shaderpad 1.0.0-beta.32 → 1.0.0-beta.33

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- {"version":3,"sources":["../../src/plugins/face.ts"],"sourcesContent":["import ShaderPad, { PluginContext, TextureSource } from '../index';\nimport type { FaceLandmarker, FaceLandmarkerResult, NormalizedLandmark } from '@mediapipe/tasks-vision';\n\nexport interface FacePluginOptions {\n\tmodelPath?: string;\n\tmaxFaces?: number;\n\tminFaceDetectionConfidence?: number;\n\tminFacePresenceConfidence?: number;\n\tminTrackingConfidence?: number;\n\toutputFaceBlendshapes?: boolean;\n\toutputFacialTransformationMatrixes?: boolean;\n\tonResults?: (results: FaceLandmarkerResult) => void;\n}\n\nconst STANDARD_LANDMARK_COUNT = 478;\nconst CUSTOM_LANDMARK_COUNT = 2;\nconst LANDMARK_COUNT = STANDARD_LANDMARK_COUNT + CUSTOM_LANDMARK_COUNT;\nconst LANDMARK_INDICES = {\n\tLEFT_EYEBROW: [336, 296, 334, 293, 300, 276, 283, 282, 295, 285],\n\tLEFT_EYE: [362, 398, 384, 385, 386, 387, 388, 466, 263, 249, 390, 373, 374, 380, 381, 382],\n\tLEFT_EYE_CENTER: 473,\n\tRIGHT_EYEBROW: [70, 63, 105, 66, 107, 55, 65, 52, 53, 46],\n\tRIGHT_EYE: [33, 246, 161, 160, 159, 158, 157, 173, 133, 155, 154, 153, 145, 144, 163, 7],\n\tRIGHT_EYE_CENTER: 468,\n\tNOSE_TIP: 4,\n\tOUTER_LIP: [61, 185, 40, 39, 37, 0, 267, 269, 270, 409, 291, 375, 321, 405, 314, 17, 84, 181, 91, 146],\n\tINNER_LIP: [78, 191, 80, 81, 82, 13, 312, 311, 310, 415, 308, 324, 318, 402, 317, 14, 87, 178, 88, 95],\n\t// Custom landmarks.\n\tFACE_CENTER: STANDARD_LANDMARK_COUNT,\n\tMOUTH_CENTER: STANDARD_LANDMARK_COUNT + 1,\n};\n\nfunction face(config: { textureName: string; options?: FacePluginOptions }) {\n\tconst { textureName, options } = config;\n\tconst defaultModelPath =\n\t\t'https://storage.googleapis.com/mediapipe-models/face_landmarker/face_landmarker/float16/latest/face_landmarker.task';\n\n\treturn function (shaderPad: ShaderPad, context: PluginContext) {\n\t\tconst { injectGLSL, gl } = context;\n\n\t\tlet faceLandmarker: FaceLandmarker | null = null;\n\t\tlet vision: any = null;\n\t\tlet lastVideoTime = -1;\n\t\tlet runningMode: 'IMAGE' | 'VIDEO' = 'VIDEO';\n\t\tconst textureSources = new Map<string, TextureSource>();\n\t\tconst maxFaces = options?.maxFaces ?? 1;\n\n\t\tconst LANDMARKS_TEXTURE_WIDTH = 512;\n\t\tlet landmarksTextureHeight = 0;\n\t\tlet landmarksDataArray: Float32Array | null = null;\n\n\t\tconst maskWidth = 512;\n\t\tconst maskHeight = 512;\n\t\tconst faceMaskCanvas = document.createElement('canvas');\n\t\tfaceMaskCanvas.width = maskWidth;\n\t\tfaceMaskCanvas.height = maskHeight;\n\t\tconst faceMaskCtx = faceMaskCanvas.getContext('2d')!;\n\t\tfaceMaskCtx.globalCompositeOperation = 'lighten'; // Keep the highest value of each channel.\n\n\t\tasync function initializeFaceLandmarker() {\n\t\t\ttry {\n\t\t\t\tconst { FilesetResolver, FaceLandmarker } = await import('@mediapipe/tasks-vision');\n\t\t\t\tvision = await FilesetResolver.forVisionTasks(\n\t\t\t\t\t'https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm'\n\t\t\t\t);\n\n\t\t\t\tfaceLandmarker = await FaceLandmarker.createFromOptions(vision, {\n\t\t\t\t\tbaseOptions: {\n\t\t\t\t\t\tmodelAssetPath: options?.modelPath || defaultModelPath,\n\t\t\t\t\t},\n\t\t\t\t\trunningMode: runningMode,\n\t\t\t\t\tnumFaces: options?.maxFaces ?? 1,\n\t\t\t\t\tminFaceDetectionConfidence: options?.minFaceDetectionConfidence ?? 0.5,\n\t\t\t\t\tminFacePresenceConfidence: options?.minFacePresenceConfidence ?? 0.5,\n\t\t\t\t\tminTrackingConfidence: options?.minTrackingConfidence ?? 0.5,\n\t\t\t\t\toutputFaceBlendshapes: options?.outputFaceBlendshapes ?? false,\n\t\t\t\t\toutputFacialTransformationMatrixes: options?.outputFacialTransformationMatrixes ?? false,\n\t\t\t\t});\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('Failed to initialize Face Landmarker:', error);\n\t\t\t\tthrow error;\n\t\t\t}\n\t\t}\n\n\t\tfunction calculateBoundingBoxCenter(\n\t\t\tlandmarksDataArray: Float32Array,\n\t\t\tfaceIdx: number,\n\t\t\tlandmarkIndices: number[]\n\t\t): [number, number, number, number] {\n\t\t\tlet minX = Infinity,\n\t\t\t\tmaxX = -Infinity,\n\t\t\t\tminY = Infinity,\n\t\t\t\tmaxY = -Infinity,\n\t\t\t\tavgZ = 0,\n\t\t\t\tavgVisibility = 0;\n\n\t\t\tfor (const idx of landmarkIndices) {\n\t\t\t\tconst dataIdx = (faceIdx * LANDMARK_COUNT + idx) * 4;\n\t\t\t\tconst x = landmarksDataArray[dataIdx];\n\t\t\t\tconst y = landmarksDataArray[dataIdx + 1];\n\t\t\t\tminX = Math.min(minX, x);\n\t\t\t\tmaxX = Math.max(maxX, x);\n\t\t\t\tminY = Math.min(minY, y);\n\t\t\t\tmaxY = Math.max(maxY, y);\n\t\t\t\tavgZ += landmarksDataArray[dataIdx + 2];\n\t\t\t\tavgVisibility += landmarksDataArray[dataIdx + 3];\n\t\t\t}\n\n\t\t\tconst centerX = (minX + maxX) / 2;\n\t\t\tconst centerY = (minY + maxY) / 2;\n\t\t\tconst centerZ = avgZ / landmarkIndices.length;\n\t\t\tconst centerVisibility = avgVisibility / landmarkIndices.length;\n\t\t\treturn [centerX, centerY, centerZ, centerVisibility];\n\t\t}\n\n\t\tfunction fillRegion(faceIdx: number, landmarkIndices: number[], color: { r: number; g: number; b: number }) {\n\t\t\tif (!landmarksDataArray) return;\n\t\t\tfaceMaskCtx.fillStyle = `rgb(${Math.round(color.r * 255)}, ${Math.round(color.g * 255)}, ${Math.round(\n\t\t\t\tcolor.b * 255\n\t\t\t)})`;\n\t\t\tfaceMaskCtx.beginPath();\n\t\t\tconst originIdx = (faceIdx * LANDMARK_COUNT + landmarkIndices[0]) * 4;\n\t\t\tconst originX = landmarksDataArray[originIdx];\n\t\t\tconst originY = landmarksDataArray[originIdx + 1];\n\t\t\tfaceMaskCtx.moveTo(originX * faceMaskCanvas.width, originY * faceMaskCanvas.height);\n\n\t\t\tfor (let i = 1; i < landmarkIndices.length; ++i) {\n\t\t\t\tconst destIdx = (faceIdx * LANDMARK_COUNT + landmarkIndices[i]) * 4;\n\t\t\t\tconst destX = landmarksDataArray[destIdx];\n\t\t\t\tconst destY = landmarksDataArray[destIdx + 1];\n\t\t\t\tfaceMaskCtx.lineTo(destX * faceMaskCanvas.width, destY * faceMaskCanvas.height);\n\t\t\t}\n\t\t\tfaceMaskCtx.closePath();\n\t\t\tfaceMaskCtx.fill();\n\t\t}\n\n\t\tasync function updateMaskTexture(nFaces: number) {\n\t\t\tif (!faceLandmarker || !landmarksDataArray) {\n\t\t\t\tconsole.warn('[Face Plugin] Cannot update mask: faceLandmarker or landmarksDataArray missing');\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\ttry {\n\t\t\t\tconst { FaceLandmarker } = await import('@mediapipe/tasks-vision');\n\t\t\t\tfaceMaskCtx.clearRect(0, 0, faceMaskCanvas.width, faceMaskCanvas.height);\n\n\t\t\t\tfor (let faceIdx = 0; faceIdx < nFaces; ++faceIdx) {\n\t\t\t\t\t// Build combined mask with RGBA channels\n\t\t\t\t\t// R: Mouth | G: Face | B: Eyes\n\t\t\t\t\t// Mouth (red channel).