@zinejs/core 0.7.0 → 0.7.1

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.
@@ -39,6 +39,21 @@ export interface LayoutMetrics {
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  width: number;
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  height: number;
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  };
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+ /**
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+ * Where `content` would land at zoom `scale` with no pan, in container px.
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+ *
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+ * Reported by the renderer rather than derived by the engine because the two place a lone page
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+ * differently: WebGL2 offsets it outside the view scale, so the offset is fixed in screen space,
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+ * while CSS applies it inside and it magnifies. The engine adds the translate to this to bound
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+ * panning; without it a lone page can be dragged until its content is off screen. Omit to fall
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+ * back to the container.
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+ */
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+ screenAt?(scale: number): {
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+ x: number;
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+ y: number;
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+ width: number;
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+ height: number;
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+ };
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  }
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  /**
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  * The contract every renderer implements (CSS baseline, WebGL2/GPU). The engine
@@ -154,14 +154,23 @@ var b = class {
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  }, this.#G();
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  }
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  measure() {
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- let e = this.#e, t = e?.clientWidth ?? 0, n = e?.clientHeight ?? 0, r = this.#D > 0, i = r ? this.#F() : void 0, a = r ? this.#I() : void 0;
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+ let e = this.#e, t = e?.clientWidth ?? 0, n = e?.clientHeight ?? 0, r = this.#D > 0, i = r ? this.#F() : void 0, a = r ? this.#I() : void 0, o = a ? (e) => {
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+ let t = this.#w / this.#_;
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+ return {
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+ x: (a.x - t) * e + t,
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+ y: a.y * e,
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+ width: a.width * e,
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+ height: a.height * e
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+ };
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+ } : void 0;
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  return {
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  containerWidth: t,
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  containerHeight: n,
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  pageWidth: t / 2,
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  pageHeight: n,
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  book: i,
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- content: a
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+ content: a,
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+ screenAt: o
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  };
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  }
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  #F() {
@@ -374,4 +383,4 @@ var b = class {
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  //#endregion
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  export { b as WebglRenderer };
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- //# sourceMappingURL=webglRenderer-BcNhTqG8.js.map
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+ //# sourceMappingURL=webglRenderer-D_XGumQT.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"webglRenderer-D_XGumQT.js","names":["#container","#canvas","#onContextLost","#onContextRestored","#onVisibilityChange","#gl","#buildGlResources","#clearRestoreTimer","#texCache","#blankTex","#quadVao","#curlVao","#flat","#curl","#cacheBytes","#content","#flip","#fatalHandler","#fill","#trackAspect","#render","#pageAspect","#flipT","#curlModel","#anchor","#fromShiftUnit","#toShiftUnit","#view","#bookBox","#contentBox","#shiftX","#dpr","#contextLost","#restoreTimer","#fatal","#fatalFired","#flatU","#curlU","#makeQuadVao","#buildCurlMesh","#makeBlankTexture","#idxCount","#posBuf","#normBuf","#mesh","#resize","#fitBook","#drawFlip","#drawStatic","#bookW","#bookH","#useFlat","#drawQuad","#bindFace","#fillFade","#textureFor","#evictTextures"],"sources":["../src/renderer/gl/context.ts","../src/renderer/gl/program.ts","../src/renderer/gl/texture.ts","../src/renderer/webglRenderer.ts"],"sourcesContent":["/** Create a WebGL2 context, or throw so the caller can fall back to CSS (§8.4). */\nexport function createGlContext(canvas: HTMLCanvasElement): WebGL2RenderingContext {\n const gl = canvas.getContext('webgl2', {\n alpha: true,\n premultipliedAlpha: true,\n antialias: true,\n depth: false,\n stencil: false,\n // We render on demand (not every frame), so the buffer must persist between\n // composites — otherwise the settled page flickers once the flip animation\n // stops and nothing is redrawing each frame.\n preserveDrawingBuffer: true,\n });\n if (gl === null) {\n throw new Error('WebglRenderer: could not create a WebGL2 context.');\n }\n return gl;\n}\n","/** Compile + link a shader program; throws with the driver log on failure. */\nexport function createProgram(\n gl: WebGL2RenderingContext,\n vertexSrc: string,\n fragmentSrc: string,\n): WebGLProgram {\n const program = gl.createProgram();\n if (program === null) throw new Error('WebglRenderer: could not create a program.');\n\n const vs = compileShader(gl, gl.VERTEX_SHADER, vertexSrc);\n const fs = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc);\n gl.attachShader(program, vs);\n gl.attachShader(program, fs);\n gl.linkProgram(program);\n\n // Shaders can be detached/deleted once linked.\n gl.deleteShader(vs);\n gl.deleteShader(fs);\n\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n const log = gl.getProgramInfoLog(program);\n gl.deleteProgram(program);\n throw new Error(`WebglRenderer: program link failed: ${log ?? 'unknown error'}`);\n }\n return program;\n}\n\nfunction compileShader(gl: WebGL2RenderingContext, type: number, src: string): WebGLShader {\n const shader = gl.createShader(type);\n if (shader === null) throw new Error('WebglRenderer: could not create a shader.');\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n const log = gl.getShaderInfoLog(shader);\n gl.deleteShader(shader);\n throw new Error(`WebglRenderer: shader compile failed: ${log ?? 