fundus 0.0.2 → 0.0.4

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Files changed (303) hide show
  1. package/README.md +73 -0
  2. package/build/client/_app/immutable/assets/0.DLhIsYA_.css.br +0 -0
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  28. package/{dist/editor/_app/immutable/chunks/BfPE5wdt.js → build/client/_app/immutable/chunks/DVEQFclp.js} +1 -1
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  39. package/{dist/editor/_app/immutable/entry/app.BkqbfI8n.js → build/client/_app/immutable/entry/app.CKgtYXQb.js} +2 -2
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  45. package/{dist/editor/_app/immutable/nodes/0.xdMI5GEU.js → build/client/_app/immutable/nodes/0.I_1SApYQ.js} +1 -1
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  85. package/{dist/operations-DYM-5KVl.js → build/server/chunks/chunks/library-store.js-ZLudCJlT.js} +463 -492
  86. package/build/server/chunks/chunks/library-store.js-ZLudCJlT.js.map +1 -0
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  89. package/build/server/chunks/chunks/routing.js-y-tryuip.js +213 -0
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  285. package/dist/editor/_app/immutable/assets/ConfirmDialog.CHEISE-L.css +0 -1
  286. package/dist/editor/_app/immutable/assets/LibraryContextMenu.CDjCmdV-.css +0 -1
  287. package/dist/editor/_app/immutable/chunks/Cx6qtxJg.js +0 -1
  288. package/dist/editor/_app/immutable/chunks/DjdrdRzT.js +0 -1
  289. package/dist/editor/_app/immutable/chunks/n7mvYc42.js +0 -5
  290. package/dist/editor/_app/immutable/entry/start.C8HHOLly.js +0 -1
  291. package/dist/editor/_app/immutable/nodes/2.BrA0Hyzu.js +0 -3
  292. package/dist/editor/_app/immutable/nodes/3.WO7tZH_d.js +0 -104
  293. package/dist/editor/_app/immutable/nodes/4.DQtx17aW.js +0 -2
  294. package/dist/editor/_app/version.json +0 -1
  295. package/dist/index.d.ts +0 -370
  296. package/dist/index.js +0 -4
  297. package/dist/start-Bhnqt9Dc.js +0 -279
  298. package/dist/start-D2IXOrni.js +0 -2
  299. /package/{dist/editor → build/client}/_app/immutable/assets/0.DLhIsYA_.css +0 -0
  300. /package/{dist/editor → build/client}/_app/immutable/chunks/Bjy-W4x2.js +0 -0
  301. /package/{dist/editor → build/client}/_app/immutable/chunks/CNRz3sSw.js +0 -0
  302. /package/{dist/editor → build/client}/_app/immutable/chunks/CO4RBJfa.js +0 -0
  303. /package/{dist/editor → build/client}/_app/immutable/chunks/xihTtKlq.js +0 -0
@@ -1,4 +1,3 @@
1
- //#region src/chroma-key-gl.ts
2
1
  const VERTEX_SHADER = `#version 300 es
3
2
  in vec2 a_pos;
4
3
  out vec2 v_uv;
@@ -8,6 +7,10 @@ void main() {
8
7
  v_uv = vec2(a_pos.x * 0.5 + 0.5, 0.5 - a_pos.y * 0.5);
9
8
  gl_Position = vec4(a_pos, 0.0, 1.0);
10
9
  }`;
10
+ // The upstream fragment, translated HLSL → GLSL. Kept structurally identical (same
11
+ // function names, same sample pattern, same constants) so it can be diffed against
12
+ // the original; only the texel-size plumbing differs (u_texelSize is (1/w, 1/h),
13
+ // Unity's _MainTex_TexelSize packs (1/w, 1/h, w, h)).