\n\t\t\t\t\t// Lips.\n\t\t\t\t\tfillRegion(faceIdx, LANDMARK_INDICES.OUTER_LIP, { r: 0.25, g: 0, b: 0 });\n\t\t\t\t\t// Inner mouth.\n\t\t\t\t\tfillRegion(faceIdx, LANDMARK_INDICES.INNER_LIP, { r: 0.75, g: 0, b: 0 });\n\n\t\t\t\t\t// Face (green channel).\n\t\t\t\t\t// Entire face.\n\t\t\t\t\tfillRegion(\n\t\t\t\t\t\tfaceIdx,\n\t\t\t\t\t\tFaceLandmarker.FACE_LANDMARKS_TESSELATION.map(({ start }) => start),\n\t\t\t\t\t\t{ r: 0, g: 0.25, b: 0 }\n\t\t\t\t\t);\n\t\t\t\t\t// Face contour (excludes nose in profile view).\n\t\t\t\t\tfillRegion(\n\t\t\t\t\t\tfaceIdx,\n\t\t\t\t\t\tFaceLandmarker.FACE_LANDMARKS_FACE_OVAL.map(({ start }) => start),\n\t\t\t\t\t\t{ r: 0, g: 1, b: 0 }\n\t\t\t\t\t);\n\n\t\t\t\t\t// Eyes (blue channel).\n\t\t\t\t\t// Eyebrows.\n\t\t\t\t\tfillRegion(faceIdx, LANDMARK_INDICES.LEFT_EYEBROW, {\n\t\t\t\t\t\tr: 0,\n\t\t\t\t\t\tg: 0,\n\t\t\t\t\t\tb: 0.15,\n\t\t\t\t\t});\n\t\t\t\t\tfillRegion(faceIdx, LANDMARK_INDICES.RIGHT_EYEBROW, {\n\t\t\t\t\t\tr: 0,\n\t\t\t\t\t\tg: 0,\n\t\t\t\t\t\tb: 0.35,\n\t\t\t\t\t});\n\t\t\t\t\t// Eyes.\n\t\t\t\t\tfillRegion(faceIdx, LANDMARK_INDICES.LEFT_EYE, { r: 0, g: 0, b: 0.65 });\n\t\t\t\t\tfillRegion(faceIdx, LANDMARK_INDICES.RIGHT_EYE, { r: 0, g: 0, b: 0.85 });\n\t\t\t\t}\n\n\t\t\t\tshaderPad.updateTextures({ u_faceMask: faceMaskCanvas });\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Face Plugin] Failed to generate mask texture:', error);\n\t\t\t}\n\t\t}\n\n\t\tfunction updateLandmarksTexture(faces: NormalizedLandmark[][]) {\n\t\t\tif (!landmarksDataArray) return;\n\n\t\t\tconst nFaces = faces.length;\n\t\t\tconst totalLandmarks = nFaces * LANDMARK_COUNT;\n\n\t\t\tfor (let faceIdx = 0; faceIdx < nFaces; ++faceIdx) {\n\t\t\t\tconst landmarks = faces[faceIdx];\n\t\t\t\tfor (let lmIdx = 0; lmIdx < STANDARD_LANDMARK_COUNT; ++lmIdx) {\n\t\t\t\t\tconst landmark = landmarks[lmIdx];\n\t\t\t\t\tconst dataIdx = (faceIdx * LANDMARK_COUNT + lmIdx) * 4;\n\t\t\t\t\tlandmarksDataArray[dataIdx] = landmark.x; // R (X)\n\t\t\t\t\tlandmarksDataArray[dataIdx + 1] = 1 - landmark.y; // G (Inverted Y)\n\t\t\t\t\tlandmarksDataArray[dataIdx + 2] = landmark.z ?? 0; // B (Z)\n\t\t\t\t\tlandmarksDataArray[dataIdx + 3] = landmark.visibility ?? 1; // A (Visibility)\n\t\t\t\t}\n\n\t\t\t\tconst faceCenter = calculateBoundingBoxCenter(\n\t\t\t\t\tlandmarksDataArray,\n\t\t\t\t\tfaceIdx,\n\t\t\t\t\tArray.from({ length: STANDARD_LANDMARK_COUNT }, (_, i) => i)\n\t\t\t\t);\n\t\t\t\tconst faceCenterIdx = (faceIdx * LANDMARK_COUNT + LANDMARK_INDICES.FACE_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[faceCenterIdx] = faceCenter[0];\n\t\t\t\tlandmarksDataArray[faceCenterIdx + 1] = faceCenter[1];\n\t\t\t\tlandmarksDataArray[faceCenterIdx + 2] = 0; // Z\n\t\t\t\tlandmarksDataArray[faceCenterIdx + 3] = 1; // Visibility\n\n\t\t\t\t// Mouth center (landmark 479) - uses INNER_LIP landmarks\n\t\t\t\tconst mouthCenter = calculateBoundingBoxCenter(landmarksDataArray, faceIdx, LANDMARK_INDICES.INNER_LIP);\n\t\t\t\tconst mouthCenterIdx = (faceIdx * LANDMARK_COUNT + LANDMARK_INDICES.MOUTH_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[mouthCenterIdx] = mouthCenter[0];\n\t\t\t\tlandmarksDataArray[mouthCenterIdx + 1] = mouthCenter[1];\n\t\t\t\tlandmarksDataArray[mouthCenterIdx + 2] = 0; // Z\n\t\t\t\tlandmarksDataArray[mouthCenterIdx + 3] = 1; // Visibility\n\t\t\t}\n\n\t\t\tconst rowsToUpdate = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tshaderPad.updateTextures({\n\t\t\t\tu_faceLandmarksTex: {\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: rowsToUpdate,\n\t\t\t\t},\n\t\t\t});\n\t\t}\n\n\t\tfunction processFaceResults(result: FaceLandmarkerResult) {\n\t\t\tif (!result.faceLandmarks || !landmarksDataArray) return;\n\n\t\t\tconst nFaces = result.faceLandmarks.length;\n\t\t\tupdateLandmarksTexture(result.faceLandmarks);\n\t\t\tupdateMaskTexture(nFaces).catch(error => {\n\t\t\t\tconsole.warn('Mask texture update error:', error);\n\t\t\t});\n\t\t\tshaderPad.updateUniforms({ u_nFaces: nFaces });\n\n\t\t\toptions?.onResults?.(result);\n\t\t}\n\n\t\tshaderPad.registerHook('init', async () => {\n\t\t\tshaderPad.initializeTexture('u_faceMask', faceMaskCanvas, { preserveY: true });\n\t\t\tshaderPad.initializeUniform('u_maxFaces', 'int', maxFaces);\n\t\t\tshaderPad.initializeUniform('u_nFaces', 'int', 0);\n\n\t\t\tconst totalLandmarks = maxFaces * LANDMARK_COUNT;\n\t\t\tlandmarksTextureHeight = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tconst textureSize = LANDMARKS_TEXTURE_WIDTH * landmarksTextureHeight * 4;\n\t\t\tlandmarksDataArray = new Float32Array(textureSize);\n\n\t\t\tshaderPad.initializeTexture(\n\t\t\t\t'u_faceLandmarksTex',\n\t\t\t\t{\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: landmarksTextureHeight,\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tinternalFormat: gl.RGBA32F,\n\t\t\t\t\ttype: gl.FLOAT,\n\t\t\t\t\tminFilter: gl.NEAREST,\n\t\t\t\t\tmagFilter: gl.NEAREST,\n\t\t\t\t}\n\t\t\t);\n\n\t\t\tawait initializeFaceLandmarker();\n\t\t});\n\n\t\tshaderPad.registerHook('updateTextures', async (updates: Record<string, TextureSource>) => {\n\t\t\tconst source = updates[textureName];\n\t\t\tif (!source) return;\n\n\t\t\tconst previousSource = textureSources.get(textureName);\n\t\t\tif (previousSource !== source) {\n\t\t\t\tlastVideoTime = -1;\n\t\t\t}\n\n\t\t\ttextureSources.set(textureName, source);\n\t\t\tif (!faceLandmarker) return;\n\t\t\ttry {\n\t\t\t\tconst requiredMode = source instanceof HTMLVideoElement ? 'VIDEO' : 'IMAGE';\n\t\t\t\tif (runningMode !== requiredMode) {\n\t\t\t\t\trunningMode = requiredMode;\n\t\t\t\t\tawait faceLandmarker.setOptions({ runningMode: runningMode });\n\t\t\t\t}\n\n\t\t\t\tif (source instanceof HTMLVideoElement) {\n\t\t\t\t\tif (source.videoWidth === 0 || source.videoHeight === 0 || source.readyState < 2) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tif (source.currentTime !