'unknown error'}`);\n }\n return shader;\n}\n","/** Create a page texture with clamp + linear filtering (no mipmaps — §8.3). */\nexport function createTexture(gl: WebGL2RenderingContext): WebGLTexture {\n const tex = gl.createTexture();\n if (tex === null) throw new Error('WebglRenderer: could not create a texture.');\n gl.bindTexture(gl.TEXTURE_2D, tex);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n return tex;\n}\n\n/** Upload a decoded page raster (ImageBitmap or canvas) into `tex`. */\nexport function uploadTexture(\n gl: WebGL2RenderingContext,\n tex: WebGLTexture,\n source: TexImageSource,\n): void {\n gl.bindTexture(gl.TEXTURE_2D, tex);\n // No Y flip: the vertex shader maps aUnit.y=0 to the page top and samples the\n // source's top row there. UNPACK_FLIP_Y is honored for <canvas> sources but\n // IGNORED for ImageBitmap, so flipping would invert PDF (canvas) pages while\n // leaving image (ImageBitmap) pages upright. Off keeps both consistent.\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);\n}\n","// Imported from the leaf modules, not the barrel: the barrel pulls in every curl, which would\n// defeat the point of only bundling the two the engine can name.\nimport { createPageMesh, type PageMesh } from '../geometry/curls/mesh';\nimport { BUNDLED_CURLS, resolveCurl } from '../geometry/curls/bundled';\nimport { DEFAULT_CURL, type CurlAnchor, type CurlModel, type CurlSpec } from '../geometry/curls/types';\nimport type { Spread } from '../engine/spread';\nimport type {\n FlipDirection,\n LayoutMetrics,\n Renderer,\n RenderOptions,\n SpreadContent,\n} from './types';\nimport { createGlContext } from './gl/context';\nimport { createProgram } from './gl/program';\nimport { createTexture, uploadTexture } from './gl/texture';\n\n// Flat program: a page rect (device px, top-left origin) with zoom/pan and a soft\n// permanent gutter shadow toward the spine so the turning leaf's shadow lands into it.\nconst FLAT_VERT = `#version 300 es\nin vec2 aUnit;\nuniform vec2 uViewport;\nuniform vec4 uRect;\nuniform vec3 uView;\nout vec2 vUv;\nvoid main() {\n vec2 px = uRect.xy + aUnit * uRect.zw;\n px = px * uView.x + uView.yz;\n vec2 clip = px / uViewport * 2.0 - 1.0;\n gl_Position = vec4(clip.x, -clip.y, 0.0, 1.0);\n vUv = aUnit;\n}`;\n\nconst FLAT_FRAG = `#version 300 es\nprecision mediump float;\nin vec2 vUv;\nuniform sampler2D uTex;\nuniform float uGutterSide; // +1 = spine at right edge, -1 = at left edge, 0 = none\nout vec4 outColor;\nvoid main() {\n vec4 c = texture(uTex, vUv);\n if (uGutterSide != 0.0) {\n float d = uGutterSide > 0.0 ? (1.0 - vUv.x) : vUv.x;\n c.rgb *= mix(0.72, 1.0, smoothstep(0.0, 0.10, d));\n }\n outColor = c;\n}`;\n\n// Curl program: a thin pass-through for the CPU-deformed page mesh (positions and\n// normals come from the selected curl model). It places the leaf, applies a top-safe depth\n// perspective, and lights from the true surface normal.\nconst CURL_VERT = `#version 300 es\nin vec3 aPos; // leaf-local device px: x = bent offset from spine, y 0..H, z depth\nin vec3 aNormal;\nin vec2 aUv;\nuniform vec2 uViewport;\nuniform vec3 uView; // scale, tx, ty\nuniform float uOriginX; // spine x in device px\nuniform float uDir; // +1 leaf to the right of spine, -1 to the left\nuniform float uLeafW; // leaf width in device px (perspective scale)\nout vec2 vUv;\nout float vFacing;\nout float vU;\nvoid main() {\n float bookX = uOriginX + uDir * aPos.x;\n float bookY = aPos.y;\n float Z = aPos.z;\n // Eye distance, in leaf widths. Keeps the perspective resolution-independent. 5.3 puts the\n // roll's deepest point ~14% larger than flat; stronger than that (a nearer eye) balloons the\n // turning sheet and reads more like a fisheye than a page lifting.\n float D = uLeafW * 5.3;\n float persp = D / max(D - Z, 1.0);\n float cx = uViewport.x * 0.5;\n float cy = uViewport.y * 0.5;\n float px = cx + (bookX - cx) * persp;\n float py = cy + (bookY - cy) * min(persp, 1.0); // Y only shrinks (top-safe)\n vec2 p = vec2(px, py) * uView.x + uView.yz;\n vec2 clip = p / uViewport * 2.0 - 1.0;\n gl_Position = vec4(clip.x, -clip.y, 0.0, 1.0);\n vUv = aUv;\n vFacing = aNormal.z;\n vU = aUv.x;\n}`;\n\nconst CURL_FRAG = `#version 300 es\nprecision mediump float;\nin vec2 vUv;\nin float vFacing;\nin float vU;\nuniform sampler2D uFront;\nuniform sampler2D uBack;\nuniform highp float uDir;\nuniform float uGloss; // 0 disables the specular highlight (e.g. the flat 'simple' curl)\nuniform float uAlpha; // leaf opacity; a lone page dissolves into the page landing beneath it\nout vec4 outColor;\nvoid main() {\n // The turn mesh carries its own facing in the normal; the front points at the viewer\n // (normal.z > 0) until the leaf passes vertical, for both flip directions. u->x still\n // flips with uDir so a left-hand leaf reads spine-inward.\n bool showFront = vFacing > 0.0;\n float fx = uDir > 0.0 ? vUv.x : 1.0 - vUv.x;\n vec4 c = showFront ? texture(uFront, vec2(fx, vUv.y)) : texture(uBack, vec2(1.0 - fx, vUv.y));\n\n // Fold shading: the sheet darkens sharply where it curves away from the viewer, so the\n // rolled edge reads as a deep crease with a soft highlight riding the ridge.\n float diff = clamp(abs(vFacing), 0.0, 1.0);\n float lit = mix(0.42, 1.0, diff);\n lit *= mix(0.7, 1.0, smoothstep(0.0, 0.12, vU)); // spine crease matches the gutter shadow\n\n // Glossy specular: brightest where the surface tilts ~30 deg from facing the viewer,\n // so a thin glossy highlight rides across the sheet as it rolls.\n float spec = pow(max(cos(acos(diff) - 0.52), 0.0), 220.0) * 0.22 * uGloss;\n\n c.rgb = clamp(c.rgb * lit + spec, 0.0, 1.0);\n // Premultiplied alpha (blendFunc ONE, ONE_MINUS_SRC_ALPHA): scale colour as well as alpha,\n // or fading would brighten the sheet additively instead of dissolving it.\n outColor = vec4(c.rgb * uAlpha, c.a * uAlpha);\n}`;\n\nconst GRID_COLS = 28;\nconst GRID_ROWS = 36;\n/** Progress at which a lone page starts dissolving. A full-width leaf has no facing half to\n * flop onto, so instead of landing on empty space it fades into the page arriving beneath it\n * over the rest of the turn. Roll is already flat by mid-turn; curling models stay bent\n * longer, so they dissolve later. The fade itself eases so the leaf settles rather than\n * vanishing while still swinging. */\nconst FILL_FADE_START_ROLL = 0.7;\nconst FILL_FADE_START_CURL = 0.8;\nconst RESTORE_TIMEOUT_MS = 4000;\nconst MAX_TEXTURE_CACHE_BYTES = 256 * 1024 * 1024;\n\ninterface Rect {\n x: number;\n y: number;\n w: number;\n h: number;\n}\n\ninterface FlipState {\n underLeft: TexImageSource | null;\n underRight: TexImageSource | null;\n underFull: TexImageSource | null; // fill mode\n front: TexImageSource | null;\n back: TexImageSource | null;\n dir: number; // +1 forward (leaf right of spine), -1 backward (left)\n fill: boolean;\n}\n\n/** How far to shift a spread to centre a lone page, in units of a quarter container width:\n * -1 = only a right page (cover), +1 = only a left page (back), 0 = a full spread. */\nfunction shiftUnit(content: SpreadContent): number {\n const lone = (content.left === null) !== (content.right === null);\n return lone ? (content.right !== null ? -1 : 1) : 0;\n}\n\n/**\n * GPU renderer (WebGL2, hand-written). The turning leaf is a dense grid deformed on\n * the CPU by the selected curl model (see geometry/curls) and\n * uploaded each frame, lit from real normals; the static pages are flat quads with a\n * gutter shadow. Restores\n * GL state on context loss; signals onFatal (→ CSS fallback) when unrecoverable.