@zinejs/core 0.9.1 → 1.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (37) hide show
  1. package/dist/controls/sidebar.d.ts +2 -0
  2. package/dist/controls/types.d.ts +3 -0
  3. package/dist/{controls-DzVdwPJB.js → controls-Dh1okIx6.js} +50 -43
  4. package/dist/controls-Dh1okIx6.js.map +1 -0
  5. package/dist/cssRenderer-DAW29lU2.js +156 -0
  6. package/dist/cssRenderer-DAW29lU2.js.map +1 -0
  7. package/dist/engine/gutter.d.ts +12 -0
  8. package/dist/gutter-C3H2CDT2.js +43 -0
  9. package/dist/gutter-C3H2CDT2.js.map +1 -0
  10. package/dist/index.d.ts +2 -0
  11. package/dist/index.js +678 -564
  12. package/dist/index.js.map +1 -1
  13. package/dist/index.umd.js +14 -9
  14. package/dist/index.umd.js.map +1 -1
  15. package/dist/loading/loading.d.ts +2 -1
  16. package/dist/{loading-DF88K9yJ.js → loading-BgbqJz5k.js} +7 -8
  17. package/dist/loading-BgbqJz5k.js.map +1 -0
  18. package/dist/renderer/cssRenderer.d.ts +1 -1
  19. package/dist/renderer/types.d.ts +20 -0
  20. package/dist/renderer/webglRenderer.d.ts +1 -1
  21. package/dist/{share-Cq3RsjPr.js → share-CZorhnKI.js} +24 -21
  22. package/dist/share-CZorhnKI.js.map +1 -0
  23. package/dist/strings.d.ts +74 -0
  24. package/dist/types-DYqgosP1.js +9 -0
  25. package/dist/types-DYqgosP1.js.map +1 -0
  26. package/dist/webglRenderer-9RcNHAy-.js +430 -0
  27. package/dist/webglRenderer-9RcNHAy-.js.map +1 -0
  28. package/dist/zine.d.ts +18 -0
  29. package/options.schema.json +18 -0
  30. package/package.json +2 -2
  31. package/dist/controls-DzVdwPJB.js.map +0 -1
  32. package/dist/cssRenderer-Deskm2ND.js +0 -133
  33. package/dist/cssRenderer-Deskm2ND.js.map +0 -1
  34. package/dist/loading-DF88K9yJ.js.map +0 -1
  35. package/dist/share-Cq3RsjPr.js.map +0 -1
  36. package/dist/webglRenderer-CmQ_mUrX.js +0 -399
  37. package/dist/webglRenderer-CmQ_mUrX.js.map +0 -1
@@ -0,0 +1,430 @@
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+ import { n as e } from "./types-DEz3mRLI.js";
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+ import { o as t, r as n, t as r } from "./bundled-ESapkNsS.js";
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+ import { i, n as a, r as o, t as s } from "./types-DYqgosP1.js";
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+ //#region src/renderer/gl/context.ts
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+ function c(e) {
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+ let t = e.getContext("webgl2", {
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+ alpha: !0,
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+ premultipliedAlpha: !0,
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+ antialias: !0,
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+ depth: !1,
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+ stencil: !1,
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+ preserveDrawingBuffer: !0
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+ });
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+ if (t === null) throw Error("WebglRenderer: could not create a WebGL2 context.");
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+ return t;
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+ }
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+ //#endregion
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+ //#region src/renderer/gl/program.ts
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+ function l(e, t, n) {
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+ let r = e.createProgram();
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+ if (r === null) throw Error("WebglRenderer: could not create a program.");
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+ let i = u(e, e.VERTEX_SHADER, t), a = u(e, e.FRAGMENT_SHADER, n);
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+ if (e.attachShader(r, i), e.attachShader(r, a), e.linkProgram(r), e.deleteShader(i), e.deleteShader(a), !e.getProgramParameter(r, e.LINK_STATUS)) {
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+ let t = e.getProgramInfoLog(r);
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+ throw e.deleteProgram(r), Error(`WebglRenderer: program link failed: ${t ?? "unknown error"}`);
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+ }
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+ return r;
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+ }
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+ function u(e, t, n) {
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+ let r = e.createShader(t);
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+ if (r === null) throw Error("WebglRenderer: could not create a shader.");
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+ if (e.shaderSource(r, n), e.compileShader(r), !e.getShaderParameter(r, e.COMPILE_STATUS)) {
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+ let t = e.getShaderInfoLog(r);
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+ throw e.deleteShader(r), Error(`WebglRenderer: shader compile failed: ${t ?? "unknown error"}`);
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+ }
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+ return r;
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+ }
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+ //#endregion
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+ //#region src/renderer/gl/texture.ts
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+ function d(e) {
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+ let t = e.createTexture();
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+ if (t === null) throw Error("WebglRenderer: could not create a texture.");
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+ return e.bindTexture(e.TEXTURE_2D, t), e.texParameteri(e.TEXTURE_2D, e.TEXTURE_WRAP_S, e.CLAMP_TO_EDGE), e.texParameteri(e.TEXTURE_2D, e.TEXTURE_WRAP_T, e.CLAMP_TO_EDGE), e.texParameteri(e.TEXTURE_2D, e.TEXTURE_MIN_FILTER, e.LINEAR), e.texParameteri(e.TEXTURE_2D, e.TEXTURE_MAG_FILTER, e.LINEAR), t;