== lastVideoTime) {\n\t\t\t\t\t\tlastVideoTime = source.currentTime;\n\t\t\t\t\t\tconst timestamp = performance.now();\n\t\t\t\t\t\tconst result = faceLandmarker.detectForVideo(source, timestamp);\n\t\t\t\t\t\tprocessFaceResults(result);\n\t\t\t\t\t}\n\t\t\t\t} else if (source instanceof HTMLImageElement || source instanceof HTMLCanvasElement) {\n\t\t\t\t\tif (source.width === 0 || source.height === 0) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tconst result = faceLandmarker.detect(source);\n\t\t\t\t\tprocessFaceResults(result);\n\t\t\t\t}\n\t\t\t} catch (error) {\n\t\t\t\tconsole.warn('Face detection error:', error);\n\t\t\t}\n\t\t});\n\n\t\tshaderPad.registerHook('destroy', () => {\n\t\t\tif (faceLandmarker) {\n\t\t\t\tfaceLandmarker.close();\n\t\t\t\tfaceLandmarker = null;\n\t\t\t}\n\t\t\tvision = null;\n\t\t\ttextureSources.clear();\n\t\t\tfaceMaskCanvas.remove();\n\t\t\tlandmarksDataArray = null;\n\t\t});\n\n\t\tinjectGLSL(`\nuniform int u_maxFaces;\nuniform int u_nFaces;\nuniform sampler2D u_faceLandmarksTex;\nuniform sampler2D u_faceMask;\n\n#define FACE_LANDMARK_L_EYE_CENTER ${LANDMARK_INDICES.LEFT_EYE_CENTER}\n#define FACE_LANDMARK_R_EYE_CENTER ${LANDMARK_INDICES.RIGHT_EYE_CENTER}\n#define FACE_LANDMARK_NOSE_TIP ${LANDMARK_INDICES.NOSE_TIP}\n#define FACE_LANDMARK_FACE_CENTER ${LANDMARK_INDICES.FACE_CENTER}\n#define FACE_LANDMARK_MOUTH_CENTER ${LANDMARK_INDICES.MOUTH_CENTER}\n\nvec4 faceLandmark(int faceIndex, int landmarkIndex) {\n\tint i = faceIndex * ${LANDMARK_COUNT} + landmarkIndex;\n\tint x = i % ${LANDMARKS_TEXTURE_WIDTH};\n\tint y = i / ${LANDMARKS_TEXTURE_WIDTH};\n\treturn texelFetch(u_faceLandmarksTex, ivec2(x, y), 0);\n}\nfloat inFace(vec2 pos) { return texture(u_faceMask, pos).g; }\nfloat inEye(vec2 pos) { return texture(u_faceMask, pos).b; }\nfloat inMouth(vec2 pos) { return texture(u_faceMask, pos).r; }`);\n\t};\n}\n\nexport default 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1
+ {"version":3,"sources":["../../src/plugins/face.ts"],"sourcesContent":["import ShaderPad, { PluginContext, TextureSource } from '../index';\nimport type { FaceLandmarker, FaceLandmarkerResult, NormalizedLandmark } from '@mediapipe/tasks-vision';\n\nexport interface FacePluginOptions {\n\tmodelPath?: string;\n\tmaxFaces?: number;\n\tminFaceDetectionConfidence?: number;\n\tminFacePresenceConfidence?: number;\n\tminTrackingConfidence?: number;\n\toutputFaceBlendshapes?: boolean;\n\toutputFacialTransformationMatrixes?: boolean;\n\tonResults?: (results: FaceLandmarkerResult) => void;\n}\n\nconst STANDARD_LANDMARK_COUNT = 478;\nconst CUSTOM_LANDMARK_COUNT = 2;\nconst LANDMARK_COUNT = STANDARD_LANDMARK_COUNT + CUSTOM_LANDMARK_COUNT;\n\nconst LEFT_EYEBROW_INDICES = [336, 296, 334, 293, 300, 276, 283, 282, 295, 285] as const;\nconst LEFT_EYE_INDICES = [362, 398, 384, 385, 386, 387, 388, 466, 263, 249, 390, 373, 374, 380, 381, 382] as const;\nconst RIGHT_EYEBROW_INDICES = [70, 63, 105, 66, 107, 55, 65, 52, 53, 46] as const;\nconst RIGHT_EYE_INDICES = [33, 246, 161, 160, 159, 158, 157, 173, 133, 155, 154, 153, 145, 144, 163, 7] as const;\nconst OUTER_MOUTH_INDICES = [\n\t61, 185, 40, 39, 37, 0, 267, 269, 270, 409, 291, 375, 321, 405, 314, 17, 84, 181, 91, 146,\n] as const;\nconst INNER_MOUTH_INDICES = [\n\t78, 191, 80, 81, 82, 13, 312, 311, 310, 415, 308, 324, 318, 402, 317, 14, 87, 178, 88, 95,\n] as const;\nconst ALL_STANDARD_INDICES = Array.from({ length: STANDARD_LANDMARK_COUNT }, (_, i) => i);\nconst LANDMARK_INDICES = {\n\tLEFT_EYEBROW: LEFT_EYEBROW_INDICES,\n\tLEFT_EYE: LEFT_EYE_INDICES,\n\tLEFT_EYE_CENTER: 473,\n\tRIGHT_EYEBROW: RIGHT_EYEBROW_INDICES,\n\tRIGHT_EYE: RIGHT_EYE_INDICES,\n\tRIGHT_EYE_CENTER: 468,\n\tNOSE_TIP: 4,\n\tOUTER_MOUTH: OUTER_MOUTH_INDICES,\n\tINNER_MOUTH: INNER_MOUTH_INDICES,\n\t// Custom landmarks.\n\tFACE_CENTER: STANDARD_LANDMARK_COUNT,\n\tMOUTH_CENTER: STANDARD_LANDMARK_COUNT + 1,\n};\n\n// Face region types for R channel encoding (evenly spaced 0-1).\nconst FACE_REGION_NAMES = [\n\t'BACKGROUND',\n\t'LEFT_EYEBROW',\n\t'RIGHT_EYEBROW',\n\t'LEFT_EYE',\n\t'RIGHT_EYE',\n\t'OUTER_MOUTH',\n\t'INNER_MOUTH',\n] as const;\nconst nFaceRegions = FACE_REGION_NAMES.length - 1;\nconst FACE_REGION = Object.fromEntries(FACE_REGION_NAMES.map((name, i) => [name, i / nFaceRegions])) as Record<\n\t(typeof FACE_REGION_NAMES)[number],\n\tnumber\n>;\nconst HALF_GAP = 0.5 / nFaceRegions;\n\nfunction face(config: { textureName: string; options?: FacePluginOptions }) {\n\tconst { textureName, options } = config;\n\tconst defaultModelPath =\n\t\t'https://storage.googleapis.com/mediapipe-models/face_landmarker/face_landmarker/float16/latest/face_landmarker.task';\n\n\treturn function (shaderPad: ShaderPad, context: PluginContext) {\n\t\tconst { injectGLSL, gl } = context;\n\n\t\tlet faceLandmarker: FaceLandmarker | null = null;\n\t\tlet vision: any = null;\n\t\tlet lastVideoTime = -1;\n\t\tlet runningMode: 'IMAGE' | 'VIDEO' = 'VIDEO';\n\t\tconst textureSources = new Map<string, TextureSource>();\n\t\tconst maxFaces = options?.maxFaces ?? 1;\n\n\t\tconst LANDMARKS_TEXTURE_WIDTH = 512;\n\t\tlet landmarksTextureHeight = 0;\n\t\tlet landmarksDataArray: Float32Array | null = null;\n\n\t\tconst mediaPipeCanvas = new OffscreenCanvas(1, 1);\n\t\tconst faceMaskCanvas = document.createElement('canvas');\n\t\tconst faceMaskCtx = faceMaskCanvas.getContext('2d')!;\n\n\t\tlet faceTesselationIndices: number[] | null = null;\n\t\tlet faceOvalIndices: number[] | null = null;\n\t\tasync function initializeFaceLandmarker() {\n\t\t\ttry {\n\t\t\t\tconst { FilesetResolver, FaceLandmarker } = await import('@mediapipe/tasks-vision');\n\t\t\t\tvision = await FilesetResolver.forVisionTasks(\n\t\t\t\t\t'https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm'\n\t\t\t\t);\n\n\t\t\t\tfaceLandmarker = await FaceLandmarker.createFromOptions(vision, {\n\t\t\t\t\tbaseOptions: {\n\t\t\t\t\t\tmodelAssetPath: options?.modelPath || defaultModelPath,\n\t\t\t\t\t\tdelegate: 'GPU',\n\t\t\t\t\t},\n\t\t\t\t\tcanvas: mediaPipeCanvas,\n\t\t\t\t\trunningMode: runningMode,\n\t\t\t\t\tnumFaces: options?.maxFaces ?? 1,\n\t\t\t\t\tminFaceDetectionConfidence: options?.minFaceDetectionConfidence ?? 0.5,\n\t\t\t\t\tminFacePresenceConfidence: options?.minFacePresenceConfidence ?? 0.5,\n\t\t\t\t\tminTrackingConfidence: options?.minTrackingConfidence ?? 