@visactor/vrender 1.0.12 → 1.0.13

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/dist/index.js CHANGED
@@ -4615,6 +4615,34 @@
4615
4615
  }
4616
4616
  return c;
4617
4617
  }
4618
+ static processColorStops(colorStops) {
4619
+ if (!colorStops || 0 === colorStops.length) return [];
4620
+ if (colorStops.some(item => item.length)) {
4621
+ const stops = colorStops.map(item => ({
4622
+ color: item.value,
4623
+ offset: item.length ? parseFloat(item.length.value) / 100 : -1
4624
+ }));
4625
+ stops[0].offset < 0 && (stops[0].offset = 0), stops[stops.length - 1].offset < 0 && (stops[stops.length - 1].offset = 1);
4626
+ for (let i = 1; i < stops.length - 1; i++) if (stops[i].offset < 0) {
4627
+ const prevWithOffsetIdx = i - 1;
4628
+ let nextWithOffsetIdx = i + 1;
4629
+ for (; nextWithOffsetIdx < stops.length && stops[nextWithOffsetIdx].offset < 0;) nextWithOffsetIdx++;
4630
+ const startOffset = stops[prevWithOffsetIdx].offset,
4631
+ endOffset = stops[nextWithOffsetIdx].offset,
4632
+ unspecCount = nextWithOffsetIdx - prevWithOffsetIdx;
4633
+ for (let j = 1; j < unspecCount; j++) stops[prevWithOffsetIdx + j].offset = startOffset + (endOffset - startOffset) * j / unspecCount;
4634
+ i = nextWithOffsetIdx - 1;
4635
+ }
4636
+ return stops;
4637
+ }
4638
+ return colorStops.map((item, index) => {
4639
+ const offset = colorStops.length > 1 ? index / (colorStops.length - 1) : 0;
4640
+ return {
4641
+ color: item.value,
4642
+ offset: offset
4643
+ };
4644
+ });
4645
+ }
4618
4646
  static ParseConic(datum) {
4619
4647
  const {
4620
4648
  orientation: orientation,
@@ -4628,10 +4656,7 @@
4628
4656
  y: .5,
4629
4657
  startAngle: sa,
4630
4658
  endAngle: sa + pi2,
4631
- stops: colorStops.map(item => ({
4632
- color: item.value,
4633
- offset: parseFloat(item.length.value) / 100
4634
- }))
4659
+ stops: GradientParser.processColorStops(colorStops)
4635
4660
  };
4636
4661
  }
4637
4662
  static ParseRadial(datum) {
@@ -4646,10 +4671,7 @@
4646
4671
  y1: .5,
4647
4672
  r0: 0,
4648
4673
  r1: 1,
4649
- stops: colorStops.map(item => ({
4650
- color: item.value,
4651
- offset: parseFloat(item.length.value) / 100
4652
- }))
4674
+ stops: GradientParser.processColorStops(colorStops)
4653
4675
  };
4654
4676
  }
4655
4677
  static ParseLinear(datum) {
@@ -4671,10 +4693,7 @@
4671
4693
  y0: y0,
4672
4694
  x1: x1,
4673
4695
  y1: y1,
4674
- stops: colorStops.map(item => ({
4675
- color: item.value,
4676
- offset: parseFloat(item.length.value) / 100
4677
- }))
4696
+ stops: GradientParser.processColorStops(colorStops)
4678
4697
  };
4679
4698
  }
4680
4699
  }
@@ -12403,7 +12422,7 @@
12403
12422
  case "right":
12404
12423
  deltaX = -aabbBounds.width();
12405
12424
  }
12406
- return aabbBounds.translate(deltaX, deltaY), application.graphicService.updateTempAABBBounds(aabbBounds), null == attribute.forceBoundsHeight && null == attribute.forceBoundsWidth || application.graphicService.updateHTMLTextAABBBounds(attribute, richtextTheme, aabbBounds), this.widthWithoutTransform = aabbBounds.x2 - aabbBounds.x1, this.heightWithoutTransform = aabbBounds.y2 - aabbBounds.y1, application.graphicService.transformAABBBounds(attribute, aabbBounds, richtextTheme, !1, this), 0 === aabbBounds.width() && 0 === aabbBounds.height() && aabbBounds.clear(), aabbBounds;
12425
+ return height || ("middle" === this.verticalDirection ? deltaY -= aabbBounds.height() / 2 : "bottom" === this.verticalDirection && (deltaY -= aabbBounds.height())), aabbBounds.translate(deltaX, deltaY), application.graphicService.updateTempAABBBounds(aabbBounds), null == attribute.forceBoundsHeight && null == attribute.forceBoundsWidth || application.graphicService.updateHTMLTextAABBBounds(attribute, richtextTheme, aabbBounds), this.widthWithoutTransform = aabbBounds.x2 - aabbBounds.x1, this.heightWithoutTransform = aabbBounds.y2 - aabbBounds.y1, application.graphicService.transformAABBBounds(attribute, aabbBounds, richtextTheme, !1, this), 0 === aabbBounds.width() && 0 === aabbBounds.height() && aabbBounds.clear(), aabbBounds;
12407
12426
  }
12408
12427
  needUpdateTags(keys) {
12409
12428
  return super.needUpdateTags(keys, RICHTEXT_UPDATE_TAG_KEY);
@@ -19167,6 +19186,7 @@
19167
19186
  }));
19168
19187
  }
19169
19188
  tryShowInputBounds() {
19189
+ var _a, _b;
19170
19190
  if (!this.currRt || !this.focusing) return;
19171
19191
  const {
19172
19192
  editOptions = {}
@@ -19182,6 +19202,8 @@
19182
19202
  this.shadowBounds = this.shadowBounds || createRect({}), this.shadowBounds.setAttributes({
19183
19203
  x: 0,
19184
19204
  y: 0,
19205
+ scaleX: 1 / (null !== (_a = this.currRt.attribute.scaleX) && void 0 !== _a ? _a : 1),
19206
+ scaleY: 1 / (null !== (_b = this.currRt.attribute.scaleY) && void 0 !== _b ? _b : 1),
19185
19207
  width: width,
19186
19208
  height: height,
19187
19209
  fill: !1,
@@ -19283,7 +19305,9 @@
19283
19305
  y2 = getRichTextBounds(Object.assign(Object.assign({}, target.attribute), {
19284
19306
  textConfig: [{
19285
19307
  text: "a"
19286
- }]
19308
+ }],
19309
+ scaleX: 1,
19310
+ scaleY: 1
19287
19311
  })).height();
19288
19312
  this.startCursorPos = {
19289
19313
  x: x,
@@ -19319,7 +19343,10 @@
19319
19343
  textConfig: [{
19320
19344
  text: "a"
19321
19345
  }]
19322
- })), b = getRichTextBounds(attr)), "middle" === textBaseline ? dy = -b.height() / 2 : "bottom" === textBaseline && (dy = -b.height()), this.editLine && this.editLine.setAttributes({
19346
+ })), b = getRichTextBounds(Object.assign(Object.assign({}, attr), {
19347
+ scaleX: 1,
19348
+ scaleY: 1
19349
+ }))), "middle" === textBaseline ? dy = -b.height() / 2 : "bottom" === textBaseline && (dy = -b.height()), this.editLine && this.editLine.setAttributes({
19323
19350
  dy: dy
19324
19351
  }), this.editBg && this.editBg.setAttributes({
19325
19352
  dy: dy
@@ -19516,9 +19543,15 @@
19516
19543
  } = rt.attribute;
19517
19544
  let dy = 0;
19518
19545
  if ("middle" === textBaseline) {
19519
- dy = getRichTextBounds(rt.attribute).height() / 2;
19546
+ dy = getRichTextBounds(Object.assign(Object.assign({}, rt.attribute), {
19547
+ scaleX: 1,
19548
+ scaleY: 1
19549
+ })).height() / 2;
19520
19550
  } else if ("bottom" === textBaseline) {
19521
- dy = getRichTextBounds(rt.attribute).height();
19551
+ dy = getRichTextBounds(Object.assign(Object.assign({}, rt.attribute), {
19552
+ scaleX: 1,
19553
+ scaleY: 1
19554
+ })).height();
19522
19555
  }
19523
19556
  return p1.y += dy, p1;
19524
19557
  }
@@ -30503,8 +30536,6 @@
30503
30536
  }
30504
30537
  onStart() {
30505
30538
  super.onStart();
30506
- }
30507
- onFirstRun() {
30508
30539
  const fromProps = this.getFromProps();
30509
30540
  this.target.setAttributes(fromProps);
30510
30541
  }
@@ -35149,11 +35180,1280 @@
35149
35180
  }
35150
35181
  }
35151
35182
 
35183
+ class DisappearAnimateBase extends AStageAnimate {
35184
+ constructor(from, to, duration, easing, params) {
35185
+ super(from, to, duration, easing, params), this.webglCanvas = null, this.gl = null, this.program = null, this.currentAnimationRatio = 0, this.animationTime = 0;
35186
+ }
35187
+ onUpdate(end, ratio, out) {
35188
+ super.onUpdate(end, ratio, out), this.currentAnimationRatio = ratio, this.animationTime = ratio * Math.PI * 2;
35189
+ }
35190
+ getAnimationTime() {
35191
+ return this.currentAnimationRatio > 0 ? this.animationTime : Date.now() / 1e3;
35192
+ }
35193
+ getDurationFromParent() {
35194
+ return this.duration || 1e3;
35195
+ }
35196
+ initWebGL(canvas) {
35197
+ try {
35198
+ if (this.webglCanvas = vglobal.createCanvas({
35199
+ width: canvas.width,
35200
+ height: canvas.height,
35201
+ dpr: vglobal.devicePixelRatio
35202
+ }), !this.webglCanvas) return console.warn("WebGL canvas creation failed"), !1;
35203
+ this.webglCanvas.style.width = canvas.style.width || `${canvas.width}px`, this.webglCanvas.style.height = canvas.style.height || `${canvas.height}px`;
35204
+ let glContext = null;
35205
+ try {
35206
+ glContext = this.webglCanvas.getContext("webgl"), glContext || (glContext = this.webglCanvas.getContext("experimental-webgl"));
35207
+ } catch (e) {
35208
+ console.warn("Failed to get WebGL context:", e);
35209
+ }
35210
+ if (this.gl = glContext, !this.gl) return console.warn("WebGL not supported"), !1;
35211
+ const shaders = this.getShaderSources();
35212
+ return this.program = this.createShaderProgram(shaders.vertex, shaders.fragment), null !== this.program;
35213
+ } catch (error) {
35214
+ return console.warn("Failed to initialize WebGL:", error), !1;
35215
+ }
35216
+ }
35217
+ createShaderProgram(vertexSource, fragmentSource) {
35218
+ if (!this.gl) return null;
35219
+ const vertexShader = this.createShader(this.gl.VERTEX_SHADER, vertexSource),
35220
+ fragmentShader = this.createShader(this.gl.FRAGMENT_SHADER, fragmentSource);
35221
+ if (!vertexShader || !fragmentShader) return null;
35222
+ const program = this.gl.createProgram();
35223
+ return program ? (this.gl.attachShader(program, vertexShader), this.gl.attachShader(program, fragmentShader), this.gl.linkProgram(program), this.gl.getProgramParameter(program, this.gl.LINK_STATUS) ? program : (console.error("Shader program link error:", this.gl.getProgramInfoLog(program)), null)) : null;
35224
+ }
35225
+ createShader(type, source) {
35226
+ if (!this.gl) return null;
35227
+ const shader = this.gl.createShader(type);
35228
+ return shader ? (this.gl.shaderSource(shader, source), this.gl.compileShader(shader), this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS) ? shader : (console.error("Shader compile error:", this.gl.getShaderInfoLog(shader)), this.gl.deleteShader(shader), null)) : null;
35229
+ }
35230
+ setupWebGLState(canvas) {
35231
+ this.gl && this.webglCanvas && (this.webglCanvas.width === canvas.width && this.webglCanvas.height === canvas.height || (this.webglCanvas.width = canvas.width, this.webglCanvas.height = canvas.height), this.gl.viewport(0, 0, this.webglCanvas.width, this.webglCanvas.height), this.gl.clearColor(0, 0, 0, 0), this.gl.clear(this.gl.COLOR_BUFFER_BIT));
35232
+ }
35233
+ createFullScreenQuad() {
35234
+ if (!this.gl) return null;
35235
+ const vertices = new Float32Array([-1, -1, 0, 1, 1, -1, 1, 1, -1, 1, 0, 0, 1, 1, 1, 0]),
35236
+ vertexBuffer = this.gl.createBuffer();
35237
+ return this.gl.bindBuffer(this.gl.ARRAY_BUFFER, vertexBuffer), this.gl.bufferData(this.gl.ARRAY_BUFFER, vertices, this.gl.STATIC_DRAW), vertexBuffer;
35238
+ }
35239
+ createTextureFromCanvas(canvas) {
35240
+ if (!this.gl) return null;
35241
+ const texture = this.gl.createTexture();
35242
+ return this.gl.activeTexture(this.gl.TEXTURE0), this.gl.bindTexture(this.gl.TEXTURE_2D, texture), this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, this.gl.RGBA, this.gl.UNSIGNED_BYTE, canvas), this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE), this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE), this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR), this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.LINEAR), texture;
35243
+ }
35244
+ setupVertexAttributes() {
35245
+ if (!this.gl || !this.program) return;
35246
+ const positionLocation = this.gl.getAttribLocation(this.program, "a_position"),
35247
+ texCoordLocation = this.gl.getAttribLocation(this.program, "a_texCoord");
35248
+ this.gl.enableVertexAttribArray(positionLocation), this.gl.vertexAttribPointer(positionLocation, 2, this.gl.FLOAT, !1, 16, 0), this.gl.enableVertexAttribArray(texCoordLocation), this.gl.vertexAttribPointer(texCoordLocation, 2, this.gl.FLOAT, !1, 16, 8);
35249
+ }
35250
+ createOutputCanvas(canvas) {
35251
+ const outputCanvas = vglobal.createCanvas({
35252
+ width: canvas.width,
35253
+ height: canvas.height,
35254
+ dpr: vglobal.devicePixelRatio
