framefields 2.0.2

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Files changed (408) hide show
  1. package/LICENCE +202 -0
  2. package/README.md +740 -0
  3. package/dist/audio/index.d.mts +5 -0
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@@ -0,0 +1,387 @@
1
+ import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
+ import { tt as signalRegistry } from "./dist-gjHmorxL.mjs";
3
+
4
+ //#region ../../nodes/node-displacement-map/dist/renderers-Dm9Btn8h.mjs
5
+ const STRENGTH_MIN = 0;
6
+ const STRENGTH_MAX = 500;
7
+ function clamp(value, min, max) {
8
+ return Math.min(max, Math.max(min, value));
9
+ }
10
+ const DISPLACEMENT_MAP_SHADER = `
11
+ struct DisplacementUniforms {
12
+ strengthX : f32,
13
+ strengthY : f32,
14
+ xChannel : f32, // 0=R, 1=G, 2=B, 3=A, 4=Luma
15
+ yChannel : f32, // 0=R, 1=G, 2=B, 3=A, 4=Luma
16
+
17
+ wrapMode : f32, // 0=Clamp, 1=Repeat, 2=Mirror
18
+ hasSignalX : f32,
19
+ hasSignalY : f32,
20
+ _pad : f32,
21
+ };
22
+
23
+ @group(0) @binding(0) var<uniform> u : DisplacementUniforms;
24
+ @group(1) @binding(0) var srcTex : texture_2d<f32>;
25
+ @group(1) @binding(1) var srcSamp : sampler;
26
+ @group(2) @binding(0) var mapTex : texture_2d<f32>;
27
+ @group(2) @binding(1) var mapSamp : sampler;
28
+ @group(3) @binding(0) var sigXTex : texture_2d<f32>;
29
+ @group(3) @binding(1) var sigYTex : texture_2d<f32>;
30
+ @group(3) @binding(2) var sigSamp : sampler;
31
+
32
+ struct VSOut {
33
+ @builtin(position) pos : vec4<f32>,
34
+ @location(0) uv : vec2<f32>,
35
+ };
36
+
37
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
38
+ var pos = array<vec2<f32>, 4>(
39
+ vec2<f32>(-1.0, 1.0),
40
+ vec2<f32>(1.0, 1.0),
41
+ vec2<f32>(-1.0, -1.0),
42
+ vec2<f32>(1.0, -1.0)
43
+ );
44
+ var uv = array<vec2<f32>, 4>(
45
+ vec2<f32>(0.0, 0.0),
46
+ vec2<f32>(1.0, 0.0),
47
+ vec2<f32>(0.0, 1.0),
48
+ vec2<f32>(1.0, 1.0)
49
+ );
50
+ return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
51
+ }
52
+
53
+ fn extractChannel(color: vec4<f32>, channel: f32) -> f32 {
54
+ if (channel < 0.5) { return color.r; }
55
+ if (channel < 1.5) { return color.g; }
56
+ if (channel < 2.5) { return color.b; }
57
+ if (channel < 3.5) { return color.a; }
58
+ // Luminance
59
+ return dot(color.rgb, vec3<f32>(0.299, 0.587, 0.114));
60
+ }
61
+
62
+ fn applyWrap(coord: f32, mode: f32) -> f32 {
63
+ if (mode < 0.5) {
64
+ // Clamp
65
+ return clamp(coord, 0.0, 1.0);
66
+ }
67
+ if (mode < 1.5) {
68
+ // Repeat
69
+ return fract(coord);
70
+ }
71
+ // Mirror
72
+ let t = fract(coord * 0.5) * 2.0;
73
+ if (t > 1.0) {
74
+ return 2.0 - t;
75
+ }
76
+ return t;
77
+ }
78
+
79
+ @fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
80
+ let mapColor = textureSampleLevel(mapTex, mapSamp, in.uv, 0.0);
81
+
82
+ // Extract displacement values from chosen channels, centered around 0.5 and gated by alpha
83
+ // NOTE (P3, not changed here): this yields a max offset of strength/2 px at
84
+ // either extreme (peak-to-peak swing == strength). Confirm with design whether
85
+ // "strength in pixels" should mean peak amplitude instead — see review doc.
