFrames = Math.max(0, Math.floor(frame));\n\n if (dropFrame && (roundedFps === 30 || roundedFps === 29)) {\n // 29.97 DF: drop frames 0 and 1 at the start of every minute except minutes 0, 10, 20, 30, 40, 50\n const dropFramesPer10Mins = 18;\n const framesPer10Mins = 17982; // 10 * 60 * 30 - 18\n const framesPerMinute = 1798; // 60 * 30 - 2\n\n const d = Math.floor(totalFrames / framesPer10Mins);\n const m = totalFrames % framesPer10Mins;\n\n if (m >= 2) {\n totalFrames += dropFramesPer10Mins * d + 2 * Math.floor((m - 2) / framesPerMinute);\n } else {\n totalFrames += dropFramesPer10Mins * d;\n }\n }\n\n const ff = totalFrames % roundedFps;\n const totalSeconds = Math.floor(totalFrames / roundedFps);\n const ss = totalSeconds % 60;\n const totalMinutes = Math.floor(totalSeconds / 60);\n const mm = totalMinutes % 60;\n const hh = Math.floor(totalMinutes / 60);\n\n const pad = (n: number) => n.toString().padStart(2, '0');\n const separator = dropFrame ? ';' : ':';\n return `${pad(hh)}:${pad(mm)}:${pad(ss)}${separator}${pad(ff)}`;\n}\n\n/**\n * Converts standard SMPTE timecode HH:MM:SS:FF to frame count.\n */\nexport function timecodeToFrames(\n timecode: string,\n timebase: number = 30,\n dropFrame: boolean = false\n): number {\n const parts = timecode.split(/[:;]/).map(Number);\n if (parts.length !== 4 || parts.some(isNaN)) {\n return 0;\n }\n const [hh, mm, ss, ff] = parts;\n const roundedFps = Math.round(timebase);\n\n if (dropFrame && (roundedFps === 30 || roundedFps === 29)) {\n const totalMinutes = hh * 60 + mm;\n const dropCount = (totalMinutes - Math.floor(totalMinutes / 10)) * 2;\n return ((hh * 3600 + mm * 60 + ss) * roundedFps + ff) - dropCount;\n }\n\n return (hh * 3600 + mm * 60 + ss) * roundedFps + ff;\n}\n\nconst r4 = (n: number) => Math.round(n * 10000) / 10000;\n\nconst CORNERS = [\n ['ulcorner', 'Upper Left', 0, 0],\n ['urcorner', 'Upper Right', 1, 0],\n ['lrcorner', 'Lower Right', 1, 1],\n ['llcorner', 'Lower Left', 0, 1],\n] as const;\n\n/**\n * Where the camera puts a full-frame clip's corners, as FCP's Distort\n * offsets from the middle of the frame (fractions of its size, ±0.5 when\n * untouched): a corner pin draws the camera's zoom, pan and 3D angle\n * exactly for a flat picture of the stage.\n */\nfunction cornerPins(view: View, stage: ReturnType<typeof sceneStage>): [number, number][] {\n const w = stage.width;\n const h = boardHeight(stage);\n return CORNERS.map(([, , cx, cy]) => {\n const p = projectPoint(view, stage, [cx * w, cy * h]) ?? [cx * w, cy * h];\n return [r4((p[0] - w / 2) / w), r4((p[1] - h / 2) / h)];\n });\n}\n\n/**\n * The Distort and Motion Blur filters that play a shot's camera on its clip\n * (the clip being a flat render of the whole stage), keyed at frames in the\n * clip; nothing when the camera never leaves the full frame.\n */\nfunction cameraFilters(samples: readonly CameraSample[], stage: ReturnType<typeof sceneStage>, startFrame: number, motionBlur: number, indent: string): string[] {\n const pins = samples.map((x) => cornerPins(x.view, stage));\n const untouched = pins.every((corners) => corners.every(([hz, vt], i) => hz === (CORNERS[i]![2] - 0.5) && vt === (CORNERS[i]![3] - 0.5)));\n const lines: string[] = [];\n if (!untouched) {\n lines.push(`${indent}<filter>`, `${indent} <effect>`, `${indent} <name>Distort</name>`, `${indent} <effectid>deformation</effectid>`, `${indent} <effectcategory>motion</effectcategory>`, `${indent} <effecttype>motion</effecttype>`, `${indent} <mediatype>video</mediatype>`);\n CORNERS.forEach(([id, name], i) => {\n lines.push(`${indent} <parameter>`, `${indent} <parameterid>${id}</parameterid>`, `${indent} <name>${name}</name>`);\n const point = (k: number) => `<value><horiz>${pins[k]![i]![0]}</horiz><vert>${pins[k]![i]![1]}</vert></value>`;\n if (samples.length === 1) lines.push(`${indent} ${point(0)}`);\n else samples.forEach((x, k) => lines.push(`${indent} <keyframe><when>${x.frame - startFrame}</when>${point(k)}</keyframe>`));\n lines.push(`${indent} </parameter>`);\n });\n lines.push(`${indent} </effect>`, `${indent}</filter>`);\n }\n if (motionBlur > 0) {\n lines.push(\n `${indent}<filter>`,\n `${indent} <effect>`,\n `${indent} <name>Motion Blur</name>`,\n `${indent} <effectid>motionblur</effectid>`,\n `${indent} <effectcategory>motion</effectcategory>`,\n `${indent} <effecttype>motion</effecttype>`,\n `${indent} <mediatype>video</mediatype>`,\n `${indent} <parameter>`,\n `${indent} <parameterid>duration</parameterid>`,\n `${indent} <name>% Blur</name>`,\n `${indent} <value>${Math.round(Math.min(1000, motionBlur * 250))}</value>`,\n `${indent} </parameter>`,\n `${indent} <parameter>`,\n `${indent} <parameterid>samples</parameterid>`,\n `${indent} <name>Samples</name>`,\n `${indent} <value>8</value>`,\n `${indent} </parameter>`,\n `${indent} </effect>`,\n `${indent}</filter>`,\n );\n }\n return lines;\n}\n\n/**\n * Serializes a Flair Scene into Apple Final Cut Pro 7 XML Interchange Format (xmeml v4).\n * Compatible with Premiere Pro, DaVinci Resolve, and Final Cut Pro. Each\n * shot's camera (zoom, pan and 3D angle) is a keyframed Distort corner pin\n * on its clip, with Motion Blur when the shot's move blurs.\n */\nexport function exportFcp7Xml(scene: Scene, options: Fcp7ExportOptions = {}): string {\n const frameRate = options.frameRate ?? 30;\n const timebase = Math.round(frameRate);\n const ntsc = options.ntsc ?? (Math.abs(frameRate - 29.97) < 0.05 || Math.abs(frameRate - 59.94) < 0.05);\n const ntscStr = ntsc ? 'TRUE' : 'FALSE';\n const width = scene.stage?.width ?? DEFAULT_STAGE.width;\n const height = scene.stage?.height ?? DEFAULT_STAGE.height;\n const sequenceName = options.sequenceName ?? scene.name ?? 'Flair Sequence';\n const timecodeStart = options.timecodeStart ?? '00:00:00:00';\n const mediaPrefix = options.mediaPathPrefix ?? 'file://localhost/media/';\n const includeTextTrack = options.includeTextTrack ?? true;\n const includeMarkers = options.includeMarkers ?? true;\n\n const timings = calculateShotTimings(scene, frameRate);\n const totalFrames = timings.length > 0 ? timings[timings.length - 1].endFrame : 0;\n const startFrameOffset = timecodeToFrames(timecodeStart, frameRate);\n const stage = sceneStage(scene);\n const samples = scene.shots.some((s) => s.camera) ? cameraSamples(scene, frameRate) : [];\n // A shot's camera keys: its own, after the view it starts from (the last key before it).\n const shotSamples = (index: number, startFrame: number): CameraSample[] => {\n const own = samples.filter((x) => x.shot === index);\n const before = samples.filter((x) => x.shot < index).at(-1);\n if (own.length === 0) return before ? [{ ...before, frame: startFrame, shot: index }] : [];\n return own[0]!.frame > startFrame && before ? [{ ...before, frame: startFrame, shot: index }, ...own] : own;\n };\n\n const lines: string[] = [];\n\n lines.push('<?xml version=\"1.0\" encoding=\"UTF-8\"?>');\n lines.push('<!DOCTYPE xmeml>');\n lines.push('<xmeml version=\"4\">');\n lines.push(` <sequence id=\"sequence-1\">`);\n lines.push(` <name>${escapeXml(sequenceName)}</name>`);\n lines.push(` <duration>${totalFrames}</duration>`);\n lines.push(' <rate>');\n lines.push(` <timebase>${timebase}</timebase>`);\n lines.push(` <ntsc>${ntscStr}</ntsc>`);\n lines.push(' </rate>');\n lines.push(' <timecode>');\n lines.push(' <rate>');\n lines.push(` <timebase>${timebase}</timebase>`);\n lines.push(` <ntsc>${ntscStr}</ntsc>`);\n lines.push(' </rate>');\n lines.push(` <string>${timecodeStart}</string>`);\n lines.push(` <frame>${startFrameOffset}</frame>`);\n lines.push(' <displayformat>NDF</displayformat>');\n lines.push(' </timecode>');\n\n // Sequence Timeline Markers\n if (includeMarkers) {\n timings.forEach(({ shot, index, startFrame, endFrame }) => {\n const name = shot.title || `Shot ${index + 1}`;\n const comment = shot.caption || '';\n lines.push(' <marker>');\n lines.push(` <name>${escapeXml(name)}</name>`);\n lines.push(` <comment>${escapeXml(comment)}</comment>`);\n lines.push(` <in>${startFrame}</in>`);\n lines.push(` <out>${endFrame}</out>`);\n lines.push(' </marker>');\n });\n }\n\n lines.push(' <media>');\n lines.push(' <video>');\n lines.push(' <format>');\n lines.push(' <samplecharacteristics>');\n lines.push(` <width>${width}</width>`);\n lines.push(` <height>${height}</height>`);\n lines.push(' <pixelaspectratio>square</pixelaspectratio>');\n lines.push(' <rate>');\n lines.push(` <timebase>${timebase}</timebase>`);\n lines.push(` <ntsc>${ntscStr}</ntsc>`);\n lines.push(' </rate>');\n lines.push(' </samplecharacteristics>');\n lines.push(' </format>');\n\n // Video Track 1: Base Shot Clips\n lines.push(' <track>');\n lines.push(' <enabled>TRUE</enabled>');\n lines.push(' <locked>FALSE</locked>');\n\n timings.forEach(({ shot, index, startFrame, endFrame, durationFrames }) => {\n const shotName = shot.title || `Shot_${index + 1}`;\n const fileId = `file-${index + 1}`;\n const clipId = `clipitem-${index + 1}`;\n const fileName = `${shotName.replace(/[^a-zA-Z0-9_-]/g, '_')}.mov`;\n const fileUrl = `${mediaPrefix.replace(/\\/+$/, '')}/${fileName}`;\n\n lines.push(` <clipitem id=\"${clipId}\">`);\n lines.push(` <name>${escapeXml(shotName)}</name>`);\n lines.push(` <duration>${durationFrames}</duration>`);\n lines.push(' <rate>');\n lines.push(` <timebase>${timebase}</timebase>`);\n lines.push(` <ntsc>${ntscStr}</ntsc>`);\n lines.push(' </rate>');\n lines.push(` <start>${startFrame}</start>`);\n lines.push(` <end>${endFrame}</end>`);\n lines.push(' <in>0</in>');\n lines.push(` <out>${durationFrames}</out>`);\n\n // File element\n lines.push(` <file id=\"${fileId}\">`);\n lines.push(` <name>${escapeXml(fileName)}</name>`);\n lines.push(` <pathurl>${escapeXml(fileUrl)}</pathurl>`);\n lines.push(' <rate>');\n