35255
+ }),
35256
+ ctx = outputCanvas.getContext("2d");
35257
+ return ctx ? (ctx.clearRect(0, 0, canvas.width, canvas.height), ctx.drawImage(canvas, 0, 0), {
35258
+ canvas: outputCanvas,
35259
+ ctx: ctx
35260
+ }) : null;
35261
+ }
35262
+ getShaderSources() {
35263
+ return null;
35264
+ }
35265
+ applyWebGLEffect(canvas) {
35266
+ return null;
35267
+ }
35268
+ applyCanvas2DEffect(canvas) {
35269
+ return null;
35270
+ }
35271
+ supportsWebGL() {
35272
+ return null !== this.getShaderSources();
35273
+ }
35274
+ supportsCanvas2D() {
35275
+ return this.applyCanvas2DEffect !== DisappearAnimateBase.prototype.applyCanvas2DEffect;
35276
+ }
35277
+ release() {
35278
+ super.release(), this.gl && (this.program && (this.gl.deleteProgram(this.program), this.program = null), this.gl = null), this.webglCanvas && (this.webglCanvas = null), this.currentAnimationRatio = 0, this.animationTime = 0;
35279
+ }
35280
+ afterStageRender(stage, canvas) {
35281
+ let result = null;
35282
+ if (this.supportsWebGL() && (this.gl || this.initWebGL(canvas) || console.warn("WebGL初始化失败,尝试Canvas 2D回退"), this.gl)) {
35283
+ if (result = this.applyWebGLEffect(canvas), result) return result;
35284
+ console.warn("WebGL特效执行失败,尝试Canvas 2D回退");
35285
+ }
35286
+ if (this.supportsCanvas2D()) {
35287
+ if (result = this.applyCanvas2DEffect(canvas), result) return result;
35288
+ console.warn("Canvas 2D特效执行失败");
35289
+ }
35290
+ return this.supportsWebGL() || this.supportsCanvas2D() || console.error(`特效类 ${this.constructor.name} 未实现任何渲染方法。请实现 applyWebGLEffect 或 applyCanvas2DEffect 方法。`), canvas;
35291
+ }
35292
+ }
35293
+
35294
+ class Canvas2DEffectBase extends DisappearAnimateBase {
35295
+ constructor(from, to, duration, easing, params) {
35296
+ super(from, to, duration, easing, params);
35297
+ }
35298
+ getShaderSources() {
35299
+ return null;
35300
+ }
35301
+ applyWebGLEffect(canvas) {
35302
+ return null;
35303
+ }
35304
+ }
35305
+ class HybridEffectBase extends DisappearAnimateBase {
35306
+ constructor(from, to, duration, easing, params) {
35307
+ super(from, to, duration, easing, params);
35308
+ }
35309
+ getShaderSources() {
35310
+ return null;
35311
+ }
35312
+ applyWebGLEffect(canvas) {
35313
+ return null;
35314
+ }
35315
+ applyCanvas2DEffect(canvas) {
35316
+ return null;
35317
+ }
35318
+ supportsWebGL() {
35319
+ return this.getShaderSources !== HybridEffectBase.prototype.getShaderSources && null !== this.getShaderSources();
35320
+ }
35321
+ supportsCanvas2D() {
35322
+ return this.applyCanvas2DEffect !== HybridEffectBase.prototype.applyCanvas2DEffect;
35323
+ }
35324
+ afterStageRender(stage, canvas) {
35325
+ var _a, _b;
35326
+ let result = null;
35327
+ if (!1 !== (null === (_b = null === (_a = this.params) || void 0 === _a ? void 0 : _a.options) || void 0 === _b ? void 0 : _b.useWebGL)) {
35328
+ if (this.supportsWebGL() && (this.gl || this.initWebGL(canvas) || console.warn("WebGL初始化失败,尝试Canvas 2D回退"), this.gl)) {
35329
+ if (result = this.applyWebGLEffect(canvas), result) return result;
35330
+ console.warn("WebGL特效执行失败,尝试Canvas 2D回退");
35331
+ }
35332
+ if (this.supportsCanvas2D()) {
35333
+ if (result = this.applyCanvas2DEffect(canvas), result) return result;
35334
+ console.warn("Canvas 2D特效执行失败");
35335
+ }
35336
+ } else if (this.supportsCanvas2D()) {
35337
+ if (result = this.applyCanvas2DEffect(canvas), result) return result;
35338
+ console.warn("Canvas 2D特效执行失败");
35339
+ } else console.warn(`${this.constructor.name}: useWebGL=false 但未实现Canvas 2D方法`);
35340
+ return this.supportsWebGL() || this.supportsCanvas2D() || console.error(`特效类 ${this.constructor.name} 未实现任何渲染方法。请实现 applyWebGLEffect 或 applyCanvas2DEffect 方法。`), canvas;
35341
+ }
35342
+ }
35343
+
35344
+ class ImageProcessUtils {
35345
+ static createTempCanvas(width, height, dpr) {
35346
+ return vglobal.createCanvas({
35347
+ width: width,
35348
+ height: height,
35349
+ dpr: dpr || vglobal.devicePixelRatio
35350
+ });
35351
+ }
35352
+ static cloneImageData(imageData) {
35353
+ const clonedData = new Uint8ClampedArray(imageData.data);
35354
+ return new ImageData(clonedData, imageData.width, imageData.height);
35355
+ }
35356
+ static lerp(start, end, t) {
35357
+ return start * (1 - t) + end * t;
35358
+ }
35359
+ static smoothstep(edge0, edge1, x) {
35360
+ const t = Math.max(0, Math.min(1, (x - edge0) / (edge1 - edge0)));
35361
+ return t * t * (3 - 2 * t);
35362
+ }
35363
+ static distance(x1, y1, x2, y2) {
35364
+ const dx = x2 - x1,
35365
+ dy = y2 - y1;
35366
+ return Math.sqrt(dx * dx + dy * dy);
35367
+ }
35368
+ static normalizeAngle(angle) {
35369
+ return (angle + Math.PI) / (2 * Math.PI);
35370
+ }
35371
+ static pixelNoise(x, y, pixelSize) {
35372
+ if (pixelSize <= 0) return 0;
35373
+ const gridX = Math.floor(x / pixelSize) * pixelSize,
35374
+ gridY = Math.floor(y / pixelSize) * pixelSize,
35375
+ n = 43758.5453 * Math.sin(12.9898 * gridX + 78.233 * gridY);
35376
+ return n - Math.floor(n);
35377
+ }
35378
+ static generateNoiseTexture(width, height) {
35379
+ const data = new Uint8Array(width * height);
35380
+ for (let i = 0; i < data.length; i++) data[i] = Math.floor(256 * Math.random());
35381
+ return data;
35382
+ }
35383
+ static applyCSSFilter(canvas, filter) {
35384
+ const outputCanvas = this.createTempCanvas(canvas.width, canvas.height),
35385
+ ctx = outputCanvas.getContext("2d");
35386
+ return ctx ? (ctx.filter = filter, ctx.drawImage(canvas, 0, 0), ctx.filter = "none", outputCanvas) : canvas;
35387
+ }
35388
+ static extractChannel(imageData, channelIndex) {
35389
+ const {
35390
+ data: data,
35391
+ width: width,
35392
+ height: height
35393
+ } = imageData,
35394
+ channelData = new Uint8ClampedArray(data.length);
35395
+ for (let i = 0; i < data.length; i += 4) channelData[i] = 0, channelData[i + 1] = 0, channelData[i + 2] = 0, channelData[i + 3] = data[i + 3], channelIndex >= 0 && channelIndex <= 2 && (channelData[i + channelIndex] = data[i + channelIndex]);
35396
+ return new ImageData(channelData, width, height);
35397
+ }
35398
+ static blendImageData(imageData1, imageData2, ratio) {
35399
+ const {
35400
+ data: data1,
35401
+ width: width,
35402
+ height: height
35403
+ } = imageData1,
35404
+ {
35405
+ data: data2
35406
+ } = imageData2,
35407
+ result = new Uint8ClampedArray(data1.length);
35408
+ for (let i = 0; i < data1.length; i += 4) result[i] = Math.round(this.lerp(data1[i], data2[i], ratio)), result[i + 1] = Math.round(this.lerp(data1[i + 1], data2[i + 1], ratio)), result[i + 2] = Math.round(this.lerp(data1[i + 2], data2[i + 2], ratio)), result[i + 3] = Math.round(this.lerp(data1[i + 3], data2[i + 3], ratio));
35409
+ return new ImageData(result, width, height);
35410
+ }
35411
+ static getLuminance(r, g, b) {
35412
+ return .299 * r + .587 * g + .114 * b;
35413
+ }
35414
+ static applySepiaToPixel(r, g, b) {
35415
+ return [Math.min(255, .393 * r + .769 * g + .189 * b), Math.min(255, .349 * r + .686 * g + .168 * b), Math.min(255, .272 * r + .534 * g + .131 * b)];
35416
+ }
35417
+ static calculateDynamicStrength(baseStrength, animationTime) {
35418
+ return baseStrength * (animationTime / (2 * Math.PI));
35419
+ }
35420
+ }
35421
+ class ShaderLibrary {}
35422
+ ShaderLibrary.STANDARD_VERTEX_SHADER = "\n attribute vec2 a_position;\n attribute vec2 a_texCoord;\n varying vec2 v_texCoord;\n\n void main() {\n gl_Position = vec4(a_position, 0.0, 1.0);\n v_texCoord = a_texCoord;\n }\n ", ShaderLibrary.SHADER_FUNCTIONS = "\n // 亮度计算函数\n float luminance(vec3 color) {\n return dot(color, vec3(0.299, 0.587, 0.114));\n }\n\n // 褐色调函数\n vec3 sepia(vec3 color) {\n float r = color.r * 0.393 + color.g * 0.769 + color.b * 0.189;\n float g = color.r * 0.349 + color.g * 0.686 + color.b * 0.168;\n float b = color.r * 0.272 + color.g * 0.534 + color.b * 0.131;\n return vec3(r, g, b);\n }\n\n // 线性插值函数\n float lerp(float a, float b, float t) {\n return a * (1.0 - t) + b * t;\n }\n\n\n // 简单噪声函数\n float pixelNoise(vec2 coord, float pixelSize) {\n vec2 gridCoord = floor(coord / pixelSize) * pixelSize;\n return fract(sin(dot(gridCoord, vec2(12.9898, 78.233))) * 43758.5453123);\n }\n\n // 动态强度计算\n float calculateDynamicStrength(float baseStrength, float time) {\n return baseStrength * (time / 6.28318531); // 2π\n }\n ";
35423
+
35424
+ class Dissolve extends HybridEffectBase {
35425
+ constructor(from, to, duration, easing, params) {
35426
+ var _a, _b, _c, _d;
35427
+ super(from, to, duration, easing, params), this.noiseData = null;
35428
+ const rawNoiseScale = null === (_a = null == params ? void 0 : params.options) || void 0 === _a ? void 0 : _a.noiseScale,
35429
+ clampedNoiseScale = void 0 !== rawNoiseScale ? Math.max(0, Math.floor(rawNoiseScale)) : 8;
35430
+ this.dissolveConfig = {
35431
+ dissolveType: (null === (_b = null == params ? void 0 : params.options) || void 0 === _b ? void 0 : _b.dissolveType) || "outward",
35432
+ useWebGL: void 0 === (null === (_c = null == params ? void 0 : params.options) || void 0 === _c ? void 0 : _c.useWebGL) || params.options.useWebGL,
35433
+ noiseScale: clampedNoiseScale,
35434
+ fadeEdge: void 0 === (null === (_d = null == params ? void 0 : params.options) || void 0 === _d ? void 0 : _d.fadeEdge) || params.options.fadeEdge
35435
+ };
35436
+ }
35437
+ getShaderSources() {
35438
+ return {
35439
+ vertex: ShaderLibrary.STANDARD_VERTEX_SHADER,
35440
+ fragment: `\n precision mediump float;\n uniform sampler2D u_texture;\n uniform sampler2D u_noiseTexture;\n uniform float u_time;\n uniform int u_dissolveType;\n uniform vec2 u_resolution;\n uniform float u_noiseScale;\n uniform bool u_fadeEdge;\n varying vec2 v_texCoord;\n\n ${ShaderLibrary.SHADER_FUNCTIONS}\n\n // 向外溶解函数\n float outwardDissolve(vec2 uv, float time, float pixelSize, vec2 resolution) {\n vec2 center = vec2(0.5, 0.5);\n float distFromCenter = length(uv - center);\n float maxDist = length(vec2(0.5, 0.5));\n\n // 归一化距离 (0为中心,1为边缘)\n float normalizedDist = distFromCenter / maxDist;\n\n // 向外溶解:从边缘开始溶解,time控制溶解进度\n // 增加安全边距,确保动画结束时完全溶解\n float edgeThreshold = 1.2 - time * 1.5;\n\n // 当pixelSize > 0时添加颗粒效果\n if (pixelSize > 0.0) {\n // 添加基于像素大小的噪声,让边缘呈现颗粒状\n vec2 pixelCoord = uv * resolution; // 转换为像素坐标\n float noiseValue = pixelNoise(pixelCoord, pixelSize);\n float noiseInfluence = (noiseValue - 0.5) * 0.4; // 增强噪声影响\n edgeThreshold += noiseInfluence;\n return normalizedDist > edgeThreshold ? 0.0 : 1.0;\n } else {\n // 平滑溶解:根据fadeEdge决定是否使用渐变\n if (u_fadeEdge) {\n // 柔和边缘:返回渐变值\n float fadeWidth = 0.15; // 渐变宽度\n return 1.0 - smoothstep(edgeThreshold - fadeWidth, edgeThreshold, normalizedDist);\n } else {\n // 硬边缘:返回0或1\n return normalizedDist > edgeThreshold ? 0.0 : 1.0;\n }\n }\n }\n\n // 向内溶解函数\n float inwardDissolve(vec2 uv, float time, float pixelSize, vec2 resolution) {\n vec2 center = vec2(0.5, 0.5);\n float distFromCenter = length(uv - center);\n float maxDist = length(vec2(0.5, 0.5));\n\n float normalizedDist = distFromCenter / maxDist;\n\n // 向内溶解:从中心开始溶解,time控制溶解进度\n // 增加系数,确保动画结束时完全溶解\n float centerThreshold = time * 1.4;\n\n // 当pixelSize > 0时添加颗粒效果\n if (pixelSize > 0.0) {\n vec2 pixelCoord = uv * resolution;\n float noiseValue = pixelNoise(pixelCoord, pixelSize);\n float noiseInfluence = (noiseValue - 0.5) * 0.4;\n centerThreshold += noiseInfluence;\n return normalizedDist < centerThreshold ? 0.0 : 1.0;\n } else {\n // 平滑溶解:根据fadeEdge决定是否使用渐变\n if (u_fadeEdge) {\n // 柔和边缘:返回渐变值\n float fadeWidth = 0.15; // 渐变宽度\n return smoothstep(centerThreshold, centerThreshold + fadeWidth, normalizedDist);\n } else {\n // 硬边缘:返回0或1\n return normalizedDist < centerThreshold ? 