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+ }
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+ function f(e, t, n) {
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+ let r = p(n, e.getParameter(e.MAX_TEXTURE_SIZE));
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+ return e.bindTexture(e.TEXTURE_2D, t), e.pixelStorei(e.UNPACK_FLIP_Y_WEBGL, !1), e.pixelStorei(e.UNPACK_PREMULTIPLY_ALPHA_WEBGL, !0), e.texImage2D(e.TEXTURE_2D, 0, e.RGBA, e.RGBA, e.UNSIGNED_BYTE, r), {
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+ width: r.width,
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+ height: r.height
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+ };
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+ }
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+ function p(e, t) {
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+ let n = e, r = Math.max(n.width, n.height);
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+ if (!Number.isFinite(t) || t <= 0 || r <= t) return n;
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+ let i = t / r, a = document.createElement("canvas");
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+ return a.width = Math.max(1, Math.floor(n.width * i)), a.height = Math.max(1, Math.floor(n.height * i)), a.getContext("2d")?.drawImage(e, 0, 0, a.width, a.height), a;
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+ }
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+ //#endregion
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+ //#region src/renderer/webglRenderer.ts
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+ var m = "#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}", h = "#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\nuniform vec2 uSpan; // visible u-range of the page texture (a spine trim narrows it)\nout vec4 outColor;\nvoid main() {\n vec4 c = texture(uTex, vec2(mix(uSpan.x, uSpan.y, vUv.x), vUv.y));\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}", g = "#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}", _ = "#version 300 es\nprecision mediump float;\nin vec2 vUv;\nin float vFacing;\nin float vU;\nuniform sampler2D uFront;\nuniform sampler2D uBack;\nuniform vec2 uFrontSpan; // visible u-ranges of the two faces (a spine trim narrows them)\nuniform vec2 uBackSpan;\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\nuniform float uCrease; // spine-crease strength: 1 matches a spread's gutter; ramps from 0 for a lone leaf\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\n ? texture(uFront, vec2(mix(uFrontSpan.x, uFrontSpan.y, fx), vUv.y))\n : texture(uBack, vec2(mix(uBackSpan.x, uBackSpan.y, 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 // Spine crease matches the gutter shadow on a spread. A lone page has no gutter, so uCrease\n // ramps it in from 0 as the leaf lifts — otherwise a still-flat leaf paints a shadow band on\n // the anchor edge before the turn even begins.\n lit *= mix(1.0, mix(0.7, 1.0, smoothstep(0.0, 0.12, vU)), uCrease);\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}", v = 28, y = 36, b = .7, x = .78, S = 4e3, C = 256 * 1024 * 1024;
61
+ function w(e) {
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+ return e.left === null == (e.right === null) ? 0 : e.right === null ? 1 : -1;
63
+ }
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+ var T = class {
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+ #e = null;
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+ #t = null;
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+ #n = null;
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+ #r = null;
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+ #i = null;
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+ #a = null;
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+ #o = null;
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+ #s = null;
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+ #c = null;
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+ #l = 0;
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+ #u = t(v, y);
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+ #d = /* @__PURE__ */ new Map();
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+ #f = 0;
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+ #p = null;
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+ #m = 0;
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+ #h = {};
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+ #g = {};
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+ #_ = {
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+ scale: 1,
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+ tx: 0,
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+ ty: 0
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+ };
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+ #v = 1;
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+ #y = null;
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+ #b = !1;
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+ #x = null;
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+ #S = 0;
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+ #C = r[e];
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+ #w = { y: .5 };
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+ #T = 0;
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+ #E = 0;
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+ #D = 0;
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+ #O = 0;
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+ #k = 0;
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+ #A = "contain";
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+ #j = 0;
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+ #M = 0;