11
14
  const FRAGMENT_SHADER = `#version 300 es
12
15
  precision highp float;
13
16
 
@@ -105,186 +108,189 @@ void main() {
105
108
  fragColor = vec4(keyed.rgb * keyed.a, keyed.a);
106
109
  }`;
107
110
  function compileProgram(gl) {
108
- const compile = (type, source) => {
109
- const shader = gl.createShader(type);
110
- gl.shaderSource(shader, source);
111
- gl.compileShader(shader);
112
- if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
113
- const log = gl.getShaderInfoLog(shader);
114
- gl.deleteShader(shader);
115
- throw new Error(`Chroma-key shader compilation failed: ${log}.`);
116
- }
117
- return shader;
118
- };
119
- const program = gl.createProgram();
120
- gl.attachShader(program, compile(gl.VERTEX_SHADER, VERTEX_SHADER));
121
- gl.attachShader(program, compile(gl.FRAGMENT_SHADER, FRAGMENT_SHADER));
122
- gl.linkProgram(program);
123
- if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
124
- const log = gl.getProgramInfoLog(program);
125
- gl.deleteProgram(program);
126
- throw new Error(`Chroma-key program linking failed: ${log}.`);
127
- }
128
- return program;
111
+ const compile = (type, source) => {
112
+ const shader = gl.createShader(type);
113
+ gl.shaderSource(shader, source);
114
+ gl.compileShader(shader);
115
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
116
+ const log = gl.getShaderInfoLog(shader);
117
+ gl.deleteShader(shader);
118
+ throw new Error(`Chroma-key shader compilation failed: ${log}.`);
119
+ }
120
+ return shader;
121
+ };
122
+ const program = gl.createProgram();
123
+ gl.attachShader(program, compile(gl.VERTEX_SHADER, VERTEX_SHADER));
124
+ gl.attachShader(program, compile(gl.FRAGMENT_SHADER, FRAGMENT_SHADER));
125
+ gl.linkProgram(program);
126
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
127
+ const log = gl.getProgramInfoLog(program);
128
+ gl.deleteProgram(program);
129
+ throw new Error(`Chroma-key program linking failed: ${log}.`);
130
+ }
131
+ return program;
132
+ }
133
+ export class ChromaKeyGl {
134
+ #gl;
135
+ #canvas;
136
+ // GL resources — recreated on context restore, so not readonly.
137
+ #program;
138
+ #quadBuffer;
139
+ #texture;
140
+ #uniforms;
141
+ #maskTexture;
142
+ /** Last mask image, kept so the texture can be re-uploaded after a context restore. */
143
+ #maskImage = null;
144
+ /** True between webglcontextlost and webglcontextrestored — draw no-ops meanwhile. */
145
+ #contextLost = false;
146
+ /** Returns null when WebGL2 is unavailable or the shader fails to compile. */
147
+ static create(canvas) {
148
+ // Premultiplied alpha — the fragment shader multiplies rgb by alpha (see the
149
+ // note above fragColor), which reproduces the upstream blend and survives
150
+ // iOS WKWebView, which composites as premultiplied no matter what this flag says.
151
+ const gl = canvas.getContext('webgl2', {
152
+ premultipliedAlpha: true,
153
+ alpha: true,
154
+ depth: false,
155
+ stencil: false,
156
+ antialias: false
157
+ });
158
+ if (!gl)
159
+ return null;
160
+ try {
161
+ return new ChromaKeyGl(gl, canvas);
162
+ }
163
+ catch {
164
+ return null;
165
+ }
166
+ }
167
+ constructor(gl, canvas) {
168
+ this.#gl = gl;
169
+ this.#canvas = canvas;
170
+ // A real context loss (Android background/foreground, GPU pressure) invalidates
171
+ // every GL object; preventDefault keeps the context restorable and the next
172
+ // draw() after the rebuild repaints from the still-playing video.