0.0 : 1.0;\n }\n }\n }\n\n // 径向溶解函数\n float radialDissolve(vec2 uv, float time, float pixelSize, vec2 resolution) {\n vec2 center = vec2(0.5, 0.5);\n float angle = atan(uv.y - center.y, uv.x - center.x);\n float normalizedAngle = (angle + 3.14159) / (2.0 * 3.14159);\n\n // 径向溶解:按角度顺序溶解,time控制溶解进度\n // 增加系数,确保动画结束时完全溶解\n float angleThreshold = time * 1.2;\n\n // 当pixelSize > 0时添加颗粒效果\n if (pixelSize > 0.0) {\n vec2 pixelCoord = uv * resolution;\n float noiseValue = pixelNoise(pixelCoord, pixelSize);\n float noiseInfluence = (noiseValue - 0.5) * 0.3;\n angleThreshold += noiseInfluence;\n return normalizedAngle < angleThreshold ? 0.0 : 1.0;\n } else {\n // 平滑溶解:根据fadeEdge决定是否使用渐变\n if (u_fadeEdge) {\n // 柔和边缘:返回渐变值\n float fadeWidth = 0.08; // 渐变宽度\n return smoothstep(angleThreshold, angleThreshold + fadeWidth, normalizedAngle);\n } else {\n // 硬边缘:返回0或1\n return normalizedAngle < angleThreshold ? 0.0 : 1.0;\n }\n }\n }\n\n // 从左到右溶解函数\n float leftToRightDissolve(vec2 uv, float time, float pixelSize, vec2 resolution) {\n // 左到右溶解:从x=0开始向x=1溶解\n float dissolvePosition = time * 1.2; // 增加系数确保完全溶解\n\n // 当pixelSize > 0时添加颗粒效果\n if (pixelSize > 0.0) {\n vec2 pixelCoord = uv * resolution;\n float noiseValue = pixelNoise(pixelCoord, pixelSize);\n float noiseInfluence = (noiseValue - 0.5) * 0.3;\n dissolvePosition += noiseInfluence;\n return uv.x < dissolvePosition ? 0.0 : 1.0;\n } else {\n // 平滑溶解:根据fadeEdge决定是否使用渐变\n if (u_fadeEdge) {\n // 柔和边缘:返回渐变值\n float fadeWidth = 0.08; // 渐变宽度\n return smoothstep(dissolvePosition, dissolvePosition + fadeWidth, uv.x);\n } else {\n // 硬边缘:返回0或1\n return uv.x < dissolvePosition ? 0.0 : 1.0;\n }\n }\n }\n\n // 从右到左溶解函数\n float rightToLeftDissolve(vec2 uv, float time, float pixelSize, vec2 resolution) {\n // 右到左溶解:从x=1开始向x=0溶解\n float dissolvePosition = 1.0 - time * 1.2; // 增加系数确保完全溶解\n\n // 当pixelSize > 0时添加颗粒效果\n if (pixelSize > 0.0) {\n vec2 pixelCoord = uv * resolution;\n float noiseValue = pixelNoise(pixelCoord, pixelSize);\n float noiseInfluence = (noiseValue - 0.5) * 0.3;\n dissolvePosition += noiseInfluence;\n return uv.x > dissolvePosition ? 0.0 : 1.0;\n } else {\n // 平滑溶解:根据fadeEdge决定是否使用渐变\n if (u_fadeEdge) {\n // 柔和边缘:返回渐变值\n float fadeWidth = 0.08; // 渐变宽度\n return smoothstep(dissolvePosition - fadeWidth, dissolvePosition, uv.x);\n } else {\n // 硬边缘:返回0或1\n return uv.x > dissolvePosition ? 0.0 : 1.0;\n }\n }\n }\n\n // 从上到下溶解函数\n float topToBottomDissolve(vec2 uv, float time, float pixelSize, vec2 resolution) {\n // 上到下溶解:从y=0开始向y=1溶解\n float dissolvePosition = time * 1.2; // 增加系数确保完全溶解\n\n // 当pixelSize > 0时添加颗粒效果\n if (pixelSize > 0.0) {\n vec2 pixelCoord = uv * resolution;\n float noiseValue = pixelNoise(pixelCoord, pixelSize);\n float noiseInfluence = (noiseValue - 0.5) * 0.3;\n dissolvePosition += noiseInfluence;\n return uv.y < dissolvePosition ? 0.0 : 1.0;\n } else {\n // 平滑溶解:根据fadeEdge决定是否使用渐变\n if (u_fadeEdge) {\n // 柔和边缘:返回渐变值\n float fadeWidth = 0.08; // 渐变宽度\n return smoothstep(dissolvePosition, dissolvePosition + fadeWidth, uv.y);\n } else {\n // 硬边缘:返回0或1\n return uv.y < dissolvePosition ? 0.0 : 1.0;\n }\n }\n }\n\n // 从下到上溶解函数\n float bottomToTopDissolve(vec2 uv, float time, float pixelSize, vec2 resolution) {\n // 下到上溶解:从y=1开始向y=0溶解\n float dissolvePosition = 1.0 - time * 1.2; // 增加系数确保完全溶解\n\n // 当pixelSize > 0时添加颗粒效果\n if (pixelSize > 0.0) {\n vec2 pixelCoord = uv * resolution;\n float noiseValue = pixelNoise(pixelCoord, pixelSize);\n float noiseInfluence = (noiseValue - 0.5) * 0.3;\n dissolvePosition += noiseInfluence;\n return uv.y > dissolvePosition ? 0.0 : 1.0;\n } else {\n // 平滑溶解:根据fadeEdge决定是否使用渐变\n if (u_fadeEdge) {\n // 柔和边缘:返回渐变值\n float fadeWidth = 0.08; // 渐变宽度\n return smoothstep(dissolvePosition - fadeWidth, dissolvePosition, uv.y);\n } else {\n // 硬边缘:返回0或1\n return uv.y > dissolvePosition ? 0.0 : 1.0;\n }\n }\n }\n\n void main() {\n vec2 uv = v_texCoord;\n vec4 texColor = texture2D(u_texture, uv);\n\n float alpha = 1.0;\n\n // 根据溶解类型选择对应的溶解函数\n if (u_dissolveType == 0) {\n alpha = outwardDissolve(uv, u_time, u_noiseScale, u_resolution);\n } else if (u_dissolveType == 1) {\n alpha = inwardDissolve(uv, u_time, u_noiseScale, u_resolution);\n } else if (u_dissolveType == 2) {\n alpha = radialDissolve(uv, u_time, u_noiseScale, u_resolution);\n } else if (u_dissolveType == 3) {\n alpha = leftToRightDissolve(uv, u_time, u_noiseScale, u_resolution);\n } else if (u_dissolveType == 4) {\n alpha = rightToLeftDissolve(uv, u_time, u_noiseScale, u_resolution);\n } else if (u_dissolveType == 5) {\n alpha = topToBottomDissolve(uv, u_time, u_noiseScale, u_resolution);\n } else if (u_dissolveType == 6) {\n alpha = bottomToTopDissolve(uv, u_time, u_noiseScale, u_resolution);\n }\n\n gl_FragColor = vec4(texColor.rgb, texColor.a * alpha);\n }\n `
35441
+ };
35442
+ }
35443
+ applyWebGLEffect(canvas) {
35444
+ if (!this.gl || !this.program || !this.webglCanvas) return canvas;
35445
+ this.setupWebGLState(canvas);
35446
+ const texture = this.createTextureFromCanvas(canvas);
35447
+ if (!texture) return canvas;
35448
+ this.noiseData || (this.noiseData = ImageProcessUtils.generateNoiseTexture(256, 256));
35449
+ const noiseTexture = this.gl.createTexture();
35450
+ this.gl.activeTexture(this.gl.TEXTURE1), this.gl.bindTexture(this.gl.TEXTURE_2D, noiseTexture), this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.LUMINANCE, 256, 256, 0, this.gl.LUMINANCE, this.gl.UNSIGNED_BYTE, this.noiseData), this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.REPEAT), this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.REPEAT), this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR), this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.LINEAR);
35451
+ const vertexBuffer = this.createFullScreenQuad();
35452
+ return vertexBuffer ? (this.gl.useProgram(this.program), this.setupVertexAttributes(), this.setUniforms(), this.gl.enable(this.gl.BLEND), this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA), this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4), this.gl.deleteTexture(texture), this.gl.deleteTexture(noiseTexture), this.gl.deleteBuffer(vertexBuffer), this.webglCanvas) : canvas;
35453
+ }
35454
+ setUniforms() {
35455
+ if (!this.gl || !this.program || !this.webglCanvas) return;
35456
+ const textureLocation = this.gl.getUniformLocation(this.program, "u_texture"),
35457
+ noiseTextureLocation = this.gl.getUniformLocation(this.program, "u_noiseTexture"),
35458
+ timeLocation = this.gl.getUniformLocation(this.program, "u_time"),
35459
+ dissolveTypeLocation = this.gl.getUniformLocation(this.program, "u_dissolveType"),
35460
+ resolutionLocation = this.gl.getUniformLocation(this.program, "u_resolution"),
35461
+ noiseScaleLocation = this.gl.getUniformLocation(this.program, "u_noiseScale"),
35462
+ fadeEdgeLocation = this.gl.getUniformLocation(this.program, "u_fadeEdge");
35463
+ this.gl.uniform1i(textureLocation, 0), this.gl.uniform1i(noiseTextureLocation, 1), this.gl.uniform1f(timeLocation, this.currentAnimationRatio), this.gl.uniform2f(resolutionLocation, this.webglCanvas.width, this.webglCanvas.height), this.gl.uniform1f(noiseScaleLocation, this.dissolveConfig.noiseScale), this.gl.uniform1i(fadeEdgeLocation, this.dissolveConfig.fadeEdge ? 1 : 0);
35464
+ this.gl.uniform1i(dissolveTypeLocation, {
35465
+ outward: 0,
35466
+ inward: 1,
35467
+ radial: 2,
35468
+ leftToRight: 3,
35469
+ rightToLeft: 4,
35470
+ topToBottom: 5,
35471
+ bottomToTop: 6
35472
+ }[this.dissolveConfig.dissolveType] || 0);
35473
+ }
35474
+ applyCanvas2DEffect(canvas) {
35475
+ const outputCanvas = this.createOutputCanvas(canvas);
35476
+ if (!outputCanvas) return canvas;
35477
+ const {
35478
+ canvas: outputCanvasElement,
35479
+ ctx: ctx
35480
+ } = outputCanvas,
35481
+ imageData = ctx.getImageData(0, 0, canvas.width, canvas.height),
35482
+ progress = this.currentAnimationRatio;
35483
+ let dissolvedImageData;
35484
+ switch (this.dissolveConfig.dissolveType) {
35485
+ case "outward":
35486
+ dissolvedImageData = this.applyOutwardDissolve(imageData, progress);
35487
+ break;
35488
+ case "inward":
35489
+ dissolvedImageData = this.applyInwardDissolve(imageData, progress);
35490
+ break;
35491
+ case "radial":
35492
+ dissolvedImageData = this.applyRadialDissolve(imageData, progress);
35493
+ break;
35494
+ case "leftToRight":
35495
+ dissolvedImageData = this.applyLeftToRightDissolve(imageData, progress);
35496
+ break;
35497
+ case "rightToLeft":
35498
+ dissolvedImageData = this.applyRightToLeftDissolve(imageData, progress);
35499
+ break;
35500
+ case "topToBottom":
35501
+ dissolvedImageData = this.applyTopToBottomDissolve(imageData, progress);
35502
+ break;
35503
+ case "bottomToTop":
35504
+ dissolvedImageData = this.applyBottomToTopDissolve(imageData, progress);
35505
+ break;
35506
+ default:
35507
+ dissolvedImageData = imageData;
35508
+ }
35509
+ return ctx.putImageData(dissolvedImageData, 0, 0), outputCanvasElement;
35510
+ }
35511
+ applyOutwardDissolve(imageData, progress) {
35512
+ const {
35513
+ data: data,
35514
+ width: width,
35515
+ height: height
35516
+ } = imageData,
35517
+ result = new Uint8ClampedArray(data.length);
35518
+ result.set(data);
35519
+ const centerX = width / 2,
35520
+ centerY = height / 2,
35521
+ maxDist = Math.sqrt(centerX * centerX + centerY * centerY),
35522
+ pixelSize = this.dissolveConfig.noiseScale;
35523
+ for (let y = 0; y < height; y++) for (let x = 0; x < width; x++) {
35524
+ const dx = x - centerX,
35525
+ dy = y - centerY,
35526
+ normalizedDist = Math.sqrt(dx * dx + dy * dy) / maxDist;
35527
+ let dissolveThreshold = 1.2 - 1.4 * progress,
35528
+ alpha = 1;
35529
+ if (pixelSize > 0) {
35530
+ dissolveThreshold += .4 * (ImageProcessUtils.pixelNoise(x, y, pixelSize) - .5), alpha = normalizedDist > dissolveThreshold ? 0 : 1;
35531
+ } else if (this.dissolveConfig.fadeEdge) {
35532
+ const fadeStart = dissolveThreshold - .15;
35533
+ alpha = normalizedDist < fadeStart ? 1 : normalizedDist > dissolveThreshold ? 0 : 1 - (normalizedDist - fadeStart) / (dissolveThreshold - fadeStart);
35534
+ } else alpha = normalizedDist > dissolveThreshold ? 0 : 1;
35535
+ const index = 4 * (y * width + x);
35536
+ result[index + 3] = Math.floor(result[index + 3] * alpha);
35537
+ }
35538
+ return new ImageData(result, width, height);
35539
+ }
35540
+ applyInwardDissolve(imageData, progress) {
35541
+ const {
35542
+ data: data,
35543
+ width: width,
35544
+ height: height
35545
+ } = imageData,
35546
+ result = new Uint8ClampedArray(data.length);
35547
+ result.set(data);
35548
+ const centerX = width / 2,
35549
+ centerY = height / 2,
35550
+ maxDist = Math.sqrt(centerX * centerX + centerY * centerY),
35551
+ pixelSize = this.dissolveConfig.noiseScale;
35552
+ for (let y = 0; y < height; y++) for (let x = 0; x < width; x++) {
35553
+ const dx = x - centerX,
35554
+ dy = y - centerY,
35555
+ normalizedDist = Math.sqrt(dx * dx + dy * dy) / maxDist;
35556
+ let dissolveThreshold = 1.4 * progress,
35557
+ alpha = 1;
35558
+ if (pixelSize > 0) {
35559
+ dissolveThreshold += .4 * (ImageProcessUtils.pixelNoise(x, y, pixelSize) - .5), alpha = normalizedDist < dissolveThreshold ? 0 : 1;
35560
+ } else if (this.dissolveConfig.fadeEdge) {
35561
+ const fadeEnd = dissolveThreshold + .15;
35562
+ alpha = normalizedDist < dissolveThreshold ? 0 : normalizedDist > fadeEnd ? 1 : (normalizedDist - dissolveThreshold) / (fadeEnd - dissolveThreshold);
35563
+ } else alpha = normalizedDist < dissolveThreshold ? 0 : 1;
35564
+ const index = 4 * (y * width + x);
35565
+ result[index + 3] = Math.floor(result[index + 3] * alpha);
35566
+ }
35567
+ return new ImageData(result, width, height);
35568
+ }
35569
+ applyRadialDissolve(imageData, progress) {
35570
+ const {
35571
+ data: data,
35572
+ width: width,
35573
+ height: height
35574
+ } = imageData,
35575