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+ #N = !1;
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+ #P = !1;
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+ #F = null;
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+ #I = null;
106
+ mount(e) {
107
+ this.#e = e;
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+ let t = e.ownerDocument, n = t.createElement("canvas");
109
+ return n.style.cssText = "display:block;width:100%;height:100%;", e.append(n), this.#t = n, n.addEventListener("webglcontextlost", this.#V), n.addEventListener("webglcontextrestored", this.#H), t.addEventListener("visibilitychange", this.#U), this.#n = c(n), this.#m = this.#n.getParameter(this.#n.MAX_TEXTURE_SIZE), this.#K(), Promise.resolve();
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+ }
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+ destroy() {
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+ this.#G();
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+ let e = this.#t;
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+ e !== null && (e.removeEventListener("webglcontextlost", this.#V), e.removeEventListener("webglcontextrestored", this.#H), e.ownerDocument.removeEventListener("visibilitychange", this.#U));
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+ let t = this.#n;
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+ if (t !== null) {
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+ for (let e of this.#d.values()) t.deleteTexture(e.tex);
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+ this.#p !== null && t.deleteTexture(this.#p), this.#a !== null && t.deleteVertexArray(this.#a), this.#o !== null && t.deleteVertexArray(this.#o), this.#r !== null && t.deleteProgram(this.#r), this.#i !== null && t.deleteProgram(this.#i), t.getExtension("WEBGL_lose_context")?.loseContext();
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+ }
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+ e?.remove(), this.#d.clear(), this.#f = 0, this.#p = null, this.#e = null, this.#t = null, this.#n = null, this.#y = null, this.#x = null;
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+ }
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+ onFatal(e) {
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+ this.#I = e;
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+ }
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+ get maxTextureSize() {
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+ return this.#m || void 0;
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+ }
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+ renderSpread(e, t, n) {
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+ this.#y = t, this.#b = n?.fill ?? !1, n?.fit && (this.#A = n.fit), this.#x = null, this.#L(t, this.#b), this.#Y();
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+ }
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+ #L(e, t) {
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+ let n = e.left ?? e.right;
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+ if (n && n.height) {
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+ let r = n.width / n.height;
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+ this.#O = r * (1 - i(e, t)), this.#k === 0 && (this.#k = r);
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+ }
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+ }
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+ #R() {
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+ return this.#A === "fill" && this.#k > 0 ? this.#k : this.#O;
140
+ }
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+ beginFlip(e, t, r, c) {
142
+ let l = c?.fill ?? !1;
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+ c?.fit && (this.#A = c.fit), this.#S = 0, c?.curl && (this.#C = n(c.curl)), c?.anchor && (this.#w = c.anchor), this.#E = l ? 0 : w(e), this.#D = l ? 0 : w(t), this.#L(t, l);
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+ let u = i(e, l), d = i(t, l);
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+ l ? this.#x = {
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+ underLeft: null,
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+ underRight: null,
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+ underFull: t.right ?? t.left,
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+ front: e.right ?? e.left,
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+ back: e.right ?? e.left,
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+ underLeftSpan: s,
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+ underRightSpan: s,
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+ frontSpan: s,
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+ backSpan: s,
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+ dir: r === "forward" ? 1 : -1,
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+ fill: !0
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+ } : r === "forward" ? this.#x = {
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+ underLeft: e.left,
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+ underRight: t.right,
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+ underFull: null,
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+ front: e.right,
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+ back: t.left,
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+ underLeftSpan: a(u),
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+ underRightSpan: o(d),
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+ frontSpan: o(u),
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+ backSpan: a(d),
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+ dir: 1,
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+ fill: !1
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+ } : this.#x = {
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+ underLeft: t.left,
