@weasel-js/core 1.4.4 → 1.5.1

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Files changed (58) hide show
  1. package/CHANGELOG.md +1295 -2197
  2. package/README.md +118 -75
  3. package/dist/autoPoseDescriptor-Dr6CwNZK.d.ts +26 -0
  4. package/dist/{chunk-WPM42WJP.js → chunk-3LPQ2XZG.js} +196 -406
  5. package/dist/chunk-3LPQ2XZG.js.map +1 -0
  6. package/dist/{chunk-R3AWPTLZ.js → chunk-GREL4MVO.js} +7593 -8533
  7. package/dist/chunk-GREL4MVO.js.map +1 -0
  8. package/dist/chunk-HAGOFNP5.js +162 -0
  9. package/dist/chunk-HAGOFNP5.js.map +1 -0
  10. package/dist/chunk-LXJDWBEL.js +318 -0
  11. package/dist/chunk-LXJDWBEL.js.map +1 -0
  12. package/dist/{chunk-2VXGHUVL.js → chunk-P6MGECVO.js} +4 -22
  13. package/dist/chunk-P6MGECVO.js.map +1 -0
  14. package/dist/{chunk-PRGBGMH3.js → chunk-XXQ6FLCJ.js} +3 -3
  15. package/dist/chunk-XXQ6FLCJ.js.map +1 -0
  16. package/dist/clipboard.d.ts +2 -3
  17. package/dist/clone.d.ts +3 -2
  18. package/dist/depSchema-BubKMv-2.d.ts +3479 -0
  19. package/dist/{grid-0Pbn5B2C.d.ts → grid-Z_Af3vTl.d.ts} +7 -10
  20. package/dist/index.d.ts +2588 -1556
  21. package/dist/index.js +6 -5
  22. package/dist/insert.d.ts +4 -4
  23. package/dist/insert.js +2 -1
  24. package/dist/insert.js.map +1 -1
  25. package/dist/math-E3rZn4bR.d.ts +282 -0
  26. package/dist/math.d.ts +5 -0
  27. package/dist/math.js +4 -0
  28. package/dist/math.js.map +1 -0
  29. package/dist/move.d.ts +5 -6
  30. package/dist/move.js +4 -6
  31. package/dist/move.js.map +1 -1
  32. package/dist/{options-DbYLImvq.d.ts → options-BPcmwYk7.d.ts} +3 -2
  33. package/dist/{autoPoseDescriptor-DF1SnnSx.d.ts → pointSnapToGrid-CgcK2R_I.d.ts} +11 -32
  34. package/dist/poseDescriptor-PgfVKfa0.d.ts +134 -0
  35. package/dist/renderer.d.ts +9 -4
  36. package/dist/renderer.js +6 -5
  37. package/dist/resize.d.ts +11 -12
  38. package/dist/resize.js +3 -2
  39. package/dist/routing.d.ts +1 -142
  40. package/dist/routing.js +1 -1
  41. package/dist/routing.js.map +1 -1
  42. package/dist/{types-ei3UMl9R.d.ts → types-BHGdrOcu.d.ts} +12 -41
  43. package/dist/{types-DEALFt5F.d.ts → types-BdaK9PcP.d.ts} +10 -4
  44. package/package.json +17 -10
  45. package/dist/DrawCommand-CD-ug3d9.d.ts +0 -332
  46. package/dist/builtins-BXFBXegF.d.ts +0 -840
  47. package/dist/chunk-2VXGHUVL.js.map +0 -1
  48. package/dist/chunk-BL65SHCX.js +0 -573
  49. package/dist/chunk-BL65SHCX.js.map +0 -1
  50. package/dist/chunk-PRGBGMH3.js.map +0 -1
  51. package/dist/chunk-R3AWPTLZ.js.map +0 -1
  52. package/dist/chunk-WPM42WJP.js.map +0 -1
  53. package/dist/geometry-6fCNhAux.d.ts +0 -114
  54. package/dist/path-JEV2c5If.d.ts +0 -48
  55. package/dist/registry-BY-wI9gm.d.ts +0 -4003
  56. package/dist/types-BHK2dkMu.d.ts +0 -172
  57. package/dist/types-bcc7jcUy.d.ts +0 -594
  58. package/dist/view-DSQgxBJB.d.ts +0 -63
@@ -1,840 +0,0 @@
1
- import { GradStop, Stroke } from '@weasel-js/paint';
2
- import { M as Mat3, b as ShaderProgramHandle, D as DrawCommand, E as Effect } from './DrawCommand-CD-ug3d9.js';
3
- import { P as Path } from './path-JEV2c5If.js';
4
-
5
- /**
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- * Minimal compile/link/lookup wrapper for a GL program. Throws
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- * `ShaderCompileError` on compile or link failure with the GL info log
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- * embedded in the error message — never returns a half-initialized program.
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- *
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- * Designed so test code can stub `getShaderParameter` / `getProgramParameter`
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- * via the recorder Proxy without further special-casing.
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- */
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- type Stage = 'vertex' | 'fragment' | 'link';
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- /** Thrown when a shader fails to compile or link, carrying which stage failed
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- * and the driver's log. */
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- declare class ShaderCompileError extends Error {
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- readonly stage: Stage;
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- readonly log: string;
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- constructor(stage: Stage, log: string);
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- }
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- declare class ShaderProgram {
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- private readonly gl;
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- readonly handle: WebGLProgram;
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- private readonly uniforms;
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- private readonly attributes;
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- constructor(gl: WebGL2RenderingContext, vertSrc: string, fragSrc: string);
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- private compile;
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- lookupUniforms(names: readonly string[]): void;
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- lookupAttributes(names: readonly string[]): void;
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- uniform(name: string): WebGLUniformLocation | undefined;
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- attribute(name: string): number | undefined;
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- }
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-
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- /**
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- * A tessellated representation of a Path, ready to upload to GL.