0.5,\n\t\t\t\t\toutputFaceBlendshapes: options?.outputFaceBlendshapes ?? false,\n\t\t\t\t\toutputFacialTransformationMatrixes: options?.outputFacialTransformationMatrixes ?? false,\n\t\t\t\t});\n\n\t\t\t\tfaceTesselationIndices = FaceLandmarker.FACE_LANDMARKS_TESSELATION.map(({ start }) => start);\n\t\t\t\tfaceOvalIndices = FaceLandmarker.FACE_LANDMARKS_FACE_OVAL.map(({ start }) => start);\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Face Plugin] Failed to initialize:', error);\n\t\t\t\tthrow error;\n\t\t\t}\n\t\t}\n\n\t\tfunction calculateBoundingBoxCenter(\n\t\t\tlandmarksDataArray: Float32Array,\n\t\t\tfaceIdx: number,\n\t\t\tlandmarkIndices: readonly number[] | number[]\n\t\t): [number, number, number, number] {\n\t\t\tlet minX = Infinity,\n\t\t\t\tmaxX = -Infinity,\n\t\t\t\tminY = Infinity,\n\t\t\t\tmaxY = -Infinity,\n\t\t\t\tavgZ = 0,\n\t\t\t\tavgVisibility = 0;\n\n\t\t\tfor (const idx of landmarkIndices) {\n\t\t\t\tconst dataIdx = (faceIdx * LANDMARK_COUNT + idx) * 4;\n\t\t\t\tconst x = landmarksDataArray[dataIdx];\n\t\t\t\tconst y = landmarksDataArray[dataIdx + 1];\n\t\t\t\tminX = Math.min(minX, x);\n\t\t\t\tmaxX = Math.max(maxX, x);\n\t\t\t\tminY = Math.min(minY, y);\n\t\t\t\tmaxY = Math.max(maxY, y);\n\t\t\t\tavgZ += landmarksDataArray[dataIdx + 2];\n\t\t\t\tavgVisibility += landmarksDataArray[dataIdx + 3];\n\t\t\t}\n\n\t\t\tconst centerX = (minX + maxX) / 2;\n\t\t\tconst centerY = (minY + maxY) / 2;\n\t\t\tconst centerZ = avgZ / landmarkIndices.length;\n\t\t\tconst centerVisibility = avgVisibility / landmarkIndices.length;\n\t\t\treturn [centerX, centerY, centerZ, centerVisibility];\n\t\t}\n\n\t\tfunction fillRegion(\n\t\t\tfaceIdx: number,\n\t\t\tlandmarkIndices: readonly number[] | number[],\n\t\t\tcolor: { r: number; g: number; b: number }\n\t\t) {\n\t\t\tif (!landmarksDataArray) return;\n\n\t\t\tconst { width, height } = faceMaskCanvas;\n\t\t\tfaceMaskCtx.fillStyle = `rgb(${color.r}, ${color.g}, ${color.b})`;\n\n\t\t\tfaceMaskCtx.beginPath();\n\t\t\tconst originIdx = (faceIdx * LANDMARK_COUNT + landmarkIndices[0]) * 4;\n\t\t\tfaceMaskCtx.moveTo(landmarksDataArray[originIdx] * width, landmarksDataArray[originIdx + 1] * height);\n\n\t\t\tfor (let i = 1; i < landmarkIndices.length; ++i) {\n\t\t\t\tconst destIdx = (faceIdx * LANDMARK_COUNT + landmarkIndices[i]) * 4;\n\t\t\t\tfaceMaskCtx.lineTo(landmarksDataArray[destIdx] * width, landmarksDataArray[destIdx + 1] * height);\n\t\t\t}\n\t\t\tfaceMaskCtx.closePath();\n\t\t\tfaceMaskCtx.fill();\n\t\t}\n\n\t\tfunction updateMaskTexture(nFaces: number) {\n\t\t\tif (!landmarksDataArray || !faceTesselationIndices || !faceOvalIndices) return;\n\n\t\t\tconst { width, height } = faceMaskCanvas;\n\t\t\tfaceMaskCtx.clearRect(0, 0, width, height);\n\n\t\t\tfaceMaskCtx.save();\n\t\t\tfaceMaskCtx.globalCompositeOperation = 'lighten';\n\n\t\t\tfor (let faceIdx = 0; faceIdx < nFaces; ++faceIdx) {\n\t\t\t\tconst b = Math.round(((faceIdx + 1) / maxFaces) * 255);\n\n\t\t\t\t// Draw face regions in order (features on top).\n\t\t\t\t// First: face mesh and oval (for G channel - face mask).\n\t\t\t\tfillRegion(faceIdx, faceTesselationIndices, { r: 0, g: 128, b });\n\t\t\t\tfillRegion(faceIdx, faceOvalIndices, { r: 0, g: 255, b });\n\n\t\t\t\t// Then: specific regions (for R channel - region type).\n\t\t\t\tfillRegion(faceIdx, LEFT_EYEBROW_INDICES, { r: Math.round(FACE_REGION.LEFT_EYEBROW * 255), g: 0, b });\n\t\t\t\tfillRegion(faceIdx, RIGHT_EYEBROW_INDICES, { r: Math.round(FACE_REGION.RIGHT_EYEBROW * 255), g: 0, b });\n\t\t\t\tfillRegion(faceIdx, LEFT_EYE_INDICES, { r: Math.round(FACE_REGION.LEFT_EYE * 255), g: 0, b });\n\t\t\t\tfillRegion(faceIdx, RIGHT_EYE_INDICES, { r: Math.round(FACE_REGION.RIGHT_EYE * 255), g: 0, b });\n\t\t\t\tfillRegion(faceIdx, OUTER_MOUTH_INDICES, { r: Math.round(FACE_REGION.OUTER_MOUTH * 255), g: 0, b });\n\t\t\t\tfillRegion(faceIdx, INNER_MOUTH_INDICES, { r: Math.round(FACE_REGION.INNER_MOUTH * 255), g: 0, b });\n\t\t\t}\n\n\t\t\tfaceMaskCtx.restore();\n\t\t\tshaderPad.updateTextures({ u_faceMask: faceMaskCanvas });\n\t\t}\n\n\t\tfunction updateLandmarksTexture(faces: NormalizedLandmark[][]) {\n\t\t\tif (!landmarksDataArray) return;\n\n\t\t\tconst nFaces = faces.length;\n\t\t\tconst totalLandmarks = nFaces * LANDMARK_COUNT;\n\n\t\t\tfor (let faceIdx = 0; faceIdx < nFaces; ++faceIdx) {\n\t\t\t\tconst landmarks = faces[faceIdx];\n\t\t\t\tfor (let lmIdx = 0; lmIdx < STANDARD_LANDMARK_COUNT; ++lmIdx) {\n\t\t\t\t\tconst landmark = landmarks[lmIdx];\n\t\t\t\t\tconst dataIdx = (faceIdx * LANDMARK_COUNT + lmIdx) * 4;\n\t\t\t\t\tlandmarksDataArray[dataIdx] = landmark.x;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 1] = 1 - landmark.y;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 2] = landmark.z ?? 0;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 3] = landmark.visibility ?? 1;\n\t\t\t\t}\n\n\t\t\t\tconst faceCenter = calculateBoundingBoxCenter(landmarksDataArray, faceIdx, ALL_STANDARD_INDICES);\n\t\t\t\tconst faceCenterIdx = (faceIdx * LANDMARK_COUNT + LANDMARK_INDICES.FACE_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[faceCenterIdx] = faceCenter[0];\n\t\t\t\tlandmarksDataArray[faceCenterIdx + 1] = faceCenter[1];\n\t\t\t\tlandmarksDataArray[faceCenterIdx + 2] = faceCenter[2];\n\t\t\t\tlandmarksDataArray[faceCenterIdx + 3] = faceCenter[3];\n\n\t\t\t\tconst mouthCenter = calculateBoundingBoxCenter(landmarksDataArray, faceIdx, INNER_MOUTH_INDICES);\n\t\t\t\tconst mouthCenterIdx = (faceIdx * LANDMARK_COUNT + LANDMARK_INDICES.MOUTH_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[mouthCenterIdx] = mouthCenter[0];\n\t\t\t\tlandmarksDataArray[mouthCenterIdx + 1] = mouthCenter[1];\n\t\t\t\tlandmarksDataArray[mouthCenterIdx + 2] = mouthCenter[2];\n\t\t\t\tlandmarksDataArray[mouthCenterIdx + 3] = mouthCenter[3];\n\t\t\t}\n\n\t\t\tconst rowsToUpdate = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tshaderPad.updateTextures({\n\t\t\t\tu_faceLandmarksTex: {\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: rowsToUpdate,\n\t\t\t\t\tisPartial: true,\n\t\t\t\t},\n\t\t\t});\n\t\t}\n\n\t\tfunction processFaceResults(result: FaceLandmarkerResult) {\n\t\t\tif (!result.faceLandmarks || !landmarksDataArray) return;\n\n\t\t\tfaceMaskCanvas.width = mediaPipeCanvas.width;\n\t\t\tfaceMaskCanvas.height = mediaPipeCanvas.height;\n\n\t\t\tconst nFaces = result.faceLandmarks.length;\n\t\t\tupdateLandmarksTexture(result.faceLandmarks);\n\t\t\tupdateMaskTexture(nFaces);\n\t\t\tshaderPad.updateUniforms({ u_nFaces: nFaces });\n\n\t\t\toptions?.onResults?.