lines.push(` <timebase>${timebase}</timebase>`);\n lines.push(` <ntsc>${ntscStr}</ntsc>`);\n lines.push(' </rate>');\n lines.push(` <duration>${durationFrames}</duration>`);\n lines.push(' <timecode>');\n lines.push(' <rate>');\n lines.push(` <timebase>${timebase}</timebase>`);\n lines.push(` <ntsc>${ntscStr}</ntsc>`);\n lines.push(' </rate>');\n lines.push(' <string>00:00:00:00</string>');\n lines.push(' <frame>0</frame>');\n lines.push(' <displayformat>NDF</displayformat>');\n lines.push(' </timecode>');\n lines.push(' <media>');\n lines.push(' <video>');\n lines.push(' <samplecharacteristics>');\n lines.push(` <width>${width}</width>`);\n lines.push(` <height>${height}</height>`);\n lines.push(' </samplecharacteristics>');\n lines.push(' </video>');\n lines.push(' </media>');\n lines.push(' </file>');\n\n // Clip marker if caption is present\n if (shot.caption) {\n lines.push(' <marker>');\n lines.push(` <name>${escapeXml(shotName)} Narration</name>`);\n lines.push(` <comment>${escapeXml(shot.caption)}</comment>`);\n lines.push(' <in>0</in>');\n lines.push(` <out>${durationFrames}</out>`);\n lines.push(' </marker>');\n }\n\n // Basic Motion Filter\n lines.push(' <filter>');\n lines.push(' <effect>');\n lines.push(' <name>Basic Motion</name>');\n lines.push(' <effectid>basic</effectid>');\n lines.push(' <effectcategory>motion</effectcategory>');\n lines.push(' <effecttype>motion</effecttype>');\n lines.push(' <mediatype>video</mediatype>');\n lines.push(' <parameter>');\n lines.push(' <parameterid>scale</parameterid>');\n lines.push(' <name>Scale</name>');\n lines.push(' <value>100</value>');\n lines.push(' </parameter>');\n lines.push(' </effect>');\n lines.push(' </filter>');\n const keys = shotSamples(index, startFrame);\n if (keys.length > 0) lines.push(...cameraFilters(keys, stage, startFrame, shot.camera?.motionBlur ?? 0, ' '));\n lines.push(' </clipitem>');\n });\n\n lines.push(' </track>');\n\n // Video Track 2: Title / Narration Overlay Track (Generators)\n const hasTextOverlays = timings.some((t) => t.shot.title || t.shot.caption);\n if (includeTextTrack && hasTextOverlays) {\n lines.push(' <track>');\n lines.push(' <enabled>TRUE</enabled>');\n lines.push(' <locked>FALSE</locked>');\n\n timings.forEach(({ shot, index, startFrame, endFrame, durationFrames }) => {\n const text = shot.title ?? shot.caption;\n if (!text) return;\n\n const generatorId = `generator-title-${index + 1}`;\n lines.push(` <clipitem id=\"${generatorId}\">`);\n lines.push(` <name>${escapeXml(text)}</name>`);\n lines.push(` <duration>${durationFrames}</duration>`);\n lines.push(' <rate>');\n lines.push(` <timebase>${timebase}</timebase>`);\n lines.push(` <ntsc>${ntscStr}</ntsc>`);\n lines.push(' </rate>');\n lines.push(` <start>${startFrame}</start>`);\n lines.push(` <end>${endFrame}</end>`);\n lines.push(' <in>0</in>');\n lines.push(` <out>${durationFrames}</out>`);\n lines.push(' <effect>');\n lines.push(' <name>Text</name>');\n lines.push(' <effectid>Text</effectid>');\n lines.push(' <effectcategory>Text</effectcategory>');\n lines.push(' <effecttype>generator</effecttype>');\n lines.push(' <mediatype>video</mediatype>');\n lines.push(' <parameter>');\n lines.push(' <parameterid>str</parameterid>');\n lines.push(' <name>Text</name>');\n lines.push(` <value>${escapeXml(text)}</value>`);\n lines.push(' </parameter>');\n lines.push(' </effect>');\n lines.push(' </clipitem>');\n });\n\n lines.push(' </track>');\n }\n\n lines.push(' </video>');\n lines.push(' </media>');\n lines.push(' </sequence>');\n lines.push('</xmeml>');\n\n return lines.join('\\n');\n}\n\n/** A camera view as a line an editor can follow: \"whip to zoom 1.6x on (800, 450), tilt 35°, turn -15°, motion blur 1.5\". */\nfunction describeCamera(view: View, motionBlur: number, stage: ReturnType<typeof sceneStage>, transition: CameraTransition = 'move'): string {\n const [cx, cy] = centreOf(view, stage);\n const lead = transition === 'move' ? '' : `${transition} to `;\n const parts = [`${lead}zoom ${r4(view.zoom).toFixed(2)}x on (${Math.round(cx)}, ${Math.round(cy)})`];\n if (view.tilt) parts.push(`tilt ${r4(view.tilt)}°`);\n if (view.turn) parts.push(`turn ${r4(view.turn)}°`);\n if (view.roll) parts.push(`roll ${r4(view.roll)}°`);\n if (view.perspective) parts.push(`perspective ${view.perspective}`);\n if (motionBlur > 0) parts.push(`motion blur ${motionBlur}`);\n return parts.join(', ');\n}\n\n/**\n * Serializes a Flair Scene into standard CMX 3600 Edit Decision List (EDL).\n * The format has no transforms, so each shot's camera is written as a\n * `* CAMERA:` comment.\n * Fully readable by DaVinci Resolve, Premiere Pro, Avid, and Lightworks.\n */\nexport function exportCmx3600Edl(scene: Scene, options: EdlExportOptions = {}): string {\n const frameRate = options.frameRate ?? 30;\n const timebase = Math.round(frameRate);\n const dropFrame = options.dropFrame ?? false;\n const reel = (options.reel ?? 'AX').slice(0, 8).padEnd(8, ' ');\n const title = (scene.name ?? 'UNTITLED').toUpperCase().replace(/[^A-Z0-9_ -]/g, '');\n const startTc = options.timecodeStart ?? '01:00:00:00';\n\n const timings = calculateShotTimings(scene, frameRate);\n let recordFrame = timecodeToFrames(startTc, timebase, dropFrame);\n const track = scene.shots.some((s) => s.camera) ? cameraTrack(scene) : undefined;\n\n const lines: string[] = [];\n lines.push(`TITLE: ${title}`);\n lines.push(dropFrame ? 'FCM: DROP FRAME' : 'FCM: NON-DROP FRAME');\n lines.push('');\n\n timings.forEach(({ shot, index, durationFrames }) => {\n const eventNum = (index + 1).toString().padStart(3, '0');\n const srcInTc = '00:00:00:00';\n const srcOutTc = framesToTimecode(durationFrames, timebase, dropFrame);\n\n const recInTc = framesToTimecode(recordFrame, timebase, dropFrame);\n recordFrame += durationFrames;\n const recOutTc = framesToTimecode(recordFrame, timebase, dropFrame);\n\n // Standard CMX 3600 line format:\n // Event Reel Track Transition SourceIn SourceOut RecordIn RecordOut\n lines.push(`${eventNum} ${reel} V C ${srcInTc} ${srcOutTc} ${recInTc} ${recOutTc}`);\n\n const clipName = shot.title || `Shot ${index + 1}`;\n lines.push(`* FROM CLIP NAME: ${clipName}`);\n if (shot.caption) {\n lines.push(`* COMMENT: ${shot.caption}`);\n }\n // CMX 3600 has no transforms, so the camera is a note for the editor.\n const camera = track?.[index];\n if (camera && shot.camera) lines.push(`* CAMERA: ${describeCamera(camera.to, camera.motionBlur, sceneStage(scene), camera.transition)}`);\n lines.push('');\n });\n\n return 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|
|
@@ -1,12 +1,12 @@
|
|
|
1
1
|
import {
|
|
2
|
-
CAMERA_MS,
|
|
3
2
|
CAMERA_STEP_MS,
|
|
3
|
+
CAMERA_TRANSITIONS,
|
|
4
4
|
EFFECT_TYPES,
|
|
5
5
|
MAX_TILT,
|
|
6
6
|
cameraAt,
|
|
7
7
|
cameraTrack,
|
|
8
8
|
sceneStage
|
|
9
|
-
} from "./chunk-
|
|
9
|
+
} from "./chunk-5USSDEQL.js";
|
|
10
10
|
import {
|
|
11
11
|
ShaderFrames
|
|
12
12
|
} from "./chunk-H6VDFBIO.js";
|
|
@@ -751,6 +751,10 @@ function validateScene(scene) {
|
|
|
751
751
|
say(shotNum, "Camera perspective is the lens distance as a multiple of the stage width, 0.3 or more (1.2 by default).");
|
|
752
752
|
if (cam.motionBlur !== void 0 && !(typeof cam.motionBlur === "number" && cam.motionBlur >= 0 && cam.motionBlur <= 3))
|
|
753
753
|
say(shotNum, "Camera motionBlur is 0 (none) to 3 (a whip); 1 is natural.");
|
|
754
|
+
if (cam.transition !== void 0 && !CAMERA_TRANSITIONS.includes(cam.transition))
|
|
755
|
+
say(shotNum, `Camera transition is one of ${CAMERA_TRANSITIONS.map((t) => `"${t}"`).join(", ")}; leave it out to move.`);
|
|
756
|
+
else if (idx === 0 && (cam.transition === "whip" || cam.transition === "zoom"))
|
|
757
|
+
say(shotNum, `The first shot has no framing to ${cam.transition} from, so its camera starts in place; move the transition to a later shot or leave it out.`);
|
|
754
758
|
}
|
|
755
759
|
if (shot.hold !== void 0 && shot.hold < 0) {
|
|
756
760
|
say(shotNum, "Shot hold cannot be negative.");
|
|
@@ -804,13 +808,13 @@ function planShots(scene, stage) {
|
|
|
804
808
|
const steps = Math.round(entry.moveMs / CAMERA_STEP_MS);
|
|
805
809
|
const move = Array.from({ length: Math.max(0, steps - 1) }, (_, i) => cameraAt(entry, (i + 1) * CAMERA_STEP_MS, stage));
|
|
806
810
|
move.push(entry.to);
|
|
807
|
-
return { move, elements: entry.elements };
|
|
811
|
+
return { move, moveMs: entry.moveMs, elements: entry.elements };
|
|
808
812
|
});
|
|
809
813
|
}
|
|
810
814
|
function standaloneSceneHtml(scene) {
|
|
811
815
|
const stage = sceneStage(scene);
|
|
812
816
|
const serializedScene = JSON.stringify(scene).replace(/</g, "\\u003c");
|
|
813
|
-
const serializedPlan = JSON.stringify({ stage,
|
|
817
|
+
const serializedPlan = JSON.stringify({ stage, shots: planShots(scene, stage) }).replace(/</g, "\\u003c");
|
|
814
818
|
const title = scene.title || scene.name;
|
|
815
819
|
return `<!DOCTYPE html>
|
|
816
820
|
<html lang="en">
|
|
@@ -1072,8 +1076,8 @@ function standaloneSceneHtml(scene) {
|
|
|
1072
1076
|
|
|
1073
1077
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const move = plan.shots[currentShotIdx]
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const { move, moveMs } = plan.shots[currentShotIdx];
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const u = moveMs > 0 ? Math.min(1, (now - moveFrom) / moveMs) : 1;
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return move[Math.min(move.length - 1, Math.floor(u * move.length))];
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@@ -1125,10 +1129,10 @@ function standaloneSceneHtml(scene) {
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const shot = scene.shots[currentShotIdx];
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if (isPlaying && now - shotStartTime > plan.