173
+ canvas.addEventListener('webglcontextlost', this.#handleContextLost);
174
+ canvas.addEventListener('webglcontextrestored', this.#handleContextRestored);
175
+ this.#initResources();
176
+ }
177
+ #handleContextLost = (event) => {
178
+ event.preventDefault();
179
+ this.#contextLost = true;
180
+ };
181
+ #handleContextRestored = () => {
182
+ try {
183
+ this.#initResources();
184
+ this.#contextLost = false;
185
+ }
186
+ catch {
187
+ this.#contextLost = true;
188
+ }
189
+ };
190
+ /** (Re)create all GL resources on the current context — at construction and after restore. */
191
+ #initResources() {
192
+ const gl = this.#gl;
193
+ this.#program = compileProgram(gl);
194
+ gl.useProgram(this.#program);
195
+ const location = (name) => gl.getUniformLocation(this.#program, name);
196
+ this.#uniforms = {
197
+ texelSize: location('u_texelSize'),
198
+ keyColor: location('u_keyColor'),
199
+ tintColor: location('u_tintColor'),
200
+ colorCutoff: location('u_colorCutoff'),
201
+ colorFeathering: location('u_colorFeathering'),
202
+ maskFeathering: location('u_maskFeathering'),
203
+ sharpening: location('u_sharpening'),
204
+ despill: location('u_despill'),
205
+ despillLuminanceAdd: location('u_despillLuminanceAdd')
206
+ };
207
+ gl.uniform1i(gl.getUniformLocation(this.#program, 'u_texture'), 0);
208
+ gl.uniform1i(gl.getUniformLocation(this.#program, 'u_mask'), 1);
209
+ // Tint stays constant white; presentation styling belongs to the host.
210
+ gl.uniform4f(this.#uniforms.tintColor, 1, 1, 1, 1);
211
+ this.#quadBuffer = gl.createBuffer();
212
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.#quadBuffer);
213
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]), gl.STATIC_DRAW);
214
+ const positionLocation = gl.getAttribLocation(this.#program, 'a_pos');
215
+ gl.enableVertexAttribArray(positionLocation);
216
+ gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
217
+ this.#texture = gl.createTexture();
218
+ gl.bindTexture(gl.TEXTURE_2D, this.#texture);
219
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
220
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
221
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
222
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
223
+ this.#maskTexture = gl.createTexture();
224
+ gl.bindTexture(gl.TEXTURE_2D, this.#maskTexture);
225
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
226
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
227
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
228
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
229
+ // The old mask texture is invalid after a context loss; re-upload the kept image.
230
+ this.#uploadMask();
231
+ gl.disable(gl.DEPTH_TEST);
232
+ gl.disable(gl.BLEND);
233
+ gl.clearColor(0, 0, 0, 0);
234
+ }
235
+ /**
236
+ * Set (or clear) the grayscale shape mask multiplied onto the output alpha. The
237
+ * mask is stretched over the full video frame, so author it at the video's aspect
238
+ * ratio. Pass null to remove the mask.
239
+ */
240
+ setMask(image) {
241
+ this.#maskImage = image;
242
+ if (!this.#contextLost)
243
+ this.#uploadMask();
244
+ }
245
+ #uploadMask() {
246
+ const gl = this.#gl;
247
+ gl.bindTexture(gl.TEXTURE_2D, this.#maskTexture);
248
+ if (this.#maskImage) {
249
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this.#maskImage);
250
+ }
251
+ else {
252
+ // 1×1 white — the mask multiply becomes a no-op.
253
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([255, 255, 255, 255]));
254
+ }
255
+ }
256
+ /**
257
+ * Upload the video's current frame and render it keyed. Sizes the drawing buffer to
258
+ * the video's intrinsic size on first draw (and after a size change).