(result);\n\t\t}\n\n\t\tshaderPad.registerHook('init', async () => {\n\t\t\tshaderPad.initializeTexture('u_faceMask', faceMaskCanvas, { preserveY: true });\n\t\t\tshaderPad.initializeUniform('u_maxFaces', 'int', maxFaces);\n\t\t\tshaderPad.initializeUniform('u_nFaces', 'int', 0);\n\n\t\t\tconst totalLandmarks = maxFaces * LANDMARK_COUNT;\n\t\t\tlandmarksTextureHeight = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tconst textureSize = LANDMARKS_TEXTURE_WIDTH * landmarksTextureHeight * 4;\n\t\t\tlandmarksDataArray = new Float32Array(textureSize);\n\n\t\t\tshaderPad.initializeTexture(\n\t\t\t\t'u_faceLandmarksTex',\n\t\t\t\t{\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: landmarksTextureHeight,\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tinternalFormat: gl.RGBA32F,\n\t\t\t\t\ttype: gl.FLOAT,\n\t\t\t\t\tminFilter: gl.NEAREST,\n\t\t\t\t\tmagFilter: gl.NEAREST,\n\t\t\t\t}\n\t\t\t);\n\n\t\t\tawait initializeFaceLandmarker();\n\t\t});\n\n\t\tshaderPad.registerHook('updateTextures', async (updates: Record<string, TextureSource>) => {\n\t\t\tconst source = updates[textureName];\n\t\t\tif (!source) return;\n\n\t\t\tconst previousSource = textureSources.get(textureName);\n\t\t\tif (previousSource !== source) {\n\t\t\t\tlastVideoTime = -1;\n\t\t\t}\n\n\t\t\ttextureSources.set(textureName, source);\n\t\t\tif (!faceLandmarker) return;\n\n\t\t\ttry {\n\t\t\t\tconst requiredMode = source instanceof HTMLVideoElement ? 'VIDEO' : 'IMAGE';\n\t\t\t\tif (runningMode !== requiredMode) {\n\t\t\t\t\trunningMode = requiredMode;\n\t\t\t\t\tawait faceLandmarker.setOptions({ runningMode: runningMode });\n\t\t\t\t}\n\n\t\t\t\tif (source instanceof HTMLVideoElement) {\n\t\t\t\t\tif (source.videoWidth === 0 || source.videoHeight === 0 || source.readyState < 2) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tif (source.currentTime !== lastVideoTime) {\n\t\t\t\t\t\tlastVideoTime = source.currentTime;\n\t\t\t\t\t\tconst result = faceLandmarker.detectForVideo(source, performance.now());\n\t\t\t\t\t\tprocessFaceResults(result);\n\t\t\t\t\t}\n\t\t\t\t} else if (source instanceof HTMLImageElement || source instanceof HTMLCanvasElement) {\n\t\t\t\t\tif (source.width === 0 || source.height === 0) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tconst result = faceLandmarker.detect(source);\n\t\t\t\t\tprocessFaceResults(result);\n\t\t\t\t}\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Face Plugin] Detection error:', error);\n\t\t\t}\n\t\t});\n\n\t\tshaderPad.registerHook('destroy', () => {\n\t\t\tif (faceLandmarker) {\n\t\t\t\tfaceLandmarker.close();\n\t\t\t\tfaceLandmarker = null;\n\t\t\t}\n\t\t\tvision = null;\n\t\t\ttextureSources.clear();\n\t\t\tfaceMaskCanvas.remove();\n\t\t\tlandmarksDataArray = null;\n\t\t});\n\n\t\tconst regionCheck = (val: number) =>\n\t\t\t`(mask.r > ${(val - HALF_GAP).toFixed(4)} && mask.r < ${(val + HALF_GAP).toFixed(\n\t\t\t\t4\n\t\t\t)}) ? vec2(1.0, faceIndex) : vec2(0.0, -1.0)`;\n\n\t\tinjectGLSL(`\nuniform int u_maxFaces;\nuniform int u_nFaces;\nuniform sampler2D u_faceLandmarksTex;\nuniform sampler2D u_faceMask;\n\n#define FACE_LANDMARK_L_EYE_CENTER ${LANDMARK_INDICES.LEFT_EYE_CENTER}\n#define FACE_LANDMARK_R_EYE_CENTER ${LANDMARK_INDICES.RIGHT_EYE_CENTER}\n#define FACE_LANDMARK_NOSE_TIP ${LANDMARK_INDICES.NOSE_TIP}\n#define FACE_LANDMARK_FACE_CENTER ${LANDMARK_INDICES.FACE_CENTER}\n#define FACE_LANDMARK_MOUTH_CENTER ${LANDMARK_INDICES.MOUTH_CENTER}\n\nvec4 faceLandmark(int faceIndex, int landmarkIndex) {\n\tint i = faceIndex * ${LANDMARK_COUNT} + landmarkIndex;\n\tint x = i % ${LANDMARKS_TEXTURE_WIDTH};\n\tint y = i / ${LANDMARKS_TEXTURE_WIDTH};\n\treturn texelFetch(u_faceLandmarksTex, ivec2(x, y), 0);\n}\n\nvec2 leftEyebrowAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn ${regionCheck(FACE_REGION.LEFT_EYEBROW)};\n}\n\nvec2 rightEyebrowAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn ${regionCheck(FACE_REGION.RIGHT_EYEBROW)};\n}\n\nvec2 leftEyeAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn ${regionCheck(FACE_REGION.LEFT_EYE)};\n}\n\nvec2 rightEyeAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn ${regionCheck(FACE_REGION.RIGHT_EYE)};\n}\n\nvec2 outerMouthAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn ${regionCheck(FACE_REGION.OUTER_MOUTH)};\n}\n\nvec2 innerMouthAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn ${regionCheck(FACE_REGION.INNER_MOUTH)};\n}\n\nvec2 faceOvalAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn mask.g > 0.75 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);\n}\n\n// Includes face mesh and oval.\nvec2 faceAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn mask.g > 0.25 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);\n}\n\nvec2 eyeAt(vec2 pos) {\n\tvec2 left = leftEyeAt(pos);\n\tvec2 right = rightEyeAt(pos);\n\treturn left.x >= 0.0 ? left : right;\n}\n\nvec2 eyebrowAt(vec2 pos) {\n\tvec2 left = leftEyebrowAt(pos);\n\tvec2 right = rightEyebrowAt(pos);\n\treturn left.x >= 0.0 ? left : right;\n}\n\nfloat inEyebrow(vec2 pos) {\n\treturn eyebrowAt(pos).x;\n}\n\nfloat inEye(vec2 pos) {\n\treturn eyeAt(pos).x;\n}\n\nfloat inMouth(vec2 pos) {\n\treturn innerMouthAt(pos).x;\n}\n\nfloat inLips(vec2 pos) {\n\tfloat lips = outerMouthAt(pos).x;\n\tfloat mouth = innerMouthAt(pos).x;\n\treturn max(0.0, lips - mouth);\n}\n\nfloat inFace(vec2 pos) {\n\treturn faceAt(pos).x;\n}`);\n\t};\n}\n\nexport default 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@@ -1,14 +1,14 @@
1
- var h=478,W=2,E=h+W,o={LEFT_EYEBROW:[336,296,334,293,300,276,283,282,295,285],LEFT_EYE:[362,398,384,385,386,387,388,466,263,249,390,373,374,380,381,382],LEFT_EYE_CENTER:473,RIGHT_EYEBROW:[70,63,105,66,107,55,65,52,53,46],RIGHT_EYE:[33,246,161,160,159,158,157,173,133,155,154,153,145,144,163,7],RIGHT_EYE_CENTER:468,NOSE_TIP:4,OUTER_LIP:[61,185,40,39,37,0,267,269,270,409,291,375,321,405,314,17,84,181,91,146],INNER_LIP:[78,191,80,81,82,13,312,311,310,415,308,324,318,402,317,14,87,178,88,95],FACE_CENTER:h,MOUTH_CENTER:h+1};function X(H){let{textureName:A,options:m}=H,Y="https://storage.googleapis.com/mediapipe-models/face_landmarker/face_landmarker/float16/latest/face_landmarker.task";return function(s,P){let{injectGLSL:U,gl:C}=P,d=null,N=null,I=-1,M="VIDEO",b=new Map,y=m?.maxFaces??1,p=512,O=0,t=null,K=512,V=512,c=document.createElement("canvas");c.width=K,c.height=V;let T=c.getContext("2d");T.globalCompositeOperation="lighten";async function $(){try{let{FilesetResolver:n,FaceLandmarker:e}=await import("@mediapipe/tasks-vision");N=await n.forVisionTasks("https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm"),d=await e.createFromOptions(N,{baseOptions:{modelAssetPath:m?.modelPath||Y},runningMode:M,numFaces:m?.maxFaces??1,minFaceDetectionConfidence:m?.minFaceDetectionConfidence??.5,minFacePresenceConfidence:m?.minFacePresenceConfidence??.5,minTrackingConfidence:m?.minTrackingConfidence??.5,outputFaceBlendshapes:m?.outputFaceBlendshapes??!1,outputFacialTransformationMatrixes:m?.outputFacialTransformationMatrixes??!1})}catch(n){throw