\n */\nexport class WebglRenderer implements Renderer {\n #container: HTMLElement | null = null;\n #canvas: HTMLCanvasElement | null = null;\n #gl: WebGL2RenderingContext | null = null;\n\n #flat: WebGLProgram | null = null;\n #curl: WebGLProgram | null = null;\n #quadVao: WebGLVertexArrayObject | null = null;\n #curlVao: WebGLVertexArrayObject | null = null;\n #posBuf: WebGLBuffer | null = null;\n #normBuf: WebGLBuffer | null = null;\n #idxCount = 0;\n #mesh: PageMesh = createPageMesh(GRID_COLS, GRID_ROWS);\n\n #texCache = new Map<TexImageSource, { tex: WebGLTexture; bytes: number }>();\n #cacheBytes = 0;\n #blankTex: WebGLTexture | null = null;\n\n #flatU: Record<string, WebGLUniformLocation | null> = {};\n #curlU: Record<string, WebGLUniformLocation | null> = {};\n\n #view = { scale: 1, tx: 0, ty: 0 };\n #dpr = 1;\n #content: SpreadContent | null = null;\n #fill = false;\n #flip: FlipState | null = null;\n #flipT = 0;\n #curlModel: CurlModel = BUNDLED_CURLS[DEFAULT_CURL];\n #anchor: CurlAnchor = { y: 0.5 };\n // A lone page (cover / book front-back) sits on one half; these center it by shifting\n // the view a quarter-width, interpolated across a flip so the open/close doesn't jump.\n #shiftX = 0;\n #fromShiftUnit = 0;\n #toShiftUnit = 0;\n // Book aspect fit: the 2-page spread is letterboxed to the pages' aspect, centered\n // in the container, so pages fill their halves without stretching. 0 = aspect unknown.\n #pageAspect = 0;\n #bookW = 0;\n #bookH = 0;\n\n #contextLost = false;\n #fatalFired = false;\n #restoreTimer: ReturnType<typeof setTimeout> | null = null;\n #fatalHandler: (() => void) | null = null;\n\n mount(container: HTMLElement): Promise<void> {\n this.#container = container;\n const doc = container.ownerDocument;\n const canvas = doc.createElement('canvas');\n canvas.style.cssText = 'display:block;width:100%;height:100%;';\n container.append(canvas);\n this.#canvas = canvas;\n\n canvas.addEventListener('webglcontextlost', this.#onContextLost as EventListener);\n canvas.addEventListener('webglcontextrestored', this.#onContextRestored as EventListener);\n doc.addEventListener('visibilitychange', this.#onVisibilityChange);\n\n this.#gl = createGlContext(canvas); // throws if unavailable -> engine falls back (§8.4)\n this.#buildGlResources();\n return Promise.resolve();\n }\n\n destroy(): void {\n this.#clearRestoreTimer();\n const canvas = this.#canvas;\n if (canvas !== null) {\n canvas.removeEventListener('webglcontextlost', this.#onContextLost as EventListener);\n canvas.removeEventListener('webglcontextrestored', this.#onContextRestored as EventListener);\n canvas.ownerDocument.removeEventListener('visibilitychange', this.#onVisibilityChange);\n }\n const gl = this.#gl;\n if (gl !== null) {\n for (const cached of this.#texCache.values()) gl.deleteTexture(cached.tex);\n if (this.#blankTex !== null) gl.deleteTexture(this.#blankTex);\n if (this.#quadVao !== null) gl.deleteVertexArray(this.#quadVao);\n if (this.#curlVao !== null) gl.deleteVertexArray(this.#curlVao);\n if (this.#flat !== null) gl.deleteProgram(this.#flat);\n if (this.#curl !== null) gl.deleteProgram(this.#curl);\n gl.getExtension('WEBGL_lose_context')?.loseContext();\n }\n canvas?.remove();\n this.#texCache.clear();\n this.#cacheBytes = 0;\n this.#blankTex = null;\n this.#container = null;\n this.#canvas = null;\n this.#gl = null;\n this.#content = null;\n this.#flip = null;\n }\n\n onFatal(handler: () => void): void {\n this.#fatalHandler = handler;\n }\n\n renderSpread(_spread: Spread, content: SpreadContent, options?: RenderOptions): void {\n this.#content = content;\n this.#fill = options?.fill ?? false;\n this.#flip = null;\n this.#trackAspect(content);\n this.#render();\n }\n\n /** Remember the page aspect (width/height) so the book can be letterboxed to it. */\n #trackAspect(content: SpreadContent): void {\n const p = content.left ?? content.right;\n if (p && p.height) this.#pageAspect = p.width / p.height;\n }\n\n beginFlip(\n from: SpreadContent,\n to: SpreadContent,\n direction: FlipDirection,\n options?: RenderOptions,\n ): void {\n const fill = options?.fill ?? false;\n this.#flipT = 0;\n if (options?.curl) this.#curlModel = resolveCurl(options.curl);\n if (options?.anchor) this.#anchor = options.anchor;\n this.#fromShiftUnit = fill ? 0 : shiftUnit(from);\n this.#toShiftUnit = fill ? 0 : shiftUnit(to);\n this.#trackAspect(to);\n if (fill) {\n this.#flip = {\n underLeft: null,\n underRight: null,\n underFull: to.right ?? to.left,\n front: from.right ?? from.left,\n // A lone page has no facing \"next\" leaf on its back; show the same page mirrored\n // (the shader flips the back UV) so it reads as the sheet's own reverse side.\n back: from.right ?? from.left,\n dir: direction === 'forward' ? 1 : -1,\n fill: true,\n };\n } else if (direction === 'forward') {\n this.#flip = {\n underLeft: from.left,\n underRight: to.right,\n underFull: null,\n front: from.right,\n back: to.left,\n dir: 1,\n fill: false,\n };\n } else {\n this.#flip = {\n underLeft: to.left,\n underRight: from.right,\n underFull: null,\n front: from.left,\n back: to.right,\n dir: -1,\n fill: false,\n };\n }\n this.#render();\n }\n\n setFlipProgress(t: number, _direction: FlipDirection): void {\n this.#flipT = t;\n this.#render();\n }\n\n setViewTransform(scale: number, x: number, y: number): void {\n this.#view = { scale, tx: x, ty: y };\n this.#render();\n }\n\n measure(): LayoutMetrics {\n const el = this.#container;\n const w = el?.clientWidth ?? 0;\n const h = el?.clientHeight ?? 0;\n const known = this.#pageAspect > 0;\n const book = known ? this.#bookBox() : undefined;\n const content = known ? this.#contentBox() : undefined;\n const screenAt = content\n ? (scale: number): { x: number; y: number; width: number; height: number } => {\n // The shader applies `px * scale + view.t + shiftX`, so the lone-page shift sits\n // *outside* the scale: a fixed screen offset, not part of the magnified geometry.\n const shiftCss = this.#shiftX / this.#dpr;\n return {\n x: (content.x - shiftCss) * scale + shiftCss,\n y: content.y * scale,\n width: content.width * scale,\n height: content.height * scale,\n };\n }\n : undefined;\n return {\n containerWidth: w,\n containerHeight: h,\n pageWidth: w / 2,\n pageHeight: h,\n book,\n content,\n screenAt,\n };\n }\n\n /** The fitted book rect in container CSS px (letterbox aware) — a stable 2-page area. */\n #bookBox(): { x: number; y: number; width: number; height: number } {\n const el = this.#container;\n const cw = el?.clientWidth ?? 0;\n const ch = el?.clientHeight ?? 0;\n if (this.#pageAspect <= 0 || cw <= 0 || ch <= 0) return { x: 0, y: 0, width: cw, height: ch };\n const ba = (this.#fill ? 1 : 2) * this.#pageAspect;\n let bw = cw;\n let bh = ch;\n if (ba > cw / ch) bh = cw / ba;\n else bw = ch * ba;\n return { x: (cw - bw) / 2, y: (ch - bh) / 2, width: bw, height: bh };\n }\n\n /** Where the current spread is actually painted: the book, or its centered half for a lone\n * page (mirrors the draw-time #shiftX centering). This is what the engine hit-tests against. */\n #contentBox(): { x: number; y: number; width: number; height: number } {\n const b = this.#bookBox();\n const lone = !this.#fill && this.#content !== null && shiftUnit(this.#content) !== 0;\n return lone ? { x: b.x + b.width / 4, y: b.y, width: b.width / 2, height: b.height } : b;\n }\n\n // --- context loss / restore ---------------------------------------------------\n\n #onContextLost = (event: Event): void => {\n event.preventDefault();\n this.#contextLost = true;\n if (this.#restoreTimer === null) {\n this.#restoreTimer = setTimeout(() => this.#fatal(), RESTORE_TIMEOUT_MS);\n }\n };\n\n #onContextRestored = (): void => {\n this.#clearRestoreTimer();\n this.#contextLost = false;\n this.#buildGlResources();\n this.#render();\n };\n\n #onVisibilityChange = (): void => {\n if (this.#canvas?.ownerDocument.visibilityState === 'visible') this.#render();\n };\n\n #fatal(): void {\n if (this.#fatalFired) return;\n this.#fatalFired = true;\n this.#fatalHandler?.