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- *
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- * - `vertices` is interleaved x,y in path-local coordinates (`Float32Array`
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- * of length `2 * vertexCount`).
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- * - `indices` are triangle indices into `vertices` (`Uint32Array`, length
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- * `3 * triangleCount`).
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- * - `requiresStencil` is set for paths whose fillRule is `'evenodd'` and
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- * whose triangulation is a *naive* per-contour fan rather than a clean
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- * inside/outside triangulation. The renderer must use a stencil
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- * two-pass when this flag is true. Single-contour paths and `'nonzero'`
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- * multi-contour paths leave it false.
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- * - `anchorA` / `anchorB` / `anchorT` parameterize each mesh vertex by
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- * the two consecutive path anchors it lies between and the arc-length
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- * fraction along that segment (0 = at A, 1 = at B). Vertices that fall
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- * exactly on an anchor set A === B and t = 0. Used at draw time when
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- * the DrawCommand supplies per-anchor colors so the renderer can lerp
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- * per mesh vertex. Optional — emitted by the path tessellators; absent
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- * on meshes built by other paths (e.g. text glyphs).
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- */
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- interface Mesh {
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- readonly vertices: Float32Array;
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- readonly indices: Uint32Array;
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- readonly requiresStencil?: boolean;
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- readonly anchorA?: Uint32Array;
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- readonly anchorB?: Uint32Array;
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- readonly anchorT?: Float32Array;
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- }
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-
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- interface GLMeshHandle {
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- readonly vao: WebGLVertexArrayObject;
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- readonly indexCount: number;
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- readonly requiresStencil: boolean;
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- readonly anchorA?: Uint32Array;
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- readonly anchorB?: Uint32Array;
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- readonly anchorT?: Float32Array;
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- }
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- /** Resources to release when a Mesh is reclaimed by GC. */
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- interface MeshResources {
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- vao: WebGLVertexArrayObject;
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- vbo: WebGLBuffer;
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- ibo: WebGLBuffer;
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- }
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- /**
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- * Caches GL-side buffers + VAO per `Mesh` identity. Upload happens lazily
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- * on first `handleFor(mesh)` call.
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- *
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- * **GC-aware cleanup (deferred-delete queue):** when a Mesh becomes
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- * unreachable, the WeakMap entry is dropped automatically — but the
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- * underlying GL resources (VAO, VBO, IBO) would leak forever without an
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- * explicit `gl.delete*` call. We register each Mesh with a
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- * `FinalizationRegistry`; when the Mesh is reclaimed, the finalizer pushes
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- * the resources onto an internal queue. The renderer drains this queue at
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- * the start of each `render()` call (via `drainPendingDeletes()`), when GL
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- * is in a known state — no VAO bound, no draw mid-flight. Deleting from the
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- * finalizer directly was racy (it could fire between two `gl.bindVertexArray`
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- * calls inside `dispatch()`, sometimes corrupting the next draw); deferring
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- * the actual delete to a known-safe point keeps the use-after-free risk to
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- * zero.
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- *
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- * Caveats:
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- * - Finalizer timing is non-deterministic; resources may live for a frame
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- * or two beyond their Mesh, but they will be reclaimed.
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- * - If the GL context is lost between finalizer and drain, the drain
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- * no-ops safely (`gl.isContextLost()` makes deletes no-ops, and
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- * `gl.deleteBuffer(null)` is allowed).
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- *
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- * The cache is GL-context-bound; if the context is lost and re-created, the
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- * renderer should construct a new GLMeshCache. (Context loss handling lives
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- * in `WeaselRenderer`.)
104
- */
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- declare class GLMeshCache {
106
- private readonly gl;
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- private readonly aPositionLoc;
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- private readonly map;
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- /** Meshes this context has drawn at least once; see `uploadRecurring`. */
110
- private readonly seen;
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- private readonly finalizer;
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- private readonly pendingDeletes;
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- /** Transient resources allocated this frame; freed at end of render(). */
114
- private readonly transientThisFrame;
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- constructor(gl: WebGL2RenderingContext, aPositionLoc: number);
116
- handleFor(mesh: Mesh): GLMeshHandle;
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- /**
118
- * Upload a Mesh that the caller knows is single-use (e.g. the per-frame
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- * stroke ribbon from `tessellateStroke`). Returns a handle backed by fresh
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- * GL resources that the renderer will free deterministically at the end
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- * of the current frame via `freeTransient()`. Bypasses the WeakMap cache
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- * and the FinalizationRegistry, so transient meshes never wait on GC.
123
- */
124
- uploadTransient(mesh: Mesh): GLMeshHandle;
125
- /**
126
- * Upload a Mesh that may or may not recur across frames. Its first sight in
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- * *this* context takes `uploadTransient`; every later one takes the
128
- * persistent handle. One transient upload to find out is cheaper than
129
- * stranding a persistent VAO on a mesh that never returns, whose release
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- * would wait on GC. The transient upload does not populate the persistent
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- * map, so steady-state reuse begins on the third frame.
132
- */
133
- uploadRecurring(mesh: Mesh): GLMeshHandle;
134
- /**
135
- * Free all transient resources allocated since the last call. Called by
136
- * the renderer at the end of each `render()`. Safe under context loss.
137
- */
138
- freeTransient(): void;
139
- /** @internal — for tests asserting the transient-list size. */
140
- _transientCount(): number;
141
- /**
142
- * Free GL resources whose Mesh has been GC'd since the last drain.
143
- * Called by the renderer at the top of each `render()`, before any draws.