86
+ let dispX = (extractChannel(mapColor, u.xChannel) - 0.5) * mapColor.a;
87
+ let dispY = (extractChannel(mapColor, u.yChannel) - 0.5) * mapColor.a;
88
+
89
+ // Get strength, potentially from signal textures
90
+ var sX = u.strengthX;
91
+ var sY = u.strengthY;
92
+ if (u.hasSignalX > 0.5) {
93
+ sX = textureSampleLevel(sigXTex, sigSamp, in.uv, 0.0).r;
94
+ }
95
+ if (u.hasSignalY > 0.5) {
96
+ sY = textureSampleLevel(sigYTex, sigSamp, in.uv, 0.0).r;
97
+ }
98
+
99
+ // Compute displacement in UV space (strength is in pixels, convert to UV)
100
+ let srcDims = vec2<f32>(textureDimensions(srcTex));
101
+ let offset = vec2<f32>(
102
+ dispX * sX / srcDims.x,
103
+ dispY * sY / srcDims.y,
104
+ );
105
+
106
+ let displaced = vec2<f32>(
107
+ applyWrap(in.uv.x + offset.x, u.wrapMode),
108
+ applyWrap(in.uv.y + offset.y, u.wrapMode),
109
+ );
110
+
111
+ return textureSampleLevel(srcTex, srcSamp, displaced, 0.0);
112
+ }
113
+ `;
114
+ const deviceResourceCache = /* @__PURE__ */ new WeakMap();
115
+ const uniformData = new Float32Array(8);
116
+ function getDeviceLayouts(device) {
117
+ let res = deviceResourceCache.get(device);
118
+ if (res) return res;
119
+ res = {
120
+ uniformLayout: device.createBindGroupLayout({ entries: [{
121
+ binding: 0,
122
+ visibility: GPUShaderStage.FRAGMENT,
123
+ buffer: { type: "uniform" }
124
+ }] }),
125
+ srcTextureLayout: device.createBindGroupLayout({ entries: [{
126
+ binding: 0,
127
+ visibility: GPUShaderStage.FRAGMENT,
128
+ texture: { sampleType: "float" }
129
+ }, {
130
+ binding: 1,
131
+ visibility: GPUShaderStage.FRAGMENT,
132
+ sampler: { type: "filtering" }
133
+ }] }),
134
+ mapTextureLayout: device.createBindGroupLayout({ entries: [{
135
+ binding: 0,
136
+ visibility: GPUShaderStage.FRAGMENT,
137
+ texture: { sampleType: "float" }
138
+ }, {
139
+ binding: 1,
140
+ visibility: GPUShaderStage.FRAGMENT,
141
+ sampler: { type: "filtering" }
142
+ }] }),
143
+ signalTextureLayout: device.createBindGroupLayout({ entries: [
144
+ {
145
+ binding: 0,
146
+ visibility: GPUShaderStage.FRAGMENT,
147
+ texture: { sampleType: "float" }
148
+ },
149
+ {
150
+ binding: 1,
151
+ visibility: GPUShaderStage.FRAGMENT,
152
+ texture: { sampleType: "float" }
153
+ },
154
+ {
155
+ binding: 2,
156
+ visibility: GPUShaderStage.FRAGMENT,
157
+ sampler: { type: "filtering" }
158
+ }
159
+ ] }),
160
+ pipelineCache: /* @__PURE__ */ new Map()
161
+ };
162
+ deviceResourceCache.set(device, res);
163
+ return res;
164
+ }
165
+ function getDisplacementResources(device, format) {
166
+ const layouts = getDeviceLayouts(device);
167
+ const cacheKey = `displacement_${format}`;
168
+ let pipeline = layouts.pipelineCache.get(cacheKey);
169
+ if (!pipeline) {
170
+ const module = device.createShaderModule({
171
+ label: `displacement_${format}.wgsl`,
172
+ code: DISPLACEMENT_MAP_SHADER
173
+ });
174
+ pipeline = device.createRenderPipeline({
175
+ label: `DisplacementMapPipeline_${format}`,
176
+ layout: device.createPipelineLayout({ bindGroupLayouts: [
177
+ layouts.uniformLayout,
178
+ layouts.srcTextureLayout,
179
+ layouts.mapTextureLayout,
180
+ layouts.signalTextureLayout
181
+ ] }),
182
+ vertex: {
183
+ module,
184
+ entryPoint: "vs"
185
+ },
186
+ fragment: {
187
+ module,
188
+ entryPoint: "fs",
189
+ targets: [{ format }]
190
+ },
191
+ primitive: { topology: "triangle-strip" }
192
+ });
193
+ layouts.pipelineCache.set(cacheKey, pipeline);
194
+ }
195
+ return {
196
+ pipeline,
197
+ uniformLayout: layouts.uniformLayout,
198
+ srcTextureLayout: layouts.srcTextureLayout,
199
+ mapTextureLayout: layouts.mapTextureLayout,
200
+ signalTextureLayout: layouts.signalTextureLayout
201
+ };
202
+ }
203
+ function channelToFloat(ch) {
204
+ switch (ch) {
205
+ case "Green": return 1;
206