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if (isPlaying && now - shotStartTime > plan.shots[currentShotIdx].moveMs + (shot.hold ?? 800) && currentShotIdx < scene.shots.length - 1) {
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goTo(currentShotIdx + 1, true);
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if (isPlaying || now - moveFrom < plan.
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if (isPlaying || now - moveFrom < plan.shots[currentShotIdx].moveMs) {
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function goTo(idx, animate) {
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moveFrom = animate ? shotStartTime : shotStartTime - plan.
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moveFrom = animate ? shotStartTime : shotStartTime - plan.shots[idx].moveMs;
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playBtn.textContent = isPlaying ? 'Pause' : 'Play';
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shotStartTime = performance.now() - plan.shots[currentShotIdx].moveMs;
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requestAnimationFrame(draw);
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validateScene,
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//# sourceMappingURL=chunk-
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//# sourceMappingURL=chunk-CK6EV37I.js.map
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@@ -0,0 +1 @@
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1
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{"version":3,"sources":["../src/shader/thumbnails.ts","../src/shader/gif.ts","../src/shader/standalone.ts","../src/shader/blend.ts","../src/scene/validate.ts","../src/scene/standalone.ts"],"sourcesContent":["import { imageUrls, parseControls, type ControlDef, type ControlValue } from \"./controls.js\";\nimport {\n compileShader,\n createContext,\n drawFrame,\n resetGlCaches,\n type CompiledShader,\n} from \"./program.js\";\nimport { TextureCache } from \"./textures.js\";\n\n/** Controls a registered thumbnail. */\nexport interface ThumbnailHandle {\n /** Shows another source or other values. A new source is recompiled; new values only redraw. */\n update(source: string, values?: Record<string, ControlValue>): void;\n /** With reduced motion, a hovered thumbnail animates and the others hold a still frame. */\n setHovered(hovered: boolean): void;\n /** Stops drawing into the canvas and frees its program. */\n dispose(): void;\n}\n\nexport interface ThumbnailPoolOptions {\n /** Size of the shared render canvas (default 480 × 270). Thumbnails are drawn at most this large, then scaled. */\n renderWidth?: number;\n renderHeight?: number;\n /** Animation rate (default 30). */\n fps?: number;\n /** `iTime` of the still frame shown with reduced motion or hover-only mode (default 2). */\n stillTime?: number;\n /** Hold still frames unless hovered (default: the `prefers-reduced-motion` media query). */\n reducedMotion?: boolean;\n /** Only animate hovered thumbnails, holding `stillTime` on all others (default false). */\n hoverOnly?: boolean;\n /** Animation policy: `\"always\"` (animate all visible), `\"hover\"` (only animate hovered), or `\"reduced-motion\"` (default: follow `reducedMotion` / `prefers-reduced-motion`). */\n animateMode?: \"always\" | \"hover\" | \"reduced-motion\";\n /** Enable a transparent WebGL drawing buffer and clear each thumbnail canvas before copying (default false). */\n alpha?: boolean;\n}\n\ninterface Entry {\n canvas: HTMLCanvasElement;\n ctx: CanvasRenderingContext2D;\n source: string;\n values?: Record<string, ControlValue>;\n controls: ControlDef[];\n shader: CompiledShader | null;\n failed: boolean;\n dirty: boolean;\n visible: boolean;\n hovered: boolean;\n onStatus?: (ok: boolean) => void;\n}\n\n/**\n * Animated thumbnails from a single WebGL context. Browsers cap live WebGL\n * contexts (about 16), so a gallery cannot give every card its own: the pool\n * renders each visible thumbnail in turn on one hidden canvas and copies the\n * frame into the thumbnail's own 2D canvas, cropped to its aspect ratio like\n * `object-fit: cover`. Thumbnails off screen (by `IntersectionObserver`) cost\n * nothing, and programs compile once per source.\n *\n * Nothing is created until the first `register`.\n */\nexport class ThumbnailPool {\n private readonly renderWidth: number;\n private readonly renderHeight: number;\n private readonly interval: number;\n private readonly fps: number;\n private readonly stillTime: number;\n private readonly reducedMotion: boolean;\n private readonly alpha: boolean;\n private readonly entries = new Set<Entry>();\n private readonly byCanvas = new WeakMap<Element, Entry>();\n private observer: IntersectionObserver | null | undefined;\n private glCanvas: HTMLCanvasElement | null = null;\n private gl: WebGL2RenderingContext | null = null;\n private textures: TextureCache | null = null;\n private raf = 0;\n private last = 0;\n private start: number | null = null;\n\n constructor(options: ThumbnailPoolOptions = {}) {\n this.renderWidth = options.renderWidth ?? 480;\n this.renderHeight = options.renderHeight ?? 270;\n this.fps = options.fps ?? 30;\n this.interval = 1000 / this.fps;\n this.stillTime = options.stillTime ?? 2;\n this.alpha = Boolean(options.alpha);\n const mode = options.animateMode ?? (options.hoverOnly ? \"hover\" : \"reduced-motion\");\n this.reducedMotion =\n mode === \"hover\"\n ? true\n : mode === \"always\"\n ? false\n : (options.reducedMotion ??\n (typeof matchMedia !== \"undefined\" &&\n matchMedia(\"(prefers-reduced-motion: reduce)\").matches));\n }\n\n /**\n * Starts drawing `source` into `canvas`, which should be sized with CSS; its\n * drawing buffer follows its CSS size and the device pixel ratio (up to 2).\n * `onStatus` hears whether the source compiled (and `false` without WebGL2).\n */\n register(\n canvas: HTMLCanvasElement,\n source: string,\n values?: Record<string, ControlValue>,\n onStatus?: (ok: boolean) => void,\n ): ThumbnailHandle {\n const observer = this.intersection();\n const entry: Entry = {\n canvas,\n ctx: canvas.getContext(\"2d\")!,\n source,\n values,\n controls: [],\n shader: null,\n failed: false,\n dirty: true,\n visible: observer === null,\n hovered: false,\n onStatus,\n };\n this.entries.add(entry);\n this.byCanvas.set(canvas, entry);\n observer?.observe(canvas);\n if (!this.context()) onStatus?.(false);\n this.schedule();\n return {\n update: (nextSource, nextValues) => {\n if (nextSource !== entry.source) {\n this.release(entry);\n entry.source = nextSource;\n entry.failed = false;\n }\n entry.values = nextValues;\n entry.dirty = true;\n this.retainTextures();\n this.schedule();\n },\n setHovered: (hovered) => {\n entry.hovered = hovered;\n entry.dirty = true;\n this.schedule();\n },\n dispose: () => {\n observer?.unobserve(canvas);\n this.entries.delete(entry);\n this.byCanvas.delete(canvas);\n this.release(entry);\n this.retainTextures();\n },\n };\n }\n\n /** The number of registered thumbnails. */\n get size(): number {\n return this.entries.size;\n }\n\n private intersection(): IntersectionObserver | null {\n if (this.observer !== undefined) return this.observer;\n this.observer =\n typeof IntersectionObserver === \"undefined\"\n ? null\n : new IntersectionObserver(\n (records) => {\n for (const r of records) {\n const entry = this.byCanvas.get(r.target);\n if (!entry) continue;\n entry.visible = r.isIntersecting;\n if (entry.visible) entry.dirty = true;\n }\n this.schedule();\n },\n { rootMargin: \"100px\" },\n );\n return this.observer;\n }\n\n private context(): WebGL2RenderingContext | null {\n if (this.gl && !this.gl.isContextLost()) return this.gl;\n const canvas = document.createElement(\"canvas\");\n canvas.width = this.renderWidth;\n canvas.height = this.renderHeight;\n canvas.addEventListener(\"webglcontextlost\", (e) => {\n e.preventDefault();\n for (const entry of this.entries) entry.shader = null;\n this.textures?.dispose();\n });\n canvas.addEventListener(\"webglcontextrestored\", () => {\n resetGlCaches();\n if (this.gl) this.textures = this.textureCache(this.gl);\n for (const entry of this.entries) entry.dirty = true;\n this.schedule();\n });\n resetGlCaches();\n this.glCanvas = canvas;\n this.gl = createContext(canvas, false, this.alpha);\n this.textures = this.gl && this.textureCache(this.gl);\n return this.gl;\n }\n\n private textureCache(gl: WebGL2RenderingContext): TextureCache {\n return new TextureCache(gl, (url) => {\n // A thumbnail showing the image redraws with it.\n for (const entry of this.entries) {\n if (imageUrls(entry.controls, entry.values).includes(url)) entry.dirty = true;\n }\n this.schedule();\n });\n }\n\n /** Frees the textures no thumbnail shows any more. */\n private retainTextures() {\n this.textures?.retain(\n [...this.entries].flatMap((entry) => imageUrls(entry.controls, entry.values)),\n );\n }\n\n private release(entry: Entry) {\n if (entry.shader) this.gl?.deleteProgram(entry.shader.program);\n entry.shader = null;\n }\n\n private compile(entry: Entry, gl: WebGL2RenderingContext) {\n entry.controls = parseControls(entry.source);\n const result = compileShader(gl, entry.source, entry.controls);\n entry.shader = result.ok ? result.shader : null;\n entry.failed = !result.ok;\n entry.onStatus?.(result.ok);\n }\n\n private renderEntry(entry: Entry, gl: WebGL2RenderingContext, time: number) {\n if (!entry.shader && !entry.failed) this.compile(entry, gl);\n if (!entry.shader) return;\n sizeCanvas(entry.canvas);\n // Fill the thumbnail the way `object-fit: cover` would, at its aspect ratio.\n const aspect = entry.canvas.width / entry.canvas.height;\n const w = Math.min(this.renderWidth, Math.round(this.renderHeight * aspect));\n const h = Math.min(this.renderHeight, Math.round(w / aspect));\n drawFrame(\n gl,\n entry.shader,\n entry.controls,\n entry.values,\n {\n width: w,\n height: h,\n time,\n delta: this.interval / 1000,\n frame: Math.floor(time * this.fps),\n mouse: [0, 0, 0, 0],\n // A hovered thumbnail is pointed at in its middle, for effects that answer hovers.\n pointer: [w / 2, h / 2, entry.hovered ? 1 : 0, 0],\n },\n this.textures ?? undefined,\n );\n // The GL canvas's drawing buffer is valid until this task ends; copy it now.\n // WebGL draws from the bottom left, so the frame sits at the bottom of the canvas.