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+ underRight: e.right,
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+ underFull: null,
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+ front: e.left,
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+ back: t.right,
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+ underLeftSpan: a(d),
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+ underRightSpan: o(u),
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+ frontSpan: a(u),
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+ backSpan: o(d),
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+ dir: -1,
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+ fill: !1
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+ }, this.#Y();
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+ }
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+ setFlipProgress(e, t) {
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+ this.#S = e, this.#Y();
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+ }
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+ setViewTransform(e, t, n) {
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+ this.#_ = {
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+ scale: e,
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+ tx: t,
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+ ty: n
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+ }, this.#Y();
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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.#O > 0, i = r ? this.#z() : void 0, a = r ? this.#B() : void 0, o = a ? (e) => {
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+ let t = this.#T / this.#v;
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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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+ screenAt: o,
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+ containerAspect: this.#k > 0 ? (this.#b ? 1 : 2) * this.#k : void 0
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+ };
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+ }
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+ #z() {
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+ let e = this.#e, t = e?.clientWidth ?? 0, n = e?.clientHeight ?? 0, r = this.#R();
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+ if (r <= 0 || t <= 0 || n <= 0) return {
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+ y: 0,
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+ width: t,
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+ height: n
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+ };
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+ let i = (this.#b ? 1 : 2) * r, a = t, o = n;
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+ return i > t / n ? o = t / i : a = n * i, {
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+ x: (t - a) / 2,
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+ y: (n - o) / 2,
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+ width: a,
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+ height: o
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+ };
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+ }
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+ #B() {
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+ let e = this.#z();
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+ return !this.#b && this.#y !== null && w(this.#y) !== 0 ? {
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+ x: e.x + e.width / 4,
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+ y: e.y,
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+ width: e.width / 2,
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+ height: e.height
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+ } : e;
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+ }
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+ #V = (e) => {
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+ e.preventDefault(), this.#N = !0, this.#F === null && (this.#F = setTimeout(() => this.#W(), S));
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+ };
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+ #H = () => {
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+ this.#G(), this.#N = !1, this.#K(), this.#Y();
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+ };
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+ #U = () => {
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+ this.#t?.ownerDocument.visibilityState === "visible" && this.#Y();
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+ };
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+ #W() {
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+ this.#P || (this.#P = !0, this.#I?.());
250
+ }
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+ #G() {
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+ this.#F !== null && (clearTimeout(this.#F), this.#F = null);
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+ }
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+ #K() {
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+ let e = this.#n;
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+ if (e !== null) {
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+ this.#r = l(e, m, h), this.#i = l(e, g, _);
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+ for (let t of [
259
+ "uViewport",
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+ "uRect",
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+ "uView",
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+ "uTex",
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+ "uGutterSide",
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+ "uSpan"
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+ ]) this.#h[t] = e.getUniformLocation(this.#r, t);