+ case "Blue": return 2;
207
+ case "Alpha": return 3;
208
+ case "Luminance": return 4;
209
+ default: return 0;
210
+ }
211
+ }
212
+ function wrapModeToFloat(mode) {
213
+ switch (mode) {
214
+ case "Repeat": return 1;
215
+ case "Mirror": return 2;
216
+ default: return 0;
217
+ }
218
+ }
219
+ function resolveSignalField(op, fieldName, defaultValue) {
220
+ const handleId = op[`${fieldName}HandleId`];
221
+ const signalInput = handleId ? op.inputs?.[handleId] : null;
222
+ const hasSignal = !!(signalInput?.connectionValid && signalInput.outputItem?.type === "Signal");
223
+ const sd = hasSignal ? signalInput?.outputItem?.data : null;
224
+ let value = defaultValue;
225
+ if (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === "Number") value = clamp(Number(signalInput.outputItem.data ?? defaultValue), STRENGTH_MIN, STRENGTH_MAX);
226
+ else value = Number(op[fieldName] ?? defaultValue);
227
+ else if (sd && typeof sd === "object" && "offset" in sd) value = Number(sd.offset ?? defaultValue);
228
+ return {
229
+ hasSignal,
230
+ sd,
231
+ value
232
+ };
233
+ }
234
+ const DisplacementMapWebGPURenderer = async (args) => {
235
+ const { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;
236
+ const op = props.virtualMedia?.operation;
237
+ if (op?.op !== "DisplacementMap" || !op) return;
238
+ const sourceMedia = props.virtualMedia.children?.[0];
239
+ const mapMedia = op.mapMedia;
240
+ if (!sourceMedia || !mapMedia) return;
241
+ pass.end();
242
+ const width = targetWidth;
243
+ const height = targetHeight;
244
+ const frame = props.frame ?? 0;
245
+ const fps = props.fps || 30;
246
+ const strengthXInfo = resolveSignalField(op, "strengthX", 50);
247
+ const strengthYInfo = resolveSignalField(op, "strengthY", 50);
248
+ const srcTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);
249
+ const srcView = srcTex.createView();
250
+ ctx.renderer.beginFrame(encoder, srcView, {
251
+ r: 0,
252
+ g: 0,
253
+ b: 0,
254
+ a: 0
255
+ }, width, height, "clear").end();
256
+ ctx.renderer.pushScissor({
257
+ x: 0,
258
+ y: 0,
259
+ width,
260
+ height
261
+ });
262
+ ctx.renderer.pushIdentity();
263
+ await drawChild(sourceMedia, {
264
+ ...props,
265
+ virtualMedia: sourceMedia,
266
+ renderId: `${props.renderId}-c0`,
267
+ excludeTextures: [...props.excludeTextures || [], srcTex]
268
+ }, srcView, srcTex, width, height);
269
+ ctx.renderer.popTransform();
270
+ ctx.renderer.popScissor();
271
+ args.pass.end();
272
+ const mapTex = ctx.renderer.getTemporaryTexture(width, height, [
273
+ ...props.excludeTextures || [],
274
+ targetTexture,
275
+ srcTex
276
+ ]);
277
+ const mapView = mapTex.createView();
278
+ ctx.renderer.beginFrame(encoder, mapView, {
279
+ r: 0,
280
+ g: 0,
281
+ b: 0,
282
+ a: 0
283
+ }, width, height, "clear").end();
284
+ ctx.renderer.pushScissor({
285
+ x: 0,
286
+ y: 0,
287
+ width,
288
+ height
289
+ });
290
+ ctx.renderer.pushIdentity();
291
+ await drawChild(mapMedia, {
292
+ ...props,
293
+ virtualMedia: mapMedia,
294
+ renderId: `${props.renderId}-c1`,
295
+ excludeTextures: [
296
+ ...props.excludeTextures || [],
297
+ srcTex,
298
+ mapTex
299
+ ]
300
+ }, mapView, mapTex, width, height);
301
+ ctx.renderer.popTransform();
302
+ ctx.renderer.popScissor();
303
+ args.pass.end();
304
+ const { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, mapTextureLayout: mapLayout, signalTextureLayout: sigLayout } = getDisplacementResources(ctx.device, ctx.renderer.format);
305
+ const sampler = ctx.renderer.samplerCache.getSampler(ctx.device);
306
+ let sigXView;
307
+ let sigYView;
308
+ const elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;
309
+ const durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;
310
