pixel-data-js 0.0.3 → 0.1.0

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.
@@ -20,16 +20,103 @@ var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: tru
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  // src/index.ts
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  var src_exports = {};
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  __export(src_exports, {
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+ COLOR_32_BLEND_MODES: () => COLOR_32_BLEND_MODES,
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  base64DecodeArrayBuffer: () => base64DecodeArrayBuffer,
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  base64EncodeArrayBuffer: () => base64EncodeArrayBuffer,
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+ blendImageData: () => blendImageData,
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+ color32ToCssRGBA: () => color32ToCssRGBA,
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+ color32ToHex: () => color32ToHex,
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+ colorBurnColor32: () => colorBurnColor32,
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+ colorDistance: () => colorDistance,
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  deserializeImageData: () => deserializeImageData,
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  deserializeNullableImageData: () => deserializeNullableImageData,
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  deserializeRawImageData: () => deserializeRawImageData,
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+ differenceColor32: () => differenceColor32,
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+ hardLightColor32: () => hardLightColor32,
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+ lerpColor32: () => lerpColor32,
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+ lerpColor32Fast: () => lerpColor32Fast,
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+ linearDodgeColor32: () => linearDodgeColor32,
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+ makeImageDataColor32Adapter: () => makeImageDataColor32Adapter,
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+ multiplyColor32: () => multiplyColor32,
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+ overlayColor32: () => overlayColor32,
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+ packColor: () => packColor,
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+ packRGBA: () => packRGBA,
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+ screenColor32: () => screenColor32,
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  serializeImageData: () => serializeImageData,
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- serializeNullableImageData: () => serializeNullableImageData
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+ serializeNullableImageData: () => serializeNullableImageData,
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+ sourceOverColor32: () => sourceOverColor32,
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+ unpackAlpha: () => unpackAlpha,
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+ unpackBlue: () => unpackBlue,
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+ unpackColor: () => unpackColor,
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+ unpackColorTo: () => unpackColorTo,
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+ unpackGreen: () => unpackGreen,
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+ unpackRed: () => unpackRed
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  });
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  module.exports = __toCommonJS(src_exports);
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+ // src/color.ts
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+ function packColor(r, g, b, a) {
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+ return (a << 24 | b << 16 | g << 8 | r) >>> 0;
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+ }
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+ function packRGBA({ r, g, b, a }) {
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+ return (a << 24 | b << 16 | g << 8 | r) >>> 0;
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+ }
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+ var unpackRed = (packed) => packed >>> 0 & 255;
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+ var unpackGreen = (packed) => packed >>> 8 & 255;
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+ var unpackBlue = (packed) => packed >>> 16 & 255;
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+ var unpackAlpha = (packed) => packed >>> 24 & 255;
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+ function unpackColor(packed) {
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+ return {
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+ r: packed >>> 0 & 255,
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+ g: packed >>> 8 & 255,
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+ b: packed >>> 16 & 255,
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+ a: packed >>> 24 & 255
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+ };
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+ }
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+ var SCRATCH_RGBA = { r: 0, g: 0, b: 0, a: 0 };
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+ function unpackColorTo(packed, scratch = SCRATCH_RGBA) {
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+ scratch.r = packed >>> 0 & 255;
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+ scratch.g = packed >>> 8 & 255;
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+ scratch.b = packed >>> 16 & 255;
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+ scratch.a = packed >>> 24 & 255;
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+ return scratch;
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+ }
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+ function colorDistance(a, b) {
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+ const dr = (a & 255) - (b & 255);
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+ const dg = (a >>> 8 & 255) - (b >>> 8 & 255);
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+ const db = (a >>> 16 & 255) - (b >>> 16 & 255);
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+ const da = (a >>> 24 & 255) - (b >>> 24 & 255);
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+ return dr * dr + dg * dg + db * db + da * da;
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+ }
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+ function lerpColor32(a, b, t) {
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+ const r = (a & 255) + t * ((b & 255) - (a & 255));
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+ const g = (a >>> 8 & 255) + t * ((b >>> 8 & 255) - (a >>> 8 & 255));