259
+ */
260
+ draw(video, parameters) {
261
+ if (this.#contextLost || video.videoWidth === 0)
262
+ return;
263
+ const gl = this.#gl;
264
+ if (this.#canvas.width !== video.videoWidth || this.#canvas.height !== video.videoHeight) {
265
+ this.#canvas.width = video.videoWidth;
266
+ this.#canvas.height = video.videoHeight;
267
+ gl.viewport(0, 0, video.videoWidth, video.videoHeight);
268
+ }
269
+ gl.activeTexture(gl.TEXTURE1);
270
+ gl.bindTexture(gl.TEXTURE_2D, this.#maskTexture);
271
+ gl.activeTexture(gl.TEXTURE0);
272
+ gl.bindTexture(gl.TEXTURE_2D, this.#texture);
273
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, video);
274
+ gl.useProgram(this.#program);
275
+ gl.uniform2f(this.#uniforms.texelSize, 1 / video.videoWidth, 1 / video.videoHeight);
276
+ gl.uniform3fv(this.#uniforms.keyColor, parameters.keyColor);
277
+ gl.uniform1f(this.#uniforms.colorCutoff, parameters.colorCutoff);
278
+ gl.uniform1f(this.#uniforms.colorFeathering, parameters.colorFeathering);
279
+ gl.uniform1f(this.#uniforms.maskFeathering, parameters.maskFeathering);
280
+ gl.uniform1f(this.#uniforms.sharpening, parameters.sharpening);
281
+ gl.uniform1f(this.#uniforms.despill, parameters.despill);
282
+ gl.uniform1f(this.#uniforms.despillLuminanceAdd, parameters.despillLuminanceAdd);
283
+ gl.clear(gl.COLOR_BUFFER_BIT);
284
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
285
+ }
286
+ dispose() {
287
+ this.#canvas.removeEventListener('webglcontextlost', this.#handleContextLost);
288
+ this.#canvas.removeEventListener('webglcontextrestored', this.#handleContextRestored);
289
+ const gl = this.#gl;
290
+ gl.deleteBuffer(this.#quadBuffer);
291
+ gl.deleteTexture(this.#texture);
292
+ gl.deleteTexture(this.#maskTexture);
293
+ gl.deleteProgram(this.#program);
294
+ gl.getExtension('WEBGL_lose_context')?.loseContext();
295
+ }
129
296
  }
130
- var ChromaKeyGl = class ChromaKeyGl {
131
- #gl;
132
- #canvas;
133
- #program;
134
- #quadBuffer;
135
- #texture;
136
- #uniforms;
137
- #maskTexture;
138
- /** Last mask image, kept so the texture can be re-uploaded after a context restore. */
139
- #maskImage = null;
140
- /** True between webglcontextlost and webglcontextrestored — draw no-ops meanwhile. */
141
- #contextLost = false;
142
- /** Returns null when WebGL2 is unavailable or the shader fails to compile. */
143
- static create(canvas) {
144
- const gl = canvas.getContext("webgl2", {
145
- premultipliedAlpha: true,
146
- alpha: true,
147
- depth: false,
148
- stencil: false,
149
- antialias: false
150
- });
151
- if (!gl) return null;
152
- try {
153
- return new ChromaKeyGl(gl, canvas);
154
- } catch {
155
- return null;
156
- }
157
- }
158
- constructor(gl, canvas) {
159
- this.#gl = gl;
160
- this.#canvas = canvas;
161
- canvas.addEventListener("webglcontextlost", this.#handleContextLost);
162
- canvas.addEventListener("webglcontextrestored", this.#handleContextRestored);
163
- this.#initResources();
164
- }
165
- #handleContextLost = (event) => {
166
- event.preventDefault();
167
- this.#contextLost = true;
168
- };
169
- #handleContextRestored = () => {
170
- try {
171
- this.#initResources();
172
- this.#contextLost = false;
173
- } catch {
174
- this.#contextLost = true;
175
- }
176
- };
177
- /** (Re)create all GL resources on the current context — at construction and after restore. */
178
- #initResources() {
179
- const gl = this.#gl;
180
- this.#program = compileProgram(gl);
181
- gl.useProgram(this.#program);
182
- const location = (name) => gl.getUniformLocation(this.#program, name);
183
- this.#uniforms = {
184
- texelSize: location("u_texelSize"),
185
- keyColor: location("u_keyColor"),
186
- tintColor: location("u_tintColor"),
187
- colorCutoff: location("u_colorCutoff"),
188