();\n }\n\n #clearRestoreTimer(): void {\n if (this.#restoreTimer !== null) {\n clearTimeout(this.#restoreTimer);\n this.#restoreTimer = null;\n }\n }\n\n #buildGlResources(): void {\n const gl = this.#gl;\n if (gl === null) return;\n\n this.#flat = createProgram(gl, FLAT_VERT, FLAT_FRAG);\n this.#curl = createProgram(gl, CURL_VERT, CURL_FRAG);\n for (const name of ['uViewport', 'uRect', 'uView', 'uTex', 'uGutterSide']) {\n this.#flatU[name] = gl.getUniformLocation(this.#flat, name);\n }\n for (const name of ['uViewport', 'uView', 'uOriginX', 'uDir', 'uLeafW', 'uFront', 'uBack', 'uGloss', 'uAlpha']) {\n this.#curlU[name] = gl.getUniformLocation(this.#curl, name);\n }\n\n this.#quadVao = this.#makeQuadVao(gl, this.#flat);\n this.#buildCurlMesh(gl, this.#curl);\n\n this.#texCache.clear();\n this.#cacheBytes = 0;\n this.#blankTex = this.#makeBlankTexture(gl);\n gl.useProgram(this.#flat);\n gl.uniform1i(this.#flatU.uTex ?? null, 0);\n gl.useProgram(this.#curl);\n gl.uniform1i(this.#curlU.uFront ?? null, 0);\n gl.uniform1i(this.#curlU.uBack ?? null, 1);\n gl.clearColor(0, 0, 0, 0);\n gl.enable(gl.BLEND);\n gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); // premultiplied alpha\n }\n\n #makeQuadVao(gl: WebGL2RenderingContext, program: WebGLProgram): WebGLVertexArrayObject {\n const vao = gl.createVertexArray();\n const buffer = gl.createBuffer();\n if (vao === null || buffer === null) throw new Error('WebglRenderer: could not create buffers.');\n gl.bindVertexArray(vao);\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]), gl.STATIC_DRAW);\n const aUnit = gl.getAttribLocation(program, 'aUnit');\n gl.enableVertexAttribArray(aUnit);\n gl.vertexAttribPointer(aUnit, 2, gl.FLOAT, false, 0, 0);\n gl.bindVertexArray(null);\n return vao;\n }\n\n #buildCurlMesh(gl: WebGL2RenderingContext, program: WebGLProgram): void {\n const nx = GRID_COLS + 1;\n const indices: number[] = [];\n for (let j = 0; j < GRID_ROWS; j++) {\n for (let i = 0; i < GRID_COLS; i++) {\n const a = j * nx + i;\n const b = a + 1;\n const c = a + nx;\n const d = c + 1;\n indices.push(a, c, b, b, c, d);\n }\n }\n this.#idxCount = indices.length;\n\n const vao = gl.createVertexArray();\n this.#posBuf = gl.createBuffer();\n this.#normBuf = gl.createBuffer();\n const uvBuf = gl.createBuffer();\n const idxBuf = gl.createBuffer();\n if (vao === null || this.#posBuf === null || this.#normBuf === null || uvBuf === null || idxBuf === null) {\n throw new Error('WebglRenderer: could not create mesh buffers.');\n }\n gl.bindVertexArray(vao);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, this.#posBuf);\n gl.bufferData(gl.ARRAY_BUFFER, this.#mesh.positions, gl.DYNAMIC_DRAW);\n const aPos = gl.getAttribLocation(program, 'aPos');\n gl.enableVertexAttribArray(aPos);\n gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 0, 0);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, this.#normBuf);\n gl.bufferData(gl.ARRAY_BUFFER, this.#mesh.normals, gl.DYNAMIC_DRAW);\n const aNormal = gl.getAttribLocation(program, 'aNormal');\n gl.enableVertexAttribArray(aNormal);\n gl.vertexAttribPointer(aNormal, 3, gl.FLOAT, false, 0, 0);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, uvBuf);\n gl.bufferData(gl.ARRAY_BUFFER, this.#mesh.uvs, gl.STATIC_DRAW);\n const aUv = gl.getAttribLocation(program, 'aUv');\n gl.enableVertexAttribArray(aUv);\n gl.vertexAttribPointer(aUv, 2, gl.FLOAT, false, 0, 0);\n\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, idxBuf);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);\n\n gl.bindVertexArray(null);\n this.#curlVao = vao;\n }\n\n // --- drawing ------------------------------------------------------------------\n\n #render(): void {\n const gl = this.#gl;\n const canvas = this.#canvas;\n if (gl === null || canvas === null || this.#contextLost || gl.isContextLost()) return;\n this.#resize();\n gl.clear(gl.COLOR_BUFFER_BIT);\n this.#fitBook();\n if (this.#flip !== null) this.#drawFlip();\n else if (this.#content !== null) this.#drawStatic();\n }\n\n /** Letterbox the 2-page book to the page aspect, centered; restricts the GL viewport\n * so pages fill their halves without stretching (the surround stays cleared). */\n #fitBook(): void {\n const gl = this.#gl!;\n const canvas = this.#canvas!;\n const cw = canvas.width;\n const ch = canvas.height;\n if (this.#pageAspect > 0) {\n const bookAspect = (this.#fill ? 1 : 2) * this.#pageAspect;\n if (bookAspect > cw / ch) {\n this.#bookW = cw;\n this.#bookH = Math.round(cw / bookAspect);\n } else {\n this.#bookH = ch;\n this.#bookW = Math.round(ch * bookAspect);\n }\n } else {\n this.#bookW = cw;\n this.#bookH = ch;\n }\n const bx = Math.round((cw - this.#bookW) / 2);\n const by = Math.round((ch - this.#bookH) / 2); // centered, so GL's bottom offset == by\n gl.viewport(bx, by, this.#bookW, this.#bookH);\n }\n\n #drawStatic(): void {\n const w = this.#bookW;\n const h = this.#bookH;\n const content = this.#content!;\n this.#shiftX = this.#fill ? 0 : shiftUnit(content) * (w / 4);\n this.#useFlat();\n if (this.#fill) {\n this.#drawQuad({ x: 0, y: 0, w, h }, content.right ?? content.left);\n } else {\n // A lone page (one side null) gets no gutter shadow — it's a standalone, centered page.\n this.#drawQuad({ x: 0, y: 0, w: w / 2, h }, content.left, content.right ? 1 : 0);\n this.#drawQuad({ x: w / 2, y: 0, w: w / 2, h }, content.right, content.left ? -1 : 0);\n }\n }\n\n #drawFlip(): void {\n const gl = this.#gl!;\n const w = this.#bookW;\n const h = this.#bookH;\n const flip = this.#flip!;\n\n // Interpolate the lone-page centering across the flip so an opening cover (or a\n // closing back page) slides between centered and spread instead of jumping.\n this.#shiftX = flip.fill\n ? 0\n : (this.#fromShiftUnit + (this.#toShiftUnit - this.#fromShiftUnit) * this.#flipT) * (w / 4);\n\n // Static pages underneath (with gutter shadow).\n this.#useFlat();\n if (flip.fill) {\n this.#drawQuad({ x: 0, y: 0, w, h }, flip.underFull);\n } else {\n this.#drawQuad({ x: 0, y: 0, w: w / 2, h }, flip.underLeft, 1);\n this.#drawQuad({ x: w / 2, y: 0, w: w / 2, h }, flip.underRight, -1);\n }\n\n if (flip.front === null && flip.back === null) return;\n\n // Deform the leaf mesh with the selected curl model on the CPU, upload it, then draw.\n const leafW = flip.fill ? w : w / 2;\n const originX = flip.fill ? (flip.dir > 0 ? 0 : w) : w / 2;\n this.#curlModel.deform(this.#mesh, leafW, h, this.#flipT, {\n y: this.#anchor.y,\n fill: flip.fill,\n });\n gl.bindBuffer(gl.ARRAY_BUFFER, this.#posBuf);\n gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.#mesh.positions);\n gl.bindBuffer(gl.ARRAY_BUFFER, this.#normBuf);\n gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.#mesh.normals);\n\n this.#bindFace(gl.TEXTURE0, flip.front);\n this.#bindFace(gl.TEXTURE1, flip.back);\n gl.activeTexture(gl.TEXTURE0);\n\n gl.useProgram(this.#curl);\n gl.bindVertexArray(this.#curlVao);\n gl.uniform2f(this.#curlU.uViewport ?? null, w, h);\n gl.uniform3f(\n this.#curlU.uView ?? null,\n this.#view.scale,\n this.#view.tx * this.#dpr + this.#shiftX,\n this.#view.ty * this.#dpr,\n );\n gl.uniform1f(this.#curlU.uOriginX ?? null, originX);\n gl.uniform1f(this.#curlU.uDir ?? null, flip.dir);\n gl.uniform1f(this.#curlU.uLeafW ?? null, leafW);\n gl.uniform1f(this.#curlU.uGloss ?? null, this.#curlModel.gloss === false ? 0 : 1);\n gl.uniform1f(this.#curlU.uAlpha ?? null, flip.fill ? this.#fillFade() : 1);\n gl.drawElements(gl.TRIANGLES, this.#idxCount, gl.UNSIGNED_SHORT, 0);\n }\n\n /** Leaf opacity for a lone page: solid until the curl-appropriate fade start, then\n * dissolving to 0 as it lands, so the turn resolves into the destination page rather\n * than onto blank space. The fade eases so opacity hangs longer then finishes cleanly. */\n #fillFade(): number {\n const start = this.