\n if (this.alpha) {\n entry.ctx.clearRect(0, 0, entry.canvas.width, entry.canvas.height);\n }\n entry.ctx.drawImage(\n this.glCanvas!,\n 0,\n this.renderHeight - h,\n w,\n h,\n 0,\n 0,\n entry.canvas.width,\n entry.canvas.height,\n );\n entry.dirty = false;\n }\n\n private schedule() {\n if (!this.raf && this.entries.size) this.raf = requestAnimationFrame(this.tick);\n }\n\n private tick = (now: number) => {\n this.raf = 0;\n const gl = this.context();\n if (!gl) return;\n this.start ??= now;\n const animate = now - this.last >= this.interval;\n const time = (now - this.start) / 1000;\n let keepGoing = false;\n // Compiling is the slow part, so a row of thumbnails scrolling into view compiles one per frame.\n let compiles = 1;\n for (const entry of this.entries) {\n if (!entry.visible) continue;\n if (!entry.shader && !entry.failed) {\n if (!compiles) {\n keepGoing = true;\n continue;\n }\n compiles--;\n }\n const moving = !this.reducedMotion || entry.hovered;\n if (entry.dirty || (moving && animate)) {\n this.renderEntry(entry, gl, moving ? time : this.stillTime);\n }\n if (moving && entry.shader) keepGoing = true;\n }\n if (animate) this.last = now;\n if (keepGoing) this.schedule();\n };\n}\n\nfunction sizeCanvas(canvas: HTMLCanvasElement) {\n // The layout size, not the bounding box: a rotated or scaled canvas keeps its own proportions.\n const ratio = Math.min(window.devicePixelRatio || 1, 2);\n const w = Math.max(1, Math.round(canvas.clientWidth * ratio));\n const h = Math.max(1, Math.round(canvas.clientHeight * ratio));\n if (canvas.width !== w || canvas.height !== h) {\n canvas.width = w;\n canvas.height = h;\n }\n}\n\nlet shared: ThumbnailPool | null = null;\n\n/** The pool `registerThumbnail` uses, created on first use. */\nexport function sharedThumbnailPool(): ThumbnailPool {\n shared ??= new ThumbnailPool();\n return shared;\n}\n\n/** Registers a thumbnail with the shared pool. See {@link ThumbnailPool.register}. */\nexport function registerThumbnail(\n canvas: HTMLCanvasElement,\n source: string,\n values?: Record<string, ControlValue>,\n onStatus?: (ok: boolean) => void,\n): ThumbnailHandle {\n return sharedThumbnailPool().register(canvas, source, values, onStatus);\n}\n","// gifenc ships without types. The reference (not an import) brings them along when a host\n// type-checks these sources through the `workspace` condition.\n// eslint-disable-next-line @typescript-eslint/triple-slash-reference\n/// <reference path=\"./gifenc.d.ts\" />\nimport type { ControlValue } from \"./controls.js\";\nimport { ShaderFrames } from \"./frames.js\";\n\nexport interface GifOptions {\n source: string;\n values?: Record<string, ControlValue>;\n width: number;\n height: number;\n /** Frames per second. GIF delays are whole hundredths of a second, so 10, 20, 25 and 50 play back exactly. */\n fps: number;\n /** Seconds of animation to record. */\n duration: number;\n /** `iTime` of the first frame (default 0). */\n start?: number;\n /** Called after each frame with the frames done and the total. */\n onProgress?: (done: number, total: number) => void;\n /** Aborting rejects with an `AbortError` `DOMException`. */\n signal?: AbortSignal;\n}\n\n/** Lets the page repaint between frames so progress shows and Cancel works. */\nconst yieldToBrowser = () => new Promise<void>((resolve) => setTimeout(resolve, 0));\n\n/**\n * Records a shader as an animated GIF that loops forever. Frames are rendered\n * off screen at exact time steps (`start + i / fps`), so the result is smooth\n * whatever the page's frame rate, and nothing on screen is disturbed. Each\n * frame gets its own 256-colour palette. The encoder,\n * [gifenc](https://github.com/mattdesl/gifenc), is loaded on first use.\n *\n * Image controls are loaded before the first frame. Rejects with a\n * `ShaderCompileError` when the source does not compile, and an\n * `ImageLoadError` when an image cannot be loaded.\n */\nexport async function recordGif(options: GifOptions): Promise<Blob> {\n const { source, values, width, height, fps, duration, start = 0, onProgress, signal } = options;\n const { GIFEncoder, quantize, applyPalette } = await import(\"gifenc\");\n\n const frames = new ShaderFrames({ source, values, width, height });\n try {\n await frames.ready();\n const total = Math.max(1, Math.round(duration * fps));\n const delay = 1000 / fps;\n const rgba = new Uint8Array(frames.width * frames.height * 4);\n const gif = GIFEncoder();\n\n for (let i = 0; i < total; i++) {\n if (signal?.aborted) throw new DOMException(\"Cancelled\", \"AbortError\");\n frames.render(start + i / fps, { frame: i, delta: 1 / fps });\n frames.readPixels(rgba);\n const palette = quantize(rgba, 256);\n gif.writeFrame(applyPalette(rgba, palette), frames.width, frames.height, {\n palette,\n delay,\n ...(i === 0 ? { repeat: 0 } : {}),\n });\n onProgress?.(i + 1, total);\n if (i % 2 === 1) await yieldToBrowser();\n }\n\n gif.finish();\n return new Blob([gif.bytes()], { type: \"image/gif\" });\n } finally {\n frames.dispose();\n }\n}\n","import { controlValue, parseControls, type ControlValue } from \"./controls.js\";\nimport { HOVER_SECONDS, MAX_CLICKS, MAX_TRAIL, TRAIL_SECONDS } from \"./pointer.js\";\nimport { VERTEX_SOURCE, wrapSource } from \"./program.js\";\nimport { SVG_EDGE } from \"./textures.js\";\n\nconst escapeHtml = (s: string) =>\n s.replace(/[&<>\"]/g, (c) => ({ \"&\": \"&\", \"<\": \"<\", \">\": \">\", '\"': \""\" })[c]!);\n\n/** JSON that is safe inside a `<script>`: a `</script>` or `<!--` in a shader comment cannot end it. */\nconst scriptJson = (value: unknown) => JSON.stringify(value).replace(/</g, \"\\\\u003c\");\n\nexport interface StandaloneOptions {\n /** The comment at the top of the script, saying where the page came from. */\n credit?: string;\n}\n\n/**\n * A self-contained HTML page that runs the shader full-window, with the\n * control values baked in. It has no dependencies and opens from disk. Like\n * the live preview, it feeds `iMouse` from pointer drags and caps the pixel\n * ratio at 2.\n *\n * Images are loaded by URL when the page opens: a `data:` URL travels with\n * the page, an `https:` one needs the network and CORS, and a `blob:` one\n * only lives as long as the page that made it. SVGs are sized to\n * {@link SVG_EDGE} pixels before they are decoded, as `loadImage` does.\n */\nexport function standaloneHtml(\n title: string,\n source: string,\n values?: Record<string, ControlValue>,\n options: StandaloneOptions = {},\n): string {\n const controls = parseControls(source).map((c) => ({\n name: c.name,\n type: c.type,\n value: controlValue(c, values),\n ...(c.texture ? { texture: c.texture } : {}),\n }));\n const credit = (options.credit ?? \"Exported with Flair.\").replace(/\\n/g, \" \");\n return `<!doctype html>\n<html lang=\"en\">\n<head>\n<meta charset=\"utf-8\">\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n<title>${escapeHtml(title)}</title>\n<style>html,body{margin:0;height:100%;background:#000}canvas{display:block;width:100%;height:100%}</style>\n</head>\n<body>\n<canvas id=\"c\"></canvas>\n<script>\n// ${credit.replace(/</g, \"\\\\u003c\")} Shadertoy-style fragment shader on WebGL2.\nconst VERTEX = ${scriptJson(VERTEX_SOURCE)};\nconst FRAGMENT = ${scriptJson(wrapSource(source))};\nconst CONTROLS = ${scriptJson(controls)};\nconst canvas = document.getElementById(\"c\");\nconst gl = canvas.getContext(\"webgl2\");\nif (!gl) document.body.textContent = \"WebGL2 is not available.\";\nfunction compile(type, src) {\n const s = gl.createShader(type);\n gl.shaderSource(s, src);\n gl.compileShader(s);\n if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(s));\n return s;\n}\nconst program = gl.createProgram();\ngl.attachShader(program, compile(gl.VERTEX_SHADER, VERTEX));\ngl.attachShader(program, compile(gl.FRAGMENT_SHADER, FRAGMENT));\ngl.linkProgram(program);\ngl.useProgram(program);\nconst u = (n) => gl.getUniformLocation(program, n);\nlet unit = 0;\n// An SVG decodes at its own, often icon, size: give it ${SVG_EDGE} px on its long edge (and a\n// viewBox, so the drawing scales) to keep it sharp.\nasync function sizedSvg(url) {\n const doc = new DOMParser().parseFromString(await (await fetch(url)).text(), \"image/svg+xml\");\n const svg = doc.documentElement;\n const len = (n) => { const m = (svg.getAttribute(n) || \"\").trim().match(/^([\\\\d.]+)(px)?$/); return m && +m[1] > 0 ? +m[1] : 0; };\n const box = (svg.getAttribute(\"viewBox\") || \"\").trim().split(/[\\\\s,]+/).map(Number);\n const hasBox = box.length === 4 && box[2] > 0 && box[3] > 0;\n const w = len(\"width\") || (hasBox ? box[2] : 300), h = len(\"height\") || (hasBox ? box[3] : 150);\n const scale = ${SVG_EDGE} / Math.max(w, h);\n if (!hasBox) svg.setAttribute(\"viewBox\", \"0 0 \" + w + \" \" + h);\n svg.setAttribute(\"width\", Math.max(1, Math.round(w * scale)));\n svg.setAttribute(\"height\", Math.max(1, Math.round(h * scale)));\n return URL.createObjectURL(new Blob([new XMLSerializer().serializeToString(svg)], { type: \"image/svg+xml\" }));\n}\nfunction image(loc, url, texture) {\n const i = unit++, t = gl.createTexture();\n const bind = () => { gl.activeTexture(gl.TEXTURE0 + i); gl.bindTexture(gl.TEXTURE_2D, t); };\n const filter = { mipmap: gl.LINEAR_MIPMAP_LINEAR, linear: gl.LINEAR, nearest: gl.NEAREST }[texture.filter];\n const wrap = { repeat: gl.REPEAT, clamp: gl.CLAMP_TO_EDGE, mirror: gl.MIRRORED_REPEAT }[texture.wrap];\n bind();\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 0, 255]));\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filter);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.filter === \"nearest\" ? gl.NEAREST : gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrap);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrap);\n gl.uniform1i(loc, i);\n if (!url) return;\n const img = new Image();\n if (!/^(data|blob):/i.test(url)) img.crossOrigin = \"anonymous\";\n img.onload = () => {\n bind();\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);\n gl.generateMipmap(gl.TEXTURE_2D);\n };\n if (/^data:image\\\\/svg\\\\+xml[;,]/i.test(url) || /^(?!data:)[^?#]*\\\\.svg([?