- colorFeathering: location("u_colorFeathering"),
189
- maskFeathering: location("u_maskFeathering"),
190
- sharpening: location("u_sharpening"),
191
- despill: location("u_despill"),
192
- despillLuminanceAdd: location("u_despillLuminanceAdd")
193
- };
194
- gl.uniform1i(gl.getUniformLocation(this.#program, "u_texture"), 0);
195
- gl.uniform1i(gl.getUniformLocation(this.#program, "u_mask"), 1);
196
- gl.uniform4f(this.#uniforms.tintColor, 1, 1, 1, 1);
197
- this.#quadBuffer = gl.createBuffer();
198
- gl.bindBuffer(gl.ARRAY_BUFFER, this.#quadBuffer);
199
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
200
- -1,
201
- -1,
202
- 1,
203
- -1,
204
- -1,
205
- 1,
206
- 1,
207
- 1
208
- ]), gl.STATIC_DRAW);
209
- const positionLocation = gl.getAttribLocation(this.#program, "a_pos");
210
- gl.enableVertexAttribArray(positionLocation);
211
- gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
212
- this.#texture = gl.createTexture();
213
- gl.bindTexture(gl.TEXTURE_2D, this.#texture);
214
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
215
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
216
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
217
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
218
- this.#maskTexture = gl.createTexture();
219
- gl.bindTexture(gl.TEXTURE_2D, this.#maskTexture);
220
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
221
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
222
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
223
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
224
- this.#uploadMask();
225
- gl.disable(gl.DEPTH_TEST);
226
- gl.disable(gl.BLEND);
227
- gl.clearColor(0, 0, 0, 0);
228
- }
229
- /**
230
- * Set (or clear) the grayscale shape mask multiplied onto the output alpha. The
231
- * mask is stretched over the full video frame, so author it at the video's aspect
232
- * ratio. Pass null to remove the mask.
233
- */
234
- setMask(image) {
235
- this.#maskImage = image;
236
- if (!this.#contextLost) this.#uploadMask();
237
- }
238
- #uploadMask() {
239
- const gl = this.#gl;
240
- gl.bindTexture(gl.TEXTURE_2D, this.#maskTexture);
241
- if (this.#maskImage) gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this.#maskImage);
242
- else gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([
243
- 255,
244
- 255,
245
- 255,
246
- 255
247
- ]));
248
- }
249
- /**
250
- * Upload the video's current frame and render it keyed. Sizes the drawing buffer to
251
- * the video's intrinsic size on first draw (and after a size change).
252
- */
253
- draw(video, parameters) {
254
- if (this.#contextLost || video.videoWidth === 0) return;
255
- const gl = this.#gl;
256
- if (this.#canvas.width !== video.videoWidth || this.#canvas.height !== video.videoHeight) {
257
- this.#canvas.width = video.videoWidth;
258
- this.#canvas.height = video.videoHeight;
259
- gl.viewport(0, 0, video.videoWidth, video.videoHeight);
260
- }
261
- gl.activeTexture(gl.TEXTURE1);
262
- gl.bindTexture(gl.TEXTURE_2D, this.#maskTexture);
263
- gl.activeTexture(gl.TEXTURE0);
264
- gl.bindTexture(gl.TEXTURE_2D, this.#texture);
265
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, video);
266
- gl.useProgram(this.#program);
267
- gl.uniform2f(this.#uniforms.texelSize, 1 / video.videoWidth, 1 / video.videoHeight);
268
- gl.uniform3fv(this.#uniforms.keyColor, parameters.keyColor);
269
- gl.uniform1f(this.#uniforms.colorCutoff, parameters.colorCutoff);
270
- gl.uniform1f(this.#uniforms.colorFeathering, parameters.colorFeathering);
271
- gl.uniform1f(this.#uniforms.maskFeathering, parameters.maskFeathering);
272
- gl.uniform1f(this.#uniforms.sharpening, parameters.sharpening);
273
- gl.uniform1f(this.#uniforms.despill, parameters.despill);
274