#curlModel.flat ? FILL_FADE_START_ROLL : FILL_FADE_START_CURL;\n const over = (this.#flipT - start) / (1 - start);\n if (over <= 0) return 1;\n if (over >= 1) return 0;\n // Ease-out the remaining opacity: stay readable through most of the window, then settle.\n return Math.pow(1 - over, 1.5);\n }\n\n #useFlat(): void {\n const gl = this.#gl!;\n gl.useProgram(this.#flat);\n gl.bindVertexArray(this.#quadVao);\n gl.activeTexture(gl.TEXTURE0);\n gl.uniform2f(this.#flatU.uViewport ?? null, this.#bookW, this.#bookH);\n gl.uniform3f(\n this.#flatU.uView ?? null,\n this.#view.scale,\n this.#view.tx * this.#dpr + this.#shiftX,\n this.#view.ty * this.#dpr,\n );\n }\n\n #drawQuad(rect: Rect, source: TexImageSource | null, gutterSide = 0): void {\n const gl = this.#gl!;\n if (source === null) return;\n this.#bindFace(gl.TEXTURE0, source);\n gl.uniform4f(this.#flatU.uRect ?? null, rect.x, rect.y, rect.w, rect.h);\n gl.uniform1f(this.#flatU.uGutterSide ?? null, gutterSide);\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);\n }\n\n #bindFace(unit: number, source: TexImageSource | null): void {\n const gl = this.#gl!;\n gl.activeTexture(unit);\n gl.bindTexture(gl.TEXTURE_2D, source !== null ? this.#textureFor(source) : this.#blankTex);\n }\n\n #textureFor(source: TexImageSource): WebGLTexture {\n const gl = this.#gl!;\n const existing = this.#texCache.get(source);\n if (existing !== undefined) {\n this.#texCache.delete(source);\n this.#texCache.set(source, existing);\n return existing.tex;\n }\n const tex = createTexture(gl);\n uploadTexture(gl, tex, source);\n const dims = source as unknown as { width: number; height: number };\n const bytes = dims.width * dims.height * 4;\n this.#texCache.set(source, { tex, bytes });\n this.#cacheBytes += bytes;\n this.#evictTextures();\n return tex;\n }\n\n #evictTextures(): void {\n const gl = this.#gl!;\n for (const [src, cached] of this.#texCache) {\n if (this.#cacheBytes <= MAX_TEXTURE_CACHE_BYTES || this.#texCache.size <= 4) break;\n this.#texCache.delete(src);\n this.#cacheBytes -= cached.bytes;\n gl.deleteTexture(cached.tex);\n }\n }\n\n #makeBlankTexture(gl: WebGL2RenderingContext): WebGLTexture {\n const tex = createTexture(gl);\n gl.bindTexture(gl.TEXTURE_2D, tex);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 0, 0]));\n return tex;\n }\n\n #resize(): void {\n const gl = this.#gl;\n const canvas = this.#canvas;\n const el = this.#container;\n if (gl === null || canvas === null || el === null) return;\n this.#dpr = typeof devicePixelRatio === 'number' ? devicePixelRatio : 1;\n const w = Math.max(1, Math.round(el.clientWidth * this.#dpr));\n const h = Math.max(1, Math.round(el.clientHeight * this.#dpr));\n if (canvas.width !== w || canvas.height !== h) {\n canvas.width = w;\n canvas.height = h;\n gl.viewport(0, 0, w, h);\n }\n 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@zinejs/core",
3
- "version": "0.7.0",
3
+ "version": "0.7.1",
4
4
  "description": "Framework-agnostic flipbook engine with CSS and WebGL2 renderers and no dependencies.",
5
5
  "type": "module",
6
6
  "sideEffects": false,
@@ -1,65 +0,0 @@
1
- import type { PageContent } from '../renderer/types';
2
- import type { PageRequest } from '../source/types';
3
- /** A rectangle in container pixels. */
4
- export interface Rect {
5
- x: number;
6
- y: number;
7
- width: number;
8
- height: number;
9
- }
10
- /** The current view: the zoom scale and the translate applied about the container origin. */
11
- export interface View {
12
- scale: number;
13
- tx: number;
14
- ty: number;
15
- }
16
- /** One page of the spread, and where it is painted when unzoomed. */
17
- export interface TilePage {
18
- index: number;
19
- rect: Rect;
20
- }
21
- /** What to draw: a page's raster region, and the container-space box it belongs in. */
22
- export interface TilePlan {
23
- index: number;
24
- request: PageRequest;
25
- /** Where the tile lands on screen, in *untransformed* container pixels. */
26
- dest: Rect;
27
- }
28
- /**
29
- * Work out which part of each page is visible, and at what magnification.
30
- *
31
- * The renderer paints a page into `rect` and then scales the whole viewport about the container
32
- * origin, so a page occupies `rect * scale + t` on screen. Inverting that gives the part of the
33
- * page inside the viewport, which is the only part worth rasterizing sharply.
34
- *
35
- * Returns the plan in untransformed container coordinates: the caller draws it under the same
36
- * transform the renderer uses, so the tile tracks the page without any extra bookkeeping.
37
- */
38
- export declare function planTiles(pages: TilePage[], view: View, viewport: Rect): TilePlan[];
39
- /** Whether two plans ask for the same pixels, so a re-render can be skipped while panning. */
40
- export declare function sameTile(a: TilePlan, b: TilePlan): boolean;
41
- /**
42
- * A canvas laid over the book that paints crisp tiles on top of the magnified page.
43
- *
44
- * It sits outside the renderer on purpose: both renderers stretch a page raster to a fixed panel,
45
- * so neither can place a partial-page tile, and teaching them to would mean the same geometry
46
- * twice. The overlay applies the same transform the renderer does, so the tiles register exactly
47
- * over the pixels they replace and simply disappear when the reader zooms out.
48
- */
49
- export declare class ZoomOverlay {
50
- #private;
51
- constructor(doc: Document, container: HTMLElement);
52
- /** Drop every tile and hide the overlay, revealing the renderer's own pixels again. */
53
- clear(): void;
54
- /** The plans currently painted, so the caller can skip re-rendering an unchanged view. */
55
- get shown(): readonly TilePlan[];
56
- /**
57
- * Paint `tiles` under `view`. Sizes the backing store to the device pixel grid so the tiles are
58
- * not resampled a second time on the way to the screen.
59
- */
60
- draw(tiles: {
61
- plan: TilePlan;
62
- content: PageContent;
63
- }[], view: View, viewport: Rect): void;
64
- destroy(): void;
65
- }
@@ -1 +0,0 @@
1
- {"version":3,"file":"webglRenderer-BcNhTqG8.js","names":["#container","#canvas","#onContextLost","#onContextRestored","#onVisibilityChange","#gl","#buildGlResources","#clearRestoreTimer","#texCache","#blankTex","#quadVao","#curlVao","#flat","#curl","#cacheBytes","#content","#flip","#fatalHandler","#fill","#trackAspect","#render","#pageAspect","#flipT","#curlModel","#anchor","#fromShiftUnit","#toShiftUnit","#view","#bookBox","#contentBox","#contextLost","#restoreTimer","#fatal","#fatalFired","#flatU","#curlU","#makeQuadVao","#buildCurlMesh","#makeBlankTexture","#idxCount","#posBuf","#normBuf","#mesh","#resize","#fitBook","#drawFlip","#drawStatic","#bookW","#bookH","#shiftX","#useFlat","#drawQuad","#bindFace","#dpr","#fillFade","#textureFor","#evictTextures"],"sources":["../src/renderer/gl/context.ts","../src/renderer/gl/program.ts","../src/renderer/gl/texture.ts","../src/renderer/webglRenderer.ts"],"sourcesContent":["/** Create a WebGL2 context, or throw so the caller can fall back to CSS (§8.4). */\nexport function createGlContext(canvas: HTMLCanvasElement): WebGL2RenderingContext {\n const gl = canvas.getContext('webgl2', {\n alpha: true,\n premultipliedAlpha: true,\n antialias: true,\n depth: false,\n stencil: false,\n // We render on demand (not every frame), so the buffer must persist between\n // composites — otherwise the settled page flickers once the flip animation\n // stops and nothing is redrawing each frame.