+ result = new Uint8ClampedArray(data.length);
35576
+ result.set(data);
35577
+ const centerX = width / 2,
35578
+ centerY = height / 2,
35579
+ pixelSize = this.dissolveConfig.noiseScale;
35580
+ for (let y = 0; y < height; y++) for (let x = 0; x < width; x++) {
35581
+ const dx = x - centerX,
35582
+ dy = y - centerY,
35583
+ normalizedAngle = (Math.atan2(dy, dx) + Math.PI) / (2 * Math.PI);
35584
+ let dissolveThreshold = 1.2 * progress,
35585
+ alpha = 1;
35586
+ if (pixelSize > 0) {
35587
+ dissolveThreshold += .3 * (ImageProcessUtils.pixelNoise(x, y, pixelSize) - .5), alpha = normalizedAngle < dissolveThreshold ? 0 : 1;
35588
+ } else if (this.dissolveConfig.fadeEdge) {
35589
+ const fadeEnd = dissolveThreshold + .08;
35590
+ alpha = normalizedAngle < dissolveThreshold ? 0 : normalizedAngle > fadeEnd ? 1 : (normalizedAngle - dissolveThreshold) / (fadeEnd - dissolveThreshold);
35591
+ } else alpha = normalizedAngle < dissolveThreshold ? 0 : 1;
35592
+ const index = 4 * (y * width + x);
35593
+ result[index + 3] = Math.floor(result[index + 3] * alpha);
35594
+ }
35595
+ return new ImageData(result, width, height);
35596
+ }
35597
+ applyLeftToRightDissolve(imageData, progress) {
35598
+ const {
35599
+ data: data,
35600
+ width: width,
35601
+ height: height
35602
+ } = imageData,
35603
+ result = new Uint8ClampedArray(data.length);
35604
+ result.set(data);
35605
+ const pixelSize = this.dissolveConfig.noiseScale;
35606
+ for (let y = 0; y < height; y++) for (let x = 0; x < width; x++) {
35607
+ const normalizedX = x / width;
35608
+ let dissolveThreshold = 1.2 * progress,
35609
+ alpha = 1;
35610
+ if (pixelSize > 0) {
35611
+ dissolveThreshold += .3 * (ImageProcessUtils.pixelNoise(x, y, pixelSize) - .5), alpha = normalizedX < dissolveThreshold ? 0 : 1;
35612
+ } else if (this.dissolveConfig.fadeEdge) {
35613
+ const fadeEnd = dissolveThreshold + .08;
35614
+ alpha = normalizedX < dissolveThreshold ? 0 : normalizedX > fadeEnd ? 1 : (normalizedX - dissolveThreshold) / (fadeEnd - dissolveThreshold);
35615
+ } else alpha = normalizedX < dissolveThreshold ? 0 : 1;
35616
+ const index = 4 * (y * width + x);
35617
+ result[index + 3] = Math.floor(result[index + 3] * alpha);
35618
+ }
35619
+ return new ImageData(result, width, height);
35620
+ }
35621
+ applyRightToLeftDissolve(imageData, progress) {
35622
+ const {
35623
+ data: data,
35624
+ width: width,
35625
+ height: height
35626
+ } = imageData,
35627
+ result = new Uint8ClampedArray(data.length);
35628
+ result.set(data);
35629
+ const pixelSize = this.dissolveConfig.noiseScale;
35630
+ for (let y = 0; y < height; y++) for (let x = 0; x < width; x++) {
35631
+ const normalizedX = x / width;
35632
+ let dissolveThreshold = 1 - 1.2 * progress,
35633
+ alpha = 1;
35634
+ if (pixelSize > 0) {
35635
+ dissolveThreshold += .3 * (ImageProcessUtils.pixelNoise(x, y, pixelSize) - .5), alpha = normalizedX > dissolveThreshold ? 0 : 1;
35636
+ } else if (this.dissolveConfig.fadeEdge) {
35637
+ const fadeStart = dissolveThreshold - .08;
35638
+ alpha = normalizedX < fadeStart ? 1 : normalizedX > dissolveThreshold ? 0 : 1 - (normalizedX - fadeStart) / (dissolveThreshold - fadeStart);
35639
+ } else alpha = normalizedX > dissolveThreshold ? 0 : 1;
35640
+ const index = 4 * (y * width + x);
35641
+ result[index + 3] = Math.floor(result[index + 3] * alpha);
35642
+ }
35643
+ return new ImageData(result, width, height);
35644
+ }
35645
+ applyTopToBottomDissolve(imageData, progress) {
35646
+ const {
35647
+ data: data,
35648
+ width: width,
35649
+ height: height
35650
+ } = imageData,
35651
+ result = new Uint8ClampedArray(data.length);
35652
+ result.set(data);
35653
+ const pixelSize = this.dissolveConfig.noiseScale;
35654
+ for (let y = 0; y < height; y++) for (let x = 0; x < width; x++) {
35655
+ const normalizedY = y / height;
35656
+ let dissolveThreshold = 1.2 * progress,
35657
+ alpha = 1;
35658
+ if (pixelSize > 0) {
35659
+ dissolveThreshold += .3 * (ImageProcessUtils.pixelNoise(x, y, pixelSize) - .5), alpha = normalizedY < dissolveThreshold ? 0 : 1;
35660
+ } else if (this.dissolveConfig.fadeEdge) {
35661
+ const fadeEnd = dissolveThreshold + .08;
35662
+ alpha = normalizedY < dissolveThreshold ? 0 : normalizedY > fadeEnd ? 1 : (normalizedY - dissolveThreshold) / (fadeEnd - dissolveThreshold);
35663
+ } else alpha = normalizedY < dissolveThreshold ? 0 : 1;
35664
+ const index = 4 * (y * width + x);
35665
+ result[index + 3] = Math.floor(result[index + 3] * alpha);
35666
+ }
35667
+ return new ImageData(result, width, height);
35668
+ }
35669
+ applyBottomToTopDissolve(imageData, progress) {
35670
+ const {
35671
+ data: data,
35672
+ width: width,
35673
+ height: height
35674
+ } = imageData,
35675
+ result = new Uint8ClampedArray(data.length);
35676
+ result.set(data);
35677
+ const pixelSize = this.dissolveConfig.noiseScale;
35678
+ for (let y = 0; y < height; y++) for (let x = 0; x < width; x++) {
35679
+ const normalizedY = y / height;
35680
+ let dissolveThreshold = 1 - 1.2 * progress,
35681
+ alpha = 1;
35682
+ if (pixelSize > 0) {
35683
+ dissolveThreshold += .3 * (ImageProcessUtils.pixelNoise(x, y, pixelSize) - .5), alpha = normalizedY > dissolveThreshold ? 0 : 1;
35684
+ } else if (this.dissolveConfig.fadeEdge) {
35685
+ const fadeStart = dissolveThreshold - .08;
35686
+ alpha = normalizedY < fadeStart ? 1 : normalizedY > dissolveThreshold ? 0 : 1 - (normalizedY - fadeStart) / (dissolveThreshold - fadeStart);
35687
+ } else alpha = normalizedY > dissolveThreshold ? 0 : 1;
35688
+ const index = 4 * (y * width + x);
35689
+ result[index + 3] = Math.floor(result[index + 3] * alpha);
35690
+ }
35691
+ return new ImageData(result, width, height);
35692
+ }
35693
+ }
35694
+
35695
+ class Grayscale extends HybridEffectBase {
35696
+ constructor(from, to, duration, easing, params) {
35697
+ var _a, _b, _c;
35698
+ super(from, to, duration, easing, params);
35699
+ const rawStrength = void 0 !== (null === (_a = null == params ? void 0 : params.options) || void 0 === _a ? void 0 : _a.strength) ? params.options.strength : 1,
35700
+ clampedStrength = Math.max(0, Math.min(1, rawStrength));
35701
+ this.colorConfig = {
35702
+ effectType: (null === (_b = null == params ? void 0 : params.options) || void 0 === _b ? void 0 : _b.effectType) || "grayscale",
35703
+ strength: clampedStrength,
35704
+ useWebGL: void 0 === (null === (_c = null == params ? void 0 : params.options) || void 0 === _c ? void 0 : _c.useWebGL) || params.options.useWebGL
35705
+ };
35706
+ }
35707
+ getShaderSources() {
35708
+ return {
35709
+ vertex: ShaderLibrary.STANDARD_VERTEX_SHADER,
35710
+ fragment: `\n precision mediump float;\n uniform sampler2D u_texture;\n uniform float u_time;\n uniform float u_strength;\n uniform int u_effectType;\n uniform vec2 u_resolution;\n varying vec2 v_texCoord;\n\n ${ShaderLibrary.SHADER_FUNCTIONS}\n\n void main() {\n vec2 uv = v_texCoord;\n vec4 originalColor = texture2D(u_texture, uv);\n vec3 color = originalColor.rgb;\n\n // 计算动态强度\n float dynamicStrength = calculateDynamicStrength(u_strength, u_time);\n\n if (u_effectType == 0) {\n // 灰度效果\n float gray = luminance(color);\n vec3 grayColor = vec3(gray);\n color = mix(color, grayColor, dynamicStrength);\n } else if (u_effectType == 1) {\n // 褐色调效果\n vec3 sepiaColor = sepia(color);\n color = mix(color, sepiaColor, dynamicStrength);\n }\n\n gl_FragColor = vec4(color, originalColor.a);\n }\n `
35711
+ };
35712
+ }
35713
+ applyWebGLEffect(canvas) {
35714
+ if (!this.gl || !this.program || !this.webglCanvas) return null;
35715
+ this.setupWebGLState(canvas);
35716
+ const texture = this.createTextureFromCanvas(canvas);
35717
+ if (!texture) return null;
35718
+ const vertexBuffer = this.createFullScreenQuad();
35719
+ if (!vertexBuffer) return this.gl.deleteTexture(texture), null;
35720
+ try {
35721
+ return this.gl.useProgram(this.program), this.setupVertexAttributes(), this.setColorUniforms(), this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4), this.webglCanvas;
35722
+ } finally {
35723
+ this.gl.deleteTexture(texture), this.gl.deleteBuffer(vertexBuffer);
35724
+ }
35725
+ }
35726
+ setColorUniforms() {
35727
+ if (!this.gl || !this.program) return;
35728
+ const currentTime = this.getAnimationTime(),
35729
+ timeLocation = this.gl.getUniformLocation(this.program, "u_time"),
35730
+ strengthLocation = this.gl.getUniformLocation(this.program, "u_strength"),
35731
+ effectTypeLocation = this.gl.getUniformLocation(this.program, "u_effectType"),
35732
+ resolutionLocation = this.gl.getUniformLocation(this.program, "u_resolution");
35733
+ this.gl.uniform1f(timeLocation, currentTime), this.gl.uniform1f(strengthLocation, this.colorConfig.strength), this.gl.uniform2f(resolutionLocation, this.webglCanvas.width, this.webglCanvas.height);
35734
+ this.gl.uniform1i(effectTypeLocation, {
35735
+ grayscale: 0,
35736
+ sepia: 1
35737
+ }[this.colorConfig.effectType] || 0);
35738
+ }
35739
+ applyCanvas2DEffect(canvas) {
35740
+ if (this.colorConfig.strength <= 0) {
35741
+ const outputCanvas = this.createOutputCanvas(canvas);
35742
+ return outputCanvas ? outputCanvas.canvas : null;
35743
+ }
35744
+ if (this.canUseCSSFilter()) return this.applyCSSFilter(canvas);
35745
+ const outputCanvas = this.createOutputCanvas(canvas);
35746
+ if (!outputCanvas) return null;
35747
+ const {
35748
+ ctx: ctx
35749
+ } = outputCanvas;
35750
+ try {
35751
+ const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height),
35752
+ currentTime = this.getAnimationTime();
35753
+ let processedImageData;
35754
+ switch (this.colorConfig.effectType) {
35755
+ case "grayscale":
35756
+ default:
35757
+ processedImageData = this.applyGrayscaleEffect(imageData, this.colorConfig.strength, currentTime);
35758
+ break;
35759
+ case "sepia":
35760
+ processedImageData = this.applySepiaEffect(imageData, this.colorConfig.strength, currentTime);
35761
+ }
35762
+ return ctx.clearRect(0, 0, canvas.width, canvas.height), ctx.putImageData(processedImageData, 0, 0), outputCanvas.canvas;
35763
+ } catch (error) {
35764
+ return console.warn("Canvas 2D color effect failed:", error), null;
35765
+ }
35766
+ }
35767
+ canUseCSSFilter() {
35768
+ var _a;
35769
+ return !!window.useFilterAPI && "undefined" != typeof CSS && (null === (_a = CSS.supports) || void 0 === _a ? void 0 : _a.call(CSS, "filter", "grayscale(1)"));
35770
+ }
35771
+ applyCSSFilter(canvas) {
35772
+ try {
35773
+ const outputCanvas = ImageProcessUtils.createTempCanvas(canvas.width, canvas.height),
35774
+ ctx = outputCanvas.getContext("2d");
35775
+ if (!ctx) return null;
35776
+ const currentTime = this.getAnimationTime(),
35777
+ dynamicStrength = ImageProcessUtils.calculateDynamicStrength(this.colorConfig.strength, currentTime);
35778
+ let filterValue = "";
35779
+ return "grayscale" === this.colorConfig.effectType ? filterValue = `grayscale(${Math.min(1, dynamicStrength)})` : "sepia" === this.colorConfig.effectType && (filterValue = `sepia(${Math.min(1, dynamicStrength)})`), ctx.filter = filterValue, ctx.drawImage(canvas, 0, 0), ctx.filter = "none", outputCanvas;
35780
+ } catch (error) {
35781
+ return console.warn("CSS Filter API failed, falling back to pixel processing:", error), null;
35782
+ }
35783
+ }
35784
+ applyGrayscaleEffect(imageData, strength, time) {
35785
+ const {
35786
+ data: data,
35787
+ width: width,
35788
+ height: height
35789
+ } = imageData,
35790
+ result = new Uint8ClampedArray(data.length),
35791
+ dynamicStrength = ImageProcessUtils.calculateDynamicStrength(strength, time);
35792
+ for (let i = 0; i < data.length; i += 4) {
35793
+ const r = data[i],
35794
+ g = data[i + 1],
35795
+ b = data[i + 2],
35796
+ a = data[i + 3],
35797
+ gray = ImageProcessUtils.getLuminance(r, g, b);