- gl.uniform1f(this.#uniforms.despillLuminanceAdd, parameters.despillLuminanceAdd);
275
- gl.clear(gl.COLOR_BUFFER_BIT);
276
- gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
277
- }
278
- dispose() {
279
- this.#canvas.removeEventListener("webglcontextlost", this.#handleContextLost);
280
- this.#canvas.removeEventListener("webglcontextrestored", this.#handleContextRestored);
281
- const gl = this.#gl;
282
- gl.deleteBuffer(this.#quadBuffer);
283
- gl.deleteTexture(this.#texture);
284
- gl.deleteTexture(this.#maskTexture);
285
- gl.deleteProgram(this.#program);
286
- gl.getExtension("WEBGL_lose_context")?.loseContext();
287
- }
288
- };
289
- //#endregion
290
- export { ChromaKeyGl };
@@ -4,9 +4,9 @@
4
4
  -->
5
5
  <script lang="ts">
6
6
  import { onMount, type Snippet } from 'svelte';
7
- import type { ChromaKeyVideoManifestEntry } from '#fundus/core';
8
- import { ChromaKeyGl } from '../chroma-key-gl';
9
- import { resolveRetainedSource } from '../preload-registry';
7
+ import type { ChromaKeyVideoManifestEntry } from '../../core/index.js';
8
+ import { ChromaKeyGl } from '../chroma-key-gl.js';
9
+ import { resolveRetainedSource } from '../preload-registry.js';
10
10
 
11
11
  interface Props {
12
12
  src: ChromaKeyVideoManifestEntry;
@@ -0,0 +1,21 @@
1
+ import { type Snippet } from 'svelte';
2
+ import type { ChromaKeyVideoManifestEntry } from '../../core/index.js';
3
+ interface Props {
4
+ src: ChromaKeyVideoManifestEntry;
5
+ /** Loop playback (default true for keyed clips). */
6
+ loop?: boolean;
7
+ /**
8
+ * Playback on/off (default true) — false pauses the video AND the render loop,
9
+ * so an off-screen instance costs nothing. The canvas keeps showing the last
10
+ * keyed frame; a keying-parameter change repaints that still frame in place.
11
+ */
12
+ playing?: boolean;
13
+ /** Rendered instead of the canvas when WebGL2 is unavailable; overrides the entry's fallback image. */
14
+ fallback?: Snippet;
15
+ /** Bindable handle on the (hidden) source element, so a host can drive playback itself. */
16
+ videoElement?: HTMLVideoElement;
17
+ class?: string;
18
+ }
19
+ declare const ChromaKeyVideo: import("svelte").Component<Props, {}, "videoElement">;
20
+ type ChromaKeyVideo = ReturnType<typeof ChromaKeyVideo>;
21
+ export default ChromaKeyVideo;
@@ -4,7 +4,7 @@
4
4
  file loads.
5
5
  -->
6
6
  <script lang="ts">
7
- import type { ImageManifestEntry } from '#fundus/core';
7
+ import type { ImageManifestEntry } from '../../core/index.js';
8
8
 
9
9
  interface Props {
10
10
  src: ImageManifestEntry;
@@ -0,0 +1,9 @@
1
+ import type { ImageManifestEntry } from '../../core/index.js';
2
+ interface Props {
3
+ src: ImageManifestEntry;
4
+ alt?: string;
5
+ class?: string;
6
+ }
7
+ declare const Image: import("svelte").Component<Props, {}, "">;
8
+ type Image = ReturnType<typeof Image>;
9
+ export default Image;
@@ -5,7 +5,7 @@
5
5
  (`computeRenderCells`) and therefore render the same cells.
6
6
  -->
7
7
  <script lang="ts">
8
- import type { SliceManifestEntry } from '#fundus/core';
8
+ import type { SliceManifestEntry } from '../../core/index.js';
9
9
  import SliceDom from './SliceDom.svelte';
10
10
  import SliceCanvas from './SliceCanvas.svelte';
11
11
 
@@ -0,0 +1,19 @@
1
+ import type { SliceManifestEntry } from '../../core/index.js';
2
+ interface Props {
3
+ src: SliceManifestEntry;
4
+ /**
5
+ * Rendering backend. `dom` (default) paints one absolutely-positioned
6
+ * `<img>` window per cell; `canvas` draws every cell into a single
7
+ * `<canvas>`. Both produce the same cells — but the DOM backend can
8
+ * flicker in some situations (cells are separate elements the browser
9
+ * composites independently, so a resize mid-animation can tear), so
10
+ * hosts pick `canvas` where that hurts.