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+ const b_ = (a >>> 16 & 255) + t * ((b >>> 16 & 255) - (a >>> 16 & 255));
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+ const a_ = (a >>> 24 & 255) + t * ((b >>> 24 & 255) - (a >>> 24 & 255));
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+ return (a_ << 24 | b_ << 16 | g << 8 | r) >>> 0;
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+ }
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+ function lerpColor32Fast(src, dst, w) {
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+ const invA = 255 - w;
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+ const rb = (src & 16711935) * w + (dst & 16711935) * invA >>> 8 & 16711935;
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+ const ga = (src >>> 8 & 16711935) * w + (dst >>> 8 & 16711935) * invA >>> 8 & 16711935;
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+ return (rb | ga << 8) >>> 0;
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+ }
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+ function color32ToHex(color) {
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+ const r = (color & 255).toString(16).padStart(2, "0");
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+ const g = (color >>> 8 & 255).toString(16).padStart(2, "0");
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+ const b = (color >>> 16 & 255).toString(16).padStart(2, "0");
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+ const a = (color >>> 24 & 255).toString(16).padStart(2, "0");
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+ return `#${r}${g}${b}${a}`;
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+ }
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+ function color32ToCssRGBA(color) {
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+ const r = color & 255;
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+ const g = color >>> 8 & 255;
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+ const b = color >>> 16 & 255;
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+ const a = color >>> 24 & 255;
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+ const alpha = Number((a / 255).toFixed(3));
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+ return `rgba(${r},${g},${b},${alpha})`;
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+ }
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+
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  // src/ImageData/serialization.ts
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  function base64EncodeArrayBuffer(buffer) {
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  const binary = String.fromCharCode(...new Uint8Array(buffer));
@@ -69,14 +156,268 @@ function deserializeNullableImageData(serialized) {
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  if (!serialized) return null;
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  return deserializeImageData(serialized);
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  }
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+
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+ // src/ImageData/blend-modes.ts
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+ var sourceOverColor32 = (src, dst) => {
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+ const a = src >>> 24 & 255;
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+ if (a === 255) return src;
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+ if (a === 0) return dst;
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+ const rbMask = 16711935;
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+ const gMask = 65280;
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+ const sRB = src & rbMask;
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+ const sG = src & gMask;
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+ const dRB = dst & rbMask;
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+ const dG = dst & gMask;
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+ const invA = 255 - a;
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+ const outRB = sRB * a + dRB * invA >> 8 & rbMask;
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+ const outG = sG * a + dG * invA >> 8 & gMask;
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+ const outA = a + ((dst >>> 24 & 255) * invA >> 8);
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+ return (outA << 24 | outRB | outG) >>> 0;
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+ };
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+ var screenColor32 = (src, dst) => {
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+ const sa = src >>> 24 & 255;
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+ if (sa === 0) return dst;
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+ const dr = dst & 255, dg = dst >> 8 & 255, db = dst >> 16 & 255;
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+ const br = 255 - ((255 - (src & 255)) * (255 - dr) >> 8);
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+ const bg = 255 - ((255 - (src >> 8 & 255)) * (255 - dg) >> 8);
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+ const bb = 255 - ((255 - (src >> 16 & 255)) * (255 - db) >> 8);
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+ if (sa === 255) return (4278190080 | bb << 16 | bg << 8 | br) >>> 0;
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+ const invA = 255 - sa;
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+ const r = br * sa + dr * invA >> 8;
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+ const g = bg * sa + dg * invA >> 8;
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+ const b = bb * sa + db * invA >> 8;
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+ const a = 255 * sa + (dst >>> 24 & 255) * invA >> 8;
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+ return (a << 24 | b << 16 | g << 8 | r) >>> 0;
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+ };
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+ var linearDodgeColor32 = (src, dst) => {
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+ const sa = src >>> 24 & 255;
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+ if (sa === 0) return dst;
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+ const dr = dst & 255, dg = dst >> 8 & 255, db = dst >> 16 & 255;
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+ const br = Math.min(255, (src & 255) + dr);
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+ const bg = Math.min(255, (src >> 8 & 255) + dg);
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+ const bb = Math.min(255, (src >> 16 & 255) + db);
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+ if (sa === 255) return (4278190080 | bb << 16 | bg << 8 | br) >>> 0;