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+ for (let t of [
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+ "uViewport",
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+ "uView",
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+ "uOriginX",
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+ "uDir",
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+ "uLeafW",
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+ "uFront",
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+ "uBack",
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+ "uFrontSpan",
275
+ "uBackSpan",
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+ "uGloss",
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+ "uAlpha",
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+ "uCrease"
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+ ]) this.#g[t] = e.getUniformLocation(this.#i, t);
280
+ this.#a = this.#q(e, this.#r), this.#J(e, this.#i), this.#d.clear(), this.#f = 0, this.#p = this.#ae(e), e.useProgram(this.#r), e.uniform1i(this.#h.uTex ?? null, 0), e.useProgram(this.#i), e.uniform1i(this.#g.uFront ?? null, 0), e.uniform1i(this.#g.uBack ?? null, 1), e.clearColor(0, 0, 0, 0), e.enable(e.BLEND), e.blendFunc(e.ONE, e.ONE_MINUS_SRC_ALPHA);
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+ }
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+ }
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+ #q(e, t) {
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+ let n = e.createVertexArray(), r = e.createBuffer();
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+ if (n === null || r === null) throw Error("WebglRenderer: could not create buffers.");
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+ e.bindVertexArray(n), e.bindBuffer(e.ARRAY_BUFFER, r), e.bufferData(e.ARRAY_BUFFER, new Float32Array([
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+ 0,
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+ 0,
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+ 1,
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+ 0,
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+ 0,
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+ 1,
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+ 1,
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+ 1
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+ ]), e.STATIC_DRAW);
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+ let i = e.getAttribLocation(t, "aUnit");
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+ return e.enableVertexAttribArray(i), e.vertexAttribPointer(i, 2, e.FLOAT, !1, 0, 0), e.bindVertexArray(null), n;
298
+ }
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+ #J(e, t) {
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+ let n = [];
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+ for (let e = 0; e < y; e++) for (let t = 0; t < v; t++) {
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+ let r = e * 29 + t, i = r + 1, a = r + 29, o = a + 1;
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+ n.push(r, a, i, i, a, o);
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+ }
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+ this.#l = n.length;
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+ let r = e.createVertexArray();
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+ this.#s = e.createBuffer(), this.#c = e.createBuffer();
308
+ let i = e.createBuffer(), a = e.createBuffer();
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+ if (r === null || this.#s === null || this.#c === null || i === null || a === null) throw Error("WebglRenderer: could not create mesh buffers.");
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+ e.bindVertexArray(r), e.bindBuffer(e.ARRAY_BUFFER, this.#s), e.bufferData(e.ARRAY_BUFFER, this.#u.positions, e.DYNAMIC_DRAW);
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+ let o = e.getAttribLocation(t, "aPos");
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+ e.enableVertexAttribArray(o), e.vertexAttribPointer(o, 3, e.FLOAT, !1, 0, 0), e.bindBuffer(e.ARRAY_BUFFER, this.#c), e.bufferData(e.ARRAY_BUFFER, this.#u.normals, e.DYNAMIC_DRAW);
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+ let s = e.getAttribLocation(t, "aNormal");
314
+ e.enableVertexAttribArray(s), e.vertexAttribPointer(s, 3, e.FLOAT, !1, 0, 0), e.bindBuffer(e.ARRAY_BUFFER, i), e.bufferData(e.ARRAY_BUFFER, this.#u.uvs, e.STATIC_DRAW);
315
+ let c = e.getAttribLocation(t, "aUv");
316
+ e.enableVertexAttribArray(c), e.vertexAttribPointer(c, 2, e.FLOAT, !1, 0, 0), e.bindBuffer(e.ELEMENT_ARRAY_BUFFER, a), e.bufferData(e.ELEMENT_ARRAY_BUFFER, new Uint16Array(n), e.STATIC_DRAW), e.bindVertexArray(null), this.#o = r;
317
+ }
318
+ #Y() {
319
+ let e = this.#n, t = this.#t;
320
+ e === null || t === null || this.#N || e.isContextLost() || (this.#oe(), e.clear(e.COLOR_BUFFER_BIT), this.#X(), this.#x === null ? this.#y !== null && this.#Z() : this.#Q());
321
+ }
322
+ #X() {
323
+ let e = this.#n, t = this.#t, n = t.width, r = t.height, i = this.#R();
324
+ if (i > 0) {
325
+ let e = (this.#b ? 1 : 2) * i;
326
+ e > n / r ? (this.#j = n, this.#M = Math.round(n / e)) : (this.#M = r, this.#j = Math.round(r * e));
327
+ } else this.#j = n, this.#M = r;
328
+ let a = Math.round((n - this.#j) / 2), o = Math.round((r - this.#M) / 2);
329
+ e.viewport(a, o, this.#j, this.#M);
330
+ }
331
+ #Z() {
332
+ let e = this.#j, t = this.#M, n = this.#y;
333
+ if (this.#T = this.#b ? 0 : w(n) * (e / 4), this.#ee(), this.#b) this.#te({
334
+ x: 0,
335
+ y: 0,
336
+ w: e,
337
+ h: t
338
+ }, n.right ?? n.left);
339
+ else {
340
+ let r = i(n, !1);
341
+ this.#te({
342
+ x: 0,
343
+ y: 0,
344
+ w: e / 2,
345
+ h: t
346
+ }, n.left, +!!n.right, a(r)), this.#te({
347
+ x: e / 2,
348
+ y: 0,
349
+ w: e / 2,
350
+ h: t
351
+ }, n.right, n.left ? -1 : 0, o(r));
352
+ }
353
+ }
354
+ #Q() {
355