+ if (strengthXInfo.hasSignal && strengthXInfo.sd) sigXView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, strengthXInfo.sd.nodeId ?? "displace_sx_sig", elapsedSeconds, durationSeconds, strengthXInfo.sd, width, height, props.renderId, frame, fps);
311
+ else sigXView = signalRegistry.getDummy1x1TextureView(ctx.device);
312
+ if (strengthYInfo.hasSignal && strengthYInfo.sd) sigYView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, strengthYInfo.sd.nodeId ?? "displace_sy_sig", elapsedSeconds, durationSeconds, strengthYInfo.sd, width, height, props.renderId, frame, fps);
313
+ else sigYView = signalRegistry.getDummy1x1TextureView(ctx.device);
314
+ uniformData[0] = strengthXInfo.value;
315
+ uniformData[1] = strengthYInfo.value;
316
+ uniformData[2] = channelToFloat(op.xChannel);
317
+ uniformData[3] = channelToFloat(op.yChannel);
318
+ uniformData[4] = wrapModeToFloat(op.wrapMode);
319
+ uniformData[5] = strengthXInfo.hasSignal ? 1 : 0;
320
+ uniformData[6] = strengthYInfo.hasSignal ? 1 : 0;
321
+ uniformData[7] = 0;
322
+ const uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);
323
+ const outTex = ctx.renderer.getTemporaryTexture(width, height, [
324
+ srcTex,
325
+ mapTex,
326
+ targetTexture,
327
+ ...props.excludeTextures || []
328
+ ]);
329
+ const renderPass = encoder.beginRenderPass({ colorAttachments: [{
330
+ view: outTex.createView(),
331
+ loadOp: "clear",
332
+ storeOp: "store",
333
+ clearValue: {
334
+ r: 0,
335
+ g: 0,
336
+ b: 0,
337
+ a: 0
338
+ }
339
+ }] });
340
+ renderPass.setPipeline(pipeline);
341
+ renderPass.setBindGroup(0, ctx.device.createBindGroup({
342
+ layout: uLayout,
343
+ entries: [{
344
+ binding: 0,
345
+ resource: { buffer: uniformBuffer }
346
+ }]
347
+ }));
348
+ renderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler));
349
+ renderPass.setBindGroup(2, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, mapLayout, mapTex, sampler));
350
+ renderPass.setBindGroup(3, ctx.device.createBindGroup({
351
+ layout: sigLayout,
352
+ entries: [
353
+ {
354
+ binding: 0,
355
+ resource: sigXView
356
+ },
357
+ {
358
+ binding: 1,
359
+ resource: sigYView
360
+ },
361
+ {
362
+ binding: 2,
363
+ resource: sampler
364
+ }
365
+ ]
366
+ }));
367
+ renderPass.draw(4);
368
+ renderPass.end();
369
+ const finalPass = ctx.renderer.beginFrame(encoder, targetView, {
370
+ r: 0,
371
+ g: 0,
372
+ b: 0,
373
+ a: 0
374
+ }, targetWidth, targetHeight, "load");
375
+ ctx.renderer.drawTexture(finalPass, outTex, {
376
+ x: 0,
377
+ y: 0,
378
+ width: targetWidth,
379
+ height: targetHeight
380
+ }, { opacity: op.opacity ?? 1 });
381
+ args.pass = finalPass;
382
+ };
383
+ var renderers_default = defineRenderer({ WebGPURenderer: DisplacementMapWebGPURenderer });
384
+
385
+ //#endregion
386
+ export { renderers_default as t };
387
+ //# sourceMappingURL=renderer-CH8sdfYX.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"renderer-CH8sdfYX.mjs","names":[],"sources":["../../../nodes/node-displacement-map/dist/renderers-Dm9Btn8h.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst STRENGTH_MIN = 0;\nconst STRENGTH_MAX = 500;\nfunction clamp(value, min, max) {\n\treturn Math.min(max, Math.max(min, value));\n}\nconst DISPLACEMENT_MAP_SHADER = `\nstruct DisplacementUniforms {\n strengthX : f32,\n strengthY : f32,\n xChannel : f32, // 0=R, 1=G, 2=B, 3=A, 4=Luma\n yChannel : f32, // 0=R, 1=G, 2=B, 3=A, 4=Luma\n\n wrapMode : f32, // 0=Clamp, 1=Repeat, 2=Mirror\n hasSignalX : f32,\n hasSignalY : f32,\n _pad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : DisplacementUniforms;\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n@group(2) @binding(0) var mapTex : texture_2d<f32>;\n@group(2) @binding(1) var mapSamp : sampler;\n@group(3) @binding(0) var sigXTex : texture_2d<f32>;\n@group(3) @binding(1) var sigYTex : texture_2d<f32>;\n@group(3) @binding(2) var sigSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn extractChannel(color: vec4<f32>, channel: f32) -> f32 {\n if (channel < 0.5) { return color.r; }\n if (channel < 1.5) { return color.g; }\n if (channel < 2.5) { return color.b; }\n if (channel < 3.5) { return color.a; }\n // Luminance\n return dot(color.rgb, vec3<f32>(0.299, 0.587, 0.114));\n}\n\nfn applyWrap(coord: f32, mode: f32) -> f32 {\n if (mode < 0.5) {\n // Clamp\n return clamp(coord, 0.0, 1.0);\n }\n if (mode < 1.5) {\n // Repeat\n return fract(coord);\n }\n // Mirror\n let t = fract(coord * 0.5) * 2.0;\n if (t > 1.0) {\n return 2.0 - t;\n }\n return t;\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let mapColor = textureSampleLevel(mapTex, mapSamp, in.uv, 0.0);\n\n // Extract displacement values from chosen channels, centered around 0.5 and gated by alpha\n // NOTE (P3, not changed here): this yields a max offset of strength/2 px at\n // either extreme (peak-to-peak swing == strength). Confirm with design whether\n // \"strength in pixels\" should mean peak amplitude instead — see review doc.\n let dispX = (extractChannel(mapColor, u.xChannel) - 0.5) * mapColor.a;\n let dispY = (extractChannel(mapColor, u.yChannel) - 0.5) * mapColor.a;\n\n // Get strength, potentially from signal textures\n var sX = u.strengthX;\n var sY = u.strengthY;\n if (u.hasSignalX > 0.5) {\n sX = textureSampleLevel(sigXTex, sigSamp, in.uv, 0.0).r;\n }\n if (u.hasSignalY > 0.5) {\n sY = textureSampleLevel(sigYTex, sigSamp, in.uv, 0.0).r;\n }\n\n // Compute displacement in UV space (strength is in pixels, convert to UV)\n let srcDims = vec2<f32>(textureDimensions(srcTex));\n let offset = vec2<f32>(\n dispX * sX / srcDims.x,\n dispY * sY / srcDims.y,\n );\n\n let displaced = vec2<f32>(\n applyWrap(in.uv.x + offset.x, u.wrapMode),\n applyWrap(in.uv.y + offset.y, u.wrapMode),\n );\n\n return textureSampleLevel(srcTex, srcSamp, displaced, 0.0);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(8);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsrcTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tmapTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getDisplacementResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `displacement_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `displacement_${format}.wgsl`,\n\t\t\tcode: DISPLACEMENT_MAP_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `DisplacementMapPipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.mapTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tmapTextureLayout: layouts.mapTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction channelToFloat(ch) {\n\tswitch (ch) {\n\t\tcase \"Green\": return 1;\n\t\tcase \"Blue\": return 2;\n\t\tcase \"Alpha\": return 3;\n\t\tcase \"Luminance\": return 4;\n\t\tdefault: return 0;\n\t}\n}\nfunction wrapModeToFloat(mode) {\n\tswitch (mode) {\n\t\tcase \"Repeat\": return 1;\n\t\tcase \"Mirror\": return 2;\n\t\tdefault: return 0;\n\t}\n}\nfunction resolveSignalField(op, fieldName, defaultValue) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && signalInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? signalInput?.outputItem?.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") value = clamp(Number(signalInput.outputItem.data ?? defaultValue), STRENGTH_MIN, STRENGTH_MAX);\n\telse value = Number(op[fieldName] ?? defaultValue);\n\telse if (sd && typeof sd === \"object\" && \"offset\" in sd) value = Number(sd.offset ?? defaultValue);\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst DisplacementMapWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"DisplacementMap\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tconst mapMedia = op.mapMedia;\n\tif (!sourceMedia || !mapMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst strengthXInfo = resolveSignalField(op, \"strengthX\", 50);\n\tconst strengthYInfo = resolveSignalField(op, \"strengthY\", 50);\n\tconst srcTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst srcView = srcTex.createView();\n\tctx.renderer.beginFrame(encoder, srcView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(sourceMedia, {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\trenderId: `${props.renderId}-c0`,\n\t\texcludeTextures: [...props.excludeTextures || [], srcTex]\n\t}, srcView, srcTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst mapTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t...props.excludeTextures || [],\n\t\ttargetTexture,\n\t\tsrcTex\n\t]);\n\tconst mapView = mapTex.createView();\n\tctx.renderer.beginFrame(encoder, mapView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(mapMedia, {\n\t\t...props,\n\t\tvirtualMedia: mapMedia,\n\t\trenderId: `${props.renderId}-c1`,\n\t\texcludeTextures: [\n\t\t\t...props.excludeTextures || [],\n\t\t\tsrcTex,\n\t\t\tmapTex\n\t\t]\n\t}, mapView, mapTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, mapTextureLayout: mapLayout, signalTextureLayout: sigLayout } = getDisplacementResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tlet sigXView;\n\tlet sigYView;\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tif (strengthXInfo.hasSignal && strengthXInfo.sd) sigXView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, strengthXInfo.sd.nodeId ?? \"displace_sx_sig\", elapsedSeconds, durationSeconds, strengthXInfo.sd, width, height, props.renderId, frame, fps);\n\telse sigXView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tif (strengthYInfo.hasSignal && strengthYInfo.sd) sigYView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, strengthYInfo.sd.nodeId ?? \"displace_sy_sig\", elapsedSeconds, durationSeconds, strengthYInfo.sd, width, height, props.renderId, frame, fps);\n\telse sigYView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tuniformData[0] = strengthXInfo.value;\n\tuniformData[1] = strengthYInfo.value;\n\tuniformData[2] = channelToFloat(op.xChannel);\n\tuniformData[3] = channelToFloat(op.yChannel);\n\tuniformData[4] = wrapModeToFloat(op.wrapMode);\n\tuniformData[5] = strengthXInfo.hasSignal ? 1 : 0;\n\tuniformData[6] = strengthYInfo.hasSignal ? 1 : 0;\n\tuniformData[7] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tmapTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler));\n\trenderPass.setBindGroup(2, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, mapLayout, mapTex, sampler));\n\trenderPass.setBindGroup(3, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sigXView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sigYView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\trenderPass.draw(4);\n\trenderPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: DisplacementMapWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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@@ -0,0 +1,261 @@
1
+ import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
+
3
+ //#region ../../nodes/node-channel-splitter/dist/renderers-B7lhYmZQ.mjs
4
+ const COLOR_SPACE_MAP = {
5
+ RGBA: 0,
6
+ HSLA: 1,
7
+ CMYK: 2,
8
+ LAB: 3
9
+ };
10
+ const WGSL_CHANNEL_SPLITTER = `
11
+ struct SplitterUniforms {
12
+ colorSpace : f32, // 0=RGBA, 1=HSLA, 2=CMYK, 3=LAB
13
+ channelIndex : f32, // 0=Ch1, 1=Ch2, 2=Ch3, 3=Ch4
14
+ _pad0 : f32,
15
+ _pad1 : f32,
16
+ };
17
+
18
+ @group(0) @binding(0) var<uniform> u : SplitterUniforms;
19
+ @group(1) @binding(0) var srcTex : texture_2d<f32>;
20
+ @group(1) @binding(1) var srcSamp : sampler;
21
+
22
+ struct VSOut {
23
+ @builtin(position) pos : vec4<f32>,
24
+ @location(0) uv : vec2<f32>,
25
+ };
26
+
27
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