#]|$)/i.test(url)) {\n sizedSvg(url).then((src) => { img.src = src; }, () => {});\n } else img.src = url;\n}\nfor (const c of CONTROLS) {\n const loc = u(c.name);\n const v = c.value;\n if (c.type === \"float\") gl.uniform1f(loc, v);\n else if (c.type === \"int\" || c.type === \"bool\") gl.uniform1i(loc, Number(v));\n else if (c.type === \"sampler2D\") image(loc, v, c.texture);\n else gl[\"uniform\" + v.length + \"fv\"](loc, v);\n}\nlet mouse = [0, 0, 0, 0];\nconst px = (e) => { const r = canvas.getBoundingClientRect(); return [(e.clientX - r.left) * canvas.width / r.width, (r.bottom - e.clientY) * canvas.height / r.height]; };\ncanvas.addEventListener(\"pointerdown\", (e) => { const [x, y] = px(e); mouse = [x, y, x, y]; });\ncanvas.addEventListener(\"pointermove\", (e) => { if (e.buttons && mouse[2] > 0) { const [x, y] = px(e); mouse = [x, y, mouse[2], mouse[3]]; } });\naddEventListener(\"pointerup\", () => { if (mouse[2] > 0) mouse = [mouse[0], mouse[1], -mouse[2], -Math.abs(mouse[3])]; });\nlet start = performance.now(), last = start, frame = 0;\n// iPointer (where, how hovered, seconds pressed), iClicks (the latest clicks) and iTrail (where it has just been), newest first.\nconst seconds = () => (performance.now() - start) / 1000;\nlet at = [0, 0], over = false, hoverFrom = 0, hoverAt = -1e9, pressedAt = -1, releasedAt = -1, clicks = [], trail = [];\nconst hovered = (t) => { const k = Math.min(1, Math.max(0, (t - hoverAt) / ${HOVER_SECONDS})); return hoverFrom + ((over ? 1 : 0) - hoverFrom) * k * k * (3 - 2 * k); };\nconst hover = (on) => { const t = seconds(); hoverFrom = hovered(t); hoverAt = t; over = on; };\ncanvas.addEventListener(\"pointerenter\", (e) => { at = px(e); hover(true); toTrail(); });\ncanvas.addEventListener(\"pointerleave\", () => hover(false));\n// A trail point at most every ${TRAIL_SECONDS.toFixed(4)} s; moves in between update the newest.\nconst toTrail = () => { const t = seconds(); if (trail.length && t - trail[0][2] < ${TRAIL_SECONDS}) trail[0] = [at[0], at[1], trail[0][2], 1]; else trail = [[at[0], at[1], t, 1], ...trail].slice(0, ${MAX_TRAIL}); };\ncanvas.addEventListener(\"pointermove\", (e) => { at = px(e); toTrail(); });\ncanvas.addEventListener(\"pointerdown\", (e) => { at = px(e); pressedAt = seconds(); clicks.unshift([at[0], at[1], pressedAt, 1]); clicks = clicks.slice(0, ${MAX_CLICKS}); });\naddEventListener(\"pointerup\", () => { if (pressedAt >= 0) releasedAt = seconds(); pressedAt = -1; });\nfunction draw(now) {\n const dpr = Math.min(devicePixelRatio || 1, 2);\n const w = Math.round(canvas.clientWidth * dpr), h = Math.round(canvas.clientHeight * dpr);\n if (canvas.width !== w || canvas.height !== h) { canvas.width = w; canvas.height = h; }\n gl.viewport(0, 0, w, h);\n gl.uniform3f(u(\"iResolution\"), w, h, 1);\n gl.uniform1f(u(\"iTime\"), (now - start) / 1000);\n gl.uniform1f(u(\"iTimeDelta\"), (now - last) / 1000);\n gl.uniform1i(u(\"iFrame\"), frame++);\n gl.uniform4f(u(\"iMouse\"), mouse[0], mouse[1], mouse[2], mouse[3]);\n const t = (now - start) / 1000;\n gl.uniform4f(u(\"iPointer\"), at[0], at[1], hovered(t), pressedAt >= 0 ? Math.max(0, t - pressedAt) : releasedAt >= 0 ? -Math.max(1e-3, t - releasedAt) : 0);\n const c = new Float32Array(${MAX_CLICKS * 4});\n clicks.forEach((k, i) => c.set(k, i * 4));\n gl.uniform4fv(u(\"iClicks\"), c);\n const p = new Float32Array(${MAX_TRAIL * 4});\n trail.forEach((k, i) => p.set(k, i * 4));\n gl.uniform4fv(u(\"iTrail\"), p);\n gl.drawArrays(gl.TRIANGLES, 0, 3);\n last = now;\n requestAnimationFrame(draw);\n}\nrequestAnimationFrame(draw);\n</script>\n</body>\n</html>\n`;\n}\n","/**\n * 38 Layer Blend Modes for Compositing and WebGL Shader Generation.\n * Mathematically matching Adobe After Effects & EffectCraft blending standards.\n */\n\nexport type BlendMode =\n | 'normal'\n | 'dissolve'\n | 'dancingDissolve'\n | 'darken'\n | 'multiply'\n | 'colorBurn'\n | 'classicColorBurn'\n | 'linearBurn'\n | 'darkerColor'\n | 'add'\n | 'lighten'\n | 'screen'\n | 'colorDodge'\n | 'classicColorDodge'\n | 'linearDodge'\n | 'lighterColor'\n | 'overlay'\n | 'softLight'\n | 'hardLight'\n | 'linearLight'\n | 'vividLight'\n | 'pinLight'\n | 'hardMix'\n | 'difference'\n | 'classicDifference'\n | 'exclusion'\n | 'subtract'\n | 'divide'\n | 'hue'\n | 'saturation'\n | 'color'\n | 'luminosity'\n | 'stencilAlpha'\n | 'stencilLuma'\n | 'silhouetteAlpha'\n | 'silhouetteLuma'\n | 'alphaAdd'\n | 'luminescentPremul';\n\nexport const ALL_BLEND_MODES: readonly BlendMode[] = [\n 'normal',\n 'dissolve',\n 'dancingDissolve',\n 'darken',\n 'multiply',\n 'colorBurn',\n 'classicColorBurn',\n 'linearBurn',\n 'darkerColor',\n 'add',\n 'lighten',\n 'screen',\n 'colorDodge',\n 'classicColorDodge',\n 'linearDodge',\n 'lighterColor',\n 'overlay',\n 'softLight',\n 'hardLight',\n 'linearLight',\n 'vividLight',\n 'pinLight',\n 'hardMix',\n 'difference',\n 'classicDifference',\n 'exclusion',\n 'subtract',\n 'divide',\n 'hue',\n 'saturation',\n 'color',\n 'luminosity',\n 'stencilAlpha',\n 'stencilLuma',\n 'silhouetteAlpha',\n 'silhouetteLuma',\n 'alphaAdd',\n 'luminescentPremul',\n];\n\nexport type ColorRgba = [number, number, number, number];\n\nfunction lum(r: number, g: number, b: number): number {\n return 0.3 * r + 0.59 * g + 0.11 * b;\n}\n\nfunction sat(r: number, g: number, b: number): number {\n return Math.max(r, g, b) - Math.min(r, g, b);\n}\n\nfunction clipColor(r: number, g: number, b: number): [number, number, number] {\n const l = lum(r, g, b);\n const n = Math.min(r, g, b);\n const x = Math.max(r, g, b);\n let cr = r;\n let cg = g;\n let cb = b;\n if (n < 0.0) {\n const denom = Math.max(1e-9, l - n);\n cr = l + ((cr - l) * l) / denom;\n cg = l + ((cg - l) * l) / denom;\n cb = l + ((cb - l) * l) / denom;\n }\n if (x > 1.0) {\n const denom = Math.max(1e-9, x - l);\n cr = l + ((cr - l) * (1.0 - l)) / denom;\n cg = l + ((cg - l) * (1.0 - l)) / denom;\n cb = l + ((cb - l) * (1.0 - l)) / denom;\n }\n return [cr, cg, cb];\n}\n\nfunction setLum(r: number, g: number, b: number, l: number): [number, number, number] {\n const d = l - lum(r, g, b);\n return clipColor(r + d, g + d, b + d);\n}\n\nfunction setSat(r: number, g: number, b: number, s: number): [number, number, number] {\n const mx = Math.max(r, g, b);\n const mn = Math.min(r, g, b);\n if (mx - mn <= 1e-9) return [0, 0, 0];\n const f = (v: number) => ((v - mn) * s) / (mx - mn);\n return [f(r), f(g), f(b)];\n}\n\nfunction burn(cb: number, cs: number): number {\n if (cb >= 1.0) return 1.0;\n if (cs <= 0.0) return 0.0;\n return 1.0 - Math.min(1.0, (1.0 - cb) / cs);\n}\n\nfunction dodge(cb: number, cs: number): number {\n if (cb <= 0.0) return 0.0;\n if (cs >= 1.0) return 1.0;\n return Math.min(1.0, cb / (1.0 - cs));\n}\n\nfunction hardLight(cb: number, cs: number): number {\n if (cs <= 0.5) {\n return cb * 2.0 * cs;\n }\n const s = 2.0 * cs - 1.0;\n return cb + s - cb * s;\n}\n\nfunction softLight(cb: number, cs: number): number {\n if (cs <= 0.5) {\n return cb - (1.0 - 2.0 * cs) * cb * (1.0 - cb);\n }\n const d = cb <= 0.25 ? ((16.0 * cb - 12.0) * cb + 4.0) * cb : Math.sqrt(Math.max(0.0, cb));\n return cb + (2.0 * cs - 1.0) * (d - cb);\n}\n\nfunction vividLight(cb: number, cs: number): number {\n return cs <= 0.5 ? burn(cb, 2.0 * cs) : dodge(cb, 2.0 * (cs - 0.5));\n}\n\nfunction separableBlend(mode: BlendMode, cb: number, cs: number): number {\n switch (mode) {\n case 'darken':\n return Math.min(cb, cs);\n case 'multiply':\n return cb * cs;\n case 'colorBurn':\n return burn(cb, cs);\n case 'classicColorBurn':\n return cs <= 0.0 ? 0.0 : 1.0 - (1.0 - cb) / cs;\n case 'linearBurn':\n return Math.max(0.0, cb + cs - 1.0);\n case 'add':\n case 'linearDodge':\n return cb + cs;\n case 'lighten':\n return Math.max(cb, cs);\n case 'screen':\n return cb + cs - cb * cs;\n case 'colorDodge':\n return dodge(cb, cs);\n case 'classicColorDodge':\n return cs >= 1.0 ? 1.0 : Math.min(1.0, cb / (1.0 - cs));\n case 'overlay':\n return hardLight(cs, cb);\n case 'softLight':\n return softLight(cb, cs);\n case 'hardLight':\n return hardLight(cb, cs);\n case 'linearLight':\n return Math.min(1.0, Math.max(0.0, cb + 2.0 * cs - 1.0));\n case 'vividLight':\n return vividLight(cb, cs);\n case 'pinLight':\n return cs <= 0.5 ? Math.min(cb, 2.0 * cs) : Math.max(cb, 2.0 * cs - 1.0);\n case 'hardMix':\n return cb + cs >= 1.0 ? 1.0 : 0.0;\n case 'difference':\n case 'classicDifference':\n return Math.abs(cb - cs);\n case 'exclusion':\n return cb + cs - 2.0 * cb * cs;\n case 'subtract':\n return Math.max(0.0, cb - cs);\n case 'divide':\n return cs <= 0.0 ? (cb > 0.0 ? 1.0 : 0.0) : cb / cs;\n default:\n return cs;\n }\n}\n\n/**\n * Evaluates CPU compositing of premultiplied RGBA source onto premultiplied RGBA destination.\n *\n * @param mode Blend mode to apply.\n * @param dst Destination premultiplied RGBA [r, g, b, a] in [0, 1].\n * @param src Source premultiplied RGBA [r, g, b, a] in [0, 1].\n * @param noise Per-pixel noise parameter in [0, 1] for Dissolve modes (default: 0).\n */\nexport function blendRgba(\n mode: BlendMode,\n dst: ColorRgba,\n src: ColorRgba,\n noise = 0,\n): ColorRgba {\n const sa = src[3];\n const da = dst[3];\n\n switch (mode) {\n case 'normal': {\n const k = 1.0 - sa;\n return [src[0] + dst[0] * k, src[1] + dst[1] * k, src[2] + dst[2] * k, sa + da * k];\n }\n case 'dissolve':\n case 'dancingDissolve': {\n if (sa <= 0.0 || noise >= sa) return [...dst];\n const inv = 1.0 / sa;\n return [src[0] * inv, src[1] * inv, src[2] * inv, 1.0];\n }\n case 'stencilAlpha':\n return [dst[0] * sa, dst[1] * sa, dst[2] * sa, dst[3] * sa];\n case 'silhouetteAlpha': {\n const k = 1.0 - sa;\n return [dst[0] * k, dst[1] * k, dst[2] * k, dst[3] * k];\n }\n case 'stencilLuma':\n case 'silhouetteLuma': {\n const l = lum(src[0], src[1], src[2]);\n const k = mode === 'stencilLuma' ? l : 1.0 - l;\n return [dst[0] * k, dst[1] * k, dst[2] * k, dst[3] * k];\n }\n case 'alphaAdd': {\n const k = 1.0 - sa;\n return [src[0] + dst[0] * k, src[1] + dst[1] * k, src[2] + dst[2] * k, Math.min(1.0, sa + da)];\n }\n case 'luminescentPremul': {\n const k = 1.0 - sa;\n return [src[0] + dst[0] * k, src[1] + dst[1] * k, src[2] + dst[2] * k, sa + da - sa * da];\n }\n }\n\n if (sa <= 0.0) return [...dst];\n if (da <= 0.0) return [...src];\n\n const cs: [number, number, number] = [src[0] / sa, src[1] / sa, src[2] / sa];\n const cb: [number, number, number] = [dst[0] / da, dst[1] / da, dst[2] / da];\n\n let b: [number, number, number];\n switch (mode) {\n case 'hue':\n b = setLum(...setSat(cs[0], cs[1], cs[2], sat(...cb)), lum(...cb));\n break;\n case 'saturation':\n b = setLum(...setSat(cb[0], cb[1], cb[2], sat(...cs)), lum(...cb));\n break;\n case 'color':\n b = setLum(cs[0], cs[1], cs[2], lum(...cb));\n break;\n case 'luminosity':\n b = setLum(cb[0], cb[1], cb[2], lum(...cs));\n break;\n case 'darkerColor':\n b = lum(...cs) < lum(...cb) ? cs : cb;\n break;\n case 'lighterColor':\n b = lum(...cs) > lum(...cb) ? cs : cb;\n break;\n default:\n b = [\n separableBlend(mode, cb[0], cs[0]),\n separableBlend(mode, cb[1], cs[1]),\n separableBlend(mode, cb[2], cs[2]),\n ];\n break;\n }\n\n const ao = sa + da - sa * da;\n return [\n (1.0 - da) * src[0] + (1.0 - sa) * dst[0] + sa * da * b[0],\n (1.0 - da) * src[1] + (1.0 - sa) * dst[1] + sa * da * b[1],\n (1.0 - da) * src[2] + (1.0 - sa) * dst[2] + sa * da * b[2],\n ao,\n ];\n}\n\n/**\n * Returns a self-contained GLSL shader function for blending two vec4 colors.