144
- */
145
- drainPendingDeletes(): void;
146
- /** @internal — for tests asserting the queue size. */
147
- _pendingDeleteCount(): number;
148
- /** @internal — for tests that need to simulate the finalizer firing. */
149
- _enqueueDeleteForTest(resources: MeshResources): void;
150
- private upload;
151
- }
152
-
153
- /**
154
- * GL texture upload + cache for MSDF font atlases (and future images).
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- *
156
- * Textures are keyed by a string id (the font family name or image id).
157
- * Pixels are uploaded once per id; a later upload of the same id reuses the
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- * texture and only re-applies its wrap mode when that changed.
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- * The cache is GL-context-bound; discard and create a new one on context loss.
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- *
161
- * Atlas format: RGBA UNSIGNED_BYTE, linear filtering, no mipmaps.
162
- * Mipmap generation is deliberately skipped — MSDF works correctly with
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- * linear filtering, and mipmap resampling corrupts the multi-channel SDF signal.
164
- */
165
- type TexSource$1 = HTMLImageElement | ImageBitmap | ImageData | HTMLCanvasElement;
166
- /** How a texture samples outside `0..1`. Pattern tiles need `'repeat'`;
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- * everything else clamps. WebGL2 allows `REPEAT` on NPOT textures, so a
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- * tile of any size tiles correctly. */
169
- type TextureWrap = 'clamp' | 'repeat';
170
- declare class GLTextureCache {
171
- private readonly gl;
172
- private readonly map;
173
- private readonly wraps;
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- constructor(gl: WebGL2RenderingContext);
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- has(id: string): boolean;
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- /** Uploads the pixels once per id. `wrap` is re-applied whenever it differs
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- * from what the id was last uploaded under: the same registered image can
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- * be a clamped shader texture in one draw and a repeating pattern tile in
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- * the next, and first-upload-wins gave the second one the first one's mode. */
180
- upload(id: string, source: TexSource$1, wrap?: TextureWrap): string;
181
- private applyWrap;
182
- /** Create a single-channel R8 texture from raw bytes (full upload).
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- * No-op if `id` already exists. Same LINEAR/CLAMP params as `upload`;
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- * UNPACK_ALIGNMENT dropped to 1 for non-4-aligned row widths. */
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- uploadR8(id: string, width: number, height: number, data: Uint8Array): void;
186
- /** Patch a rect of an existing R8 texture with tightly-packed w×h bytes. */
187
- subImageR8(id: string, x: number, y: number, w: number, h: number, data: Uint8Array): void;
188
- bind(id: string, unit: number): void;
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- /**
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- * Delete every uploaded GL texture and clear the map. Called by
191
- * `WeaselRenderer.dispose()`. The cache is unusable but refillable
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- * afterward — a subsequent `upload()` for a previously-seen id re-creates
193
- * the texture rather than restoring the deleted one.
194
- */
195
- free(): void;
196
- }
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-
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- /**
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- * GL texture upload cache for ImageBitmap objects.
200
- *
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- * Key: ImageBitmap (or pattern source object) identity (WeakMap) — lets GC
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- * reclaim unreferenced bitmaps. The GL textures are NOT freed when the source
203
- * is gc'd; deferred to v2.
204
- *
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- * Wrapping is set once at upload time per the `repetition` parameter:
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- * - undefined / 'no-repeat' → CLAMP_TO_EDGE
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- * - 'repeat' → REPEAT (both axes)
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- * - 'repeat-x' → REPEAT on S, CLAMP on T
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- * - 'repeat-y' → CLAMP on S, REPEAT on T
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- *
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- * Convention §2: texels stored straight; shader premultiplies.
212
- */
213
- type PatternRepetition = 'repeat' | 'repeat-x' | 'repeat-y' | 'no-repeat';
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- /** MIN_FILTER strategy for uploaded textures. */
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- type ImageMinification = 'linear' | 'mipmap';
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- type TexSource = ImageBitmap | ImageData | HTMLCanvasElement | HTMLImageElement;
217
- declare class GLImageCache {
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- private readonly gl;
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- private readonly minification;
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- private readonly map;
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- /**
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- * MAG_FILTER each texture currently carries, so a redundant write can be
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- * skipped.
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- *
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- * The batch sets this per flush — the same bitmap can be drawn at both
226
- * filters in one frame, and the value has to be right at the draw rather than
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- * at upload. Filtering is state on the *texture object*, though, not on the
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- * unit, so re-asserting a value it already has is a write to a live texture
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- * for no reason. On a large sheet that is not free: a consumer's wall samples
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- * a 5652px-square atlas, 122MB resident, and measured `sampling: 'nearest'`
231
- * costing up to 8x `'linear'` there — where the linear pass re-asserts the
232
- * upload default and the nearest pass changes state on every draw.
233
- *
234
- * Whether that is the cause is unproven (see `docs/TODO.md`), but the write
235
- * was redundant either way.
236
- */
237
- private readonly magFilters;
238
- /** `minification` selects the MIN_FILTER strategy for uploaded textures.
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- * `'linear'` (default) is the screen path's existing behavior. `'mipmap'`
240
- * generates mipmaps and filters LINEAR_MIPMAP_LINEAR — required for
241
- * quality minification when a large source bitmap is drawn small (the
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- * headless print/export path); bilinear-only minification undersamples
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- * and produces moiré. */
244
- constructor(gl: WebGL2RenderingContext, minification?: ImageMinification);
245
- upload(key: object, source: TexSource, repetition?: PatternRepetition): WebGLTexture;
246
- bind(key: object, unit: number): void;
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- /** Set `key`'s MAG_FILTER, skipping the call when it already holds that
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- * value. Its texture must be bound to the active unit — callers pair this
249
- * with `bind`. */
250
- setMagFilter(key: object, filter: number): void;
251
- }
252
-
253
- /**
254
- * CPU gradient-ramp builder + the GL texture every baked ramp lives in.