28
+ var pos = array<vec2<f32>, 4>(
29
+ vec2<f32>(-1.0, 1.0),
30
+ vec2<f32>(1.0, 1.0),
31
+ vec2<f32>(-1.0, -1.0),
32
+ vec2<f32>(1.0, -1.0)
33
+ );
34
+ var uv = array<vec2<f32>, 4>(
35
+ vec2<f32>(0.0, 0.0),
36
+ vec2<f32>(1.0, 0.0),
37
+ vec2<f32>(0.0, 1.0),
38
+ vec2<f32>(1.0, 1.0)
39
+ );
40
+ return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
41
+ }
42
+
43
+ fn srgb2lin(v: f32) -> f32 {
44
+ let cv = clamp(v, 0.0, 1.0);
45
+ return select(cv / 12.92, pow((cv + 0.055) / 1.055, 2.4), cv > 0.04045);
46
+ }
47
+
48
+ fn lab_f(t: f32) -> f32 {
49
+ return select(pow(t, 1.0 / 3.0), (7.787 * t) + (16.0 / 116.0), t <= 0.008856);
50
+ }
51
+
52
+ @fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {
53
+ let c = textureSample(srcTex, srcSamp, in.uv);
54
+ let cs = u32(u.colorSpace + 0.5);
55
+ let idx = u32(u.channelIndex + 0.5);
56
+
57
+ var val: f32 = 0.0;
58
+
59
+ if (cs == 0u) { // RGBA
60
+ if (idx == 0u) { val = c.r; }
61
+ else if (idx == 1u) { val = c.g; }
62
+ else if (idx == 2u) { val = c.b; }
63
+ else { val = c.a; }
64
+ } else if (cs == 1u) { // HSLA
65
+ let maxV = max(c.r, max(c.g, c.b));
66
+ let minV = min(c.r, min(c.g, c.b));
67
+ let d = maxV - minV;
68
+ let L = (maxV + minV) * 0.5;
69
+ let S = select(select(d / (2.0 - maxV - minV), d / (maxV + minV), L < 0.5), 0.0, d < 0.00001);
70
+ var H: f32 = 0.0;
71
+ if (d > 0.00001) {
72
+ if (maxV == c.r) {
73
+ H = ((c.g - c.b) / d + select(0.0, 6.0, c.g < c.b)) / 6.0;
74
+ } else if (maxV == c.g) {
75
+ H = ((c.b - c.r) / d + 2.0) / 6.0;
76
+ } else {
77
+ H = ((c.r - c.g) / d + 4.0) / 6.0;
78
+ }
79
+ }
80
+ if (idx == 0u) { val = H; }
81
+ else if (idx == 1u) { val = S; }
82
+ else if (idx == 2u) { val = L; }
83
+ else { val = c.a; }
84
+ } else if (cs == 2u) { // CMYK
85
+ let K = 1.0 - max(c.r, max(c.g, c.b));
86
+ if (K >= 1.0 - 0.00001) {
87
+ val = select(0.0, 1.0, idx == 3u);
88
+ } else {
89
+ let denom = 1.0 - K;
90
+ if (idx == 0u) { val = (1.0 - c.r - K) / denom; }
91
+ else if (idx == 1u) { val = (1.0 - c.g - K) / denom; }
92
+ else if (idx == 2u) { val = (1.0 - c.b - K) / denom; }
93
+ else { val = K; }
94
+ }
95
+ } else { // LAB
96
+ let lr = srgb2lin(c.r);
97
+ let lg = srgb2lin(c.g);
98
+ let lb = srgb2lin(c.b);
99
+
100
+ let X = lr * 0.4124564 + lg * 0.3575761 + lb * 0.1804375;
101
+ let Y = lr * 0.2126729 + lg * 0.7151522 + lb * 0.0721750;
102
+ let Z = lr * 0.0193339 + lg * 0.1191920 + lb * 0.9503041;
103
+
104
+ let x = X / 0.95047;
105
+ let y = Y / 1.00000;
106
+ let z = Z / 1.08883;
107
+
108
+ let fx = lab_f(x);
109
+ let fy = lab_f(y);
110
+ let fz = lab_f(z);
111
+
112
+ let L_star = 116.0 * fy - 16.0;
113
+ let a_star = 500.0 * (fx - fy);
114
+ let b_star = 200.0 * (fy - fz);
115
+
116
+ let L_norm = clamp(L_star / 100.0, 0.0, 1.0);
117
+ let a_norm = clamp((a_star + 128.0) / 255.0, 0.0, 1.0);
118
+ let b_norm = clamp((b_star + 128.0) / 255.0, 0.0, 1.0);
119
+
120
+ if (idx == 0u) { val = L_norm; }
121
+ else if (idx == 1u) { val = a_norm; }
122
+ else if (idx == 2u) { val = b_norm; }
123
+ else { val = c.a; }
124
+ }
125
+
126
+ val = clamp(val, 0.0, 1.0);
127
+ return vec4<f32>(val, val, val, 1.0);
128
+ }
129
+ `;
130
+ const deviceResourceCache = /* @__PURE__ */ new WeakMap();
131
+ const uniformData = new Float32Array(4);
132
+ function getDeviceLayouts(device) {
133
+ let res = deviceResourceCache.get(device);
134
+ if (res) return res;
135
+ res = {
136
+ uniformLayout: device.createBindGroupLayout({ entries: [{
137
+ binding: 0,
138
+ visibility: GPUShaderStage.FRAGMENT,
139
+ buffer: { type: "uniform" }
140
+ }] }),
141
+ textureLayout: device.createBindGroupLayout({ entries: [{
142
+ binding: 0,
143
+ visibility: GPUShaderStage.FRAGMENT,
144
+ texture: { sampleType: "float" }