\n preserveDrawingBuffer: true,\n });\n if (gl === null) {\n throw new Error('WebglRenderer: could not create a WebGL2 context.');\n }\n return gl;\n}\n","/** Compile + link a shader program; throws with the driver log on failure. */\nexport function createProgram(\n gl: WebGL2RenderingContext,\n vertexSrc: string,\n fragmentSrc: string,\n): WebGLProgram {\n const program = gl.createProgram();\n if (program === null) throw new Error('WebglRenderer: could not create a program.');\n\n const vs = compileShader(gl, gl.VERTEX_SHADER, vertexSrc);\n const fs = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc);\n gl.attachShader(program, vs);\n gl.attachShader(program, fs);\n gl.linkProgram(program);\n\n // Shaders can be detached/deleted once linked.\n gl.deleteShader(vs);\n gl.deleteShader(fs);\n\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n const log = gl.getProgramInfoLog(program);\n gl.deleteProgram(program);\n throw new Error(`WebglRenderer: program link failed: ${log ?? 'unknown error'}`);\n }\n return program;\n}\n\nfunction compileShader(gl: WebGL2RenderingContext, type: number, src: string): WebGLShader {\n const shader = gl.createShader(type);\n if (shader === null) throw new Error('WebglRenderer: could not create a shader.');\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n const log = gl.getShaderInfoLog(shader);\n gl.deleteShader(shader);\n throw new Error(`WebglRenderer: shader compile failed: ${log ?? 'unknown error'}`);\n }\n return shader;\n}\n","/** Create a page texture with clamp + linear filtering (no mipmaps — §8.3). */\nexport function createTexture(gl: WebGL2RenderingContext): WebGLTexture {\n const tex = gl.createTexture();\n if (tex === null) throw new Error('WebglRenderer: could not create a texture.');\n gl.bindTexture(gl.TEXTURE_2D, tex);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n return tex;\n}\n\n/** Upload a decoded page raster (ImageBitmap or canvas) into `tex`. */\nexport function uploadTexture(\n gl: WebGL2RenderingContext,\n tex: WebGLTexture,\n source: TexImageSource,\n): void {\n gl.bindTexture(gl.TEXTURE_2D, tex);\n // No Y flip: the vertex shader maps aUnit.y=0 to the page top and samples the\n // source's top row there. UNPACK_FLIP_Y is honored for <canvas> sources but\n // IGNORED for ImageBitmap, so flipping would invert PDF (canvas) pages while\n // leaving image (ImageBitmap) pages upright. Off keeps both consistent.\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);\n}\n","// Imported from the leaf modules, not the barrel: the barrel pulls in every curl, which would\n// defeat the point of only bundling the two the engine can name.\nimport { createPageMesh, type PageMesh } from '../geometry/curls/mesh';\nimport { BUNDLED_CURLS, resolveCurl } from '../geometry/curls/bundled';\nimport { DEFAULT_CURL, type CurlAnchor, type CurlModel, type CurlSpec } from '../geometry/curls/types';\nimport type { Spread } from '../engine/spread';\nimport type {\n FlipDirection,\n LayoutMetrics,\n Renderer,\n RenderOptions,\n SpreadContent,\n} from './types';\nimport { createGlContext } from './gl/context';\nimport { createProgram } from './gl/program';\nimport { createTexture, uploadTexture } from './gl/texture';\n\n// Flat program: a page rect (device px, top-left origin) with zoom/pan and a soft\n// permanent gutter shadow toward the spine so the turning leaf's shadow lands into it.\nconst FLAT_VERT = `#version 300 es\nin vec2 aUnit;\nuniform vec2 uViewport;\nuniform vec4 uRect;\nuniform vec3 uView;\nout vec2 vUv;\nvoid main() {\n vec2 px = uRect.xy + aUnit * uRect.zw;\n px = px * uView.x + uView.yz;\n vec2 clip = px / uViewport * 2.0 - 1.0;\n gl_Position = vec4(clip.x, -clip.y, 0.0, 1.0);\n vUv = aUnit;\n}`;\n\nconst FLAT_FRAG = `#version 300 es\nprecision mediump float;\nin vec2 vUv;\nuniform sampler2D uTex;\nuniform float uGutterSide; // +1 = spine at right edge, -1 = at left edge, 0 = none\nout vec4 outColor;\nvoid main() {\n vec4 c = texture(uTex, vUv);\n if (uGutterSide != 0.0) {\n float d = uGutterSide > 0.0 ? (1.0 - vUv.x) : vUv.x;\n c.rgb *= mix(0.72, 1.0, smoothstep(0.0, 0.10, d));\n }\n outColor = c;\n}`;\n\n// Curl program: a thin pass-through for the CPU-deformed page mesh (positions and\n// normals come from the selected curl model). It places the leaf, applies a top-safe depth\n// perspective, and lights from the true surface normal.\nconst CURL_VERT = `#version 300 es\nin vec3 aPos; // leaf-local device px: x = bent offset from spine, y 0..H, z depth\nin vec3 aNormal;\nin vec2 aUv;\nuniform vec2 uViewport;\nuniform vec3 uView; // scale, tx, ty\nuniform float uOriginX; // spine x in device px\nuniform float uDir; // +1 leaf to the right of spine, -1 to the left\nuniform float uLeafW; // leaf width in device px (perspective scale)\nout vec2 vUv;\nout float vFacing;\nout float vU;\nvoid main() {\n float bookX = uOriginX + uDir * aPos.x;\n float bookY = aPos.y;\n float Z = aPos.z;\n // Eye distance, in leaf widths. Keeps the perspective resolution-independent. 5.3 puts the\n // roll's deepest point ~14% larger than flat; stronger than that (a nearer eye) balloons the\n // turning sheet and reads more like a fisheye than a page lifting.\n float D = uLeafW * 5.3;\n float persp = D / max(D - Z, 1.0);\n float cx = uViewport.x * 0.5;\n float cy = uViewport.y * 0.5;\n float px = cx + (bookX - cx) * persp;\n float py = cy + (bookY - cy) * min(persp, 1.0); // Y only shrinks (top-safe)\n vec2 p = vec2(px, py) * uView.x + uView.yz;\n vec2 clip = p / uViewport * 2.0 - 1.0;\n gl_Position = vec4(clip.x, -clip.y, 0.0, 1.0);\n vUv = aUv;\n vFacing = aNormal.z;\n vU = aUv.x;\n}`;\n\nconst CURL_FRAG = `#version 300 es\nprecision mediump float;\nin vec2 vUv;\nin float vFacing;\nin float vU;\nuniform sampler2D uFront;\nuniform sampler2D uBack;\nuniform highp float uDir;\nuniform float uGloss; // 0 disables the specular highlight (e.g. the flat 'simple' curl)\nuniform float uAlpha; // leaf opacity; a lone page dissolves into the page landing beneath it\nout vec4 outColor;\nvoid main() {\n // The turn mesh carries its own facing in the normal; the front points at the viewer\n // (normal.z > 0) until the leaf passes vertical, for both flip directions. u->x still\n // flips with uDir so a left-hand leaf reads spine-inward.\n bool showFront = vFacing > 0.0;\n float fx = uDir > 0.0 ? vUv.x : 1.0 - vUv.x;\n vec4 c = showFront ? texture(uFront, vec2(fx, vUv.y)) : texture(uBack, vec2(1.0 - fx, vUv.y));\n\n // Fold shading: the sheet darkens sharply where it curves away from the viewer, so the\n // rolled edge reads as a deep crease with a soft highlight riding the ridge.\n float diff = clamp(abs(vFacing), 0.0, 1.0);\n float lit = mix(0.42, 1.0, diff);\n lit *= mix(0.7, 1.0, smoothstep(0.0, 0.12, vU)); // spine crease matches the gutter shadow\n\n // Glossy specular: brightest where the surface tilts ~30 deg from facing the viewer,\n // so a thin glossy highlight rides across the sheet as it rolls.\n float spec = pow(max(cos(acos(diff) - 0.52), 0.0), 220.0) * 0.22 * uGloss;\n\n c.rgb = clamp(c.rgb * lit + spec, 0.0, 1.0);\n // Premultiplied alpha (blendFunc ONE, ONE_MINUS_SRC_ALPHA): scale colour as well as alpha,\n // or fading would brighten the sheet additively instead of dissolving it.