console.error("Failed to initialize Face Landmarker:",n),n}}function S(n,e,a){let i=1/0,r=-1/0,f=1/0,u=-1/0,l=0,x=0;for(let G of a){let k=(e*E+G)*4,D=n[k],w=n[k+1];i=Math.min(i,D),r=Math.max(r,D),f=Math.min(f,w),u=Math.max(u,w),l+=n[k+2],x+=n[k+3]}let F=(i+r)/2,L=(f+u)/2,g=l/a.length,R=x/a.length;return[F,L,g,R]}function _(n,e,a){if(!t)return;T.fillStyle=`rgb(${Math.round(a.r*255)}, ${Math.round(a.g*255)}, ${Math.round(a.b*255)})`,T.beginPath();let i=(n*E+e[0])*4,r=t[i],f=t[i+1];T.moveTo(r*c.width,f*c.height);for(let u=1;u<e.length;++u){let l=(n*E+e[u])*4,x=t[l],F=t[l+1];T.lineTo(x*c.width,F*c.height)}T.closePath(),T.fill()}async function z(n){if(!d||!t){console.warn("[Face Plugin] Cannot update mask: faceLandmarker or landmarksDataArray missing");return}try{let{FaceLandmarker:e}=await import("@mediapipe/tasks-vision");T.clearRect(0,0,c.width,c.height);for(let a=0;a<n;++a)_(a,o.OUTER_LIP,{r:.25,g:0,b:0}),_(a,o.INNER_LIP,{r:.75,g:0,b:0}),_(a,e.FACE_LANDMARKS_TESSELATION.map(({start:i})=>i),{r:0,g:.25,b:0}),_(a,e.FACE_LANDMARKS_FACE_OVAL.map(({start:i})=>i),{r:0,g:1,b:0}),_(a,o.LEFT_EYEBROW,{r:0,g:0,b:.15}),_(a,o.RIGHT_EYEBROW,{r:0,g:0,b:.35}),_(a,o.LEFT_EYE,{r:0,g:0,b:.65}),_(a,o.RIGHT_EYE,{r:0,g:0,b:.85});s.updateTextures({u_faceMask:c})}catch(e){console.error("[Face Plugin] Failed to generate mask texture:",e)}}function B(n){if(!t)return;let e=n.length,a=e*E;for(let r=0;r<e;++r){let f=n[r];for(let L=0;L<h;++L){let g=f[L],R=(r*E+L)*4;t[R]=g.x,t[R+1]=1-g.y,t[R+2]=g.z??0,t[R+3]=g.visibility??1}let u=S(t,r,Array.from({length:h},(L,g)=>g)),l=(r*E+o.FACE_CENTER)*4;t[l]=u[0],t[l+1]=u[1],t[l+2]=0,t[l+3]=1;let x=S(t,r,o.INNER_LIP),F=(r*E+o.MOUTH_CENTER)*4;t[F]=x[0],t[F+1]=x[1],t[F+2]=0,t[F+3]=1}let i=Math.ceil(a/p);s.updateTextures({u_faceLandmarksTex:{data:t,width:p,height:i}})}function v(n){if(!n.faceLandmarks||!t)return;let e=n.faceLandmarks.length;B(n.faceLandmarks),z(e).catch(a=>{console.warn("Mask texture update error:",a)}),s.updateUniforms({u_nFaces:e}),m?.onResults?.(n)}s.registerHook("init",async()=>{s.initializeTexture("u_faceMask",c,{preserveY:!0}),s.initializeUniform("u_maxFaces","int",y),s.initializeUniform("u_nFaces","int",0);let n=y*E;O=Math.ceil(n/p);let e=p*O*4;t=new Float32Array(e),s.initializeTexture("u_faceLandmarksTex",{data:t,width:p,height:O},{internalFormat:C.RGBA32F,type:C.FLOAT,minFilter:C.NEAREST,magFilter:C.NEAREST}),await $()}),s.registerHook("updateTextures",async n=>{let e=n[A];if(!(!e||(b.get(A)!==e&&(I=-1),b.set(A,e),!d)))try{let i=e instanceof HTMLVideoElement?"VIDEO":"IMAGE";if(M!==i&&(M=i,await d.setOptions({runningMode:M})),e instanceof HTMLVideoElement){if(e.videoWidth===0||e.videoHeight===0||e.readyState<2)return;if(e.currentTime!==I){I=e.currentTime;let r=performance.now(),f=d.detectForVideo(e,r);v(f)}}else if(e instanceof HTMLImageElement||e instanceof HTMLCanvasElement){if(e.width===0||e.height===0)return;let r=d.detect(e);v(r)}}catch(i){console.warn("Face detection error:",i)}}),s.registerHook("destroy",()=>{d&&(d.close(),d=null),N=null,b.clear(),c.remove(),t=null}),U(`
1
+ var v=478,re=2,E=v+re,W=[336,296,334,293,300,276,283,282,295,285],V=[362,398,384,385,386,387,388,466,263,249,390,373,374,380,381,382],z=[70,63,105,66,107,55,65,52,53,46],X=[33,246,161,160,159,158,157,173,133,155,154,153,145,144,163,7],j=[61,185,40,39,37,0,267,269,270,409,291,375,321,405,314,17,84,181,91,146],w=[78,191,80,81,82,13,312,311,310,415,308,324,318,402,317,14,87,178,88,95],ce=Array.from({length:v},(k,x)=>x),R={LEFT_EYEBROW:W,LEFT_EYE:V,LEFT_EYE_CENTER:473,RIGHT_EYEBROW:z,RIGHT_EYE:X,RIGHT_EYE_CENTER:468,NOSE_TIP:4,OUTER_MOUTH:j,INNER_MOUTH:w,FACE_CENTER:v,MOUTH_CENTER:v+1},Z=["BACKGROUND","LEFT_EYEBROW","RIGHT_EYEBROW","LEFT_EYE","RIGHT_EYE","OUTER_MOUTH","INNER_MOUTH"],q=Z.length-1,s=Object.fromEntries(Z.map((k,x)=>[k,x/q])),K=.5/q;function se(k){let{textureName:x,options:f}=k,J="https://storage.googleapis.com/mediapipe-models/face_landmarker/face_landmarker/float16/latest/face_landmarker.task";return function(i,Q){let{injectGLSL:ee,gl:C}=Q,m=null,O=null,b=-1,N="VIDEO",y=new Map,H=f?.maxFaces??1,p=512,S=0,a=null,D=new OffscreenCanvas(1,1),_=document.createElement("canvas"),u=_.getContext("2d"),U=null,Y=null;async function te(){try{let{FilesetResolver:t,FaceLandmarker:e}=await import("@mediapipe/tasks-vision");O=await t.forVisionTasks("https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm"),m=await e.createFromOptions(O,{baseOptions:{modelAssetPath:f?.modelPath||J,delegate:"GPU"},canvas:D,runningMode:N,numFaces:f?.maxFaces??1,minFaceDetectionConfidence:f?.minFaceDetectionConfidence??.5,minFacePresenceConfidence:f?.minFacePresenceConfidence??.5,minTrackingConfidence:f?.minTrackingConfidence??.5,outputFaceBlendshapes:f?.outputFaceBlendshapes??!1,outputFacialTransformationMatrixes:f?.outputFacialTransformationMatrixes??!1}),U=e.FACE_LANDMARKS_TESSELATION.map(({start:r})=>r),Y=e.FACE_LANDMARKS_FACE_OVAL.map(({start:r})=>r)}catch(t){throw console.error("[Face Plugin] Failed to initialize:",t),t}}function G(t,e,r){let o=1/0,n=-1/0,T=1/0,c=-1/0,l=0,F=0;for(let oe of r){let L=(e*E+oe)*4,B=t[L],P=t[L+1];o=Math.min(o,B),n=Math.max(n,B),T=Math.min(T,P),c=Math.max(c,P),l+=t[L+2],F+=t[L+3]}let M=(o+n)/2,g=(T+c)/2,h=l/r.length,I=F/r.length;return[M,g,h,I]}function d(t,e,r){if(!a)return;let{width:o,height:n}=_;u.fillStyle=`rgb(${r.r}, ${r.g}, ${r.b})`,u.beginPath();let T=(t*E+e[0])*4;u.moveTo(a[T]*o,a[T+1]*n);for(let c=1;c<e.length;++c){let l=(t*E+e[c])*4;u.lineTo(a[l]*o,a[l+1]*n)}u.closePath(),u.fill()}function ne(t){if(!a||!U||!Y)return;let{width:e,height:r}=_;u.clearRect(0,0,e,r),u.save(),u.globalCompositeOperation="lighten";for(let o=0;o<t;++o){let n=Math.round((o+1)/H*255);d(o,U,{r:0,g:128,b:n}),d(o,Y,{r:0,g:255,b:n}),d(o,W,{r:Math.round(s.LEFT_EYEBROW*255),g:0,b:n}),d(o,z,{r:Math.round(s.RIGHT_EYEBROW*255),g:0,b:n}),d(o,V,{r:Math.round(s.LEFT_EYE*255),g:0,b:n}),d(o,X,{r:Math.round(s.RIGHT_EYE*255),g:0,b:n}),d(o,j,{r:Math.round(s.OUTER_MOUTH*255),g:0,b:n}),d(o,w,{r:Math.round(s.INNER_MOUTH*255),g:0,b:n})}u.restore(),i.updateTextures({u_faceMask:_})}function ae(t){if(!a)return;let e=t.length,r=e*E;for(let n=0;n<e;++n){let T=t[n];for(let g=0;g<v;++g){let h=T[g],I=(n*E+g)*4;a[I]=h.x,a[I+1]=1-h.y,a[I+2]=h.z??0,a[I+3]=h.visibility??1}let c=G(a,n,ce),l=(n*E+R.FACE_CENTER)*4;a[l]=c[0],a[l+1]=c[1],a[l+2]=c[2],a[l+3]=c[3];let F=G(a,n,w),M=(n*E+R.MOUTH_CENTER)*4;a[M]=F[0],a[M+1]=F[1],a[M+2]=F[2],a[M+3]=F[3]}let o=Math.ceil(r/p);i.updateTextures({u_faceLandmarksTex:{data:a,width:p,height:o,isPartial:!0}})}function $(t){if(!t.faceLandmarks||!a)return;_.width=D.width,_.height=D.height;let e=t.faceLandmarks.length;ae(t.faceLandmarks),ne(e),i.updateUniforms({u_nFaces:e}),f?.onResults?.