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+ const invA = 255 - sa;
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+ const r = br * sa + dr * invA >> 8;
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+ const g = bg * sa + dg * invA >> 8;
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+ const b = bb * sa + db * invA >> 8;
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+ const a = 255 * sa + (dst >>> 24 & 255) * invA >> 8;
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+ return (a << 24 | b << 16 | g << 8 | r) >>> 0;
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+ };
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+ var multiplyColor32 = (src, dst) => {
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+ const sa = src >>> 24 & 255;
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+ if (sa === 0) return dst;
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+ const dr = dst & 255, dg = dst >> 8 & 255, db = dst >> 16 & 255;
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+ const br = (src & 255) * dr >> 8;
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+ const bg = (src >> 8 & 255) * dg >> 8;
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+ const bb = (src >> 16 & 255) * db >> 8;
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+ if (sa === 255) return (4278190080 | bb << 16 | bg << 8 | br) >>> 0;
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+ const invA = 255 - sa;
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+ const r = br * sa + dr * invA >> 8;
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+ const g = bg * sa + dg * invA >> 8;
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+ const b = bb * sa + db * invA >> 8;
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+ const a = 255 * sa + (dst >>> 24 & 255) * invA >> 8;
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+ return (a << 24 | b << 16 | g << 8 | r) >>> 0;
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+ };
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+ var differenceColor32 = (src, dst) => {
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+ const sa = src >>> 24 & 255;
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+ if (sa === 0) return dst;
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+ const dr = dst & 255, dg = dst >> 8 & 255, db = dst >> 16 & 255;
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+ const br = Math.abs((src & 255) - dr);
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+ const bg = Math.abs((src >> 8 & 255) - dg);
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+ const bb = Math.abs((src >> 16 & 255) - db);
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+ if (sa === 255) return (4278190080 | bb << 16 | bg << 8 | br) >>> 0;
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+ const invA = 255 - sa;
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+ const r = br * sa + dr * invA >> 8;
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+ const g = bg * sa + dg * invA >> 8;
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+ const b = bb * sa + db * invA >> 8;
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+ const a = 255 * sa + (dst >>> 24 & 255) * invA >> 8;
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+ return (a << 24 | b << 16 | g << 8 | r) >>> 0;
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+ };
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+ var hardLightColor32 = (src, dst) => {
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+ const sa = src >>> 24 & 255;
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+ if (sa === 0) return dst;
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+ const sr = src & 255, sg = src >> 8 & 255, sb = src >> 16 & 255;
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+ const dr = dst & 255, dg = dst >> 8 & 255, db = dst >> 16 & 255;
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+ const br = sr < 128 ? 2 * sr * dr >> 8 : 255 - (2 * (255 - sr) * (255 - dr) >> 8);
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+ const bg = sg < 128 ? 2 * sg * dg >> 8 : 255 - (2 * (255 - sg) * (255 - dg) >> 8);
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+ const bb = sb < 128 ? 2 * sb * db >> 8 : 255 - (2 * (255 - sb) * (255 - db) >> 8);
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+ if (sa === 255) return (4278190080 | bb << 16 | bg << 8 | br) >>> 0;
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+ const invA = 255 - sa;
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+ const r = br * sa + dr * invA >> 8;
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+ const g = bg * sa + dg * invA >> 8;
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+ const b = bb * sa + db * invA >> 8;
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+ const a = 255 * sa + (dst >>> 24 & 255) * invA >> 8;
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+ return (a << 24 | b << 16 | g << 8 | r) >>> 0;
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+ };
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+ var colorBurnColor32 = (src, dst) => {
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+ const sa = src >>> 24 & 255;
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+ if (sa === 0) return dst;
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+ const sr = src & 255, sg = src >> 8 & 255, sb = src >> 16 & 255;
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+ const dr = dst & 255, dg = dst >> 8 & 255, db = dst >> 16 & 255;
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+ const br = dr === 255 ? 255 : Math.max(0, 255 - (255 - dr << 8) / (sr || 1));
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+ const bg = dg === 255 ? 255 : Math.max(0, 255 - (255 - dg << 8) / (sg || 1));
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+ const bb = db === 255 ? 255 : Math.max(0, 255 - (255 - db << 8) / (sb || 1));
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+ if (sa === 255) return (4278190080 | bb << 16 | bg << 8 | br) >>> 0;
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+ const invA = 255 - sa;
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+ const r = br * sa + dr * invA >> 8;
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+ const g = bg * sa + dg * invA >> 8;
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+ const b = bb * sa + db * invA >> 8;
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+ const a = 255 * sa + (dst >>> 24 & 255) * invA >> 8;
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+ return (a << 24 | b << 16 | g << 8 | r) >>> 0;
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+ };
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+ var overlayColor32 = (src, dst) => {
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+ const sa = src >>> 24 & 255;