+ let e = this.#n, t = this.#j, n = this.#M, r = this.#x;
356
+ if (this.#T = r.fill ? 0 : (this.#E + (this.#D - this.#E) * this.#S) * (t / 4), this.#ee(), r.fill ? this.#te({
357
+ x: 0,
358
+ y: 0,
359
+ w: t,
360
+ h: n
361
+ }, r.underFull) : (this.#te({
362
+ x: 0,
363
+ y: 0,
364
+ w: t / 2,
365
+ h: n
366
+ }, r.underLeft, 1, r.underLeftSpan), this.#te({
367
+ x: t / 2,
368
+ y: 0,
369
+ w: t / 2,
370
+ h: n
371
+ }, r.underRight, -1, r.underRightSpan)), r.front === null && r.back === null) return;
372
+ let i = r.fill ? t : t / 2, a = r.fill ? r.dir > 0 ? 0 : t : t / 2;
373
+ this.#C.deform(this.#u, i, n, this.#S, {
374
+ y: this.#w.y,
375
+ fill: r.fill
376
+ }), e.bindBuffer(e.ARRAY_BUFFER, this.#s), e.bufferSubData(e.ARRAY_BUFFER, 0, this.#u.positions), e.bindBuffer(e.ARRAY_BUFFER, this.#c), e.bufferSubData(e.ARRAY_BUFFER, 0, this.#u.normals), this.#ne(e.TEXTURE0, r.front), this.#ne(e.TEXTURE1, r.back), e.activeTexture(e.TEXTURE0), e.useProgram(this.#i), e.bindVertexArray(this.#o), e.uniform2f(this.#g.uViewport ?? null, t, n), e.uniform3f(this.#g.uView ?? null, this.#_.scale, this.#_.tx * this.#v + this.#T, this.#_.ty * this.#v), e.uniform1f(this.#g.uOriginX ?? null, a), e.uniform1f(this.#g.uDir ?? null, r.dir), e.uniform1f(this.#g.uLeafW ?? null, i), e.uniform2f(this.#g.uFrontSpan ?? null, r.frontSpan[0], r.frontSpan[1]), e.uniform2f(this.#g.uBackSpan ?? null, r.backSpan[0], r.backSpan[1]), e.uniform1f(this.#g.uGloss ?? null, this.#C.gloss === !1 ? 0 : 1), e.uniform1f(this.#g.uAlpha ?? null, r.fill ? this.#$() : 1), e.uniform1f(this.#g.uCrease ?? null, r.fill ? Math.min(1, this.#S / .2) : 1), e.drawElements(e.TRIANGLES, this.#l, e.UNSIGNED_SHORT, 0);
377
+ }
378
+ #$() {
379
+ let e = this.#C.flat ? b : x, t = (this.#S - e) / (1 - e);
380
+ return t <= 0 ? 1 : t >= 1 ? 0 : (1 - t) ** 1.5;
381
+ }
382
+ #ee() {
383
+ let e = this.#n;
384
+ e.useProgram(this.#r), e.bindVertexArray(this.#a), e.activeTexture(e.TEXTURE0), e.uniform2f(this.#h.uViewport ?? null, this.#j, this.#M), e.uniform3f(this.#h.uView ?? null, this.#_.scale, this.#_.tx * this.#v + this.#T, this.#_.ty * this.#v);
385
+ }
386
+ #te(e, t, n = 0, r = s) {
387
+ let i = this.#n;
388
+ t !== null && (this.#ne(i.TEXTURE0, t), i.uniform4f(this.#h.uRect ?? null, e.x, e.y, e.w, e.h), i.uniform1f(this.#h.uGutterSide ?? null, n), i.uniform2f(this.#h.uSpan ?? null, r[0], r[1]), i.drawArrays(i.TRIANGLE_STRIP, 0, 4));
389
+ }
390
+ #ne(e, t) {
391
+ let n = this.#n;
392
+ n.activeTexture(e), n.bindTexture(n.TEXTURE_2D, t === null ? this.#p : this.#re(t));
393
+ }
394
+ #re(e) {
395
+ let t = this.#n, n = this.#d.get(e);
396
+ if (n !== void 0) return this.#d.delete(e), this.#d.set(e, n), n.tex;
397
+ let r = d(t), i = f(t, r, e), a = i.width * i.height * 4;
398
+ return this.#d.set(e, {
399
+ tex: r,
400
+ bytes: a
401
+ }), this.#f += a, this.#ie(), r;
402
+ }
403
+ #ie() {
404
+ let e = this.#n;
405
+ for (let [t, n] of this.#d) {
406
+ if (this.#f <= C || this.#d.size <= 4) break;
407
+ this.#d.delete(t), this.#f -= n.bytes, e.deleteTexture(n.tex);
408
+ }
409
+ }
410
+ #ae(e) {
411
+ let t = d(e);
412
+ return e.bindTexture(e.TEXTURE_2D, t), e.texImage2D(e.TEXTURE_2D, 0, e.RGBA, 1, 1, 0, e.RGBA, e.UNSIGNED_BYTE, new Uint8Array([
413
+ 0,
414
+ 0,
415
+ 0,
416
+ 0
417
+ ])), t;
418
+ }
419
+ #oe() {
420
+ let e = this.#n, t = this.#t, n = this.#e;
421
+ if (e === null || t === null || n === null) return;
422
+ this.#v = typeof devicePixelRatio == "number" ? devicePixelRatio : 1;
423
+ let r = Math.max(1, Math.round(n.clientWidth * this.#v)), i = Math.max(1, Math.round(n.clientHeight * this.#v));
424
+ (t.width !== r || t.height !== i) && (t.width = r, t.height = i, e.viewport(0, 0, r, i));
425
+ }
426
+ };
427
+ //#endregion
428
+ export { T as WebglRenderer };
429
+
430
+ //# sourceMappingURL=webglRenderer-9RcNHAy-.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"webglRenderer-9RcNHAy-.js","names":["#container","#canvas","#onContextLost","#onContextRestored","#onVisibilityChange","#gl","#maxTextureSize","#buildGlResources","#clearRestoreTimer","#texCache","#blankTex","#quadVao","#curlVao","#flat","#curl","#cacheBytes","#content","#flip","#fatalHandler","#fill","#fit","#trackAspect","#render","#pageAspect","#docAspect","#flipT","#curlModel","#anchor","#fromShiftUnit","#toShiftUnit","#view","#bookBox","#contentBox","#shiftX","#dpr","#drawAspect","#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/**\n * Upload a decoded page raster (ImageBitmap or canvas) into `tex`, returning the dimensions actually\n * uploaded (which differ from the source when it was too big for the GPU).\n *\n * A raster larger than `gl.MAX_TEXTURE_SIZE` on either axis cannot be uploaded: `texImage2D` fails\n * and leaves the texture incomplete, which samples as solid black. A zoomed page on a high-DPR phone\n * (small MAX_TEXTURE_SIZE, e.g. 4096) hits this readily. Downscale over-large rasters to fit,\n * preserving aspect, so a slightly-softer page beats a black one.\n */\nexport function uploadTexture(\n gl: WebGL2RenderingContext,\n tex: WebGLTexture,\n source: TexImageSource,\n): { width: number; height: number } {\n const max = gl.getParameter(gl.MAX_TEXTURE_SIZE) as number;\n const upload = fitToLimit(source, max);\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, upload);\n return { width: upload.width, height: upload.height };\n}\n\n/** Return `source` unchanged if it fits `max`, else a canvas holding it scaled down to fit. */\nfunction fitToLimit(source: TexImageSource, max: number): TexImageSource & { width: number; height: number } {\n const dims = source as unknown as { width: number; height: number };\n const longest = Math.max(dims.width, dims.height);\n if (!Number.isFinite(max) || max <= 0 || longest <= max) {\n return dims as TexImageSource & { width: number; height: number };\n }\n const factor = max / longest;\n const canvas = document.createElement('canvas');\n