(t)}i.registerHook("init",async()=>{i.initializeTexture("u_faceMask",_,{preserveY:!0}),i.initializeUniform("u_maxFaces","int",H),i.initializeUniform("u_nFaces","int",0);let t=H*E;S=Math.ceil(t/p);let e=p*S*4;a=new Float32Array(e),i.initializeTexture("u_faceLandmarksTex",{data:a,width:p,height:S},{internalFormat:C.RGBA32F,type:C.FLOAT,minFilter:C.NEAREST,magFilter:C.NEAREST}),await te()}),i.registerHook("updateTextures",async t=>{let e=t[x];if(!(!e||(y.get(x)!==e&&(b=-1),y.set(x,e),!m)))try{let o=e instanceof HTMLVideoElement?"VIDEO":"IMAGE";if(N!==o&&(N=o,await m.setOptions({runningMode:N})),e instanceof HTMLVideoElement){if(e.videoWidth===0||e.videoHeight===0||e.readyState<2)return;if(e.currentTime!==b){b=e.currentTime;let n=m.detectForVideo(e,performance.now());$(n)}}else if(e instanceof HTMLImageElement||e instanceof HTMLCanvasElement){if(e.width===0||e.height===0)return;let n=m.detect(e);$(n)}}catch(o){console.error("[Face Plugin] Detection error:",o)}}),i.registerHook("destroy",()=>{m&&(m.close(),m=null),O=null,y.clear(),_.remove(),a=null});let A=t=>`(mask.r > ${(t-K).toFixed(4)} && mask.r < ${(t+K).toFixed(4)}) ? vec2(1.0, faceIndex) : vec2(0.0, -1.0)`;ee(`
2
2
  uniform int u_maxFaces;
3
3
  uniform int u_nFaces;
4
4
  uniform sampler2D u_faceLandmarksTex;
5
5
  uniform sampler2D u_faceMask;
6
6
 
7
- #define FACE_LANDMARK_L_EYE_CENTER ${o.LEFT_EYE_CENTER}
8
- #define FACE_LANDMARK_R_EYE_CENTER ${o.RIGHT_EYE_CENTER}
9
- #define FACE_LANDMARK_NOSE_TIP ${o.NOSE_TIP}
10
- #define FACE_LANDMARK_FACE_CENTER ${o.FACE_CENTER}
11
- #define FACE_LANDMARK_MOUTH_CENTER ${o.MOUTH_CENTER}
7
+ #define FACE_LANDMARK_L_EYE_CENTER ${R.LEFT_EYE_CENTER}
8
+ #define FACE_LANDMARK_R_EYE_CENTER ${R.RIGHT_EYE_CENTER}
9
+ #define FACE_LANDMARK_NOSE_TIP ${R.NOSE_TIP}
10
+ #define FACE_LANDMARK_FACE_CENTER ${R.FACE_CENTER}
11
+ #define FACE_LANDMARK_MOUTH_CENTER ${R.MOUTH_CENTER}
12
12
 
13
13
  vec4 faceLandmark(int faceIndex, int landmarkIndex) {
14
14
  int i = faceIndex * ${E} + landmarkIndex;
@@ -16,7 +16,87 @@ vec4 faceLandmark(int faceIndex, int landmarkIndex) {
16
16
  int y = i / ${p};
17
17
  return texelFetch(u_faceLandmarksTex, ivec2(x, y), 0);
18
18
  }
19
- float inFace(vec2 pos) { return texture(u_faceMask, pos).g; }
20
- float inEye(vec2 pos) { return texture(u_faceMask, pos).b; }
21
- float inMouth(vec2 pos) { return texture(u_faceMask, pos).r; }`)}}var j=X;export{j as default};
19
+
20
+ vec2 leftEyebrowAt(vec2 pos) {
21
+ vec4 mask = texture(u_faceMask, pos);
22
+ float faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;
23
+ return ${A(s.LEFT_EYEBROW)};
24
+ }
25
+
26
+ vec2 rightEyebrowAt(vec2 pos) {
27
+ vec4 mask = texture(u_faceMask, pos);
28
+ float faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;
29
+ return ${A(s.RIGHT_EYEBROW)};
30
+ }
31
+
32
+ vec2 leftEyeAt(vec2 pos) {
33
+ vec4 mask = texture(u_faceMask, pos);
34
+ float faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;
35
+ return ${A(s.LEFT_EYE)};
36
+ }
37
+
38
+ vec2 rightEyeAt(vec2 pos) {
39
+ vec4 mask = texture(u_faceMask, pos);
40
+ float faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;
41
+ return ${A(s.RIGHT_EYE)};
42
+ }
43
+
44
+ vec2 outerMouthAt(vec2 pos) {
45
+ vec4 mask = texture(u_faceMask, pos);
46
+ float faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;
47
+ return ${A(s.OUTER_MOUTH)};
48
+ }
49
+
50
+ vec2 innerMouthAt(vec2 pos) {
51
+ vec4 mask = texture(u_faceMask, pos);
52
+ float faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;
53
+ return ${A(s.INNER_MOUTH)};
54
+ }
55
+
56
+ vec2 faceOvalAt(vec2 pos) {
57
+ vec4 mask = texture(u_faceMask, pos);
58
+ float faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;
59
+ return mask.g > 0.75 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);
60
+ }
61
+
62
+ // Includes face mesh and oval.
63
+ vec2 faceAt(vec2 pos) {
64
+ vec4 mask = texture(u_faceMask, pos);
65
+ float faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;
66
+ return mask.g > 0.25 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);
67
+ }
68
+
69
+ vec2 eyeAt(vec2 pos) {
70
+ vec2 left = leftEyeAt(pos);
71
+ vec2 right = rightEyeAt(pos);
72
+ return left.x >= 0.0 ? left : right;
73
+ }
74
+
75
+ vec2 eyebrowAt(vec2 pos) {
76
+ vec2 left = leftEyebrowAt(pos);
77
+ vec2 right = rightEyebrowAt(pos);
78
+ return left.x >= 0.0 ? left : right;
79
+ }
80
+
81
+ float inEyebrow(vec2 pos) {
82
+ return eyebrowAt(pos).x;
83
+ }
84
+
85
+ float inEye(vec2 pos) {
86
+ return eyeAt(pos).x;
87
+ }
88
+
89
+ float inMouth(vec2 pos) {
90
+ return innerMouthAt(pos).x;
91
+ }
92
+
93
+ float inLips(vec2 pos) {
94
+ float lips = outerMouthAt(pos).x;
95
+ float mouth = innerMouthAt(pos).x;
96
+ return max(0.0, lips - mouth);
97
+ }
98
+
99
+ float inFace(vec2 pos) {
100
+ return faceAt(pos).x;
101
+ }`)}}var ie=se;export{ie as default};
22
102
  //# sourceMappingURL=face.mjs.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../src/plugins/face.ts"],"sourcesContent":["import ShaderPad, { PluginContext, TextureSource } from '../index';\nimport type { FaceLandmarker, FaceLandmarkerResult, NormalizedLandmark } from '@mediapipe/tasks-vision';\n\nexport interface FacePluginOptions {\n\tmodelPath?: string;\n\tmaxFaces?: number;\n\tminFaceDetectionConfidence?: number;\n\tminFacePresenceConfidence?: number;\n\tminTrackingConfidence?: number;\n\toutputFaceBlendshapes?: boolean;\n\toutputFacialTransformationMatrixes?: boolean;\n\tonResults?: (results: FaceLandmarkerResult) => void;\n}\n\nconst STANDARD_LANDMARK_COUNT = 478;\nconst CUSTOM_LANDMARK_COUNT = 2;\nconst LANDMARK_COUNT = STANDARD_LANDMARK_COUNT + CUSTOM_LANDMARK_COUNT;\nconst LANDMARK_INDICES = {\n\tLEFT_EYEBROW: [336, 296, 334, 293, 300, 276, 283, 282, 295, 285],\n\tLEFT_EYE: [362, 398, 384, 385, 386, 387, 388, 466, 263, 249, 390, 373, 374, 380, 381, 382],\n\tLEFT_EYE_CENTER: 473,\n\tRIGHT_EYEBROW: [70, 63, 105, 66, 107, 55, 65, 52, 53, 46],\n\tRIGHT_EYE: [33, 246, 161, 160, 159, 158, 157, 173, 133, 155, 154, 153, 145, 144, 163, 7],\n\tRIGHT_EYE_CENTER: 468,\n\tNOSE_TIP: 4,\n\tOUTER_LIP: [61, 185, 40, 39, 37, 0, 267, 269, 270, 409, 291, 375, 321, 405, 314, 17, 84, 181, 91, 146],\n\tINNER_LIP: [78, 191, 80, 81, 82, 13, 312, 311, 310, 415, 308, 324, 318, 402, 317, 14, 87, 178, 88, 95],\n\t// Custom landmarks.