35798
+ result[i] = Math.round(ImageProcessUtils.lerp(r, gray, dynamicStrength)), result[i + 1] = Math.round(ImageProcessUtils.lerp(g, gray, dynamicStrength)), result[i + 2] = Math.round(ImageProcessUtils.lerp(b, gray, dynamicStrength)), result[i + 3] = a;
35799
+ }
35800
+ return new ImageData(result, width, height);
35801
+ }
35802
+ applySepiaEffect(imageData, strength, time) {
35803
+ const {
35804
+ data: data,
35805
+ width: width,
35806
+ height: height
35807
+ } = imageData,
35808
+ result = new Uint8ClampedArray(data.length),
35809
+ dynamicStrength = ImageProcessUtils.calculateDynamicStrength(strength, time);
35810
+ for (let i = 0; i < data.length; i += 4) {
35811
+ const r = data[i],
35812
+ g = data[i + 1],
35813
+ b = data[i + 2],
35814
+ a = data[i + 3],
35815
+ [sepiaR, sepiaG, sepiaB] = ImageProcessUtils.applySepiaToPixel(r, g, b);
35816
+ result[i] = Math.round(ImageProcessUtils.lerp(r, sepiaR, dynamicStrength)), result[i + 1] = Math.round(ImageProcessUtils.lerp(g, sepiaG, dynamicStrength)), result[i + 2] = Math.round(ImageProcessUtils.lerp(b, sepiaB, dynamicStrength)), result[i + 3] = a;
35817
+ }
35818
+ return new ImageData(result, width, height);
35819
+ }
35820
+ afterStageRender(stage, canvas) {
35821
+ if (this.canUseCSSFilter() && this.colorConfig.strength > 0) {
35822
+ const cssResult = this.applyCSSFilter(canvas);
35823
+ if (cssResult) return cssResult;
35824
+ }
35825
+ return super.afterStageRender(stage, canvas);
35826
+ }
35827
+ }
35828
+
35829
+ class Distortion extends HybridEffectBase {
35830
+ constructor(from, to, duration, easing, params) {
35831
+ var _a, _b, _c;
35832
+ super(from, to, duration, easing, params), this.distortionConfig = {
35833
+ distortionType: (null === (_a = null == params ? void 0 : params.options) || void 0 === _a ? void 0 : _a.distortionType) || "wave",
35834
+ strength: (null === (_b = null == params ? void 0 : params.options) || void 0 === _b ? void 0 : _b.strength) || .3,
35835
+ useWebGL: void 0 === (null === (_c = null == params ? void 0 : params.options) || void 0 === _c ? void 0 : _c.useWebGL) || params.options.useWebGL
35836
+ };
35837
+ }
35838
+ getShaderSources() {
35839
+ return {
35840
+ vertex: "\n attribute vec2 a_position;\n attribute vec2 a_texCoord;\n varying vec2 v_texCoord;\n\n void main() {\n gl_Position = vec4(a_position, 0.0, 1.0);\n v_texCoord = a_texCoord;\n }\n ",
35841
+ fragment: "\n precision mediump float;\n uniform sampler2D u_texture;\n uniform float u_time;\n uniform float u_strength;\n uniform int u_distortionType;\n uniform vec2 u_resolution;\n varying vec2 v_texCoord;\n\n // 波浪扭曲函数\n vec2 wave(vec2 uv, float time, float strength) {\n float waveX = sin(uv.y * 10.0 + time * 3.0) * strength * 0.1;\n float waveY = sin(uv.x * 10.0 + time * 2.0) * strength * 0.1;\n return uv + vec2(waveX, waveY);\n }\n\n // 涟漪扭曲函数\n vec2 ripple(vec2 uv, float time, float strength) {\n vec2 center = vec2(0.5, 0.5);\n float distance = length(uv - center);\n float ripple = sin(distance * 20.0 - time * 5.0) * strength * 0.1;\n vec2 direction = normalize(uv - center);\n return uv + direction * ripple;\n }\n\n // 漩涡扭曲函数\n vec2 swirl(vec2 uv, float time, float strength) {\n vec2 center = vec2(0.5, 0.5);\n vec2 delta = uv - center;\n float dist = length(delta);\n float originalAngle = atan(delta.y, delta.x);\n float rotationAngle = dist * strength * time * 2.0;\n float finalAngle = originalAngle + rotationAngle;\n return center + dist * vec2(cos(finalAngle), sin(finalAngle));\n }\n\n void main() {\n vec2 uv = v_texCoord;\n\n // 根据扭曲类型应用相应变换\n if (u_distortionType == 0) {\n uv = wave(uv, u_time, u_strength);\n } else if (u_distortionType == 1) {\n uv = ripple(uv, u_time, u_strength);\n } else if (u_distortionType == 2) {\n uv = swirl(uv, u_time, u_strength);\n }\n\n // 边界检查\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n } else {\n gl_FragColor = texture2D(u_texture, uv);\n }\n }\n "
35842
+ };
35843
+ }
35844
+ applyWebGLEffect(canvas) {
35845
+ if (!this.gl || !this.program || !this.webglCanvas) return null;
35846
+ this.setupWebGLState(canvas);
35847
+ const texture = this.createTextureFromCanvas(canvas);
35848
+ if (!texture) return null;
35849
+ const vertexBuffer = this.createFullScreenQuad();
35850
+ if (!vertexBuffer) return this.gl.deleteTexture(texture), null;
35851
+ try {
35852
+ return this.gl.useProgram(this.program), this.setupVertexAttributes(), this.setDistortionUniforms(), this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4), this.webglCanvas;
35853
+ } finally {
35854
+ this.gl.deleteTexture(texture), this.gl.deleteBuffer(vertexBuffer);
35855
+ }
35856
+ }
35857
+ setDistortionUniforms() {
35858
+ if (!this.gl || !this.program) return;
35859
+ const currentTime = this.getAnimationTime(),
35860
+ timeLocation = this.gl.getUniformLocation(this.program, "u_time"),
35861
+ strengthLocation = this.gl.getUniformLocation(this.program, "u_strength"),
35862
+ distortionTypeLocation = this.gl.getUniformLocation(this.program, "u_distortionType"),
35863
+ resolutionLocation = this.gl.getUniformLocation(this.program, "u_resolution");
35864
+ this.gl.uniform1f(timeLocation, currentTime), this.gl.uniform1f(strengthLocation, this.distortionConfig.strength), this.gl.uniform2f(resolutionLocation, this.webglCanvas.width, this.webglCanvas.height);
35865
+ this.gl.uniform1i(distortionTypeLocation, {
35866
+ wave: 0,
35867
+ ripple: 1,
35868
+ swirl: 2
35869
+ }[this.distortionConfig.distortionType] || 0);
35870
+ }
35871
+ applyCanvas2DEffect(canvas) {
35872
+ const outputCanvas = this.createOutputCanvas(canvas);
35873
+ if (!outputCanvas) return null;
35874
+ const {
35875
+ ctx: ctx
35876
+ } = outputCanvas;
35877
+ try {
35878
+ const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height),
35879
+ currentTime = this.getAnimationTime();
35880
+ let distortedImageData;
35881
+ switch (this.distortionConfig.distortionType) {
35882
+ case "wave":
35883
+ distortedImageData = this.applyWaveDistortion(imageData, this.distortionConfig.strength, currentTime);
35884
+ break;
35885
+ case "ripple":
35886
+ distortedImageData = this.applyRippleDistortion(imageData, this.distortionConfig.strength, currentTime);
35887
+ break;
35888
+ case "swirl":
35889
+ distortedImageData = this.applySwirlDistortion(imageData, this.distortionConfig.strength, currentTime);
35890
+ break;
35891
+ default:
35892
+ distortedImageData = imageData;
35893
+ }
35894
+ return ctx.clearRect(0, 0, canvas.width, canvas.height), ctx.putImageData(distortedImageData, 0, 0), outputCanvas.canvas;
35895
+ } catch (error) {
35896
+ return console.warn("Canvas 2D distortion effect failed:", error), null;
35897
+ }
35898
+ }
35899
+ applyWaveDistortion(imageData, strength, time) {
35900
+ const {
35901
+ data: data,
35902
+ width: width,
35903
+ height: height
35904
+ } = imageData,
35905
+ result = new Uint8ClampedArray(data.length);
35906
+ for (let y = 0; y < height; y++) for (let x = 0; x < width; x++) {
35907
+ const waveX = Math.sin(.1 * y + 3 * time) * strength * 20,
35908
+ waveY = Math.sin(.1 * x + 2 * time) * strength * 20,
35909
+ sourceX = Math.round(x - waveX),
35910
+ sourceY = Math.round(y - waveY),
35911
+ targetIndex = 4 * (y * width + x);
35912
+ if (sourceX >= 0 && sourceX < width && sourceY >= 0 && sourceY < height) {
35913
+ const sourceIndex = 4 * (sourceY * width + sourceX);
35914
+ result[targetIndex] = data[sourceIndex], result[targetIndex + 1] = data[sourceIndex + 1], result[targetIndex + 2] = data[sourceIndex + 2], result[targetIndex + 3] = data[sourceIndex + 3];
35915
+ } else result[targetIndex + 3] = 0;
35916
+ }
35917
+ return new ImageData(result, width, height);
35918
+ }
35919
+ applyRippleDistortion(imageData, strength, time) {
35920
+ const {
35921
+ data: data,
35922
+ width: width,
35923
+ height: height
35924
+ } = imageData,
35925
+ result = new Uint8ClampedArray(data.length),
35926
+ centerX = width / 2,
35927
+ centerY = height / 2;
35928
+ for (let y = 0; y < height; y++) for (let x = 0; x < width; x++) {
35929
+ const dx = x - centerX,
35930
+ dy = y - centerY,
35931
+ distance = Math.sqrt(dx * dx + dy * dy),
35932
+ ripple = Math.sin(.2 * distance - 5 * time) * strength * 10,
35933
+ angle = Math.atan2(dy, dx),
35934
+ sourceX = Math.round(x - Math.cos(angle) * ripple),
35935
+ sourceY = Math.round(y - Math.sin(angle) * ripple),
35936
+ targetIndex = 4 * (y * width + x);
35937
+ if (sourceX >= 0 && sourceX < width && sourceY >= 0 && sourceY < height) {
35938
+ const sourceIndex = 4 * (sourceY * width + sourceX);
35939
+ result[targetIndex] = data[sourceIndex], result[targetIndex + 1] = data[sourceIndex + 1], result[targetIndex + 2] = data[sourceIndex + 2], result[targetIndex + 3] = data[sourceIndex + 3];
35940
+ } else result[targetIndex + 3] = 0;
35941
+ }
35942
+ return new ImageData(result, width, height);
35943
+ }
35944
+ applySwirlDistortion(imageData, strength, time) {
35945
+ const {
35946
+ data: data,
35947
+ width: width,
35948
+ height: height
35949
+ } = imageData,
35950
+ result = new Uint8ClampedArray(data.length),
35951
+ centerX = width / 2,
35952
+ centerY = height / 2;
35953
+ for (let y = 0; y < height; y++) for (let x = 0; x < width; x++) {
35954
+ const dx = x - centerX,
35955
+ dy = y - centerY,
35956
+ distance = Math.sqrt(dx * dx + dy * dy),
35957
+ finalAngle = Math.atan2(dy, dx) + distance * strength * time * .02,
35958
+ sourceX = Math.round(centerX + distance * Math.cos(finalAngle)),
35959
+ sourceY = Math.round(centerY + distance * Math.sin(finalAngle)),
35960
+ targetIndex = 4 * (y * width + x);
35961
+ if (sourceX >= 0 && sourceX < width && sourceY >= 0 && sourceY < height) {
35962
+ const sourceIndex = 4 * (sourceY * width + sourceX);
35963
+ result[targetIndex] = data[sourceIndex], result[targetIndex + 1] = data[sourceIndex + 1], result[targetIndex + 2] = data[sourceIndex + 2], result[targetIndex + 3] = data[sourceIndex + 3];
35964
+ } else result[targetIndex + 3] = 0;
35965
+ }
35966
+ return new ImageData(result, width, height);
35967
+ }
35968
+ afterStageRender(stage, canvas) {
35969
+ return this.distortionConfig.strength <= 0 ? canvas : super.afterStageRender(stage, canvas);
35970
+ }
35971
+ }
35972
+
35973
+ class Particle extends HybridEffectBase {
35974
+ constructor(from, to, duration, easing, params) {
35975
+ var _a, _b, _c, _d, _e;
35976
+ super(from, to, duration, easing, params), this.particles = [], this.positionBuffer = null, this.colorBuffer = null, this.particleConfig = {
35977
+ effectType: (null === (_a = null == params ? void 0 : params.options) || void 0 === _a ? void 0 : _a.effectType) || "gravity",
35978
+ count: (null === (_b = null == params ? void 0 : params.options) || void 0 === _b ? void 0 : _b.count) || 4e3,
35979
+ size: (null === (_c = null == params ? void 0 : params.options) || void 0 === _c ? void 0 : _c.size) || 20,
35980
+ strength: (null === (_d = null == params ? void 0 : params.options) || void 0 === _d ? void 0 : _d.strength) || 1.5,
35981
+ useWebGL: void 0 === (null === (_e = null == params ? void 0 : params.options) || void 0 === _e ? void 0 : _e.useWebGL) || params.options.useWebGL
35982
+ };
35983
+ }
35984
+ getShaderSources() {
35985
+ return {
35986
+ vertex: "\n attribute vec2 a_position;\n attribute vec4 a_color;\n attribute float a_size;\n\n uniform vec2 u_resolution;\n uniform float u_time;\n uniform float u_forceStrength;\n uniform int u_effectType;\n\n varying vec4 v_color;\n\n void main() {\n // 将像素坐标转换为剪辑空间坐标\n vec2 clipSpace = ((a_position / u_resolution) * 2.0) - 1.0;\n clipSpace.y = -clipSpace.y; // 翻转Y轴\n\n gl_Position = vec4(clipSpace, 0.0, 1.0);\n gl_PointSize = a_size;\n v_color = a_color;\n }\n ",
35987