255
- *
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- * Each unique stop list is baked once into a 256-texel strip and written to its
257
- * own **row** of one RGBA texture, keyed by `JSON.stringify(stops)`. One
258
- * texture rather than one per ramp is what lets a gradient take a batch texture
259
- * slot the way a bitmap or a font atlas does: every gradient in a frame samples
260
- * the same unit, so a run does not break per gradient. The atlas is
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- * GL-context-bound; discard and recreate on context loss.
262
- *
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- * Output convention §2: texels are stored as straight RGBA. The fragment
264
- * shader applies premultiplication before writing outColor.
265
- */
266
-
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- /** Bake gradient stops into a 256-entry RGBA lookup strip, which the shader
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- * samples instead of evaluating stops per fragment. */
269
- declare function buildGradientRamp(stops: GradStop[]): Uint8ClampedArray;
270
- declare class GradientRampAtlas {
271
- private readonly gl;
272
- /** Row per stop list, in least-recently-used order: a hit re-inserts, so the
273
- * first entry is the row a full atlas recycles. */
274
- private readonly rowByKey;
275
- private texture;
276
- private rows;
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- /** Mirror of the texture, so growth can respecify it without re-baking every
278
- * ramp it already holds. */
279
- private pixels;
280
- private totalQueries;
281
- private cacheHits;
282
- constructor(gl: WebGL2RenderingContext);
283
- /** Rows the atlas currently holds — its texture height. */
284
- get height(): number;
285
- /**
286
- * Bake `stops` into a row and return it, reusing the row an identical stop
287
- * list already holds.
288
- *
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- * **A returned row outlives the frame only while the atlas has room.** Past
290
- * `RAMP_ATLAS_MAX_ROWS` an upload recycles the least recently used row, which
291
- * rewrites texels a row handed out earlier still names. Nothing that defers
292
- * its draw past this call may hold a row across another `upload` without
293
- * arranging to be flushed first.
294
- */
295
- upload(stops: GradStop[]): number;
296
- /**
297
- * Whether uploading `stops` would move where existing rows sit — by growing
298
- * the atlas, which changes every row's `v`, or by recycling one, which
299
- * rewrites its texels.
300
- *
301
- * Anything holding a row past this call asks first and gets itself out of
302
- * the way, because neither can be undone once it has happened.
303
- */
304
- wouldReshape(stops: GradStop[]): boolean;
305
- /**
306
- * The `v` a row is sampled at — its center.
307
- *
308
- * The center is load-bearing: the atlas filters LINEAR, so a `v` anywhere
309
- * else blends the ramp beside it into this one. At the center the neighbor's
310
- * weight is exactly zero.
311
- */
312
- rowV(row: number): number;
313
- bind(unit: number): void;
314
- hitRate(): number;
315
- resetStats(): void;
316
- /**
317
- * Delete the atlas texture and forget every row in it. Called by
318
- * `WeaselRenderer.dispose()`. The CPU mirror goes with it, so the atlas is
319
- * unusable but refillable afterward (stats are left as-is; call
320
- * `resetStats()` separately if desired).
321
- */
322
- free(): void;
323
- /** The row the next ramp is written to: a free one, a taller atlas, or the
324
- * least recently used row of a full one. */
325
- private claimRow;
326
- /** Grow to `rows`, keeping every row at the index it already had — a row
327
- * index is a stable name, and callers hold them. */
328
- private resize;
329
- private writeRow;
330
- }
331
-
332
- /** Row-major 4×5 color matrix identity. */
333
- declare const IDENTITY_COLOR_MATRIX: Float32Array<ArrayBuffer>;
334
- interface GroupFrame {
335
- transform?: Mat3;
336
- alpha?: number;
337
- /** Row-major 4×5 color matrix (20 floats). Absent leaves the stack unchanged. */
338
- colorMatrix?: Float32Array | number[];
339
- }
340
- declare class GroupState {
341
- private transformStack;
342
- private alphaStack;
343
- private colorMatrixStack;
344
- get transform(): Mat3;
345
- get alpha(): number;
346
- get colorMatrix(): Float32Array;
347
- push(frame: GroupFrame): void;
348
- /**
349
- * Push a frame whose children paint into a surface of their own.
350
- *
351
- * The transform still accumulates — the children draw where they would have
352
- * drawn. Alpha and colour do not: they describe how the finished surface
353
- * joins the frame, and applying them on the way in as well would fade the
354
- * pixels an effect is about to read, then fade them again on the way out.
355
- *
356
- * Returns the pair the caller must apply at composite time — what `push`
357
- * would have left on the stack — so the composition rules live here and not
358
- * in the dispatcher.
359
- */
360
- pushIsolated(frame: GroupFrame): {
361
- alpha: number;
362
- colorMatrix: Float32Array;
363
- };
364
- /** Drop every pushed frame, leaving the root. A frame that throws part-way
365
- * down the tree never pops, and the next frame would draw under leftovers. */
366
- reset(): void;
367
- pop(): void;
368
- }
369
-
370
- /**
371
- * Growable vertex staging for a run of solid-fill geometry, image quads and
372
- * glyphs.
373
- *
374
- * Geometry only: `draw.ts` owns when a run starts, what breaks it, and the
375
- * uniforms the flush draws under.