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+ if (sa === 0) return dst;
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+ const sr = src & 255, sg = src >> 8 & 255, sb = src >> 16 & 255;
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+ const dr = dst & 255, dg = dst >> 8 & 255, db = dst >> 16 & 255;
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+ const br = dr < 128 ? 2 * sr * dr >> 8 : 255 - (2 * (255 - sr) * (255 - dr) >> 8);
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+ const bg = dg < 128 ? 2 * sg * dg >> 8 : 255 - (2 * (255 - sg) * (255 - dg) >> 8);
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+ const bb = db < 128 ? 2 * sb * db >> 8 : 255 - (2 * (255 - sb) * (255 - db) >> 8);
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+ if (sa === 255) return (4278190080 | bb << 16 | bg << 8 | br) >>> 0;
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+ const invA = 255 - sa;
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+ const r = br * sa + dr * invA >> 8;
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+ const g = bg * sa + dg * invA >> 8;
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+ const b = bb * sa + db * invA >> 8;
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+ const a = 255 * sa + (dst >>> 24 & 255) * invA >> 8;
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+ return (a << 24 | b << 16 | g << 8 | r) >>> 0;
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+ };
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+ var COLOR_32_BLEND_MODES = {
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+ sourceOver: sourceOverColor32,
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+ screen: screenColor32,
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+ linearDodge: linearDodgeColor32,
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+ multiply: multiplyColor32,
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+ difference: differenceColor32,
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+ overlay: overlayColor32,
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+ hardLight: hardLightColor32,
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+ colorBurn: colorBurnColor32
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+ };
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+
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+ // src/ImageData/blit.ts
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+ function blendImageData(dst, src, opts) {
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+ let {
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+ dx = 0,
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+ dy = 0,
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+ sx = 0,
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+ sy = 0,
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+ sw = src.width,
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+ sh = src.height,
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+ maskMode = "alpha",
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+ opacity = 1,
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+ alpha,
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+ blendFn = sourceOverColor32,
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+ mask
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+ } = opts;
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+ if (sx < 0) {
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+ dx -= sx;
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+ sw += sx;
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+ sx = 0;
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+ }
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+ if (sy < 0) {
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+ dy -= sy;
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+ sh += sy;
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+ sy = 0;
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+ }
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+ sw = Math.min(sw, src.width - sx);
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+ sh = Math.min(sh, src.height - sy);
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+ if (dx < 0) {
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+ sx -= dx;
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+ sw += dx;
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+ dx = 0;
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+ }
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+ if (dy < 0) {
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+ sy -= dy;
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+ sh += dy;
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+ dy = 0;
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+ }
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+ const actualW = Math.min(sw, dst.width - dx);
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+ const actualH = Math.min(sh, dst.height - dy);
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+ if (actualW <= 0 || actualH <= 0) return;
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+ const dst32 = new Uint32Array(dst.data.buffer);
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+ const src32 = new Uint32Array(src.data.buffer);
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+ const dw = dst.width;
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+ const sw_orig = src.width;
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+ const gAlpha = alpha !== void 0 ? alpha | 0 : Math.round(opacity * 255);
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+ const maskIsAlpha = maskMode === "alpha";
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+ for (let iy = 0; iy < actualH; iy++) {
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+ const dRow = (iy + dy) * dw;
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+ const sRow = (iy + sy) * sw_orig;
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+ for (let ix = 0; ix < actualW; ix++) {
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+ const di = dRow + (ix + dx);
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+ const si = sRow + (ix + sx);
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+ let s = src32[si];
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+ let sa = s >>> 24 & 255;
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+ if (sa === 0) continue;
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+ let activeWeight = gAlpha;
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+ if (mask) {
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+ const m = mask[si];
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+ if (m === 0) continue;