+ fragment: "\n precision mediump float;\n varying vec4 v_color;\n\n void main() {\n // 创建圆形粒子\n vec2 coord = gl_PointCoord - vec2(0.5);\n float distance = length(coord);\n\n if (distance > 0.5) {\n discard;\n }\n\n // 保持原始颜色,只调整透明度渐变\n gl_FragColor = vec4(v_color.rgb, v_color.a);\n }\n "
35988
+ };
35989
+ }
35990
+ applyWebGLEffect(canvas) {
35991
+ if (!this.gl || !this.program || !this.webglCanvas) return null;
35992
+ this.setupWebGLState(canvas), 0 === this.particles.length && this.extractParticles(canvas), this.updateParticles(canvas);
35993
+ const gl = this.gl;
35994
+ return gl.enable(gl.BLEND), gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA), gl.useProgram(this.program), this.prepareAndDrawParticles(gl), this.webglCanvas;
35995
+ }
35996
+ applyCanvas2DEffect(canvas) {
35997
+ const output = this.createOutputCanvas(canvas);
35998
+ if (!output) return null;
35999
+ const {
36000
+ canvas: outputCanvas,
36001
+ ctx: ctx
36002
+ } = output,
36003
+ progress = this.currentAnimationRatio;
36004
+ switch (this.particleConfig.effectType) {
36005
+ case "explode":
36006
+ this.applyCanvas2DExplode(ctx, canvas, progress);
36007
+ break;
36008
+ case "gravity":
36009
+ this.applyCanvas2DGravity(ctx, canvas, progress);
36010
+ break;
36011
+ case "vortex":
36012
+ this.applyCanvas2DVortex(ctx, canvas, progress);
36013
+ break;
36014
+ default:
36015
+ ctx.globalAlpha = Math.max(0, 1 - progress), ctx.drawImage(canvas, 0, 0);
36016
+ }
36017
+ return outputCanvas;
36018
+ }
36019
+ extractParticles(canvas) {
36020
+ const tempCanvas = ImageProcessUtils.createTempCanvas(canvas.width, canvas.height, 1),
36021
+ tempCtx = tempCanvas.getContext("2d");
36022
+ if (!tempCtx) return;
36023
+ tempCtx.drawImage(canvas, 0, 0, tempCanvas.width, tempCanvas.height);
36024
+ const data = tempCtx.getImageData(0, 0, tempCanvas.width, tempCanvas.height).data;
36025
+ this.particles = [];
36026
+ const step = Math.max(1, Math.floor(Math.sqrt(tempCanvas.width * tempCanvas.height / (1.5 * this.particleConfig.count))));
36027
+ for (let y = 0; y < tempCanvas.height; y += step) for (let x = 0; x < tempCanvas.width; x += step) {
36028
+ const index = 4 * (y * tempCanvas.width + x),
36029
+ r = data[index],
36030
+ g = data[index + 1],
36031
+ b = data[index + 2],
36032
+ a = data[index + 3];
36033
+ if (a > 5) {
36034
+ const realX = x / tempCanvas.width * canvas.width,
36035
+ realY = y / tempCanvas.height * canvas.height,
36036
+ particle = {
36037
+ x: realX,
36038
+ y: realY,
36039
+ originX: realX,
36040
+ originY: realY,
36041
+ vx: 0,
36042
+ vy: 0,
36043
+ r: r / 255,
36044
+ g: g / 255,
36045
+ b: b / 255,
36046
+ a: Math.max(.6, a / 255),
36047
+ life: 1,
36048
+ size: this.particleConfig.size * (1 + .5 * Math.random())
36049
+ };
36050
+ this.particles.push(particle);
36051
+ }
36052
+ }
36053
+ }
36054
+ updateParticles(canvas) {
36055
+ const centerX = canvas.width / 2,
36056
+ centerY = canvas.height / 2,
36057
+ progress = this.currentAnimationRatio,
36058
+ duration = this.getDurationFromParent(),
36059
+ isShortAnimation = duration < 2e3,
36060
+ timeMultiplier = isShortAnimation ? Math.max(1.5, 3e3 / duration) : 1,
36061
+ intensityBoost = isShortAnimation ? Math.min(2, 2e3 / duration) : 1;
36062
+ this.particles.forEach(particle => {
36063
+ const dx = particle.x - centerX,
36064
+ dy = particle.y - centerY,
36065
+ distance = Math.sqrt(dx * dx + dy * dy),
36066
+ angle = Math.atan2(dy, dx);
36067
+ this.applyParticleForces(particle, angle, distance, progress, intensityBoost, canvas), this.updateParticleProperties(particle, progress, isShortAnimation, timeMultiplier, intensityBoost);
36068
+ });
36069
+ }
36070
+ applyParticleForces(particle, angle, distance, progress, intensityBoost, canvas) {
36071
+ const time = this.getAnimationTime();
36072
+ switch (this.particleConfig.effectType) {
36073
+ case "explode":
36074
+ const explodeIntensity = progress * this.particleConfig.strength * intensityBoost * 5;
36075
+ particle.vx += Math.cos(angle) * explodeIntensity, particle.vy += Math.sin(angle) * explodeIntensity;
36076
+ break;
36077
+ case "gravity":
36078
+ this.applyGravityEffect(particle, progress, intensityBoost, canvas, time);
36079
+ break;
36080
+ case "vortex":
36081
+ this.applyVortexEffect(particle, progress, intensityBoost, canvas, angle, distance);
36082
+ }
36083
+ }
36084
+ applyGravityEffect(particle, progress, intensityBoost, canvas, time) {
36085
+ const gravityThreshold = (particle.originX + .7 * particle.originY) / (canvas.width + canvas.height) * .8;
36086
+ if (progress > gravityThreshold) {
36087
+ const gravityProgress = (progress - gravityThreshold) / (1 - gravityThreshold),
36088
+ gravityForce = this.particleConfig.strength * gravityProgress * gravityProgress * 12 * intensityBoost;
36089
+ particle.vy += gravityForce;
36090
+ const turbulence = Math.sin(3 * time + .02 * particle.originX) * Math.cos(2 * time + .015 * particle.originY);
36091
+ particle.vx += turbulence * this.particleConfig.strength * 2 * intensityBoost;
36092
+ }
36093
+ }
36094
+ applyVortexEffect(particle, progress, intensityBoost, canvas, angle, distance) {
36095
+ const centerX = canvas.width / 2,
36096
+ centerY = canvas.height / 2,
36097
+ spiralAngle = angle + progress * Math.PI * .8,
36098
+ targetRadius = distance + progress * Math.max(canvas.width, canvas.height) * .7 * 1.8,
36099
+ targetX = centerX + Math.cos(spiralAngle) * targetRadius,
36100
+ targetY = centerY + Math.sin(spiralAngle) * targetRadius,
36101
+ baseForce = progress * this.particleConfig.strength * .08 * intensityBoost;
36102
+ particle.vx += (targetX - particle.x) * baseForce, particle.vy += (targetY - particle.y) * baseForce;
36103
+ }
36104
+ updateParticleProperties(particle, progress, isShortAnimation, timeMultiplier, intensityBoost) {
36105
+ const dragCoeff = isShortAnimation ? .99 : .98;
36106
+ if (particle.vx *= dragCoeff, particle.vy *= dragCoeff, particle.x += particle.vx, particle.y += particle.vy, isShortAnimation) {
36107
+ const lifeDecayRate = Math.max(.1, .5 / timeMultiplier);
36108
+ particle.life = Math.max(0, 1 - progress * lifeDecayRate), particle.a = Math.max(.2, particle.life * Math.min(1, 1.2 * particle.a)), particle.size = Math.max(.7 * this.particleConfig.size, this.particleConfig.size * (.5 + .5 * particle.life));
36109
+ } else particle.life = Math.max(0, 1 - .2 * progress), particle.a = Math.max(.1, particle.life * Math.min(1, 1.5 * particle.a)), particle.size = Math.max(.5 * this.particleConfig.size, this.particleConfig.size * (.3 + .7 * particle.life));
36110
+ }
36111
+ prepareAndDrawParticles(gl) {
36112
+ const positions = new Float32Array(2 * this.particles.length),
36113
+ colors = new Float32Array(4 * this.particles.length),
36114
+ sizes = new Float32Array(this.particles.length);
36115
+ this.particles.forEach((particle, i) => {
36116
+ positions[2 * i] = particle.x, positions[2 * i + 1] = particle.y, colors[4 * i] = particle.r, colors[4 * i + 1] = particle.g, colors[4 * i + 2] = particle.b, colors[4 * i + 3] = Math.max(.1, particle.a), sizes[i] = Math.max(6, 1.5 * particle.size);
36117
+ }), this.updateParticleBuffers(gl, positions, colors, sizes), this.setParticleUniforms(gl), gl.drawArrays(gl.POINTS, 0, this.particles.length), this.cleanupTempBuffers(gl);
36118
+ }
36119
+ updateParticleBuffers(gl, positions, colors, sizes) {
36120
+ this.positionBuffer || (this.positionBuffer = gl.createBuffer()), gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer), gl.bufferData(gl.ARRAY_BUFFER, positions, gl.DYNAMIC_DRAW);
36121
+ const positionLocation = gl.getAttribLocation(this.program, "a_position");
36122
+ gl.enableVertexAttribArray(positionLocation), gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, !1, 0, 0), this.colorBuffer || (this.colorBuffer = gl.createBuffer()), gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer), gl.bufferData(gl.ARRAY_BUFFER, colors, gl.DYNAMIC_DRAW);
36123
+ const colorLocation = gl.getAttribLocation(this.program, "a_color");
36124
+ gl.enableVertexAttribArray(colorLocation), gl.vertexAttribPointer(colorLocation, 4, gl.FLOAT, !1, 0, 0);
36125
+ const sizeBuffer = gl.createBuffer();
36126
+ gl.bindBuffer(gl.ARRAY_BUFFER, sizeBuffer), gl.bufferData(gl.ARRAY_BUFFER, sizes, gl.DYNAMIC_DRAW);
36127
+ const sizeLocation = gl.getAttribLocation(this.program, "a_size");
36128
+ gl.enableVertexAttribArray(sizeLocation), gl.vertexAttribPointer(sizeLocation, 1, gl.FLOAT, !1, 0, 0), this._tempSizeBuffer = sizeBuffer;
36129
+ }
36130
+ setParticleUniforms(gl) {
36131
+ const resolutionLocation = gl.getUniformLocation(this.program, "u_resolution"),
36132
+ timeLocation = gl.getUniformLocation(this.program, "u_time"),
36133
+ forceStrengthLocation = gl.getUniformLocation(this.program, "u_forceStrength"),
36134
+ effectTypeLocation = gl.getUniformLocation(this.program, "u_effectType");
36135
+ gl.uniform2f(resolutionLocation, this.webglCanvas.width, this.webglCanvas.height), gl.uniform1f(timeLocation, this.getAnimationTime()), gl.uniform1f(forceStrengthLocation, this.particleConfig.strength);
36136
+ gl.uniform1i(effectTypeLocation, {
36137
+ explode: 0,
36138
+ vortex: 1,
36139
+ gravity: 2
36140
+ }[this.particleConfig.effectType] || 0);
36141
+ }
36142
+ cleanupTempBuffers(gl) {
36143
+ const tempSizeBuffer = this._tempSizeBuffer;
36144
+ tempSizeBuffer && (gl.deleteBuffer(tempSizeBuffer), delete this._tempSizeBuffer);
36145
+ }
36146
+ applyCanvas2DExplode(ctx, canvas, progress) {
36147
+ const centerX = canvas.width / 2,
36148
+ centerY = canvas.height / 2;
36149
+ ctx.save(), ctx.globalAlpha = Math.max(0, 1 - progress), ctx.translate(centerX, centerY);
36150
+ const scale = 1 + .5 * progress;
36151
+ ctx.scale(scale, scale), ctx.translate(-centerX, -centerY), ctx.drawImage(canvas, 0, 0), ctx.restore();
36152
+ }
36153
+ applyCanvas2DGravity(ctx, canvas, progress) {
36154
+ ctx.save(), ctx.globalAlpha = Math.max(0, 1 - progress);
36155
+ const offsetY = progress * canvas.height * .3;
36156
+ ctx.drawImage(canvas, 0, offsetY), ctx.restore();
36157
+ }
36158
+ applyCanvas2DVortex(ctx, canvas, progress) {
36159
+ const centerX = canvas.width / 2,
36160
+ centerY = canvas.height / 2;
36161
+ ctx.save(), ctx.globalAlpha = Math.max(0, 1 - progress), ctx.translate(centerX, centerY), ctx.rotate(progress * Math.PI * 2), ctx.translate(-centerX, -centerY), ctx.drawImage(canvas, 0, 0), ctx.restore();
36162
+ }
36163
+ }
36164
+
36165
+ class Glitch extends Canvas2DEffectBase {
36166
+ constructor(from, to, duration, easing, params) {
36167
+ var _a, _b;
36168
+ super(from, to, duration, easing, params), this.glitchConfig = {
36169
+ effectType: (null === (_a = null == params ? void 0 : params.options) || void 0 === _a ? void 0 : _a.effectType) || "rgb-shift",
36170
+ intensity: void 0 !== (null === (_b = null == params ? void 0 : params.options) || void 0 === _b ? void 0 : _b.intensity) ? params.options.intensity : .5
36171
+ };
36172
+ }
36173
+ applyCanvas2DEffect(canvas) {
36174
+ if (this.glitchConfig.intensity <= 0) {
36175
+ const outputCanvas = this.createOutputCanvas(canvas);
36176
+ return outputCanvas ? outputCanvas.canvas : null;
36177
+ }
36178
+ try {
36179
+ switch (this.glitchConfig.effectType) {
36180
+ case "rgb-shift":
36181
+ default:
36182
+ return this.applyRGBShiftGlitch(canvas);
36183
+ case "digital-distortion":
36184
+ return this.applyDigitalDistortionGlitch(canvas);
36185
+ case "scan-lines":
36186
+ return this.applyScanLineGlitch(canvas);
36187
+ case "data-corruption":
36188
+ return this.applyDataCorruptionGlitch(canvas);
36189
+ }
36190
+ } catch (error) {
36191
+ return console.warn("Glitch effect failed:", error), null;
36192
+ }
36193
+ }
36194
+ applyRGBShiftGlitch(canvas) {