\n * Useful for runtime GPU compositing across multiple shader layers or passes.\n */\nexport function getGlslBlendFunction(mode: BlendMode): string {\n switch (mode) {\n case 'multiply':\n return `vec4 blend(vec4 dst, vec4 src) {\n return vec4(src.rgb * dst.rgb * src.a + dst.rgb * (1.0 - src.a), src.a + dst.a * (1.0 - src.a));\n}`;\n case 'screen':\n return `vec4 blend(vec4 dst, vec4 src) {\n vec3 res = src.rgb + dst.rgb - src.rgb * dst.rgb;\n return vec4(mix(dst.rgb, res, src.a), src.a + dst.a * (1.0 - src.a));\n}`;\n case 'add':\n case 'linearDodge':\n return `vec4 blend(vec4 dst, vec4 src) {\n return vec4(min(vec3(1.0), dst.rgb + src.rgb * src.a), min(1.0, dst.a + src.a));\n}`;\n case 'overlay':\n return `vec4 blend(vec4 dst, vec4 src) {\n vec3 res = mix(2.0 * dst.rgb * src.rgb, 1.0 - 2.0 * (1.0 - dst.rgb) * (1.0 - src.rgb), step(vec3(0.5), dst.rgb));\n return vec4(mix(dst.rgb, res, src.a), src.a + dst.a * (1.0 - src.a));\n}`;\n case 'difference':\n return `vec4 blend(vec4 dst, vec4 src) {\n return vec4(mix(dst.rgb, abs(dst.rgb - src.rgb), src.a), src.a + dst.a * (1.0 - src.a));\n}`;\n case 'normal':\n default:\n return `vec4 blend(vec4 dst, vec4 src) {\n return src + dst * (1.0 - src.a);\n}`;\n }\n}\n","import { CAMERA_TRANSITIONS, MAX_TILT } from './camera.js';\nimport type { Scene, Shot } from './types.js';\nimport { EFFECT_TYPES } from './effects.js';\n\nexport interface SceneIssue {\n /** 1-based shot index (0 indicates whole scene level). */\n shot: number;\n message: string;\n}\n\nconst LONG_CAPTION = 120;\nconst LONG_TITLE = 60;\nconst MAX_EFFECTS_PER_SHOT = 5;\n\n/** Validates a Scene before running or rendering it. */\nexport function validateScene(scene: Scene): SceneIssue[] {\n const issues: SceneIssue[] = [];\n const say = (shot: number, message: string) => issues.push({ shot, message });\n\n if (!scene.name || typeof scene.name !== 'string') {\n say(0, 'Scene needs a string name.');\n } else if (!/^[a-z0-9]+(?:-[a-z0-9]+)*$/.test(scene.name)) {\n say(0, `Scene name \"${scene.name}\" should be lowercase words and dashes.`);\n }\n\n if (!Array.isArray(scene.shots) || scene.shots.length === 0) {\n say(0, 'Scene needs at least one shot.');\n return issues;\n }\n\n const mediaKeys = new Set(Object.keys(scene.media ?? {}));\n const effectIds = new Set<string>();\n\n // Check media\n if (scene.media) {\n for (const [id, m] of Object.entries(scene.media)) {\n if (!m || typeof m !== 'object') {\n say(0, `Media \"${id}\" must be an object.`);\n } else if (!m.type) {\n say(0, `Media \"${id}\" needs a type.`);\n } else if (m.type === 'shader' && !m.source) {\n say(0, `Shader media \"${id}\" needs a source string.`);\n }\n }\n }\n\n for (const [idx, shot] of scene.shots.entries()) {\n const shotNum = idx + 1;\n\n // Check camera\n if (shot.camera) {\n if ('frame' in shot.camera) {\n if (!Array.isArray(shot.camera.frame) || shot.camera.frame.length === 0) {\n say(shotNum, 'Dynamic camera framing requires a non-empty frame array of element IDs.');\n }\n } else if ('width' in shot.camera && (shot.camera.width <= 0 || shot.camera.height <= 0)) {\n say(shotNum, 'Camera rectangle width and height must be positive.');\n }\n const cam = shot.camera;\n const angle = (name: 'tilt' | 'turn' | 'roll', max: number) => {\n const v = cam[name];\n if (v !== undefined && !(typeof v === 'number' && Math.abs(v) <= max))\n say(shotNum, `Camera ${name} is degrees between -${max} and ${max}.`);\n };\n angle('tilt', MAX_TILT);\n angle('turn', MAX_TILT);\n angle('roll', 180);\n if (cam.perspective !== undefined && !(typeof cam.perspective === 'number' && cam.perspective >= 0.3))\n say(shotNum, 'Camera perspective is the lens distance as a multiple of the stage width, 0.3 or more (1.2 by default).');\n if (cam.motionBlur !== undefined && !(typeof cam.motionBlur === 'number' && cam.motionBlur >= 0 && cam.motionBlur <= 3))\n say(shotNum, 'Camera motionBlur is 0 (none) to 3 (a whip); 1 is natural.');\n if (cam.transition !== undefined && !CAMERA_TRANSITIONS.includes(cam.transition))\n say(shotNum, `Camera transition is one of ${CAMERA_TRANSITIONS.map((t) => `\"${t}\"`).join(', ')}; leave it out to move.`);\n else if (idx === 0 && (cam.transition === 'whip' || cam.transition === 'zoom'))\n say(shotNum, `The first shot has no framing to ${cam.transition} from, so its camera starts in place; move the transition to a later shot or leave it out.`);\n }\n\n // Check hold\n if (shot.hold !== undefined && shot.hold < 0) {\n say(shotNum, 'Shot hold cannot be negative.');\n }\n\n // Check text lengths\n if (shot.caption && shot.caption.length > LONG_CAPTION) {\n say(shotNum, `Caption is long (${shot.caption.length} chars); consider breaking into multiple shots.`);\n }\n if (shot.title && shot.title.length > LONG_TITLE) {\n say(shotNum, `Title is long (${shot.title.length} chars); titles should be concise headings.`);\n }\n\n // Check effects\n const effects = shot.effects ?? [];\n if (effects.length > MAX_EFFECTS_PER_SHOT) {\n say(shotNum, `Shot starts ${effects.length} effects at once; consider keeping effects focused.`);\n }\n\n for (const eff of effects) {\n if (!eff.id || typeof eff.id !== 'string') {\n say(shotNum, 'Every effect needs a unique string id.');\n continue;\n }\n if (effectIds.has(eff.id)) {\n say(shotNum, `Duplicate effect id \"${eff.id}\".`);\n }\n effectIds.add(eff.id);\n\n if (!EFFECT_TYPES.includes(eff.type as any)) {\n say(shotNum, `Unknown effect type \"${(eff as any).type}\".`);\n }\n\n if (eff.type === 'media') {\n if (!eff.media) {\n say(shotNum, `Media effect \"${eff.id}\" needs a media id.`);\n } else if (!mediaKeys.has(eff.media)) {\n say(shotNum, `Media effect \"${eff.id}\" references \"${eff.media}\" which is not defined in scene.media.`);\n }\n }\n\n if (eff.type === 'flow' && !eff.along) {\n say(shotNum, `Flow effect \"${eff.id}\" needs an \"along\" element id.`);\n }\n\n if (['glow', 'ripple', 'spotlight', 'shimmer', 'timer', 'blur', 'burst'].includes(eff.type)) {\n const withIds = eff as { ids?: string[] };\n if (!Array.isArray(withIds.ids) || withIds.ids.length === 0) {\n say(shotNum, `${eff.type} effect \"${eff.id}\" needs a non-empty ids array.`);\n }\n }\n }\n }\n\n return issues;\n}\n","import type { Stage, View } from './camera.js';\nimport { CAMERA_STEP_MS, cameraAt, cameraTrack, sceneStage } from './cameratrack.js';\nimport type { SceneElement } from './geometry.js';\nimport type { Scene } from './types.js';\n\n/** What the standalone player shows for one shot: the camera's move into it and the elements on stage. */\ninterface ShotPlan {\n /** The camera at each step of its move into the shot (one view when it does not move). */\n move: View[];\n /** How long the move takes, in ms (0 when the shot cuts or stays). */\n moveMs: number;\n elements: SceneElement[];\n}\n\n/** Each shot's camera move and elements, worked out the way `playScene` plays them. */\nfunction planShots(scene: Scene, stage: Stage): ShotPlan[] {\n return cameraTrack(scene).map((entry) => {\n // The player's steps: the last one lands on the shot's view, with no blur.\n const steps = Math.round(entry.moveMs / CAMERA_STEP_MS);\n const move = Array.from({ length: Math.max(0, steps - 1) }, (_, i) => cameraAt(entry, (i + 1) * CAMERA_STEP_MS, stage));\n move.push(entry.to);\n return { move, moveMs: entry.moveMs, elements: entry.elements };\n });\n}\n\n/**\n * Generates a self-contained, standalone HTML player for an animated scene.\n * Includes interactive playback controls, camera moves (panning, zooming,\n * 3D angles and motion blur), title and caption rendering, and embedded\n * WebGL fragment shaders for bespoke motion graphics.\n */\nexport function standaloneSceneHtml(scene: Scene): string {\n const stage = sceneStage(scene);\n const serializedScene = JSON.stringify(scene).replace(/</g, '\\\\u003c');\n const serializedPlan = JSON.stringify({ stage, shots: planShots(scene, stage) }).replace(/</g, '\\\\u003c');\n const title = scene.title || scene.name;\n\n return `<!DOCTYPE html>\n<html lang=\"en\">\n<head>\n <meta charset=\"utf-8\">\n <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\">\n <title>${escapeHtml(title)} - Flair</title>\n <style>\n * { box-sizing: border-box; margin: 0; padding: 0; }\n body {\n background: #0f1117;\n color: #e2e8f0;\n font-family: -apple-system, BlinkMacSystemFont, \"Segoe UI\", Roboto, sans-serif;\n min-height: 100vh;\n display: flex;\n flex-direction: column;\n align-items: center;\n justify-content: center;\n padding: 16px;\n user-select: none;\n }\n .player-container {\n position: relative;\n width: 100%;\n max-width: 1200px;\n aspect-ratio: ${stage.width} / ${stage.height};\n background: #000;\n border-radius: 12px;\n overflow: hidden;\n box-shadow: 0 20px 50px rgba(0, 0, 0, 0.7), 0 0 0 1px rgba(255, 255, 255, 0.1);\n display: flex;\n flex-direction: column;\n }\n .viewport {\n position: relative;\n flex: 1;\n width: 100%;\n height: 100%;\n overflow: hidden;\n }\n .board {\n position: absolute;\n inset: 0;\n transform-origin: 50% 50%;\n will-change: transform, filter;\n }\n canvas.layer {\n position: absolute;\n top: 0;\n left: 0;\n width: 100%;\n height: 100%;\n }\n .overlay-title {\n position: absolute;\n top: 24px;\n left: 50%;\n transform: translateX(-50%);\n background: rgba(15, 17, 23, 0.85);\n backdrop-filter: blur(8px);\n border: 1px solid rgba(255, 255, 255, 0.15);\n padding: 8px 24px;\n border-radius: 9999px;\n font-size: 1.15rem;\n font-weight: 600;\n letter-spacing: 0.02em;\n color: #fff;\n pointer-events: none;\n transition: opacity 0.3s ease;\n opacity: 0;\n }\n .overlay-caption {\n