canvas.width = Math.max(1, Math.floor(dims.width * factor));\n canvas.height = Math.max(1, Math.floor(dims.height * factor));\n canvas.getContext('2d')?.drawImage(source as CanvasImageSource, 0, 0, canvas.width, canvas.height);\n return canvas;\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 {\n FULL_SPAN,\n leftSpan,\n rightSpan,\n spineTrimOf,\n type FlipDirection,\n type LayoutMetrics,\n type PageSpan,\n type Renderer,\n type RenderOptions,\n type 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\nuniform vec2 uSpan; // visible u-range of the page texture (a spine trim narrows it)\nout vec4 outColor;\nvoid main() {\n vec4 c = texture(uTex, vec2(mix(uSpan.x, uSpan.y, vUv.x), vUv.y));\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 vec2 uFrontSpan; // visible u-ranges of the two faces (a spine trim narrows them)\nuniform vec2 uBackSpan;\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\nuniform float uCrease; // spine-crease strength: 1 matches a spread's gutter; ramps from 0 for a lone leaf\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\n ? texture(uFront, vec2(mix(uFrontSpan.x, uFrontSpan.y, fx), vUv.y))\n : texture(uBack, vec2(mix(uBackSpan.x, uBackSpan.y, 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 // Spine crease matches the gutter shadow on a spread. A lone page has no gutter, so uCrease\n // ramps it in from 0 as the leaf lifts — otherwise a still-flat leaf paints a shadow band on\n // the anchor edge before the turn even begins.\n lit *= mix(1.0, mix(0.7, 1.0, smoothstep(0.0, 0.12, vU)), uCrease);\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. Timed so the fade covers the still landed pose (curl RHO_END)\n * rather than washing out a sheet that is still swinging. */\nconst FILL_FADE_START_ROLL = 0.7;\nconst FILL_FADE_START_CURL = 0.78;\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 // Visible spans: each page keeps the spine trim of the spread it belongs to.\n underLeftSpan: PageSpan;\n underRightSpan: PageSpan;\n frontSpan: PageSpan;\n backSpan: PageSpan;\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 // The GPU's largest accepted texture dimension; a zoom tile past it would upload black (see\n // uploadTexture). Read once at mount and exposed so the source can cap its rasters to fit.\n #maxTextureSize = 0;\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 // The first page's aspect, latched: the container is sized to this for the whole document so\n // off-size pages do not resize it (layout shift). `contain` letterboxes them; `fill` stretches.\n #docAspect = 0;\n #fit: 'contain' | 'fill' = 'contain';\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.#maxTextureSize = this.#gl.getParameter(this.#gl.MAX_TEXTURE_SIZE) as number;\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 get maxTextureSize(): number | undefined {\n return this.#maxTextureSize || undefined;\n }\n\n renderSpread(_spread: Spread, content: SpreadContent, options?: RenderOptions): void {\n this.#content = content;\n this.#fill = options?.fill ?? false;\n if (options?.fit) this.#fit = options.fit;\n this.#flip = null;\n this.#trackAspect(content, this.#fill);\n this.#render();\n }\n\n /** Remember the current spread's page aspect (for drawing; narrowed by any spine trim) and latch\n * the first page's untrimmed aspect (for the container). The container follows #docAspect so\n * off-size or trimmed pages never resize it, whichever spread the reader opened on. */\n #trackAspect(content: SpreadContent, fill: boolean): void {\n const p = content.left ?? content.right;\n if (p && p.height) {\n const raw = p.width / p.height;\n this.#pageAspect = raw * (1 - spineTrimOf(content, fill));\n if (this.#docAspect === 0) this.#docAspect = raw;\n }\n }\n\n /** Aspect the book is drawn at: the current page under `contain` (letterboxed within the stable\n * container), or the document aspect under `fill` (fills it, stretching off-size pages). */\n #drawAspect(): number {\n return this.#fit === 'fill' && this.#docAspect > 0 ? this.#docAspect : this.#pageAspect;\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 if (options?.fit) this.#fit = options.fit;\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, fill);\n // Each page keeps the trim of its own spread, so the leaf's front matches `from` and its back\n // matches `to`: the spine edge stays hidden through the whole turn.\n const fromTrim = spineTrimOf(from, fill);\n const toTrim = spineTrimOf(to, fill);\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 underLeftSpan: FULL_SPAN,\n underRightSpan: FULL_SPAN,\n frontSpan: FULL_SPAN,\n backSpan: FULL_SPAN,\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 underLeftSpan: leftSpan(fromTrim),\n underRightSpan: rightSpan(toTrim),\n frontSpan: rightSpan(fromTrim),\n backSpan: leftSpan(toTrim),\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 underLeftSpan: leftSpan(toTrim),\n underRightSpan: rightSpan(fromTrim),\n frontSpan: leftSpan(fromTrim),\n backSpan: rightSpan(toTrim),\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 containerAspect: this.#docAspect > 0 ? (this.#fill ? 1 : 2) * this.#docAspect : undefined,\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 const aspect = this.#drawAspect();\n if (aspect <= 0 || cw <= 0 || ch <= 0) return { x: 0, y: 0, width: cw, height: ch };\n const ba = (this.#fill ? 1 : 2) * aspect;\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', 'uSpan']) {\n this.#flatU[name] = gl.getUniformLocation(this.#flat, name);\n }\n for (const name of ['uViewport', 'uView', 'uOriginX', 'uDir', 'uLeafW', 'uFront', 'uBack', 'uFrontSpan', 'uBackSpan', 'uGloss', 'uAlpha', 'uCrease']) {\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 const aspect = this.#drawAspect();\n if (aspect > 0) {\n const bookAspect = (this.#fill ? 1 : 2) * aspect;\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 const trim = spineTrimOf(content, false);\n this.