36195
+ const outputCanvas = this.createOutputCanvas(canvas);
36196
+ if (!outputCanvas) return null;
36197
+ const {
36198
+ ctx: ctx
36199
+ } = outputCanvas;
36200
+ try {
36201
+ ctx.clearRect(0, 0, canvas.width, canvas.height);
36202
+ const dynamicIntensity = ImageProcessUtils.calculateDynamicStrength(this.glitchConfig.intensity, this.getAnimationTime()),
36203
+ maxOffset = Math.floor(20 * dynamicIntensity),
36204
+ redOffset = this.generateRandomOffset(maxOffset),
36205
+ greenOffset = this.generateRandomOffset(maxOffset, .3),
36206
+ blueOffset = this.generateRandomOffset(-maxOffset),
36207
+ tempCanvas = ImageProcessUtils.createTempCanvas(canvas.width, canvas.height),
36208
+ tempCtx = tempCanvas.getContext("2d");
36209
+ tempCtx.drawImage(canvas, 0, 0);
36210
+ const originalImageData = tempCtx.getImageData(0, 0, canvas.width, canvas.height),
36211
+ redChannelData = ImageProcessUtils.extractChannel(originalImageData, 0),
36212
+ greenChannelData = ImageProcessUtils.extractChannel(originalImageData, 1),
36213
+ blueChannelData = ImageProcessUtils.extractChannel(originalImageData, 2);
36214
+ return ctx.globalCompositeOperation = "screen", tempCtx.clearRect(0, 0, canvas.width, canvas.height), tempCtx.putImageData(redChannelData, 0, 0), ctx.drawImage(tempCanvas, redOffset.x, redOffset.y), tempCtx.clearRect(0, 0, canvas.width, canvas.height), tempCtx.putImageData(greenChannelData, 0, 0), ctx.drawImage(tempCanvas, greenOffset.x, greenOffset.y), tempCtx.clearRect(0, 0, canvas.width, canvas.height), tempCtx.putImageData(blueChannelData, 0, 0), ctx.drawImage(tempCanvas, blueOffset.x, blueOffset.y), ctx.globalCompositeOperation = "source-over", outputCanvas.canvas;
36215
+ } catch (error) {
36216
+ return console.warn("RGB shift glitch failed:", error), null;
36217
+ }
36218
+ }
36219
+ applyDigitalDistortionGlitch(canvas) {
36220
+ const outputCanvas = this.createOutputCanvas(canvas);
36221
+ if (!outputCanvas) return null;
36222
+ const {
36223
+ ctx: ctx
36224
+ } = outputCanvas;
36225
+ try {
36226
+ const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height),
36227
+ dynamicIntensity = ImageProcessUtils.calculateDynamicStrength(this.glitchConfig.intensity, this.getAnimationTime()),
36228
+ distortedImageData = this.processDigitalDistortion(imageData, dynamicIntensity);
36229
+ return ctx.clearRect(0, 0, canvas.width, canvas.height), ctx.putImageData(distortedImageData, 0, 0), outputCanvas.canvas;
36230
+ } catch (error) {
36231
+ return console.warn("Digital distortion glitch failed:", error), null;
36232
+ }
36233
+ }
36234
+ applyScanLineGlitch(canvas) {
36235
+ const outputCanvas = this.createOutputCanvas(canvas);
36236
+ if (!outputCanvas) return null;
36237
+ const {
36238
+ ctx: ctx
36239
+ } = outputCanvas;
36240
+ try {
36241
+ const dynamicIntensity = ImageProcessUtils.calculateDynamicStrength(this.glitchConfig.intensity, this.getAnimationTime()),
36242
+ lineSpacing = Math.max(2, Math.floor(10 - 8 * dynamicIntensity));
36243
+ ctx.globalCompositeOperation = "multiply";
36244
+ for (let y = 0; y < canvas.height; y += lineSpacing) if (Math.random() < dynamicIntensity) {
36245
+ const opacity = .1 + .4 * dynamicIntensity;
36246
+ ctx.fillStyle = `rgba(0, 0, 0, ${opacity})`, ctx.fillRect(0, y, canvas.width, 1);
36247
+ }
36248
+ ctx.globalCompositeOperation = "screen";
36249
+ const brightLineCount = Math.floor(20 * dynamicIntensity);
36250
+ for (let i = 0; i < brightLineCount; i++) {
36251
+ const y = Math.random() * canvas.height,
36252
+ opacity = .3 * dynamicIntensity;
36253
+ ctx.fillStyle = `rgba(255, 255, 255, ${opacity})`, ctx.fillRect(0, Math.floor(y), canvas.width, 1);
36254
+ }
36255
+ return ctx.globalCompositeOperation = "source-over", outputCanvas.canvas;
36256
+ } catch (error) {
36257
+ return console.warn("Scan line glitch failed:", error), null;
36258
+ }
36259
+ }
36260
+ applyDataCorruptionGlitch(canvas) {
36261
+ const outputCanvas = this.createOutputCanvas(canvas);
36262
+ if (!outputCanvas) return null;
36263
+ const {
36264
+ ctx: ctx
36265
+ } = outputCanvas;
36266
+ try {
36267
+ const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height),
36268
+ dynamicIntensity = ImageProcessUtils.calculateDynamicStrength(this.glitchConfig.intensity, this.getAnimationTime()),
36269
+ corruptedImageData = this.processDataCorruption(imageData, dynamicIntensity);
36270
+ return ctx.clearRect(0, 0, canvas.width, canvas.height), ctx.putImageData(corruptedImageData, 0, 0), outputCanvas.canvas;
36271
+ } catch (error) {
36272
+ return console.warn("Data corruption glitch failed:", error), null;
36273
+ }
36274
+ }
36275
+ generateRandomOffset(maxOffset, scale = 1) {
36276
+ return {
36277
+ x: (Math.random() - .5) * maxOffset,
36278
+ y: (Math.random() - .5) * maxOffset * scale
36279
+ };
36280
+ }
36281
+ processDigitalDistortion(imageData, intensity) {
36282
+ const {
36283
+ data: data,
36284
+ width: width,
36285
+ height: height
36286
+ } = imageData,
36287
+ result = new Uint8ClampedArray(data),
36288
+ sliceCount = Math.floor(20 * intensity) + 5,
36289
+ sliceHeight = Math.floor(height / sliceCount);
36290
+ for (let i = 0; i < sliceCount; i++) if (Math.random() < intensity) {
36291
+ const y = i * sliceHeight,
36292
+ sliceEnd = Math.min(y + sliceHeight, height),
36293
+ offset = Math.floor((Math.random() - .5) * width * intensity * .1);
36294
+ this.shiftSliceHorizontal(result, width, height, y, sliceEnd, offset);
36295
+ }
36296
+ const noiseIntensity = .3 * intensity;
36297
+ for (let i = 0; i < data.length; i += 4) Math.random() < noiseIntensity && (result[i] = 255 * Math.random(), result[i + 1] = 255 * Math.random(), result[i + 2] = 255 * Math.random());
36298
+ return new ImageData(result, width, height);
36299
+ }
36300
+ shiftSliceHorizontal(data, width, height, startY, endY, offset) {
36301
+ const tempRow = new Uint8ClampedArray(4 * width);
36302
+ for (let y = startY; y < endY; y++) {
36303
+ const rowStart = y * width * 4;
36304
+ for (let x = 0; x < 4 * width; x++) tempRow[x] = data[rowStart + x];
36305
+ for (let x = 0; x < width; x++) {
36306
+ const targetIndex = rowStart + 4 * x,
36307
+ sourceIndex = 4 * ((x - offset + width) % width);
36308
+ data[targetIndex] = tempRow[sourceIndex], data[targetIndex + 1] = tempRow[sourceIndex + 1], data[targetIndex + 2] = tempRow[sourceIndex + 2], data[targetIndex + 3] = tempRow[sourceIndex + 3];
36309
+ }
36310
+ }
36311
+ }
36312
+ processDataCorruption(imageData, intensity) {
36313
+ const {
36314
+ data: data,
36315
+ width: width,
36316
+ height: height
36317
+ } = imageData,
36318
+ result = new Uint8ClampedArray(data),
36319
+ stripeCount = Math.floor(15 * intensity) + 5;
36320
+ for (let i = 0; i < stripeCount; i++) if (Math.random() < intensity) {
36321
+ const x = Math.floor(Math.random() * width),
36322
+ stripeWidth = Math.floor(5 * Math.random()) + 1,
36323
+ color = Math.random() < .5 ? 0 : 255;
36324
+ for (let y = 0; y < height; y++) for (let dx = 0; dx < stripeWidth && x + dx < width; dx++) {
36325
+ const index = 4 * (y * width + x + dx);
36326
+ result[index] = color, result[index + 1] = color, result[index + 2] = color;
36327
+ }
36328
+ }
36329
+ const corruptionCount = Math.floor(20 * intensity);
36330
+ for (let i = 0; i < corruptionCount; i++) {
36331
+ const blockX = Math.floor(Math.random() * width),
36332
+ blockY = Math.floor(Math.random() * height),
36333
+ blockW = Math.floor(20 * Math.random()) + 5,
36334
+ blockH = Math.floor(10 * Math.random()) + 2;
36335
+ this.corruptBlock(result, width, height, blockX, blockY, blockW, blockH);
36336
+ }
36337
+ return new ImageData(result, width, height);
36338
+ }
36339
+ corruptBlock(data, width, height, x, y, w, h) {
36340
+ for (let dy = 0; dy < h && y + dy < height; dy++) for (let dx = 0; dx < w && x + dx < width; dx++) {
36341
+ const index = 4 * ((y + dy) * width + (x + dx));
36342
+ Math.random() < .7 && (data[index] = 255 * Math.random(), data[index + 1] = 255 * Math.random(), data[index + 2] = 255 * Math.random());
36343
+ }
36344
+ }
36345
+ }
36346
+
36347
+ class GaussianBlur extends AStageAnimate {
36348
+ constructor(from, to, duration, easing, params) {
36349
+ var _a, _b;
36350
+ super(from, to, duration, easing, params), this.blurConfig = {
36351
+ blurRadius: (null === (_a = null == params ? void 0 : params.options) || void 0 === _a ? void 0 : _a.blurRadius) || 8,
36352
+ useOptimizedBlur: void 0 === (null === (_b = null == params ? void 0 : params.options) || void 0 === _b ? void 0 : _b.useOptimizedBlur) || params.options.useOptimizedBlur
36353
+ };
36354
+ }
36355
+ applyCSSBlur(canvas, radius) {
36356
+ const c = vglobal.createCanvas({
36357
+ width: canvas.width,
36358
+ height: canvas.height,
36359
+ dpr: vglobal.devicePixelRatio
36360
+ }),
36361
+ ctx = c.getContext("2d");
36362
+ return ctx ? (ctx.filter = `blur(${radius}px)`, ctx.drawImage(canvas, 0, 0), ctx.filter = "none", c) : canvas;
36363
+ }
36364
+ applyDownsampleBlur(imageData, radius) {
36365
+ const {
36366
+ width: width,
36367
+ height: height
36368
+ } = imageData,
36369
+ downsample = Math.max(1, Math.floor(radius / 2)),
36370
+ smallWidth = Math.floor(width / downsample),
36371
+ smallHeight = Math.floor(height / downsample),
36372
+ tempCanvas = vglobal.createCanvas({
36373
+ width: smallWidth,
36374
+ height: smallHeight,
36375
+ dpr: 1
36376
+ }),
36377
+ tempCtx = tempCanvas.getContext("2d");
36378
+ if (!tempCtx) return imageData;
36379
+ const originalCanvas = vglobal.createCanvas({
36380
+ width: width,
36381
+ height: height,
36382
+ dpr: 1
36383
+ }),
36384
+ originalCtx = originalCanvas.getContext("2d");
36385
+ return originalCtx ? (originalCtx.putImageData(imageData, 0, 0), tempCtx.drawImage(originalCanvas, 0, 0, smallWidth, smallHeight), tempCtx.filter = `blur(${radius / downsample}px)`, tempCtx.drawImage(tempCanvas, 0, 0), tempCtx.filter = "none", originalCtx.clearRect(0, 0, width, height), originalCtx.drawImage(tempCanvas, 0, 0, width, height), originalCtx.getImageData(0, 0, width, height)) : imageData;
36386
+ }
36387
+ afterStageRender(stage, canvas) {
36388
+ if (this.blurConfig.blurRadius <= 0) return canvas;
36389
+ let result;
36390
+ if (this.blurConfig.useOptimizedBlur) result = this.applyCSSBlur(canvas, this.blurConfig.blurRadius);else {
36391
+ const c = vglobal.createCanvas({
36392
+ width: canvas.width,
36393
+ height: canvas.height,
36394
+ dpr: vglobal.devicePixelRatio
36395
+ }),
36396
+ ctx = c.getContext("2d");
36397
+ if (!ctx) return !1;
36398
+ ctx.clearRect(0, 0, canvas.width, canvas.height), ctx.drawImage(canvas, 0, 0);
36399
+ const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height),
36400
+ blurredImageData = this.applyDownsampleBlur(imageData, this.blurConfig.blurRadius);
36401
+ ctx.putImageData(blurredImageData, 0, 0), result = c;
36402
+ }
36403
+ const ctx = result.getContext("2d");
36404
+ return ctx && (ctx.globalCompositeOperation = "overlay", ctx.fillStyle = "rgba(255, 255, 255, 0.1)", ctx.fillRect(0, 0, result.width, result.height), ctx.globalCompositeOperation = "source-over"), result;
36405
+ }
36406
+ }
36407
+
36408
+ class Pixelation extends DisappearAnimateBase {
36409
+ constructor(from, to, duration, easing, params) {
36410
+ var _a, _b;
36411
+ super(from, to, duration, easing, params), this.pixelationConfig = {
36412
+ maxPixelSize: (null === (_a = null == params ? void 0 : params.options) || void 0 === _a ? void 0 : _a.maxPixelSize) || 20,
36413
+ method: (null === (_b = null == params ? void 0 : params.options) || void 0 === _b ? void 0 : _b.method) || "out"
36414
+ };
36415
+ }
36416
+ applyDownsamplePixelation(canvas, pixelSize) {
36417
+ if (pixelSize <= 1) return canvas;
36418
+ const {
36419