position: absolute;\n bottom: 64px;\n left: 50%;\n transform: translateX(-50%);\n background: rgba(15, 17, 23, 0.88);\n backdrop-filter: blur(8px);\n border: 1px solid rgba(255, 255, 255, 0.15);\n padding: 10px 20px;\n border-radius: 8px;\n font-size: 1.1rem;\n color: #f1f5f9;\n max-width: 80%;\n text-align: center;\n pointer-events: none;\n transition: opacity 0.3s ease;\n opacity: 0;\n }\n .controls-bar {\n position: absolute;\n bottom: 0;\n left: 0;\n right: 0;\n height: 52px;\n background: linear-gradient(to top, rgba(0, 0, 0, 0.9), transparent);\n display: flex;\n align-items: center;\n padding: 0 16px;\n gap: 12px;\n z-index: 10;\n }\n .btn {\n background: rgba(255, 255, 255, 0.15);\n border: none;\n color: #fff;\n padding: 6px 14px;\n border-radius: 6px;\n cursor: pointer;\n font-size: 0.9rem;\n font-weight: 500;\n transition: background 0.15s;\n }\n .btn:hover { background: rgba(255, 255, 255, 0.25); }\n .timeline {\n flex: 1;\n height: 6px;\n background: rgba(255, 255, 255, 0.2);\n border-radius: 3px;\n cursor: pointer;\n position: relative;\n }\n .timeline-progress {\n position: absolute;\n top: 0;\n left: 0;\n height: 100%;\n background: #3b82f6;\n border-radius: 3px;\n width: 0%;\n }\n .shot-badge {\n font-size: 0.85rem;\n color: #94a3b8;\n font-variant-numeric: tabular-nums;\n }\n </style>\n</head>\n<body>\n <div class=\"player-container\">\n <div class=\"viewport\" id=\"viewport\">\n <canvas id=\"shaderCanvas\" class=\"layer\"></canvas>\n <div id=\"board\" class=\"board\"><canvas id=\"sceneCanvas\" class=\"layer\"></canvas></div>\n <svg width=\"0\" height=\"0\" style=\"position:absolute\" aria-hidden=\"true\"><filter id=\"motionBlur\" x=\"-10%\" y=\"-10%\" width=\"120%\" height=\"120%\"><feGaussianBlur id=\"motionBlurAmount\" stdDeviation=\"0 0\"/></filter></svg>\n <div id=\"titleEl\" class=\"overlay-title\"></div>\n <div id=\"captionEl\" class=\"overlay-caption\"></div>\n </div>\n <div class=\"controls-bar\">\n <button id=\"playBtn\" class=\"btn\">Play</button>\n <button id=\"prevBtn\" class=\"btn\">⏮</button>\n <button id=\"nextBtn\" class=\"btn\">⏭</button>\n <div id=\"timeline\" class=\"timeline\">\n <div id=\"progress\" class=\"timeline-progress\"></div>\n </div>\n <div id=\"shotBadge\" class=\"shot-badge\">Shot 1 / 1</div>\n </div>\n </div>\n\n <script>\n const scene = ${serializedScene};\n // Each shot's camera move (zoom, scroll, 3D angle and blur at each step) and elements, worked out in advance.\n const plan = ${serializedPlan};\n const boardEl = document.getElementById('board');\n const sceneCanvas = document.getElementById('sceneCanvas');\n const shaderCanvas = document.getElementById('shaderCanvas');\n const ctx = sceneCanvas.getContext('2d');\n const titleEl = document.getElementById('titleEl');\n const captionEl = document.getElementById('captionEl');\n const playBtn = document.getElementById('playBtn');\n const prevBtn = document.getElementById('prevBtn');\n const nextBtn = document.getElementById('nextBtn');\n const progressEl = document.getElementById('progress');\n const shotBadge = document.getElementById('shotBadge');\n\n let currentShotIdx = 0;\n let isPlaying = false;\n let shotStartTime = performance.now();\n let moveFrom = performance.now();\n let gl = null;\n let shaderProgram = null;\n\n function resize() {\n const rect = sceneCanvas.parentElement.getBoundingClientRect();\n const dpr = window.devicePixelRatio || 1;\n sceneCanvas.width = rect.width * dpr;\n sceneCanvas.height = rect.height * dpr;\n shaderCanvas.width = rect.width * dpr;\n shaderCanvas.height = rect.height * dpr;\n }\n window.addEventListener('resize', resize);\n resize();\n\n // Setup WebGL if shader media is present\n const firstShaderKey = Object.keys(scene.media || {}).find(k => scene.media[k].type === 'shader');\n if (firstShaderKey && scene.media[firstShaderKey].source) {\n try {\n gl = shaderCanvas.getContext('webgl2');\n if (gl) {\n const vs = gl.createShader(gl.VERTEX_SHADER);\n gl.shaderSource(vs, '#version 300 es\\\\nin vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); }');\n gl.compileShader(vs);\n\n const fs = gl.createShader(gl.FRAGMENT_SHADER);\n const fullFrag = '#version 300 es\\\\nprecision highp float;\\\\nout vec4 fragColor;\\\\nuniform vec2 u_resolution;\\\\nuniform float u_time;\\\\n' + scene.media[firstShaderKey].source + '\\\\nvoid main() { mainImage(fragColor, gl_FragCoord.xy); }';\n gl.shaderSource(fs, fullFrag);\n gl.compileShader(fs);\n\n shaderProgram = gl.createProgram();\n gl.attachShader(shaderProgram, vs);\n gl.attachShader(shaderProgram, fs);\n gl.linkProgram(shaderProgram);\n\n const quad = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, quad);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1,-1, 3,-1, -1,3]), gl.STATIC_DRAW);\n const pos = gl.getAttribLocation(shaderProgram, 'position');\n gl.enableVertexAttribArray(pos);\n gl.vertexAttribPointer(pos, 2, gl.FLOAT, false, 0, 0);\n }\n } catch (e) {\n console.warn('Shader setup failed:', e);\n }\n }\n\n function renderShader(timeSeconds) {\n if (!gl || !shaderProgram) return;\n gl.viewport(0, 0, shaderCanvas.width, shaderCanvas.height);\n gl.useProgram(shaderProgram);\n const resLoc = gl.getUniformLocation(shaderProgram, 'u_resolution');\n const timeLoc = gl.getUniformLocation(shaderProgram, 'u_time');\n if (resLoc) gl.uniform2f(resLoc, shaderCanvas.width, shaderCanvas.height);\n if (timeLoc) gl.uniform1f(timeLoc, timeSeconds);\n gl.drawArrays(gl.TRIANGLES, 0, 3);\n }\n\n function updateShotUI() {\n const shot = scene.shots[currentShotIdx];\n if (!shot) return;\n\n shotBadge.textContent = 'Shot ' + (currentShotIdx + 1) + ' / ' + scene.shots.length;\n\n if (shot.title) {\n titleEl.textContent = shot.title;\n titleEl.style.opacity = '1';\n } else {\n titleEl.style.opacity = '0';\n }\n\n if (shot.caption) {\n captionEl.textContent = shot.caption;\n captionEl.style.opacity = '1';\n } else {\n captionEl.style.opacity = '0';\n }\n\n const pct = (currentShotIdx / scene.shots.length) * 100;\n progressEl.style.width = pct + '%';\n }\n\n // The camera at time 'now': a step of the current shot's move, or where it settled.\n function cameraNow(now) {\n const { move, moveMs } = plan.shots[currentShotIdx];\n const u = moveMs > 0 ? Math.min(1, (now - moveFrom) / moveMs) : 1;\n return move[Math.min(move.length - 1, Math.floor(u * move.length))];\n }\n\n function applyCamera(view) {\n const w = boardEl.clientWidth || plan.stage.width;\n const angled = view.tilt || view.turn || view.roll;\n boardEl.style.transform = angled\n ? 'perspective(' + (view.perspective || 1.2) * w + 'px) rotateX(' + (view.tilt || 0) + 'deg) rotateY(' + (view.turn || 0) + 'deg) rotateZ(' + (view.roll || 0) + 'deg)'\n : 'none';\n // Motion blur streaks along a pan (taken back through the roll, as the board is blurred before it turns).\n const blur = (view.blur || 0) * w / plan.stage.width;\n if (blur >= 0.05) {\n let sx = blur, sy = blur;\n if (view.blurAngle !== undefined) {\n const a = (view.blurAngle - (view.roll || 0)) * Math.PI / 180;\n sx = Math.max(blur * 0.15, blur * Math.abs(Math.cos(a)));\n sy = Math.max(blur * 0.15, blur * Math.abs(Math.sin(a)));\n }\n document.getElementById('motionBlurAmount').setAttribute('stdDeviation', sx.toFixed(2) + ' ' + sy.toFixed(2));\n boardEl.style.filter = 'url(#motionBlur)';\n } else {\n boardEl.style.filter = 'none';\n }\n }\n\n function draw() {\n const now = performance.now();\n renderShader(now / 1000);\n\n const view = cameraNow(now);\n applyCamera(view);\n ctx.setTransform(1, 0, 0, 1, 0, 0);\n ctx.clearRect(0, 0, sceneCanvas.width, sceneCanvas.height);\n const k = (sceneCanvas.width / plan.stage.width) * view.zoom;\n ctx.setTransform(k, 0, 0, k, k * view.scrollX, k * view.scrollY);\n\n for (const el of plan.shots[currentShotIdx].elements) {\n ctx.fillStyle = el.backgroundColor || 'rgba(59, 130, 246, 0.4)';\n ctx.strokeStyle = el.strokeColor || '#3b82f6';\n ctx.lineWidth = 3;\n ctx.fillRect(el.x, el.y, el.width, el.height);\n ctx.strokeRect(el.x, el.y, el.width, el.height);\n if (el.text) {\n ctx.fillStyle = '#fff';\n ctx.font = '24px sans-serif';\n ctx.fillText(el.text, el.x + 16, el.y + 40);\n }\n }\n\n // Playing moves on to the next shot once this one's move and hold are over.\n const shot = scene.shots[currentShotIdx];\n if (isPlaying && now - shotStartTime > plan.shots[currentShotIdx].moveMs + (shot.hold ?? 800) && currentShotIdx < scene.shots.length - 1) {\n goTo(currentShotIdx + 1, true);\n }\n if (isPlaying || now - moveFrom < plan.shots[currentShotIdx].moveMs) {\n requestAnimationFrame(draw);\n }\n }\n\n // Shows a shot: forwards it plays the camera's move into it, otherwise it cuts.\n function goTo(idx, animate) {\n currentShotIdx = idx;\n shotStartTime = performance.now();\n moveFrom = animate ? shotStartTime : shotStartTime - plan.shots[idx].moveMs;\n updateShotUI();\n requestAnimationFrame(draw);\n }\n\n playBtn.addEventListener('click', () => {\n isPlaying = !isPlaying;\n playBtn.textContent = isPlaying ? 'Pause' : 'Play';\n // The current shot counts as settled, so its hold runs from now.\n if (isPlaying) {\n shotStartTime = performance.now() - plan.shots[currentShotIdx].moveMs;\n requestAnimationFrame(draw);\n }\n });\n\n prevBtn.addEventListener('click', () => {\n if (currentShotIdx > 0) goTo(currentShotIdx - 1, false);\n });\n\n nextBtn.addEventListener('click', () => {\n if (currentShotIdx < scene.shots.length - 1) goTo(currentShotIdx + 1, true);\n });\n\n window.addEventListener('resize', () => requestAnimationFrame(draw));\n goTo(0, false);\n </script>\n</body>\n</html>`;\n}\n\nfunction escapeHtml(str: string): string {\n return str\n .replace(/&/g, '&')\n .replace(/</g, '<')\n .replace(/>/g, '>')\n .replace(/\"/g, '"')\n .replace(/'/g, 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@@ -15,7 +15,7 @@ import {
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15
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} from "./chunk-STKEKXCK.js";
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16
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import {
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17
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subjectValues
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18
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-
} from "./chunk-
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18