376
- *
377
- * **One batch for all three, because a page interleaves them.** A grid of
378
- * thumbnails is a ground rect under an atlas quad under a caption, per cell,
379
- * and while each kind staged separately every one had to drain the others
380
- * before it could stage — so a shape that batches perfectly in any one half
381
- * alone paid a flush per command. Everything a vertex needs to say which it is
382
- * fits in the same vertex: solids carry the UV of a 1x1 white texel and are
383
- * their own color, quads carry their atlas UV and a white color, glyphs carry
384
- * a font atlas UV, their text color, and a paint mode saying the texel is a
385
- * distance field rather than a color. Gradients join as a fourth off the ramp
386
- * atlas — a linear one without a mode of its own, since (ramp position, row) is
387
- * what the plain mode already samples, and a radial or conic one with a mode
388
- * that says its UV is a gradient-space coordinate to take a `length` or an
389
- * `atan` of. See `shaders/batchFill.ts`.
390
- *
391
- * Colors ride the vertices because shapes in a run differ in color and a merged
392
- * draw has one set of uniforms — and so does the model transform, applied here
393
- * rather than uploaded, so shapes under different transforms still share a
394
- * draw. The texture rides them too, as a slot index into the units the flush
395
- * binds: slot 0 is the white texel every solid samples, and `draw.ts` hands out
396
- * the rest per bitmap. A run holds as many bitmaps as there are slots, so an
397
- * atlas is what makes a wall of one sheet coalesce and a handful of loose
398
- * bitmaps no longer breaks a run per command.
399
- */
400
-
401
- /**
402
- * A gradient vertex's `a_uv`, each channel affine in the coordinates the
403
- * geometry arrives in: `u = ux*x + uy*y + u0`, and the same for `v`.
404
- *
405
- * One shape for all three gradients. A linear one's `v` row is the constant
406
- * atlas row and its `u` row is the ramp position; a radial or conic one's two
407
- * rows are the gradient-space coordinate, and the row rides `a_post` instead.
408
- */
409
- interface GradientUV {
410
- ux: number;
411
- uy: number;
412
- u0: number;
413
- vx: number;
414
- vy: number;
415
- v0: number;
416
- }
417
- declare class DrawBatch {
418
- private readonly gl;
419
- private readonly aPos;
420
- private readonly aColor;
421
- private readonly aUv;
422
- private readonly aPost;
423
- private readonly aSlot;
424
- /** One ring per tier, cycled per flush. Slots are created on first use, so a
425
- * renderer that flushes rarely allocates as few as it flushes. */
426
- private readonly rings;
427
- private readonly nextInRing;
428
- /** The same, for flushes past the largest tier; these sets grow to fit. */
429
- private readonly largeRing;
430
- private nextLarge;
431
- private verts;
432
- private idx;
433
- private nVerts;
434
- private nIdx;
435
- /** Whether the staged run is quads alone, so its indices are the canonical
436
- * pattern and a slot already holding that pattern needs no upload. */
437
- private pureRects;
438
- constructor(gl: WebGL2RenderingContext, prog: ShaderProgram);
439
- get length(): number;
440
- /** Whether staging `vertices` more would put the run past the per-flush cap. */
441
- wouldOverflow(vertices: number): boolean;
442
- /**
443
- * Append one rect's four corners through `m`, all carrying `rgba` (straight
444
- * alpha). An affine maps a rect to a parallelogram, so two triangles still
445
- * cover it and the batch draws at `u_model` identity.
446
- */
447
- pushRect(x: number, y: number, w: number, h: number, m: Mat3, r: number, g: number, b: number, a: number): void;
448
- /**
449
- * Append one image quad: the destination rect `(x, y, w, h)` mapped through
450
- * `m`, sampling `(u0, v0)`-`(u1, v1)`, every corner carrying `post` as the
451
- * after-the-color-matrix alpha factor.
452
- *
453
- * Corners wind top-left, top-right, bottom-right, bottom-left with UVs
454
- * following — the same winding `pushRect` uses, which is what lets a run of
455
- * mixed rects and quads keep the canonical index pattern. The flips a command
456
- * asks for are already in the `u` / `v` the caller passes.
457
- *
458
- * `slot` is the texture unit the corners sample, which `draw.ts` assigns per
459
- * bitmap within the run.
460
- */
461
- pushQuad(x: number, y: number, w: number, h: number, m: Mat3, u0: number, v0: number, u1: number, v1: number, post: number, slot: number): void;
462
- /**
463
- * Append one glyph quad: the box `(x0, y0)`-`(x1, y1)` mapped through `m`,
464
- * sampling `(u0, v0)`-`(u1, v1)` of the font atlas at `slot`, painted in
465
- * `rgba`.
466
- *
467
- * `mode` says which channels of that atlas carry the distance field, and
468
- * rides the vertices packed into the slot — so a run off a baked MSDF atlas
469
- * and one off the runtime canvas bake still share a draw. The synthetic-bold
470
- * threshold does not: it is `u_synthBold`, and `draw.ts` breaks the run when
471
- * it changes.
472
- *
473
- * **A synthetic oblique is sheared here rather than in the shader.** The old
474
- * text program carried the baseline per vertex and skewed against
475
- * `u_synthItalic`; the batch places its own corners, so the shear is one
476
- * multiply while they are being placed, and `tanItalic` is 0 for an upright
477
- * face. It has to happen before `m`, which is where the shader had it too.
478
- *
479
- * Corners wind top-left, top-right, bottom-right, bottom-left — `pushQuad`'s
480
- * winding, which is what lets a run of mixed rects, image quads and glyphs
481
- * keep the canonical index pattern.
482
- */
483
- pushGlyph(x0: number, y0: number, x1: number, y1: number, baselineY: number, tanItalic: number, m: Mat3, u0: number, v0: number, u1: number, v1: number, r: number, g: number, b: number, a: number, slot: number, mode: number): void;
484
- /**
485
- * Append one rect filled by a gradient: the corners of `(x, y, w, h)` mapped
486
- * through `m`, sampling the ramp atlas at `slot`.