11
+ */
12
+ backend?: 'dom' | 'canvas';
13
+ /** Accessible label for the rendered graphic. */
14
+ alt?: string;
15
+ class?: string;
16
+ }
17
+ declare const Slice: import("svelte").Component<Props, {}, "">;
18
+ type Slice = ReturnType<typeof Slice>;
19
+ export default Slice;
@@ -16,9 +16,9 @@
16
16
  size — exactly where the DOM backend positions its overdraw cells.
17
17
  -->
18
18
  <script lang="ts">
19
- import type { SliceManifestEntry } from '#fundus/core';
20
- import { computeCanvasPaintLayout, computeRenderCells } from '../geometry';
21
- import { observeBorderBoxSize } from '../observe-border-box-size';
19
+ import type { SliceManifestEntry } from '../../core/index.js';
20
+ import { computeCanvasPaintLayout, computeRenderCells } from '../geometry.js';
21
+ import { observeBorderBoxSize } from '../observe-border-box-size.js';
22
22
 
23
23
  interface Props {
24
24
  src: SliceManifestEntry;
@@ -0,0 +1,10 @@
1
+ import type { SliceManifestEntry } from '../../core/index.js';
2
+ interface Props {
3
+ src: SliceManifestEntry;
4
+ /** Accessible label for the rendered graphic. */
5
+ alt?: string;
6
+ class?: string;
7
+ }
8
+ declare const SliceCanvas: import("svelte").Component<Props, {}, "">;
9
+ type SliceCanvas = ReturnType<typeof SliceCanvas>;
10
+ export default SliceCanvas;
@@ -15,9 +15,9 @@
15
15
  layout box.
16
16
  -->
17
17
  <script lang="ts">
18
- import type { SliceManifestEntry } from '#fundus/core';
19
- import { computeRenderCells, effectiveOverdraw } from '../geometry';
20
- import { observeBorderBoxSize } from '../observe-border-box-size';
18
+ import type { SliceManifestEntry } from '../../core/index.js';
19
+ import { computeRenderCells, effectiveOverdraw } from '../geometry.js';
20
+ import { observeBorderBoxSize } from '../observe-border-box-size.js';
21
21
 
22
22
  interface Props {
23
23
  src: SliceManifestEntry;
@@ -0,0 +1,10 @@
1
+ import type { SliceManifestEntry } from '../../core/index.js';
2
+ interface Props {
3
+ src: SliceManifestEntry;
4
+ /** Accessible label for the rendered graphic. */
5
+ alt?: string;
6
+ class?: string;
7
+ }
8
+ declare const SliceDom: import("svelte").Component<Props, {}, "">;
9
+ type SliceDom = ReturnType<typeof SliceDom>;
10
+ export default SliceDom;
@@ -5,8 +5,8 @@
5
5
  where and how it plays is host behavior, so loop/playing/muted/controls stay props.
6
6
  -->
7
7
  <script lang="ts">
8
- import type { VideoManifestEntry } from '#fundus/core';
9
- import { resolveRetainedSource } from '../preload-registry';
8
+ import type { VideoManifestEntry } from '../../core/index.js';
9
+ import { resolveRetainedSource } from '../preload-registry.js';
10
10
 
11
11
  interface Props {
12
12
  src: VideoManifestEntry;
@@ -0,0 +1,18 @@
1
+ import type { VideoManifestEntry } from '../../core/index.js';
2
+ interface Props {
3
+ src: VideoManifestEntry;
4
+ /** Loop playback (default false — a plain clip ends unless the host says otherwise). */
5
+ loop?: boolean;
6
+ /** Playback on/off (default true). */
7
+ playing?: boolean;
8
+ /** Muted (default true — required for autoplay in every mobile browser). */
9
+ muted?: boolean;
10
+ /** Show native playback controls (default false). */
11
+ controls?: boolean;
12
+ /** Bindable handle on the underlying element, so a host can drive playback itself. */
13
+ videoElement?: HTMLVideoElement;
14
+ class?: string;
15
+ }
16
+ declare const Video: import("svelte").Component<Props, {}, "videoElement">;
17
+ type Video = ReturnType<typeof Video>;
18
+ export default Video;