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+ activeWeight = maskIsAlpha ? m * activeWeight + 128 >> 8 : activeWeight;
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+ }
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+ if (activeWeight < 255) {
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+ sa = sa * activeWeight + 128 >> 8;
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+ }
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+ if (sa === 0) continue;
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+ s = (s & 16777215 | sa << 24) >>> 0;
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+ dst32[di] = blendFn(s, dst32[di]);
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+ }
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+ }
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+ }
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+
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+ // src/ImageData/read-write-pixels.ts
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+ function makeImageDataColor32Adapter(imageData) {
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+ const data32 = new Uint32Array(imageData.data.buffer);
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+ function inBounds(x, y) {
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+ return x < 0 || x >= imageData.width || y < 0 || y >= imageData.height;
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+ }
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+ function setPixel(x, y, color) {
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+ if (x < 0 || x >= imageData.width || y < 0 || y >= imageData.height) return;
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+ data32[y * imageData.width + x] = color;
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+ }
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+ function getPixel(x, y) {
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+ if (x < 0 || x >= imageData.width || y < 0 || y >= imageData.height) return;
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+ return data32[y * imageData.width + x];
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+ }
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+ return {
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+ inBounds,
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+ imageData,
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+ data32,
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+ setPixel,
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+ getPixel
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+ };
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+ }
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  // Annotate the CommonJS export names for ESM import in node:
73
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  0 && (module.exports = {
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+ COLOR_32_BLEND_MODES,
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  base64DecodeArrayBuffer,
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  base64EncodeArrayBuffer,
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+ blendImageData,
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+ color32ToCssRGBA,
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+ color32ToHex,
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+ colorBurnColor32,
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+ colorDistance,
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  deserializeImageData,
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  deserializeNullableImageData,
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  deserializeRawImageData,
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+ differenceColor32,
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+ hardLightColor32,
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+ lerpColor32,
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+ lerpColor32Fast,
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+ linearDodgeColor32,
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+ makeImageDataColor32Adapter,
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+ multiplyColor32,
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+ overlayColor32,
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+ packColor,
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+ packRGBA,
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+ screenColor32,
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  serializeImageData,
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- serializeNullableImageData
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+ serializeNullableImageData,
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+ sourceOverColor32,
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+ unpackAlpha,
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+ unpackBlue,
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+ unpackColor,
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+ unpackColorTo,
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+ unpackGreen,
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+ unpackRed
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  });
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  //# sourceMappingURL=index.dev.cjs.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/index.ts","../src/ImageData/serialization.ts"],"sourcesContent":["export * from './ImageData/serialization'\n","import type { Base64EncodedUInt8Array, ImageDataLike, SerializedImageData } from '../_types'\n\nexport function base64EncodeArrayBuffer(buffer: ArrayBufferLike): Base64EncodedUInt8Array {\n const binary = String.fromCharCode(...new Uint8Array(buffer))\n return btoa(binary) as Base64EncodedUInt8Array\n}\n\nexport function base64DecodeArrayBuffer(encoded: Base64EncodedUInt8Array): Uint8ClampedArray {\n const binary = atob(encoded)\n const bytes = new Uint8ClampedArray(binary.length)\n for (let i = 0; i < binary.length; i++) {\n bytes[i] = binary.charCodeAt(i)\n }\n return bytes\n}\n\n/**\n * Serialize for use in JSON. Pixel data is stored as base64 encoded string.