487
- *
488
- * `uv` gives each channel of `a_uv` as an affine function of the coordinates
489
- * the corners arrive in, which is what lets a gradient ride the vertices at
490
- * all: a linear one's ramp position is affine in position outright, and a
491
- * radial or conic one's gradient-space *coordinate* is, even though the ramp
492
- * position it yields is not. Either way the rasterizer's interpolation across
493
- * a triangle is exact. `mode` says which of the two the fragment shader is
494
- * looking at, and `post` carries the atlas row for the modes that read it —
495
- * see `shaders/batchFill.ts`.
496
- *
497
- * Values outside 0..1 are the sampler's business; the atlas clamps to the
498
- * edge texel, which is what the gradient shader's own `clamp` did.
499
- */
500
- pushGradientRect(x: number, y: number, w: number, h: number, m: Mat3, uv: GradientUV, post: number, slot: number, mode: number, r: number, g: number, b: number, a: number): void;
501
- /** `pushMesh` for a mesh filled by a gradient — see `pushGradientRect` for
502
- * what `uv`, `post` and `mode` carry. */
503
- pushGradientMesh(mesh: Mesh, m: Mat3, uv: GradientUV, post: number, slot: number, mode: number, r: number, g: number, b: number, a: number): void;
504
- /**
505
- * Append a tessellated mesh through `m`, all vertices carrying `rgba`. The
506
- * mesh's own indices are rebased onto the staged vertices, which is why the
507
- * index buffer is uploaded per flush rather than written once.
508
- */
509
- pushMesh(mesh: Mesh, m: Mat3, r: number, g: number, b: number, a: number): void;
510
- /** Upload the staged geometry into the next set of buffers and bind its VAO.
511
- * Returns the index count for the caller's `drawElements`. */
512
- uploadAndBind(): number;
513
- reset(): void;
514
- dispose(): void;
515
- private writeVertex;
516
- /** Two triangles over the four corners just written. */
517
- private pushQuadIndices;
518
- /** Grow the CPU arrays so `vertices` / `indices` more fit. */
519
- private reserve;
520
- private nextRingSlot;
521
- private nextLargeSlot;
522
- private createSet;
523
- private deleteSet;
524
- }
525
-
526
- /** How to construct a `WeaselRenderer`: the GL context or canvas to draw
527
- * into, the output size, and the quality knobs that separate screen
528
- * rendering from print. */
529
- interface WeaselRendererOptions {
530
- gl?: WebGL2RenderingContext;
531
- canvas?: HTMLCanvasElement;
532
- width: number;
533
- height: number;
534
- dpr: number;
535
- /** MIN_FILTER strategy for image/pattern textures (`GLImageCache`).
536
- * Default `'linear'` — the existing screen behavior. The headless
537
- * `renderSceneToPixels` path passes `'mipmap'` for print-quality
538
- * minification. Explicitly passing `'linear'` is always valid. */
539
- imageMinification?: ImageMinification;
540
- /** Flatness tolerance for curve tessellation, in WORLD units (see
541
- * `TessellateOptions.flattenTolerance`). When set, path fills are
542
- * tessellated fresh at this tolerance per frame (transient pool) instead
543
- * of served from the Path-identity mesh cache — the cache key does not
544
- * include tolerance. Default: unset — the existing cached behavior at
545
- * `DEFAULT_FLATTEN_TOLERANCE`. The headless path derives this from the
546
- * requested output scale; screen callers normally leave it unset. */
547
- flattenTolerance?: number;
548
- /** Per-render synchronous bake budget for dynamic canvas-SDF glyphs.
549
- * Default DEFAULT_BAKE_BUDGET (16). The headless renderSceneToPixels
550
- * path passes Infinity so print never defers a glyph. */
551
- bakeBudget?: number;
552
- /** On-screen glyph size, in CSS pixels, at or above which text renders from
553
- * tessellated font outlines instead of a distance field — see
554
- * `OUTLINE_MIN_SCREEN_PX`. Only faces registered with
555
- * `registerFontOutlines` are affected; everything else keeps its SDF tier
556
- * whatever this says. Pass `Infinity` to disable the tier outright, or 0
557
- * to use outlines wherever they exist (what the headless path does, since
558
- * print has no reason to sample a field it could evaluate exactly). */
559
- textOutlineMinScreenSize?: number;
560
- }
561
- /** Where a renderer draws inside a buffer it does not own.
562
- *
563
- * The rect's SIZE is the renderer's own `width`/`height` — `resize()` owns
564
- * that, and a second copy here could disagree with the one `DrawContext`
565
- * reports to screen-space layers. */
566
- interface RenderTarget {
567
- /** Top-left of this renderer's output within the drawing buffer, in CSS
568
- * pixels, with the origin at the buffer's top-left. GL's bottom-left origin
569
- * is handled internally. */
570
- origin: {
571
- x: number;
572
- y: number;
573
- };
574
- /** Clear colour and stencil within the rect before drawing. Default true.
575
- * Pass false only when the caller clears the whole buffer itself on behalf
576
- * of every co-tenant — a frame that clears neither inherits its neighbour's
577
- * stencil bits, and even-odd fills then fill their holes. */
578
- clear?: boolean;
579
- }
580
- /**
581
- * The WebGL2 renderer: takes a list of draw commands and paints them.
582
- *
583
- * It knows nothing about the scene — commands are the whole interface, which
584
- * is what lets layers, HUD widgets and overlays all draw through the same
585
- * pipeline. GPU resources (meshes, textures, gradient ramps) are cached across
586
- * frames and keyed by identity, so re-issuing the same command is cheap.