+ width: width,
36420
+ height: height
36421
+ } = canvas,
36422
+ smallWidth = Math.ceil(width / pixelSize),
36423
+ smallHeight = Math.ceil(height / pixelSize),
36424
+ smallCanvas = vglobal.createCanvas({
36425
+ width: smallWidth,
36426
+ height: smallHeight,
36427
+ dpr: 1
36428
+ }),
36429
+ smallCtx = smallCanvas.getContext("2d");
36430
+ if (!smallCtx) return canvas;
36431
+ const outputCanvas = vglobal.createCanvas({
36432
+ width: width,
36433
+ height: height,
36434
+ dpr: vglobal.devicePixelRatio
36435
+ }),
36436
+ outputCtx = outputCanvas.getContext("2d");
36437
+ return outputCtx ? (smallCtx.imageSmoothingEnabled = !1, outputCtx.imageSmoothingEnabled = !1, smallCtx.drawImage(canvas, 0, 0, smallWidth, smallHeight), outputCtx.drawImage(smallCanvas, 0, 0, width, height), outputCanvas) : canvas;
36438
+ }
36439
+ updateAnimationProgress() {
36440
+ if ("in" === this.pixelationConfig.method) {
36441
+ return this.pixelationConfig.maxPixelSize - this.currentAnimationRatio * (this.pixelationConfig.maxPixelSize - 1);
36442
+ }
36443
+ return 1 + this.currentAnimationRatio * (this.pixelationConfig.maxPixelSize - 1);
36444
+ }
36445
+ afterStageRender(stage, canvas) {
36446
+ const currentPixelSize = this.updateAnimationProgress();
36447
+ if (currentPixelSize <= 1) return canvas;
36448
+ return this.applyDownsamplePixelation(canvas, currentPixelSize);
36449
+ }
36450
+ }
36451
+
35152
36452
  const registerCustomAnimate = () => {
35153
- AnimateExecutor.registerBuiltInAnimate("increaseCount", IncreaseCount), AnimateExecutor.registerBuiltInAnimate("fromTo", FromTo), AnimateExecutor.registerBuiltInAnimate("scaleIn", ScaleIn), AnimateExecutor.registerBuiltInAnimate("scaleOut", ScaleOut), AnimateExecutor.registerBuiltInAnimate("growHeightIn", GrowHeightIn), AnimateExecutor.registerBuiltInAnimate("growHeightOut", GrowHeightOut), AnimateExecutor.registerBuiltInAnimate("growWidthIn", GrowWidthIn), AnimateExecutor.registerBuiltInAnimate("growWidthOut", GrowWidthOut), AnimateExecutor.registerBuiltInAnimate("growCenterIn", GrowCenterIn), AnimateExecutor.registerBuiltInAnimate("growCenterOut", GrowCenterOut), AnimateExecutor.registerBuiltInAnimate("clipIn", ClipIn), AnimateExecutor.registerBuiltInAnimate("clipOut", ClipOut), AnimateExecutor.registerBuiltInAnimate("fadeIn", FadeIn), AnimateExecutor.registerBuiltInAnimate("fadeOut", FadeOut), AnimateExecutor.registerBuiltInAnimate("growPointsIn", GrowPointsIn), AnimateExecutor.registerBuiltInAnimate("growPointsOut", GrowPointsOut), AnimateExecutor.registerBuiltInAnimate("growPointsXIn", GrowPointsXIn), AnimateExecutor.registerBuiltInAnimate("growPointsXOut", GrowPointsXOut), AnimateExecutor.registerBuiltInAnimate("growPointsYIn", GrowPointsYIn), AnimateExecutor.registerBuiltInAnimate("growPointsYOut", GrowPointsYOut), AnimateExecutor.registerBuiltInAnimate("growAngleIn", GrowAngleIn), AnimateExecutor.registerBuiltInAnimate("growAngleOut", GrowAngleOut), AnimateExecutor.registerBuiltInAnimate("growRadiusIn", GrowRadiusIn), AnimateExecutor.registerBuiltInAnimate("growRadiusOut", GrowRadiusOut), AnimateExecutor.registerBuiltInAnimate("moveIn", MoveIn), AnimateExecutor.registerBuiltInAnimate("moveOut", MoveOut), AnimateExecutor.registerBuiltInAnimate("rotateIn", RotateIn), AnimateExecutor.registerBuiltInAnimate("rotateOut", RotateOut), AnimateExecutor.registerBuiltInAnimate("update", Update), AnimateExecutor.registerBuiltInAnimate("state", State), AnimateExecutor.registerBuiltInAnimate("labelItemAppear", LabelItemAppear), AnimateExecutor.registerBuiltInAnimate("labelItemDisappear", LabelItemDisappear), AnimateExecutor.registerBuiltInAnimate("poptipAppear", PoptipAppear), AnimateExecutor.registerBuiltInAnimate("poptipDisappear", PoptipDisappear), AnimateExecutor.registerBuiltInAnimate("inputText", InputText), AnimateExecutor.registerBuiltInAnimate("inputRichText", InputRichText), AnimateExecutor.registerBuiltInAnimate("outputRichText", OutputRichText), AnimateExecutor.registerBuiltInAnimate("slideRichText", SlideRichText), AnimateExecutor.registerBuiltInAnimate("slideOutRichText", SlideOutRichText), AnimateExecutor.registerBuiltInAnimate("slideIn", SlideIn), AnimateExecutor.registerBuiltInAnimate("growIn", GrowIn), AnimateExecutor.registerBuiltInAnimate("spinIn", SpinIn), AnimateExecutor.registerBuiltInAnimate("moveScaleIn", MoveScaleIn), AnimateExecutor.registerBuiltInAnimate("moveRotateIn", MoveRotateIn), AnimateExecutor.registerBuiltInAnimate("strokeIn", StrokeIn), AnimateExecutor.registerBuiltInAnimate("slideOut", SlideOut), AnimateExecutor.registerBuiltInAnimate("growOut", GrowOut), AnimateExecutor.registerBuiltInAnimate("spinOut", SpinOut), AnimateExecutor.registerBuiltInAnimate("moveScaleOut", MoveScaleOut), AnimateExecutor.registerBuiltInAnimate("moveRotateOut", MoveRotateOut), AnimateExecutor.registerBuiltInAnimate("strokeOut", StrokeOut), AnimateExecutor.registerBuiltInAnimate("pulse", PulseAnimate), AnimateExecutor.registerBuiltInAnimate("MotionPath", MotionPath), AnimateExecutor.registerBuiltInAnimate("streamLight", StreamLight);
36453
+ AnimateExecutor.registerBuiltInAnimate("increaseCount", IncreaseCount), AnimateExecutor.registerBuiltInAnimate("fromTo", FromTo), AnimateExecutor.registerBuiltInAnimate("scaleIn", ScaleIn), AnimateExecutor.registerBuiltInAnimate("scaleOut", ScaleOut), AnimateExecutor.registerBuiltInAnimate("growHeightIn", GrowHeightIn), AnimateExecutor.registerBuiltInAnimate("growHeightOut", GrowHeightOut), AnimateExecutor.registerBuiltInAnimate("growWidthIn", GrowWidthIn), AnimateExecutor.registerBuiltInAnimate("growWidthOut", GrowWidthOut), AnimateExecutor.registerBuiltInAnimate("growCenterIn", GrowCenterIn), AnimateExecutor.registerBuiltInAnimate("growCenterOut", GrowCenterOut), AnimateExecutor.registerBuiltInAnimate("clipIn", ClipIn), AnimateExecutor.registerBuiltInAnimate("clipOut", ClipOut), AnimateExecutor.registerBuiltInAnimate("fadeIn", FadeIn), AnimateExecutor.registerBuiltInAnimate("fadeOut", FadeOut), AnimateExecutor.registerBuiltInAnimate("growPointsIn", GrowPointsIn), AnimateExecutor.registerBuiltInAnimate("growPointsOut", GrowPointsOut), AnimateExecutor.registerBuiltInAnimate("growPointsXIn", GrowPointsXIn), AnimateExecutor.registerBuiltInAnimate("growPointsXOut", GrowPointsXOut), AnimateExecutor.registerBuiltInAnimate("growPointsYIn", GrowPointsYIn), AnimateExecutor.registerBuiltInAnimate("growPointsYOut", GrowPointsYOut), AnimateExecutor.registerBuiltInAnimate("growAngleIn", GrowAngleIn), AnimateExecutor.registerBuiltInAnimate("growAngleOut", GrowAngleOut), AnimateExecutor.registerBuiltInAnimate("growRadiusIn", GrowRadiusIn), AnimateExecutor.registerBuiltInAnimate("growRadiusOut", GrowRadiusOut), AnimateExecutor.registerBuiltInAnimate("moveIn", MoveIn), AnimateExecutor.registerBuiltInAnimate("moveOut", MoveOut), AnimateExecutor.registerBuiltInAnimate("rotateIn", RotateIn), AnimateExecutor.registerBuiltInAnimate("rotateOut", RotateOut), AnimateExecutor.registerBuiltInAnimate("update", Update), AnimateExecutor.registerBuiltInAnimate("state", State), AnimateExecutor.registerBuiltInAnimate("labelItemAppear", LabelItemAppear), AnimateExecutor.registerBuiltInAnimate("labelItemDisappear", LabelItemDisappear), AnimateExecutor.registerBuiltInAnimate("poptipAppear", PoptipAppear), AnimateExecutor.registerBuiltInAnimate("poptipDisappear", PoptipDisappear), AnimateExecutor.registerBuiltInAnimate("inputText", InputText), AnimateExecutor.registerBuiltInAnimate("inputRichText", InputRichText), AnimateExecutor.registerBuiltInAnimate("outputRichText", OutputRichText), AnimateExecutor.registerBuiltInAnimate("slideRichText", SlideRichText), AnimateExecutor.registerBuiltInAnimate("slideOutRichText", SlideOutRichText), AnimateExecutor.registerBuiltInAnimate("slideIn", SlideIn), AnimateExecutor.registerBuiltInAnimate("growIn", GrowIn), AnimateExecutor.registerBuiltInAnimate("spinIn", SpinIn), AnimateExecutor.registerBuiltInAnimate("moveScaleIn", MoveScaleIn), AnimateExecutor.registerBuiltInAnimate("moveRotateIn", MoveRotateIn), AnimateExecutor.registerBuiltInAnimate("strokeIn", StrokeIn), AnimateExecutor.registerBuiltInAnimate("slideOut", SlideOut), AnimateExecutor.registerBuiltInAnimate("growOut", GrowOut), AnimateExecutor.registerBuiltInAnimate("spinOut", SpinOut), AnimateExecutor.registerBuiltInAnimate("moveScaleOut", MoveScaleOut), AnimateExecutor.registerBuiltInAnimate("moveRotateOut", MoveRotateOut), AnimateExecutor.registerBuiltInAnimate("strokeOut", StrokeOut), AnimateExecutor.registerBuiltInAnimate("pulse", PulseAnimate), AnimateExecutor.registerBuiltInAnimate("MotionPath", MotionPath), AnimateExecutor.registerBuiltInAnimate("streamLight", StreamLight), AnimateExecutor.registerBuiltInAnimate("dissolve", Dissolve), AnimateExecutor.registerBuiltInAnimate("grayscale", Grayscale), AnimateExecutor.registerBuiltInAnimate("distortion", Distortion), AnimateExecutor.registerBuiltInAnimate("particle", Particle), AnimateExecutor.registerBuiltInAnimate("glitch", Glitch), AnimateExecutor.registerBuiltInAnimate("gaussianBlur", GaussianBlur), AnimateExecutor.registerBuiltInAnimate("pixelation", Pixelation);
35154
36454
  };
35155
36455
 
35156
- const version = "1.0.12";
36456
+ const version = "1.0.13";
35157
36457
  preLoadAllModule();
35158
36458
  if (isBrowserEnv()) {
35159
36459
  loadBrowserEnv(container);
@@ -35321,6 +36621,8 @@
35321
36621
  exports.DefaultTimeline = DefaultTimeline;
35322
36622
  exports.DefaultTransform = DefaultTransform;
35323
36623
  exports.DirectionalLight = DirectionalLight;
36624
+ exports.Dissolve = Dissolve;
36625
+ exports.Distortion = Distortion;
35324
36626
  exports.DragNDrop = DragNDrop;
35325
36627
  exports.DrawContribution = DrawContribution;
35326
36628
  exports.DrawItemInterceptor = DrawItemInterceptor;
@@ -35347,12 +36649,15 @@
35347
36649
  exports.GLYPH_NUMBER_TYPE = GLYPH_NUMBER_TYPE;
35348
36650
  exports.GRAPHIC_UPDATE_TAG_KEY = GRAPHIC_UPDATE_TAG_KEY;
35349
36651
  exports.GROUP_NUMBER_TYPE = GROUP_NUMBER_TYPE;
36652
+ exports.GaussianBlur = GaussianBlur;
35350
36653
  exports.Generator = Generator;
35351
36654
  exports.Gesture = Gesture;
35352
36655
  exports.GifImage = GifImage;
36656
+ exports.Glitch = Glitch;
35353
36657
  exports.GlobalPickerService = GlobalPickerService;
35354
36658
  exports.Glyph = Glyph;
35355
36659
  exports.GlyphRender = GlyphRender;
36660
+ exports.GradientParser = GradientParser;
35356
36661
  exports.Graphic = Graphic;
35357
36662
  exports.GraphicCreator = GraphicCreator$1;
35358
36663
  exports.GraphicPicker = GraphicPicker;
@@ -35360,6 +36665,7 @@
35360
36665
  exports.GraphicService = GraphicService;
35361
36666
  exports.GraphicStateExtension = GraphicStateExtension;
35362
36667
  exports.GraphicUtil = GraphicUtil;
36668
+ exports.Grayscale = Grayscale;
35363
36669
  exports.Group = Group;
35364
36670
  exports.GroupFadeIn = GroupFadeIn;
35365
36671
  exports.GroupFadeOut = GroupFadeOut;
@@ -35438,6 +36744,7 @@
35438
36744
  exports.POLYGON_NUMBER_TYPE = POLYGON_NUMBER_TYPE;
35439
36745
  exports.PURE_STYLE_KEY = PURE_STYLE_KEY;
35440
36746
  exports.PYRAMID3D_NUMBER_TYPE = PYRAMID3D_NUMBER_TYPE;
36747
+ exports.Particle = Particle;
35441
36748
  exports.Path = Path;
35442
36749
  exports.PathRender = PathRender;
35443
36750
  exports.PathRenderContribution = PathRenderContribution;
@@ -35445,6 +36752,7 @@
35445
36752
  exports.PickItemInterceptor = PickItemInterceptor;
35446
36753
  exports.PickServiceInterceptor = PickServiceInterceptor;
35447
36754
  exports.PickerService = PickerService;
36755
+ exports.Pixelation = Pixelation;
35448
36756
  exports.PluginService = PluginService;
35449
36757
  exports.Polygon = Polygon;
35450
36758
  exports.PolygonRender = PolygonRender;