145
+ }, {
146
+ binding: 1,
147
+ visibility: GPUShaderStage.FRAGMENT,
148
+ sampler: { type: "filtering" }
149
+ }] }),
150
+ pipelineCache: /* @__PURE__ */ new Map()
151
+ };
152
+ deviceResourceCache.set(device, res);
153
+ return res;
154
+ }
155
+ function getPipeline(device, format) {
156
+ const resources = getDeviceLayouts(device);
157
+ const key = `splitter_${format}`;
158
+ let pipeline = resources.pipelineCache.get(key);
159
+ if (!pipeline) {
160
+ const module = device.createShaderModule({
161
+ label: "ChannelSplitterShader",
162
+ code: WGSL_CHANNEL_SPLITTER
163
+ });
164
+ const layout = device.createPipelineLayout({ bindGroupLayouts: [resources.uniformLayout, resources.textureLayout] });
165
+ pipeline = device.createRenderPipeline({
166
+ label: "ChannelSplitterPipeline",
167
+ layout,
168
+ vertex: {
169
+ module,
170
+ entryPoint: "vs"
171
+ },
172
+ fragment: {
173
+ module,
174
+ entryPoint: "fs",
175
+ targets: [{ format }]
176
+ },
177
+ primitive: { topology: "triangle-strip" }
178
+ });
179
+ resources.pipelineCache.set(key, pipeline);
180
+ }
181
+ return {
182
+ pipeline,
183
+ resources
184
+ };
185
+ }
186
+ const ChannelSplitterWebGPURenderer = async (args) => {
187
+ const { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;
188
+ const op = props.virtualMedia?.operation;
189
+ if (op?.op !== "ChannelSplitter" || !op) return;
190
+ const sourceMedia = props.virtualMedia.children?.[0];
191
+ if (!sourceMedia) return;
192
+ pass.end();
193
+ const width = targetWidth;
194
+ const height = targetHeight;
195
+ const srcTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);
196
+ const srcView = srcTex.createView();
197
+ ctx.renderer.beginFrame(encoder, srcView, {
198
+ r: 0,
199
+ g: 0,
200
+ b: 0,
201
+ a: 0
202
+ }, width, height, "clear").end();
203
+ ctx.renderer.pushScissor({
204
+ x: 0,
205
+ y: 0,
206
+ width,
207
+ height
208
+ });
209
+ ctx.renderer.pushIdentity();
210
+ await drawChild(sourceMedia, {
211
+ ...props,
212
+ virtualMedia: sourceMedia,
213
+ renderId: `${props.renderId}-src`,
214
+ excludeTextures: [...props.excludeTextures || [], srcTex]
215
+ }, srcView, srcTex, width, height);
216
+ ctx.renderer.popTransform();
217
+ ctx.renderer.popScissor();
218
+ args.pass.end();
219
+ const colorSpace = op.colorSpace ?? "RGBA";
220
+ const channelIndex = op.channelIndex ?? 0;
221
+ uniformData[0] = COLOR_SPACE_MAP[colorSpace] ?? 0;
222
+ uniformData[1] = channelIndex;
223
+ uniformData[2] = 0;
224
+ uniformData[3] = 0;
225
+ const uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);
226
+ const { pipeline, resources } = getPipeline(ctx.device, targetTexture.format);
227
+ const uniformBindGroup = ctx.device.createBindGroup({
228
+ layout: resources.uniformLayout,
229
+ entries: [{
230
+ binding: 0,
231
+ resource: { buffer: uniformBuffer }
232
+ }]
233
+ });
234
+ const sampler = ctx.renderer.samplerCache.getSampler(ctx.device);
235
+ const textureBindGroup = ctx.device.createBindGroup({
236
+ layout: resources.textureLayout,
237
+ entries: [{
238
+ binding: 0,
239
+ resource: srcView
240
+ }, {
241
+ binding: 1,
242
+ resource: sampler
243
+ }]
244
+ });
245
+ const finalPass = ctx.renderer.beginFrame(encoder, targetView, {
246
+ r: 0,
247
+ g: 0,
248
+ b: 0,
249
+ a: 0
250
+ }, width, height, "load");
251
+ finalPass.setPipeline(pipeline);
252
+ finalPass.setBindGroup(0, uniformBindGroup);
253
+ finalPass.setBindGroup(1, textureBindGroup);
254
+ finalPass.draw(4, 1, 0, 0);
255
+ args.pass = finalPass;
256
+ };
257
+ var renderers_default = defineRenderer({ WebGPURenderer: ChannelSplitterWebGPURenderer });
258
+
259
+ //#endregion
260
+ export { ChannelSplitterWebGPURenderer, renderers_default as default };
261
+ //# sourceMappingURL=renderer-CIvaRnP_.mjs.map