587
- */
588
- declare class WeaselRenderer {
589
- private readonly gl;
590
- private pathFill;
591
- private pathFillVColor;
592
- private imageFill;
593
- private batchFill;
594
- private gradFill;
595
- private patternFill;
596
- private meshCache;
597
- private textureCache;
598
- private imageCache;
599
- private gradRamps;
600
- private programRegistry;
601
- private quadVbo;
602
- private quadIbo;
603
- private drawBatch;
604
- /** 1x1 white, so a batch flush sampling no image still samples something —
605
- * see `shaders/batchFill.ts`. */
606
- private whiteTexture;
607
- private readonly groupState;
608
- private widthCss;
609
- private heightCss;
610
- private dpr;
611
- private canvas;
612
- private target;
613
- /** Offscreen buffers for group effects. Allocates nothing until a group
614
- * with effects asks, so a canvas without them pays no memory. */
615
- private readonly effectTargets;
616
- private readonly imageMinification;
617
- private readonly flattenTolerance?;
618
- private readonly bakeBudget;
619
- private readonly textOutlineMinScreenSize;
620
- private contextLost;
621
- private boundOnLost;
622
- private boundOnRestored;
623
- /** True after `dispose()`. A disposed renderer ignores further `render()`
624
- * calls and `registerProgram()` calls. */
625
- private disposed;
626
- constructor(opts: WeaselRendererOptions);
627
- private uploadQuadGeometry;
628
- /**
629
- * Compile a consumer-registered shader program against this renderer's GL context.
630
- *
631
- * Call once per renderer after the module-level `registerProgram()`.
632
- * Throws `ShaderCompileError` if compilation fails.
633
- *
634
- * In dev mode, calling again with the same handle replaces the compiled program.
635
- *
636
- * @experimental
637
- */
638
- registerProgram(handle: ShaderProgramHandle): void;
639
- /**
640
- * The compiled program for `id`, compiling it against this context on first
641
- * use. Unlike {@link registerProgram} this neither throws on a missing
642
- * source nor on a compile failure: a paint kind asking for a program it
643
- * never registered must decline the paint, not take down the frame.
644
- */
645
- private ensureProgram;
646
- /** The GL state every frame assumes. Applied per `render()` rather than once
647
- * at construction because a co-tenant sharing this context moves all of it
648
- * between our frames. */
649
- private applyGlState;
650
- /** Viewport and scissor for this frame. Re-applied inside `render()` because
651
- * a co-tenant on the same context moves both between our frames. */
652
- private applyTarget;
653
- /** Confine this renderer to a rect of its drawing buffer, or pass null to
654
- * give it the whole buffer back. Takes effect from the next `render()`. */
655
- setTarget(target: RenderTarget | null): void;
656
- getTarget(): RenderTarget | null;
657
- isContextLost(): boolean;
658
- private onContextLost;
659
- private onContextRestored;
660
- /** Free the GL resources this renderer itself owns and detach context-loss
661
- * listeners when a canvas was supplied. Idempotent.
662
- *
663
- * Scope: built-in shader programs, any consumer-registered programs, the
664
- * shared quad/rect geometry, any in-flight transient meshes, and the
665
- * enumerable Map-keyed caches (`GLTextureCache` atlas/image textures,
666
- * `GradientRampAtlas`'s ramp texture) ARE freed.
667
- *
668
- * NOT freed: `GLImageCache` (bitmap/pattern textures) and `GLMeshCache`'s
669
- * persistent per-Path mesh cache are keyed by `WeakMap`, not enumerable,
670
- * and are only reclaimed when the GL context itself goes away (cf.
671
- * `GLImageCache`'s own "deferred to v2" note). On a caller-owned
672
- * long-lived context — the headless render-to-pixels path hands the same
673
- * `gl` to many short-lived renderers — the image/pattern textures and
674
- * persistent Path meshes each renderer uploads DO accumulate across
675
- * renderer instances until the caller recycles the context.
676
- *
677
- * Also: a Mesh that gets GC'd after `dispose()` still lands in
678
- * `GLMeshCache`'s `pendingDeletes` queue via its `FinalizationRegistry`,
679
- * but nothing drains that queue post-dispose (only `render()` does) —
680
- * those GL resources leak until the context goes away too.
681
- *
682
- * A disposed renderer ignores further `render()` and `registerProgram()`
683
- * calls. */
684
- dispose(): void;
685
- /**
686
- * Draw one frame.
687
- *
688
- * `viewMatrix` is the frame's world→screen transform. It is only consulted
689
- * by `units: 'world'` gradients, which fall back to screen space without
690
- * it — every other command carries its own transform in the stream, so
691
- * callers with no view concept can keep calling `render(commands)`.
692
- */
693
- render(commands: DrawCommand[], viewMatrix?: Mat3): void;
694
- resize(dims: {
695
- width: number;
696
- height: number;
697
- dpr: number;
698
- }): void;
699
- /** @internal */ _gl(): WebGL2RenderingContext;
700
- /** @internal */ _pathFill(): ShaderProgram;
701
- /** @internal */ _pathFillVColor(): ShaderProgram;
702
- /** @internal */ _drawBatch(): DrawBatch;
703
- /** @internal */ _imageFill(): ShaderProgram;
704
- /** @internal */ _batchFill(): ShaderProgram;
705
- /** @internal */ _gradFill(): ShaderProgram;
706
- /** @internal */ _patternFill(): ShaderProgram;
707
- /** @internal */ _meshCache(): GLMeshCache;
708
- /** @internal */ _textureCache(): GLTextureCache;
709
- /** @internal */ _imageCache(): GLImageCache;
710
- /** @internal */ _gradRamps(): GradientRampAtlas;
711
- /** @internal */ _groupState(): GroupState;
712
- /** @internal */ _widthCss(): number;
713
- /** @internal */ _heightCss(): number;
714
- /** @internal */ _dpr(): number;
715
- }
716
-
717
- /**
718
- * Uniform-grid sprite sheet layout — frame index to the source rect an
719
- * `ImageDrawCommand` samples. Pure arithmetic over the grid description; it
720
- * never touches the bitmap.