#drawQuad({ x: 0, y: 0, w: w / 2, h }, content.left, content.right ? 1 : 0, leftSpan(trim));\n this.#drawQuad({ x: w / 2, y: 0, w: w / 2, h }, content.right, content.left ? -1 : 0, rightSpan(trim));\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, flip.underLeftSpan);\n this.#drawQuad({ x: w / 2, y: 0, w: w / 2, h }, flip.underRight, -1, flip.underRightSpan);\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.uniform2f(this.#curlU.uFrontSpan ?? null, flip.frontSpan[0], flip.frontSpan[1]);\n gl.uniform2f(this.#curlU.uBackSpan ?? null, flip.backSpan[0], flip.backSpan[1]);\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 // Spreads carry the full gutter crease; a lone leaf ramps it in over the first fifth of the\n // turn so a still-flat sheet shows no shadow band at its anchor before it lifts.\n gl.uniform1f(this.#curlU.uCrease ?? null, flip.fill ? Math.min(1, this.#flipT / 0.2) : 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, span: PageSpan = FULL_SPAN): 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.uniform2f(this.#flatU.uSpan ?? null, span[0], span[1]);\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 may downscale a raster too large for the GPU; account for what it really uploaded.\n const uploaded = uploadTexture(gl, tex, source);\n const bytes = uploaded.width * uploaded.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/dist/zine.d.ts CHANGED
@@ -5,6 +5,7 @@ import { type RendererOption } from './renderer/select';
5
5
  import type { FlipDirection, PageContent } from './renderer/types';
6
6
  import type { DownloadInfo, OutlineItem, Source } from './source/types';
7
7
  import type { ContextMenuOptions, ControlsOptions } from './controls/types';
8
+ import { type ZineStrings } from './strings';
8
9
  /** One page that matched a {@link Zine.search} query. */
9
10
  export interface SearchHit {
10
11
  /** Zero-based page index; pass straight to `flipTo`. */
@@ -67,6 +68,20 @@ export interface ZineOptions {
67
68
  flipDuration?: number;
68
69
  /** How a tap/click turns pages: near an edge ('edge'), by page half ('half'), or 'off'. Default 'edge'. */
69
70
  clickToFlip?: 'edge' | 'half' | 'off';
71
+ /** How a page whose size differs from the book fits: 'contain' (default) keeps its aspect and
72
+ * centers it (a small margin shows); 'fill' stretches it to the book's shape. Either way the
73
+ * book keeps one shape for the whole document, so mixed-size pages never cause a layout shift. */
74
+ fit?: 'contain' | 'fill';
75
+ /** Hide a print-gutter duplicate: print PDFs sometimes repeat a strip of artwork on both sides
76
+ * of the spine so nothing is lost in the binding, which shows twice when the spread lies flat.
77
+ * A number is the overlap as a fraction of page width (e.g. 0.02 = 2%), removed from every
78
+ * two-page spread, half from each page's spine edge. 'auto' finds the repeat per spread and only
79
+ * trims spreads that have one. Lone pages are never trimmed. Default 0 (off). */
80
+ gutterOverlap?: 'auto' | number;
81
+ /** Override any reader-facing text (control labels, screen-reader announcements, panel and
82
+ * loading text) for localization. English by default; pass only the keys you want to change.
83
+ * Interpolated entries (e.g. the page announcement) are functions. See {@link ZineStrings}. */
84
+ strings?: Partial<ZineStrings>;
70
85
  /** Edge-zone size in px per side, used when clickToFlip is 'edge'. Default 64. */
71
86
  clickZoneSize?: number;
72
87
  /**
@@ -348,6 +363,9 @@ export declare class Zine {
348
363
  y: number;
349
364
  }): void;
350
365
  resetZoom(): void;
366
+ /** The resolved reader-facing text (English defaults merged with the `strings` option). Read by
367
+ * the controls and panels so a translation reaches every label and announcement. */
368
+ get strings(): ZineStrings;
351
369
  /** Whether page-flip sound is enabled for this book (the `sound` option was set). */
352
370
  isSoundEnabled(): boolean;
353
371
  /** Whether flip sound is currently muted. Always false when sound is not enabled. */
@@ -83,6 +83,24 @@
83
83
  "default": "edge",
84
84
  "description": "How a tap/click turns pages: near an edge, by page half, or off."
85
85
  },
86
+ "fit": {
87
+ "type": "string",
88
+ "enum": ["contain", "fill"],
89
+ "default": "contain",
90
+ "description": "How a page whose size differs from the book fits: contain keeps its aspect and centers it (a margin shows); fill stretches it. The book keeps one shape document-wide, so mixed-size pages never shift layout."
91
+ },
92
+ "gutterOverlap": {
93
+ "oneOf": [
94
+ { "const": "auto" },
95
+ { "type": "number", "minimum": 0, "maximum": 0.5 }
96
+ ],
97
+ "default": 0,
98
+ "description": "Hide a print-gutter duplicate (artwork repeated on both sides of the spine for binding). A number is the overlap as a fraction of page width, removed from every two-page spread, half from each page. 'auto' finds the repeat per spread and only trims spreads that have one. Lone pages are never trimmed. 0 = off."
99
+ },
100
+ "strings": {
101
+ "type": "object",
102
+ "description": "Override any reader-facing text (control labels, screen-reader announcements, panel and loading text) for localization. English by default; pass only the keys to change. Interpolated entries are functions, so this is set in code, not JSON."
103
+ },
86
104
  "clickZoneSize": {
87
105
  "type": "number",
88
106
  "minimum": 0,
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@zinejs/core",
3
- "version": "0.9.1",
3
+ "version": "1.0.0",
4
4
  "description": "Framework-agnostic flipbook engine with CSS and WebGL2 renderers and no dependencies.",
5
5
  "type": "module",
6
6
  "sideEffects": false,
@@ -55,7 +55,7 @@
55
55
  {
56
56
  "name": "core (ESM, gzip, excl. lazy renderer chunks)",
57
57
  "path": "dist/index.js",
58
- "limit": "16 kB",
58
+ "limit": "17 kB",
59
59
  "gzip": true
60
60
  },
61
61
  {