\n */\nexport function serializeImageData<T extends ImageDataLike>(imageData: T): SerializedImageData {\n return {\n width: imageData.width,\n height: imageData.height,\n data: base64EncodeArrayBuffer(imageData.data.buffer),\n }\n}\n\nexport function serializeNullableImageData<T extends ImageDataLike | null>(imageData: T): T extends null ? null : SerializedImageData {\n if (!imageData) return null as any\n\n return serializeImageData(imageData) as any\n}\n\nexport function deserializeRawImageData<T extends SerializedImageData>(serialized: T): ImageDataLike {\n return {\n width: serialized.width,\n height: serialized.height,\n data: base64DecodeArrayBuffer(serialized.data as Base64EncodedUInt8Array),\n }\n}\n\nexport function deserializeImageData<T extends SerializedImageData>(serialized: T): ImageData {\n const data = base64DecodeArrayBuffer(serialized.data as Base64EncodedUInt8Array)\n\n return new ImageData(data as ImageDataArray, serialized.width, serialized.height) as any\n}\n\nexport function deserializeNullableImageData<T extends SerializedImageData | null>(serialized: T): T extends null ? null : ImageData {\n if (!serialized) return null as any\n return deserializeImageData(serialized) as any\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;;;ACEO,SAAS,wBAAwB,QAAkD;AACxF,QAAM,SAAS,OAAO,aAAa,GAAG,IAAI,WAAW,MAAM,CAAC;AAC5D,SAAO,KAAK,MAAM;AACpB;AAEO,SAAS,wBAAwB,SAAqD;AAC3F,QAAM,SAAS,KAAK,OAAO;AAC3B,QAAM,QAAQ,IAAI,kBAAkB,OAAO,MAAM;AACjD,WAAS,IAAI,GAAG,IAAI,OAAO,QAAQ,KAAK;AACtC,UAAM,CAAC,IAAI,OAAO,WAAW,CAAC;AAAA,EAChC;AACA,SAAO;AACT;AAKO,SAAS,mBAA4C,WAAmC;AAC7F,SAAO;AAAA,IACL,OAAO,UAAU;AAAA,IACjB,QAAQ,UAAU;AAAA,IAClB,MAAM,wBAAwB,UAAU,KAAK,MAAM;AAAA,EACrD;AACF;AAEO,SAAS,2BAA2D,WAA2D;AACpI,MAAI,CAAC,UAAW,QAAO;AAEvB,SAAO,mBAAmB,SAAS;AACrC;AAEO,SAAS,wBAAuD,YAA8B;AACnG,SAAO;AAAA,IACL,OAAO,WAAW;AAAA,IAClB,QAAQ,WAAW;AAAA,IACnB,MAAM,wBAAwB,WAAW,IAA+B;AAAA,EAC1E;AACF;AAEO,SAAS,qBAAoD,YAA0B;AAC5F,QAAM,OAAO,wBAAwB,WAAW,IAA+B;AAE/E,SAAO,IAAI,UAAU,MAAwB,WAAW,OAAO,WAAW,MAAM;AAClF;AAEO,SAAS,6BAAmE,YAAkD;AACnI,MAAI,CAAC,WAAY,QAAO;AACxB,SAAO,qBAAqB,UAAU;AACxC;","names":[]}
1
+ {"version":3,"sources":["../src/index.ts","../src/color.ts","../src/ImageData/serialization.ts","../src/ImageData/blend-modes.ts","../src/ImageData/blit.ts","../src/ImageData/read-write-pixels.ts"],"sourcesContent":["export * from './color'\nexport * from './ImageData/serialization'\nexport * from './ImageData/blit'\nexport * from './ImageData/blend-modes'\nexport * from './ImageData/read-write-pixels'\n","import type { Color32, RGBA } from './_types'\n\n/**\n * Packs RGBA into a 32-bit integer compatible with\n * Little-Endian Uint32Array views on ImageData.\n */\nexport function packColor(r: number, g: number, b: number, a: number): Color32 {\n return ((a << 24) | (b << 16) | (g << 8) | r) >>> 0 as Color32\n}\n\nexport function packRGBA({ r, g, b, a }: RGBA): Color32 {\n return ((a << 24) | (b << 16) | (g << 8) | r) >>> 0 as Color32\n}\n\nexport const unpackRed = (packed: Color32): number => (packed >>> 0) & 0xFF\nexport const unpackGreen = (packed: Color32): number => (packed >>> 8) & 0xFF\nexport const unpackBlue = (packed: Color32): number => (packed >>> 16) & 0xFF\nexport const unpackAlpha = (packed: Color32): number => (packed >>> 24) & 0xFF\n\nexport function unpackColor(packed: Color32): RGBA {\n return {\n r: (packed >>> 0) & 0xFF,\n g: (packed >>> 8) & 0xFF,\n b: (packed >>> 16) & 0xFF,\n a: (packed >>> 24) & 0xFF,\n }\n}\n\nconst SCRATCH_RGBA: RGBA = { r: 0, g: 0, b: 0, a: 0 }\n\n// uses a scratch arg for memory perf. Be careful about re-use.\nexport function unpackColorTo(packed: Color32, scratch = SCRATCH_RGBA): RGBA {\n scratch.r = (packed >>> 0) & 0xFF\n scratch.g = (packed >>> 8) & 0xFF\n scratch.b = (packed >>> 16) & 0xFF\n scratch.a = (packed >>> 24) & 0xFF\n return scratch\n}\n\nexport function colorDistance(a: Color32, b: Color32): number {\n const dr = (a & 0xFF) - (b & 0xFF)\n const dg = ((a >>> 8) & 0xFF) - ((b >>> 8) & 0xFF)\n const db = ((a >>> 16) & 0xFF) - ((b >>> 16) & 0xFF)\n const da = ((a >>> 24) & 0xFF) - ((b >>> 24) & 0xFF)\n return dr * dr + dg * dg + db * db + da * da\n}\n\n/**\n * Linearly interpolates between two 32-bit colors using a floating-point weight.\n * * This is the preferred method for UI animations or scenarios where high\n * precision is required. It uses the standard `a + t * (b - a)` formula\n * for each channel.\n * @param a - The starting color as a 32-bit integer (AABBGGRR).\n * @param b - The target color as a 32-bit integer (AABBGGRR).\n * @param t - The interpolation factor between 0.0 and 1.0.\n * @returns The interpolated 32-bit color.\n */\nexport function lerpColor32(a: Color32, b: Color32, t: number): Color32 {\n const r = (a & 0xFF) + t * ((b & 0xFF) - (a & 0xFF))\n const g = ((a >>> 8) & 0xFF) + t * (((b >>> 8) & 0xFF) - ((a >>> 8) & 0xFF))\n const b_ = ((a >>> 16) & 0xFF) + t * (((b >>> 16) & 0xFF) - ((a >>> 16) & 0xFF))\n const a_ = ((a >>> 24) & 0xFF) + t * (((b >>> 24) & 0xFF) - ((a >>> 24) & 0xFF))\n\n return ((a_ << 24) | (b_ << 16) | (g << 8) | r) >>> 0 as Color32\n}\n\n/**\n * Linearly interpolates between two 32-bit colors using integer fixed-point math.\n * Highly optimized for image processing and real-time blitting. It processes\n * channels in parallel using bitmasks (RB and GA pairs).\n * @note Subject to a 1-bit drift (rounding down) due to fast bit-shift division.\n * @param src - The source (foreground) color as a 32-bit integer.\n * @param dst - The destination (background) color as a 32-bit integer.\n * @param w - The blend weight as a byte value from 0 to 255. Where 0 is 100% dst and 255 is 100% src\n * @returns The blended 32-bit color.\n */export function lerpColor32Fast(src: Color32, dst: Color32, w: number): Color32 {\n const invA = 255 - w;\n\n // Masking Red and Blue: 0x00FF00FF\n // We process R and B in one go, then shift back down\n const rb = (((src & 0x00FF00FF) * w + (dst & 0x00FF00FF) * invA) >>> 8) & 0x00FF00FF;\n\n // Masking Green and Alpha: 0xFF00FF00\n // We shift down first to avoid overflow, then shift back up\n const ga = ((((src >>> 8) & 0x00FF00FF) * w + ((dst >>> 8) & 0x00FF00FF) * invA) >>> 8) & 0x00FF00FF;\n\n return (rb | (ga << 8)) >>> 0 as Color32;\n}\n\n// Convert 0xAABBGGRR to #RRGGBBAA\nexport function color32ToHex(color: Color32): string {\n const r = (color & 0xFF).toString(16).padStart(2, '0')\n const g = ((color >>> 8) & 0xFF).toString(16).padStart(2, '0')\n const b = ((color >>> 16) & 0xFF).toString(16).padStart(2, '0')\n const a = ((color >>> 24) & 0xFF).toString(16).padStart(2, '0')\n return `#${r}${g}${b}${a}`\n}\n\n/**\n * Converts a 32-bit integer (0xAABBGGRR) to a CSS rgba() string.\n * Example: 0xFF0000FF -> \"rgba(255,0,0,1)\"\n */\nexport function color32ToCssRGBA(color: Color32): string {\n const r = color & 0xFF\n const g = (color >>> 8) & 0xFF\n const b = (color >>> 16) & 0xFF\n const a = (color >>> 24) & 0xFF\n\n const alpha = Number((a / 255).toFixed(3))\n\n return `rgba(${r},${g},${b},${alpha})`\n}\n","import type { Base64EncodedUInt8Array, ImageDataLike, SerializedImageData } from '../_types'\n\nexport function base64EncodeArrayBuffer(buffer: ArrayBufferLike): Base64EncodedUInt8Array {\n const binary = String.fromCharCode(...new Uint8Array(buffer))\n return btoa(binary) as Base64EncodedUInt8Array\n}\n\nexport function base64DecodeArrayBuffer(encoded: Base64EncodedUInt8Array): Uint8ClampedArray {\n const binary = atob(encoded)\n const bytes = new Uint8ClampedArray(binary.length)\n for (let i = 0; i < binary.length; i++) {\n bytes[i] = binary.charCodeAt(i)\n }\n return bytes\n}\n\n/**\n * Serialize for use in JSON. Pixel data is stored as base64 encoded string.