721
- */
722
- /** A sprite sheet's grid. `margin` and `spacing` follow the Tiled / Aseprite
723
- * tileset convention, so a sheet exported from either describes itself here. */
724
- interface SpriteSheet {
725
- frameWidth: number;
726
- frameHeight: number;
727
- columns: number;
728
- /** Empty pixels around the whole grid. Default 0. */
729
- margin?: number;
730
- /** Empty pixels between adjacent cells — the gutter that keeps linear
731
- * sampling off the neighboring frame. Default 0. */
732
- spacing?: number;
733
- }
734
- /**
735
- * Row-major source rect for frame `index`, counting from 0 at the top-left.
736
- *
737
- * `index` is not range-checked and does not wrap: past the last cell this
738
- * returns a rect below the sheet, which draws as an edge smear. Wrapping is
739
- * the animation's business (`frameRect(sheet, tick % count)`) — a sheet does
740
- * not know how many of its cells are filled.
741
- */
742
- declare function frameRect(sheet: SpriteSheet, index: number): {
743
- x: number;
744
- y: number;
745
- w: number;
746
- h: number;
747
- };
748
-
749
- /**
750
- * View → Mat3 helper for layer `draw` implementations on world-space layers.
751
- *
752
- * The kit's main package ships a `View` type at
753
- * `src/core/viewport/view.ts`; we re-declare a structurally compatible
754
- * shape here to avoid a runtime cross-package import. Exported as
755
- * `ViewLike` from the package barrel.
756
- */
757
-
758
- /** A weasel View — `{x, y, scale: {x, y}}`. Local type to avoid a cross-package import. */
759
- interface View {
760
- x: number;
761
- y: number;
762
- scale: {
763
- x: number;
764
- y: number;
765
- };
766
- }
767
- /**
768
- * Build the world→screen transform matrix for a `View`.
769
- * Use as the `transform` field of a `kind: 'group'` DrawCommand to wrap
770
- * world-space content emitted from a layer `draw` implementation.
771
- *
772
- * Mapping: `screen = (world − {view.x, view.y}) × {view.scale.x, view.scale.y}`.
773
- *
774
- * Column-major layout (matches `mat3.identity()`):
775
- * `[scale.x, 0, 0, 0, scale.y, 0, -view.x*scale.x, -view.y*scale.y, 1]`.
776
- */
777
- declare function viewToMat3(view: View): Mat3;
778
-
779
- /** Options for stroke tessellation. */
780
- interface StrokeOptions {
781
- flattenTolerance?: number;
782
- /**
783
- * Shorten each open subpath by this much at its start / end, in the same
784
- * world units as the path. Stroke markers use this so a filled head is not
785
- * speared by its own line; the caller resolves the distance, because this
786
- * layer knows nothing about the marker registry.
787
- */
788
- startInset?: number;
789
- endInset?: number;
790
- }
791
- /** Resolve a stroke width to world units. A number is already world units;
792
- * `{ px }` is screen pixels divided by the accumulated scale, so it holds its
793
- * on-screen thickness as the view zooms. */
794
- declare function resolveStrokeWidth(width: number | {
795
- px: number;
796
- }, scale: number): number;
797
- /**
798
- * Build a triangle-mesh ribbon from a stroked Path.
799
- *
800
- * Supports:
801
- * - cap: 'butt' | 'round' | 'square'
802
- * - join: 'miter' | 'round' | 'bevel'
803
- * - center alignment directly; RectPath inner/outer alignment via a
804
- * pre-shifted rect; PolygonPath inner/outer alignment via stencil at the
805
- * renderer level
806
- * - dash splitting
807
- */
808
- declare function tessellateStroke(path: Path, stroke: Stroke, opts?: StrokeOptions): Mesh;
809
-
810
- /**
811
- * Effects that ship with the kit.
812
- *
813
- * Each is a function returning `Effect[]`, not a single `Effect`, because a
814
- * separable kernel is genuinely two passes and hiding that behind one entry
815
- * would make the cost invisible at the callsite:
816
- *
817
- * effects={[...blur({ radius: 4 }), ...vignette({ amount: 0.6 })]}
818
- */
819
-
820
- /**
821
- * Gaussian blur, as a horizontal pass followed by a vertical one.
822
- *
823
- * `radius` is in device pixels and is the distance of the outermost tap, not a
824
- * standard deviation — 0 is a copy, and the falloff is the same nine-tap
825
- * kernel at every radius, so a large one is a wide blur rather than a better
826
- * one. Two passes at O(9) beat one at O(81) and look the same.
827
- */
828
- declare function blur({ radius }: {
829
- radius: number;
830
- }): Effect[];
831
- /**
832
- * Darken toward the corners. `amount` is how dark the corner gets (0..1) and
833
- * `feather` how much of the radius the falloff occupies.
834
- */
835
- declare function vignette({ amount, feather }: {
836
- amount: number;
837
- feather?: number;
838
- }): Effect[];
839
-
840
- export { IDENTITY_COLOR_MATRIX as I, type Mesh as M, type RenderTarget as R, ShaderCompileError as S, type View as V, WeaselRenderer as W, type ImageMinification as a, type SpriteSheet as b, type StrokeOptions as c, type WeaselRendererOptions as d, blur as e, buildGradientRamp as f, frameRect as g, vignette as h, ShaderProgram as i, resolveStrokeWidth as r, tessellateStroke as t, viewToMat3 as v };