\n outColor = vec4(c.rgb * uAlpha, c.a * uAlpha);\n}`;\n\nconst GRID_COLS = 28;\nconst GRID_ROWS = 36;\n/** Progress at which a lone page starts dissolving. A full-width leaf has no facing half to\n * flop onto, so instead of landing on empty space it fades into the page arriving beneath it\n * over the rest of the turn. Roll is already flat by mid-turn; curling models stay bent\n * longer, so they dissolve later. The fade itself eases so the leaf settles rather than\n * vanishing while still swinging. */\nconst FILL_FADE_START_ROLL = 0.7;\nconst FILL_FADE_START_CURL = 0.8;\nconst RESTORE_TIMEOUT_MS = 4000;\nconst MAX_TEXTURE_CACHE_BYTES = 256 * 1024 * 1024;\n\ninterface Rect {\n x: number;\n y: number;\n w: number;\n h: number;\n}\n\ninterface FlipState {\n underLeft: TexImageSource | null;\n underRight: TexImageSource | null;\n underFull: TexImageSource | null; // fill mode\n front: TexImageSource | null;\n back: TexImageSource | null;\n dir: number; // +1 forward (leaf right of spine), -1 backward (left)\n fill: boolean;\n}\n\n/** How far to shift a spread to centre a lone page, in units of a quarter container width:\n * -1 = only a right page (cover), +1 = only a left page (back), 0 = a full spread. */\nfunction shiftUnit(content: SpreadContent): number {\n const lone = (content.left === null) !== (content.right === null);\n return lone ? (content.right !== null ? -1 : 1) : 0;\n}\n\n/**\n * GPU renderer (WebGL2, hand-written). The turning leaf is a dense grid deformed on\n * the CPU by the selected curl model (see geometry/curls) and\n * uploaded each frame, lit from real normals; the static pages are flat quads with a\n * gutter shadow. Restores\n * GL state on context loss; signals onFatal (→ CSS fallback) when unrecoverable.\n */\nexport class WebglRenderer implements Renderer {\n #container: HTMLElement | null = null;\n #canvas: HTMLCanvasElement | null = null;\n #gl: WebGL2RenderingContext | null = null;\n\n #flat: WebGLProgram | null = null;\n #curl: WebGLProgram | null = null;\n #quadVao: WebGLVertexArrayObject | null = null;\n #curlVao: WebGLVertexArrayObject | null = null;\n #posBuf: WebGLBuffer | null = null;\n #normBuf: WebGLBuffer | null = null;\n #idxCount = 0;\n #mesh: PageMesh = createPageMesh(GRID_COLS, GRID_ROWS);\n\n #texCache = new Map<TexImageSource, { tex: WebGLTexture; bytes: number }>();\n #cacheBytes = 0;\n #blankTex: WebGLTexture | null = null;\n\n #flatU: Record<string, WebGLUniformLocation | null> = {};\n #curlU: Record<string, WebGLUniformLocation | null> = {};\n\n #view = { scale: 1, tx: 0, ty: 0 };\n #dpr = 1;\n #content: SpreadContent | null = null;\n #fill = false;\n #flip: FlipState | null = null;\n #flipT = 0;\n #curlModel: CurlModel = BUNDLED_CURLS[DEFAULT_CURL];\n #anchor: CurlAnchor = { y: 0.5 };\n // A lone page (cover / book front-back) sits on one half; these center it by shifting\n // the view a quarter-width, interpolated across a flip so the open/close doesn't jump.\n #shiftX = 0;\n #fromShiftUnit = 0;\n #toShiftUnit = 0;\n // Book aspect fit: the 2-page spread is letterboxed to the pages' aspect, centered\n // in the container, so pages fill their halves without stretching. 0 = aspect unknown.\n #pageAspect = 0;\n #bookW = 0;\n #bookH = 0;\n\n #contextLost = false;\n #fatalFired = false;\n #restoreTimer: ReturnType<typeof setTimeout> | null = null;\n #fatalHandler: (() => void) | null = null;\n\n mount(container: HTMLElement): Promise<void> {\n this.#container = container;\n const doc = container.ownerDocument;\n const canvas = doc.createElement('canvas');\n canvas.style.cssText = 'display:block;width:100%;height:100%;';\n container.append(canvas);\n this.#canvas = canvas;\n\n canvas.addEventListener('webglcontextlost', this.#onContextLost as EventListener);\n canvas.addEventListener('webglcontextrestored', this.#onContextRestored as EventListener);\n doc.addEventListener('visibilitychange', this.#onVisibilityChange);\n\n this.#gl = createGlContext(canvas); // throws if unavailable -> engine falls back (§8.4)\n this.#buildGlResources();\n return Promise.resolve();\n }\n\n destroy(): void {\n this.#clearRestoreTimer();\n const canvas = this.#canvas;\n if (canvas !== null) {\n canvas.removeEventListener('webglcontextlost', this.#onContextLost as EventListener);\n canvas.removeEventListener('webglcontextrestored', this.#onContextRestored as EventListener);\n canvas.ownerDocument.removeEventListener('visibilitychange', this.#onVisibilityChange);\n }\n const gl = this.#gl;\n if (gl !== null) {\n for (const cached of this.#texCache.values()) gl.deleteTexture(cached.tex);\n if (this.#blankTex !== null) gl.deleteTexture(this.#blankTex);\n if (this.#quadVao !== null) gl.deleteVertexArray(this.#quadVao);\n if (this.#curlVao !== null) gl.deleteVertexArray(this.#curlVao);\n if (this.#flat !== null) gl.deleteProgram(this.#flat);\n if (this.#curl !== null) gl.deleteProgram(this.#curl);\n gl.getExtension('WEBGL_lose_context')?.loseContext();\n }\n canvas?.remove();\n this.#texCache.clear();\n this.#cacheBytes = 0;\n this.#blankTex = null;\n this.#container = null;\n this.#canvas = null;\n this.#gl = null;\n this.#content = null;\n this.#flip = null;\n }\n\n onFatal(handler: () => void): void {\n this.#fatalHandler = handler;\n }\n\n renderSpread(_spread: Spread, content: SpreadContent, options?: RenderOptions): void {\n this.#content = content;\n this.#fill = options?.fill ?? false;\n this.#flip = null;\n this.#trackAspect(content);\n this.#render();\n }\n\n /** Remember the page aspect (width/height) so the book can be letterboxed to it. */\n #trackAspect(content: SpreadContent): void {\n const p = content.left ?? content.right;\n if (p && p.height) this.#pageAspect = p.width / p.height;\n }\n\n beginFlip(\n from: SpreadContent,\n to: SpreadContent,\n direction: FlipDirection,\n options?: RenderOptions,\n ): void {\n const fill = options?.fill ?? false;\n this.#flipT = 0;\n if (options?.curl) this.#curlModel = resolveCurl(options.curl);\n if (options?.anchor) this.#anchor = options.anchor;\n this.#fromShiftUnit = fill ? 0 : shiftUnit(from);\n this.#toShiftUnit = fill ? 0 : shiftUnit(to);\n this.#trackAspect(to);\n if (fill) {\n this.#flip = {\n underLeft: null,\n underRight: null,\n underFull: to.right ?? to.left,\n front: from.right ?? from.left,\n // A lone page has no facing \"next\" leaf on its back; show the same page mirrored\n // (the shader flips the back UV) so it reads as the sheet's own reverse side.\n back: from.right ?? from.left,\n dir: direction === 'forward' ? 1 : -1,\n fill: true,\n };\n } else if (direction === 'forward') {\n this.#flip = {\n underLeft: from.left,\n underRight: to.right,\n underFull: null,\n front: from.right,\n back: to.left,\n dir: 1,\n fill: false,\n };\n } else {\n this.#flip = {\n underLeft: to.left,\n underRight: from.right,\n underFull: null,\n front: from.left,\n back: to.right,\n dir: -1,\n fill: false,\n };\n }\n this.#render();\n }\n\n setFlipProgress(t: number, _direction: FlipDirection): void {\n this.#flipT = t;\n this.#render();\n }\n\n setViewTransform(scale: number, x: number, y: number): void {\n this.#view = { scale, tx: x, ty: y };\n this.#render();\n }\n\n measure(): LayoutMetrics {\n const el = this.#container;\n const w = el?.clientWidth ?? 0;\n const h = el?.clientHeight ?? 0;\n const known = this.#pageAspect > 0;\n const book = known ? this.#bookBox() : undefined;\n const content = known ? this.#contentBox() : undefined;\n return { containerWidth: w, containerHeight: h, pageWidth: w / 2, pageHeight: h, book, content };\n }\n\n /** The fitted book rect in container CSS px (letterbox aware) — a stable 2-page area. */\n #bookBox(): { x: number; y: number; width: number; height: number } {\n const el = this.#container;\n const cw = el?.clientWidth ?? 0;\n const ch = el?.clientHeight ?? 0;\n if (this.#pageAspect <= 0 || cw <= 0 || ch <= 0) return { x: 0, y: 0, width: cw, height: ch };\n const ba = (this.#fill ? 1 : 2) * this.