\n */\nexport function serializeImageData<T extends ImageDataLike>(imageData: T): SerializedImageData {\n return {\n width: imageData.width,\n height: imageData.height,\n data: base64EncodeArrayBuffer(imageData.data.buffer),\n }\n}\n\nexport function serializeNullableImageData<T extends ImageDataLike | null>(imageData: T): T extends null ? null : SerializedImageData {\n if (!imageData) return null as any\n\n return serializeImageData(imageData) as any\n}\n\nexport function deserializeRawImageData<T extends SerializedImageData>(serialized: T): ImageDataLike {\n return {\n width: serialized.width,\n height: serialized.height,\n data: base64DecodeArrayBuffer(serialized.data as Base64EncodedUInt8Array),\n }\n}\n\nexport function deserializeImageData<T extends SerializedImageData>(serialized: T): ImageData {\n const data = base64DecodeArrayBuffer(serialized.data as Base64EncodedUInt8Array)\n\n return new ImageData(data as ImageDataArray, serialized.width, serialized.height) as any\n}\n\nexport function deserializeNullableImageData<T extends SerializedImageData | null>(serialized: T): T extends null ? null : ImageData {\n if (!serialized) return null as any\n return deserializeImageData(serialized) as any\n}\n","import type { BlendColor32, Color32 } from '../_types'\n\nexport const sourceOverColor32: BlendColor32 = (src, dst) => {\n const a = (src >>> 24) & 0xFF\n if (a === 255) return src\n if (a === 0) return dst\n\n // Pattern: (src * a + dst * (255 - a)) >> 8\n // We process RB and G separately so they don't overflow into each other\n const rbMask = 0xFF00FF\n const gMask = 0x00FF00\n\n const sRB = src & rbMask\n const sG = src & gMask\n const dRB = dst & rbMask\n const dG = dst & gMask\n\n const invA = 255 - a\n\n const outRB = ((sRB * a + dRB * invA) >> 8) & rbMask\n const outG = ((sG * a + dG * invA) >> 8) & gMask\n\n // Re-pack with opaque alpha (or calculate combined alpha if needed)\n const outA = (a + (((dst >>> 24) & 0xFF) * invA >> 8))\n return ((outA << 24) | outRB | outG) >>> 0 as Color32\n}\n\n/**\n * Screen: Lightens the destination (inverse of Multiply).\n * Result = 1 - ((1 - Src) * (1 - Dst))\n */\nexport const screenColor32: BlendColor32 = (src, dst) => {\n const sa = (src >>> 24) & 0xFF\n if (sa === 0) return dst\n\n const dr = dst & 0xFF, dg = (dst >> 8) & 0xFF, db = (dst >> 16) & 0xFF\n\n // 1. Core Math\n const br = 255 - (((255 - (src & 0xFF)) * (255 - dr)) >> 8)\n const bg = 255 - (((255 - ((src >> 8) & 0xFF)) * (255 - dg)) >> 8)\n const bb = 255 - (((255 - ((src >> 16) & 0xFF)) * (255 - db)) >> 8)\n\n if (sa === 255) return (0xFF000000 | (bb << 16) | (bg << 8) | br) >>> 0 as Color32\n\n // 2. Alpha Lerp inlined\n const invA = 255 - sa\n const r = (br * sa + dr * invA) >> 8\n const g = (bg * sa + dg * invA) >> 8\n const b = (bb * sa + db * invA) >> 8\n const a = (255 * sa + ((dst >>> 24) & 0xFF) * invA) >> 8\n\n return ((a << 24) | (b << 16) | (g << 8) | r) >>> 0 as Color32\n}\n\n/**\n * Linear Dodge (Additive): Simply adds the source to the destination.\n * Clamps at 255.\n */\nexport const linearDodgeColor32: BlendColor32 = (src, dst) => {\n const sa = (src >>> 24) & 0xFF\n if (sa === 0) return dst\n\n const dr = dst & 0xFF, dg = (dst >> 8) & 0xFF, db = (dst >> 16) & 0xFF\n\n // 1. Core Math (Additive with clamping)\n const br = Math.min(255, (src & 0xFF) + dr)\n const bg = Math.min(255, ((src >> 8) & 0xFF) + dg)\n const bb = Math.min(255, ((src >> 16) & 0xFF) + db)\n\n if (sa === 255) return (0xFF000000 | (bb << 16) | (bg << 8) | br) >>> 0 as Color32\n\n // 2. Alpha Lerp inlined\n const invA = 255 - sa\n const r = (br * sa + dr * invA) >> 8\n const g = (bg * sa + dg * invA) >> 8\n const b = (bb * sa + db * invA) >> 8\n const a = (255 * sa + ((dst >>> 24) & 0xFF) * invA) >> 8\n\n return ((a << 24) | (b << 16) | (g << 8) | r) >>> 0 as Color32\n}\n\n/**\n * Multiply: Darkens the destination based on the source color.\n * Result = (Src * Dst) / 255\n */\nexport const multiplyColor32: BlendColor32 = (src, dst) => {\n const sa = (src >>> 24) & 0xFF\n if (sa === 0) return dst\n\n const dr = dst & 0xFF, dg = (dst >> 8) & 0xFF, db = (dst >> 16) & 0xFF\n\n // 1. Core Math\n const br = ((src & 0xFF) * dr) >> 8\n const bg = (((src >> 8) & 0xFF) * dg) >> 8\n const bb = (((src >> 16) & 0xFF) * db) >> 8\n\n if (sa === 255) return (0xFF000000 | (bb << 16) | (bg << 8) | br) >>> 0 as Color32\n\n // 2. Alpha Lerp inlined\n const invA = 255 - sa\n const r = (br * sa + dr * invA) >> 8\n const g = (bg * sa + dg * invA) >> 8\n const b = (bb * sa + db * invA) >> 8\n const a = (255 * sa + ((dst >>> 24) & 0xFF) * invA) >> 8\n\n return ((a << 24) | (b << 16) | (g << 8) | r) >>> 0 as Color32\n}\n\n/**\n * Difference: Subtracts the darker color from the lighter color.\n * Result = |Src - Dst|\n */\nexport const differenceColor32: BlendColor32 = (src, dst) => {\n const sa = (src >>> 24) & 0xFF\n if (sa === 0) return dst\n\n const dr = dst & 0xFF, dg = (dst >> 8) & 0xFF, db = (dst >> 16) & 0xFF\n\n // 1. Core Math\n const br = Math.abs((src & 0xFF) - dr)\n const bg = Math.abs(((src >> 8) & 0xFF) - dg)\n const bb = Math.abs(((src >> 16) & 0xFF) - db)\n\n if (sa === 255) return (0xFF000000 | (bb << 16) | (bg << 8) | br) >>> 0 as Color32\n\n // 2. Alpha Lerp inlined\n const invA = 255 - sa\n const r = (br * sa + dr * invA) >> 8\n const g = (bg * sa + dg * invA) >> 8\n const b = (bb * sa + db * invA) >> 8\n const a = (255 * sa + ((dst >>> 24) & 0xFF) * invA) >> 8\n\n return ((a << 24) | (b << 16) | (g << 8) | r) >>> 0 as Color32\n}\n\n/**\n * Hard Light: Decides Multiply vs Screen based on SOURCE brightness.\n * Acts like a harsh spotlight.\n */\nexport const hardLightColor32: BlendColor32 = (src, dst) => {\n const sa = (src >>> 24) & 0xFF\n if (sa === 0) return dst\n\n const sr = src & 0xFF, sg = (src >> 8) & 0xFF, sb = (src >> 16) & 0xFF\n const dr = dst & 0xFF, dg = (dst >> 8) & 0xFF, db = (dst >> 16) & 0xFF\n\n // 1. Core Math\n const br = sr < 128 ? (2 * sr * dr) >> 8 : 255 - (2 * (255 - sr) * (255 - dr) >> 8)\n const bg = sg < 128 ? (2 * sg * dg) >> 8 : 255 - (2 * (255 - sg) * (255 - dg) >> 8)\n const bb = sb < 128 ? (2 * sb * db) >> 8 : 255 - (2 * (255 - sb) * (255 - db) >> 8)\n\n if (sa === 255) return (0xFF000000 | (bb << 16) | (bg << 8) | br) >>> 0 as Color32\n\n // 2. Alpha Lerp inlined\n const invA = 255 - sa\n const r = (br * sa + dr * invA) >> 8\n const g = (bg * sa + dg * invA) >> 8\n const b = (bb * sa + db * invA) >> 8\n const a = (255 * sa + ((dst >>> 24) & 0xFF) * invA) >> 8\n\n return ((a << 24) | (b << 16) | (g << 8) | r) >>> 0 as Color32\n}\n\n/**\n * Color Burn: Darkens the destination to reflect the source color.\n * Intense saturation in the darks.