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+
} from "./chunk-UCZ43ARE.js";
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import {
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wrapSource
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} from "./chunk-RDU63CDO.js";
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@@ -28,7 +28,7 @@ import {
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28
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effectInputs,
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29
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getEffect,
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30
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renderVectorEffect
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31
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-
} from "./chunk-
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31
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+
} from "./chunk-HVXWNGTW.js";
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32
32
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import {
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33
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checkControlValue,
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34
34
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parseColor
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@@ -411,4 +411,4 @@ export {
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411
411
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effectQueryFromFlags,
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412
412
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describeEffect
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413
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};
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414
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-
//# sourceMappingURL=chunk-
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414
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+
//# sourceMappingURL=chunk-G2B5L234.js.map
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@@ -12108,6 +12108,82 @@ ${BACKDROP_CONTROLS}`,
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12108
12108
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{ name: "Crisp", values: { uEdge: 0.015, uScale: 5 } }
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12109
12109
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]
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12110
12110
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};
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12111
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+
var transitionWhipPan = {
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12112
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+
kind: "shader",
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12113
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+
id: "transition-whip-pan",
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12114
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+
name: "Whip pan",
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12115
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+
description: "A beat-cut whip pan or zoom punch: the first image flies off in a motion blur that peaks at the cut, and the next one lands from the other side.",
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12116
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+
category: "transition",
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12117
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+
video: "transition",
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12118
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+
tags: ["transition", "whip", "pan", "zoom", "motion blur", "image", "cut"],
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12119
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loop: 4,
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12120
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+
source: glsl(
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12121
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+
`// Whip pan: From accelerates away under a motion blur (directional, or radial in zoom mode), swaps at mid-progress, and To decelerates in.
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12122
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+
${pair(SAMPLE_IMAGES.landscape, SAMPLE_IMAGES.city)}
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12123
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+
uniform int uMode; // @control min=0 max=1 default=0 label="Mode (0 whip, 1 zoom)"
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12124
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+
uniform float uAngle; // @control min=0 max=360 default=0 label="Direction (\xB0)"
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12125
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+
uniform float uStrength; // @control min=0 max=1 default=0.6 label="Blur strength"
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12126
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+
uniform float uPunch; // @control min=0 max=1 default=0.15 label="Scale punch"
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12127
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+
${BACKDROP_CONTROLS}`,
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12128
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+
PICTURE,
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12129
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+
COMMON,
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12130
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+
`// Mirrored at the frame edges, so a moving image never runs out of picture.
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12131
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+
vec4 folded(sampler2D tex, vec2 uv) {
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12132
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+
return coverRGBA(tex, 1.0 - abs(1.0 - mod(uv, 2.0)));
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12133
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+
}
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12134
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+
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12135
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+
// 24 taps spread len along dir, centred on uv: a directional motion blur.
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12136
|
+
vec4 smear(sampler2D tex, vec2 uv, vec2 dir, float len) {
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12137
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+
vec4 sum = vec4(0.0);
|
|
12138
|
+
for (int i = 0; i < 24; i++) {
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12139
|
+
sum += folded(tex, uv + dir * len * ((float(i) + 0.5) / 24.0 - 0.5));
|
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12140
|
+
}
|
|
12141
|
+
return sum / 24.0;
|
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12142
|
+
}
|
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12143
|
+
|
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12144
|
+
// 24 taps from uv towards the centre, a zoom blur.
|
|
12145
|
+
vec4 zoomSmear(sampler2D tex, vec2 uv, float len) {
|
|
12146
|
+
vec4 sum = vec4(0.0);
|
|
12147
|
+
for (int i = 0; i < 24; i++) {
|
|
12148
|
+
float k = 1.0 - len * (float(i) + 0.5) / 24.0;
|
|
12149
|
+
sum += folded(tex, 0.5 + (uv - 0.5) * k);
|
|
12150
|
+
}
|
|
12151
|
+
return sum / 24.0;
|
|
12152
|
+
}
|
|
12153
|
+
|
|
12154
|
+
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
|
12155
|
+
vec2 uv = fragCoord / iResolution.xy;
|
|
12156
|
+
float t = progress();
|
|
12157
|
+
bool second = t >= 0.5;
|
|
12158
|
+
// Each half runs 0 at its far end to 1 at the cut; travel eases in (u\xB3), so speed (u\xB2) peaks at the cut.
|
|
12159
|
+
float u = second ? 2.0 - 2.0 * t : 2.0 * t;
|
|
12160
|
+
float travel = u * u * u;
|
|
12161
|
+
float speed = u * u;
|
|
12162
|
+
vec4 col;
|
|
12163
|
+
if (uMode == 0) {
|
|
12164
|
+
vec2 dir = vec2(cos(radians(uAngle)), sin(radians(uAngle))) * vec2(iResolution.y / iResolution.x, 1.0);
|
|
12165
|
+
// From leaves along dir; To arrives from behind, so it is offset back along dir.
|
|
12166
|
+
vec2 shift = dir * travel * (0.4 + 0.6 * uStrength) * (second ? -1.0 : 1.0);
|
|
12167
|
+
vec2 p = 0.5 + (uv - 0.5) / (1.0 + uPunch * speed) - shift;
|
|
12168
|
+
float len = uStrength * 0.6 * speed;
|
|
12169
|
+
col = second ? smear(uTo, p, dir, len) : smear(uFrom, p, dir, len);
|
|
12170
|
+
} else {
|
|
12171
|
+
vec2 p = 0.5 + (uv - 0.5) / (1.0 + 4.0 * uPunch * travel + 0.2 * uStrength * travel);
|
|
12172
|
+
float len = uStrength * 0.5 * speed;
|
|
12173
|
+
col = second ? zoomSmear(uTo, p, len) : zoomSmear(uFrom, p, len);
|
|
12174
|
+
}
|
|
12175
|
+
// A touch of exposure at the cut sells the speed.
|
|
12176
|
+
col.rgb *= 1.0 + 0.25 * uStrength * speed * speed;
|
|
12177
|
+
fragColor = col;
|
|
12178
|
+
}`
|
|
12179
|
+
),
|
|
12180
|
+
presets: [
|
|
12181
|
+
{ name: "Whip left", values: { uMode: 0, uAngle: 180 } },
|
|
12182
|
+
{ name: "Whip up", values: { uMode: 0, uAngle: 90 } },
|
|
12183
|
+
{ name: "Zoom punch", values: { uMode: 1, uStrength: 0.7, uPunch: 0.4 } },
|
|
12184
|
+
{ name: "Hard whip", values: { uMode: 0, uAngle: 0, uStrength: 1, uPunch: 0.3 } }
|
|
12185
|
+
]
|
|
12186
|
+
};
|
|
12111
12187
|
var morphShaders = [
|
|
12112
12188
|
featureMorph,
|
|
12113
12189
|
silhouetteMorph,
|
|
@@ -12115,7 +12191,8 @@ var morphShaders = [
|
|
|
12115
12191
|
transitionDisplacement,
|
|
12116
12192
|
transitionLuma,
|
|
12117
12193
|
transitionParticleSwap,
|
|
12118
|
-
transitionInkBleed
|
|
12194
|
+
transitionInkBleed,
|
|
12195
|
+
transitionWhipPan
|
|
12119
12196
|
];
|
|
12120
12197
|
|
|
12121
12198
|
// src/catalog/shaders/overlay.ts
|
|
@@ -21017,4 +21094,4 @@ export {
|
|
|
21017
21094
|
effectControls,
|
|
21018
21095
|
effectDefaults
|
|
21019
21096
|
};
|
|
21020
|
-
//# sourceMappingURL=chunk-
|
|
21097
|
+
//# sourceMappingURL=chunk-HVXWNGTW.js.map
|