#pageAspect;\n let bw = cw;\n let bh = ch;\n if (ba > cw / ch) bh = cw / ba;\n else bw = ch * ba;\n return { x: (cw - bw) / 2, y: (ch - bh) / 2, width: bw, height: bh };\n }\n\n /** Where the current spread is actually painted: the book, or its centered half for a lone\n * page (mirrors the draw-time #shiftX centering). This is what the engine hit-tests against. */\n #contentBox(): { x: number; y: number; width: number; height: number } {\n const b = this.#bookBox();\n const lone = !this.#fill && this.#content !== null && shiftUnit(this.#content) !== 0;\n return lone ? { x: b.x + b.width / 4, y: b.y, width: b.width / 2, height: b.height } : b;\n }\n\n // --- context loss / restore ---------------------------------------------------\n\n #onContextLost = (event: Event): void => {\n event.preventDefault();\n this.#contextLost = true;\n if (this.#restoreTimer === null) {\n this.#restoreTimer = setTimeout(() => this.#fatal(), RESTORE_TIMEOUT_MS);\n }\n };\n\n #onContextRestored = (): void => {\n this.#clearRestoreTimer();\n this.#contextLost = false;\n this.#buildGlResources();\n this.#render();\n };\n\n #onVisibilityChange = (): void => {\n if (this.#canvas?.ownerDocument.visibilityState === 'visible') this.#render();\n };\n\n #fatal(): void {\n if (this.#fatalFired) return;\n this.#fatalFired = true;\n this.#fatalHandler?.();\n }\n\n #clearRestoreTimer(): void {\n if (this.#restoreTimer !== null) {\n clearTimeout(this.#restoreTimer);\n this.#restoreTimer = null;\n }\n }\n\n #buildGlResources(): void {\n const gl = this.#gl;\n if (gl === null) return;\n\n this.#flat = createProgram(gl, FLAT_VERT, FLAT_FRAG);\n this.#curl = createProgram(gl, CURL_VERT, CURL_FRAG);\n for (const name of ['uViewport', 'uRect', 'uView', 'uTex', 'uGutterSide']) {\n this.#flatU[name] = gl.getUniformLocation(this.#flat, name);\n }\n for (const name of ['uViewport', 'uView', 'uOriginX', 'uDir', 'uLeafW', 'uFront', 'uBack', 'uGloss', 'uAlpha']) {\n this.#curlU[name] = gl.getUniformLocation(this.#curl, name);\n }\n\n this.#quadVao = this.#makeQuadVao(gl, this.#flat);\n this.#buildCurlMesh(gl, this.#curl);\n\n this.#texCache.clear();\n this.#cacheBytes = 0;\n this.#blankTex = this.#makeBlankTexture(gl);\n gl.useProgram(this.#flat);\n gl.uniform1i(this.#flatU.uTex ?? null, 0);\n gl.useProgram(this.#curl);\n gl.uniform1i(this.#curlU.uFront ?? null, 0);\n gl.uniform1i(this.#curlU.uBack ?? null, 1);\n gl.clearColor(0, 0, 0, 0);\n gl.enable(gl.BLEND);\n gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); // premultiplied alpha\n }\n\n #makeQuadVao(gl: WebGL2RenderingContext, program: WebGLProgram): WebGLVertexArrayObject {\n const vao = gl.createVertexArray();\n const buffer = gl.createBuffer();\n if (vao === null || buffer === null) throw new Error('WebglRenderer: could not create buffers.');\n gl.bindVertexArray(vao);\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]), gl.STATIC_DRAW);\n const aUnit = gl.getAttribLocation(program, 'aUnit');\n gl.enableVertexAttribArray(aUnit);\n gl.vertexAttribPointer(aUnit, 2, gl.FLOAT, false, 0, 0);\n gl.bindVertexArray(null);\n return vao;\n }\n\n #buildCurlMesh(gl: WebGL2RenderingContext, program: WebGLProgram): void {\n const nx = GRID_COLS + 1;\n const indices: number[] = [];\n for (let j = 0; j < GRID_ROWS; j++) {\n for (let i = 0; i < GRID_COLS; i++) {\n const a = j * nx + i;\n const b = a + 1;\n const c = a + nx;\n const d = c + 1;\n indices.push(a, c, b, b, c, d);\n }\n }\n this.#idxCount = indices.length;\n\n const vao = gl.createVertexArray();\n this.#posBuf = gl.createBuffer();\n this.#normBuf = gl.createBuffer();\n const uvBuf = gl.createBuffer();\n const idxBuf = gl.createBuffer();\n if (vao === null || this.#posBuf === null || this.#normBuf === null || uvBuf === null || idxBuf === null) {\n throw new Error('WebglRenderer: could not create mesh buffers.');\n }\n gl.bindVertexArray(vao);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, this.#posBuf);\n gl.bufferData(gl.ARRAY_BUFFER, this.#mesh.positions, gl.DYNAMIC_DRAW);\n const aPos = gl.getAttribLocation(program, 'aPos');\n gl.enableVertexAttribArray(aPos);\n gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 0, 0);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, this.#normBuf);\n gl.bufferData(gl.ARRAY_BUFFER, this.#mesh.normals, gl.DYNAMIC_DRAW);\n const aNormal = gl.getAttribLocation(program, 'aNormal');\n gl.enableVertexAttribArray(aNormal);\n gl.vertexAttribPointer(aNormal, 3, gl.FLOAT, false, 0, 0);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, uvBuf);\n gl.bufferData(gl.ARRAY_BUFFER, this.#mesh.uvs, gl.STATIC_DRAW);\n const aUv = gl.getAttribLocation(program, 'aUv');\n gl.enableVertexAttribArray(aUv);\n gl.vertexAttribPointer(aUv, 2, gl.FLOAT, false, 0, 0);\n\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, idxBuf);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);\n\n gl.bindVertexArray(null);\n this.#curlVao = vao;\n }\n\n // --- drawing ------------------------------------------------------------------\n\n #render(): void {\n const gl = this.#gl;\n const canvas = this.#canvas;\n if (gl === null || canvas === null || this.#contextLost || gl.isContextLost()) return;\n this.#resize();\n gl.clear(gl.COLOR_BUFFER_BIT);\n this.#fitBook();\n if (this.#flip !== null) this.#drawFlip();\n else if (this.#content !== null) this.#drawStatic();\n }\n\n /** Letterbox the 2-page book to the page aspect, centered; restricts the GL viewport\n * so pages fill their halves without stretching (the surround stays cleared). */\n #fitBook(): void {\n const gl = this.#gl!;\n const canvas = this.#canvas!;\n const cw = canvas.width;\n const ch = canvas.height;\n if (this.#pageAspect > 0) {\n const bookAspect = (this.#fill ? 1 : 2) * this.#pageAspect;\n if (bookAspect > cw / ch) {\n this.#bookW = cw;\n this.#bookH = Math.round(cw / bookAspect);\n } else {\n this.#bookH = ch;\n this.#bookW = Math.round(ch * bookAspect);\n }\n } else {\n this.#bookW = cw;\n this.#bookH = ch;\n }\n const bx = Math.round((cw - this.#bookW) / 2);\n const by = Math.round((ch - this.#bookH) / 2); // centered, so GL's bottom offset == by\n gl.viewport(bx, by, this.#bookW, this.#bookH);\n }\n\n #drawStatic(): void {\n const w = this.#bookW;\n const h = this.#bookH;\n const content = this.#content!;\n this.#shiftX = this.#fill ? 0 : shiftUnit(content) * (w / 4);\n this.#useFlat();\n if (this.#fill) {\n this.#drawQuad({ x: 0, y: 0, w, h }, content.right ?? content.left);\n } else {\n // A lone page (one side null) gets no gutter shadow — it's a standalone, centered page.\n this.#drawQuad({ x: 0, y: 0, w: w / 2, h }, content.left, content.right ? 1 : 0);\n this.#drawQuad({ x: w / 2, y: 0, w: w / 2, h }, content.right, content.left ? -1 : 0);\n }\n }\n\n #drawFlip(): void {\n const gl = this.#gl!;\n const w = this.#bookW;\n const h = this.#bookH;\n const flip = this.#flip!;\n\n // Interpolate the lone-page centering across the flip so an opening cover (or a\n // closing back page) slides between centered and spread instead of jumping.\n this.#shiftX = flip.fill\n ? 0\n : (this.#fromShiftUnit + (this.#toShiftUnit - this.#fromShiftUnit) * this.#flipT) * (w / 4);\n\n // Static pages underneath (with gutter shadow).\n this.#useFlat();\n if (flip.fill) {\n this.#drawQuad({ x: 0, y: 0, w, h }, flip.underFull);\n } else {\n this.#drawQuad({ x: 0, y: 0, w: w / 2, h }, flip.underLeft, 1);\n this.#drawQuad({ x: w / 2, y: 0, w: w / 2, h }, flip.underRight, -1);\n }\n\n if (flip.front === null && flip.back === null) return;\n\n // Deform the leaf mesh with the selected curl model on the CPU, upload it, then draw.\n const leafW = flip.fill ? w : w / 2;\n const originX = flip.fill ? 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