\n */\nexport const colorBurnColor32: BlendColor32 = (src, dst) => {\n const sa = (src >>> 24) & 0xFF\n if (sa === 0) return dst\n\n const sr = src & 0xFF, sg = (src >> 8) & 0xFF, sb = (src >> 16) & 0xFF\n const dr = dst & 0xFF, dg = (dst >> 8) & 0xFF, db = (dst >> 16) & 0xFF\n\n // 1. Core Math (Avoid division by zero)\n const br = dr === 255 ? 255 : Math.max(0, 255 - ((255 - dr) << 8) / (sr || 1))\n const bg = dg === 255 ? 255 : Math.max(0, 255 - ((255 - dg) << 8) / (sg || 1))\n const bb = db === 255 ? 255 : Math.max(0, 255 - ((255 - db) << 8) / (sb || 1))\n\n if (sa === 255) return (0xFF000000 | (bb << 16) | (bg << 8) | br) >>> 0 as Color32\n\n // 2. Alpha Lerp inlined\n const invA = 255 - sa\n const r = (br * sa + dr * invA) >> 8\n const g = (bg * sa + dg * invA) >> 8\n const b = (bb * sa + db * invA) >> 8\n const a = (255 * sa + ((dst >>> 24) & 0xFF) * invA) >> 8\n\n return ((a << 24) | (b << 16) | (g << 8) | r) >>> 0 as Color32\n}\n/**\n * Overlay: The classic \"Contrast\" mode.\n * Decides Multiply vs Screen based on DESTINATION brightness.\n */\nexport const overlayColor32: BlendColor32 = (src, dst) => {\n const sa = (src >>> 24) & 0xFF\n if (sa === 0) return dst\n\n const sr = src & 0xFF, sg = (src >> 8) & 0xFF, sb = (src >> 16) & 0xFF\n const dr = dst & 0xFF, dg = (dst >> 8) & 0xFF, db = (dst >> 16) & 0xFF\n\n // 1. Core Math\n const br = dr < 128 ? (2 * sr * dr) >> 8 : 255 - (2 * (255 - sr) * (255 - dr) >> 8)\n const bg = dg < 128 ? (2 * sg * dg) >> 8 : 255 - (2 * (255 - sg) * (255 - dg) >> 8)\n const bb = db < 128 ? (2 * sb * db) >> 8 : 255 - (2 * (255 - sb) * (255 - db) >> 8)\n\n if (sa === 255) return (0xFF000000 | (bb << 16) | (bg << 8) | br) >>> 0 as Color32\n\n // 2. Alpha Lerp inlined\n const invA = 255 - sa\n const r = (br * sa + dr * invA) >> 8\n const g = (bg * sa + dg * invA) >> 8\n const b = (bb * sa + db * invA) >> 8\n const a = (255 * sa + ((dst >>> 24) & 0xFF) * invA) >> 8\n\n return ((a << 24) | (b << 16) | (g << 8) | r) >>> 0 as Color32\n}\n\nexport const COLOR_32_BLEND_MODES = {\n sourceOver: sourceOverColor32,\n screen: screenColor32,\n linearDodge: linearDodgeColor32,\n multiply: multiplyColor32,\n difference: differenceColor32,\n overlay: overlayColor32,\n hardLight: hardLightColor32,\n colorBurn: colorBurnColor32,\n}\n","import type { BlendColor32, Color32 } from '../_types'\nimport { sourceOverColor32 } from './blend-modes'\n\nexport type BlendImageDataOptions = {\n dx?: number\n dy?: number\n sx?: number\n sy?: number\n sw?: number\n sh?: number\n opacity?: number\n alpha?: number\n mask?: Uint8Array | null\n maskMode?: 'binary' | 'alpha'\n blendFn?: BlendColor32\n}\n\n/**\n * Blits source ImageData into a destination ImageData using 32-bit integer bitwise blending.\n * * This function bypasses standard Canvas API limitations by operating directly on\n * Uint32Array views. It supports various blend modes, binary/alpha masking, and\n * automatic clipping of both source and destination bounds.\n * * @param dst - The destination ImageData to write into.\n * @param src - The source ImageData to read from.\n * @param dst - The destination ImageData to write to.\n * @param opts - Configuration for the blit operation.\n * @param opts.dx - Destination X offset. Defaults to 0.\n * @param opts.dy - Destination Y offset. Defaults to 0.\n * @param opts.sx - Source X offset. Defaults to 0.\n * @param opts.sy - Source Y offset. Defaults to 0.\n * @param opts.sw - Width of the source area to blit. Defaults to src.width.\n * @param opts.sh - Height of the source area to blit. Defaults to src.height.\n * @param opts.opacity - Global strength of the blit (0.0 to 1.0). Defaults to 1.0.\n * @param opts.alpha - Global strength of the blit (0 to 255). Overrides 'opacity' if provided.\n * @param opts.mask - An optional Uint8Array acting as a stencil or alpha mask.\n * Must match source dimensions.\n * @param opts.maskMode - 'binary' ignores pixels where mask is 0.\n * 'alpha' scales source alpha by mask value (0-255).\n * @param opts.blendFn - The math logic used to combine pixels.\n * Defaults to `sourceOverColor32`.\n * * @example\n * blendImageData32(ctx.getImageData(0,0,100,100), sprite, {\n * blendFn: COLOR_32_BLEND_MODES.multiply,\n * mask: brushMask,\n * maskMode: 'alpha'\n * });\n */\nexport function blendImageData(\n dst: ImageData,\n src: ImageData,\n opts: BlendImageDataOptions,\n) {\n let {\n dx = 0,\n dy = 0,\n sx = 0,\n sy = 0,\n sw = src.width,\n sh = src.height,\n maskMode = 'alpha',\n opacity = 1,\n alpha,\n blendFn = sourceOverColor32,\n mask,\n } = opts\n\n // 1. Clip Source Area\n if (sx < 0) {\n dx -= sx\n sw += sx\n sx = 0\n }\n if (sy < 0) {\n dy -= sy\n sh += sy\n sy = 0\n }\n sw = Math.min(sw, src.width - sx)\n sh = Math.min(sh, src.height - sy)\n\n // 2. Clip Destination Area\n if (dx < 0) {\n sx -= dx\n sw += dx\n dx = 0\n }\n if (dy < 0) {\n sy -= dy\n sh += dy\n dy = 0\n }\n const actualW = Math.min(sw, dst.width - dx)\n const actualH = Math.min(sh, dst.height - dy)\n\n if (actualW <= 0 || actualH <= 0) return\n\n // 32-bit views of the same memory\n const dst32 = new Uint32Array(dst.data.buffer)\n const src32 = new Uint32Array(src.data.buffer)\n\n const dw = dst.width\n const sw_orig = src.width\n\n const gAlpha = alpha !== undefined\n ? (alpha | 0)\n : Math.round(opacity * 255)\n\n const maskIsAlpha = maskMode === 'alpha'\n\n for (let iy = 0; iy < actualH; iy++) {\n const dRow = (iy + dy) * dw\n const sRow = (iy + sy) * sw_orig\n\n for (let ix = 0; ix < actualW; ix++) {\n const di = dRow + (ix + dx)\n const si = sRow + (ix + sx)\n\n let s = src32[si] as Color32\n let sa = (s >>> 24) & 0xFF\n\n // skip fully transparent pixel\n if (sa === 0) continue\n\n let activeWeight = gAlpha\n\n if (mask) {\n const m = mask[si]\n if (m === 0) continue\n activeWeight = maskIsAlpha ? (m * activeWeight + 128) >> 8 : activeWeight\n }\n\n if (activeWeight < 255) {\n sa = (sa * activeWeight + 128) >> 8\n }\n\n // If combined alpha is 0 after masking/opacity, skip the blend math\n if (sa === 0) continue\n\n // Re-pack source with final calculated alpha\n s = ((s & 0x00FFFFFF) | (sa << 24)) >>> 0 as Color32\n\n dst32[di] = blendFn(s, dst32[di] as Color32)\n }\n }\n}\n","import type { Color32, ImageDataLike } from '../_types'\n\nexport function makeImageDataColor32Adapter(imageData: ImageDataLike) {\n const data32 = new Uint32Array(imageData.data.buffer)\n\n function inBounds(x: number, y: number) {\n return x < 0 || x >= imageData.width || y < 0 || y >= imageData.height\n }\n\n function setPixel(\n x: number,\n y: number,\n color: Color32,\n ): void {\n if (x < 0 || x >= imageData.width || y < 0 || y >= imageData.height) return\n data32[y * imageData.width + x] = color\n }\n\n function getPixel(\n x: number,\n y: number,\n ): Color32 | undefined {\n if (x < 0 || x >= 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