\n\tFACE_CENTER: STANDARD_LANDMARK_COUNT,\n\tMOUTH_CENTER: STANDARD_LANDMARK_COUNT + 1,\n};\n\nfunction face(config: { textureName: string; options?: FacePluginOptions }) {\n\tconst { textureName, options } = config;\n\tconst defaultModelPath =\n\t\t'https://storage.googleapis.com/mediapipe-models/face_landmarker/face_landmarker/float16/latest/face_landmarker.task';\n\n\treturn function (shaderPad: ShaderPad, context: PluginContext) {\n\t\tconst { injectGLSL, gl } = context;\n\n\t\tlet faceLandmarker: FaceLandmarker | null = null;\n\t\tlet vision: any = null;\n\t\tlet lastVideoTime = -1;\n\t\tlet runningMode: 'IMAGE' | 'VIDEO' = 'VIDEO';\n\t\tconst textureSources = new Map<string, TextureSource>();\n\t\tconst maxFaces = options?.maxFaces ?? 1;\n\n\t\tconst LANDMARKS_TEXTURE_WIDTH = 512;\n\t\tlet landmarksTextureHeight = 0;\n\t\tlet landmarksDataArray: Float32Array | null = null;\n\n\t\tconst maskWidth = 512;\n\t\tconst maskHeight = 512;\n\t\tconst faceMaskCanvas = document.createElement('canvas');\n\t\tfaceMaskCanvas.width = maskWidth;\n\t\tfaceMaskCanvas.height = maskHeight;\n\t\tconst faceMaskCtx = faceMaskCanvas.getContext('2d')!;\n\t\tfaceMaskCtx.globalCompositeOperation = 'lighten'; // Keep the highest value of each channel.\n\n\t\tasync function initializeFaceLandmarker() {\n\t\t\ttry {\n\t\t\t\tconst { FilesetResolver, FaceLandmarker } = await import('@mediapipe/tasks-vision');\n\t\t\t\tvision = await FilesetResolver.forVisionTasks(\n\t\t\t\t\t'https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm'\n\t\t\t\t);\n\n\t\t\t\tfaceLandmarker = await FaceLandmarker.createFromOptions(vision, {\n\t\t\t\t\tbaseOptions: {\n\t\t\t\t\t\tmodelAssetPath: options?.modelPath || defaultModelPath,\n\t\t\t\t\t},\n\t\t\t\t\trunningMode: runningMode,\n\t\t\t\t\tnumFaces: options?.maxFaces ?? 1,\n\t\t\t\t\tminFaceDetectionConfidence: options?.minFaceDetectionConfidence ?? 0.5,\n\t\t\t\t\tminFacePresenceConfidence: options?.minFacePresenceConfidence ?? 0.5,\n\t\t\t\t\tminTrackingConfidence: options?.minTrackingConfidence ?? 0.5,\n\t\t\t\t\toutputFaceBlendshapes: options?.outputFaceBlendshapes ?? false,\n\t\t\t\t\toutputFacialTransformationMatrixes: options?.outputFacialTransformationMatrixes ?? false,\n\t\t\t\t});\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('Failed to initialize Face Landmarker:', error);\n\t\t\t\tthrow error;\n\t\t\t}\n\t\t}\n\n\t\tfunction calculateBoundingBoxCenter(\n\t\t\tlandmarksDataArray: Float32Array,\n\t\t\tfaceIdx: number,\n\t\t\tlandmarkIndices: number[]\n\t\t): [number, number, number, number] {\n\t\t\tlet minX = Infinity,\n\t\t\t\tmaxX = -Infinity,\n\t\t\t\tminY = Infinity,\n\t\t\t\tmaxY = -Infinity,\n\t\t\t\tavgZ = 0,\n\t\t\t\tavgVisibility = 0;\n\n\t\t\tfor (const idx of landmarkIndices) {\n\t\t\t\tconst dataIdx = (faceIdx * LANDMARK_COUNT + idx) * 4;\n\t\t\t\tconst x = landmarksDataArray[dataIdx];\n\t\t\t\tconst y = landmarksDataArray[dataIdx + 1];\n\t\t\t\tminX = Math.min(minX, x);\n\t\t\t\tmaxX = Math.max(maxX, x);\n\t\t\t\tminY = Math.min(minY, y);\n\t\t\t\tmaxY = Math.max(maxY, y);\n\t\t\t\tavgZ += landmarksDataArray[dataIdx + 2];\n\t\t\t\tavgVisibility += landmarksDataArray[dataIdx + 3];\n\t\t\t}\n\n\t\t\tconst centerX = (minX + maxX) / 2;\n\t\t\tconst centerY = (minY + maxY) / 2;\n\t\t\tconst centerZ = avgZ / landmarkIndices.length;\n\t\t\tconst centerVisibility = avgVisibility / landmarkIndices.length;\n\t\t\treturn [centerX, centerY, centerZ, centerVisibility];\n\t\t}\n\n\t\tfunction fillRegion(faceIdx: number, landmarkIndices: number[], color: { r: number; g: number; b: number }) {\n\t\t\tif (!landmarksDataArray) return;\n\t\t\tfaceMaskCtx.fillStyle = `rgb(${Math.round(color.r * 255)}, ${Math.round(color.g * 255)}, ${Math.round(\n\t\t\t\tcolor.b * 255\n\t\t\t)})`;\n\t\t\tfaceMaskCtx.beginPath();\n\t\t\tconst originIdx = (faceIdx * LANDMARK_COUNT + landmarkIndices[0]) * 4;\n\t\t\tconst originX = landmarksDataArray[originIdx];\n\t\t\tconst originY = landmarksDataArray[originIdx + 1];\n\t\t\tfaceMaskCtx.moveTo(originX * faceMaskCanvas.width, originY * faceMaskCanvas.height);\n\n\t\t\tfor (let i = 1; i < landmarkIndices.length; ++i) {\n\t\t\t\tconst destIdx = (faceIdx * LANDMARK_COUNT + landmarkIndices[i]) * 4;\n\t\t\t\tconst destX = landmarksDataArray[destIdx];\n\t\t\t\tconst destY = landmarksDataArray[destIdx + 1];\n\t\t\t\tfaceMaskCtx.lineTo(destX * faceMaskCanvas.width, destY * faceMaskCanvas.height);\n\t\t\t}\n\t\t\tfaceMaskCtx.closePath();\n\t\t\tfaceMaskCtx.fill();\n\t\t}\n\n\t\tasync function updateMaskTexture(nFaces: number) {\n\t\t\tif (!faceLandmarker || !landmarksDataArray) {\n\t\t\t\tconsole.warn('[Face Plugin] Cannot update mask: faceLandmarker or landmarksDataArray missing');\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\ttry {\n\t\t\t\tconst { FaceLandmarker } = await import('@mediapipe/tasks-vision');\n\t\t\t\tfaceMaskCtx.clearRect(0, 0, faceMaskCanvas.width, faceMaskCanvas.height);\n\n\t\t\t\tfor (let faceIdx = 0; faceIdx < nFaces; ++faceIdx) {\n\t\t\t\t\t// Build combined mask with RGBA channels\n\t\t\t\t\t// R: Mouth | G: Face | B: Eyes\n\t\t\t\t\t// Mouth (red channel).\n\t\t\t\t\t// Lips.\n\t\t\t\t\tfillRegion(faceIdx, LANDMARK_INDICES.OUTER_LIP, { r: 0.25, g: 0, b: 0 });\n\t\t\t\t\t// Inner mouth.\n\t\t\t\t\tfillRegion(faceIdx, LANDMARK_INDICES.INNER_LIP, { r: 0.75, g: 0, b: 0 });\n\n\t\t\t\t\t// Face (green channel).\n\t\t\t\t\t// Entire face.\n\t\t\t\t\tfillRegion(\n\t\t\t\t\t\tfaceIdx,\n\t\t\t\t\t\tFaceLandmarker.FACE_LANDMARKS_TESSELATION.map(({ start }) => start),\n\t\t\t\t\t\t{ r: 0, g: 0.25, b: 0 }\n\t\t\t\t\t);\n\t\t\t\t\t// Face contour (excludes nose in profile view).\n\t\t\t\t\tfillRegion(\n\t\t\t\t\t\tfaceIdx,\n\t\t\t\t\t\tFaceLandmarker.FACE_LANDMARKS_FACE_OVAL.map(({ start }) => start),\n\t\t\t\t\t\t{ r: 0, g: 1, b: 0 }\n\t\t\t\t\t);\n\n\t\t\t\t\t// Eyes (blue channel).\n\t\t\t\t\t// Eyebrows.\n\t\t\t\t\tfillRegion(faceIdx, LANDMARK_INDICES.LEFT_EYEBROW, {\n\t\t\t\t\t\tr: 0,\n\t\t\t\t\t\tg: 0,\n\t\t\t\t\t\tb: 0.15,\n\t\t\t\t\t});\n\t\t\t\t\tfillRegion(faceIdx, LANDMARK_INDICES.RIGHT_EYEBROW, {\n\t\t\t\t\t\tr: 0,\n\t\t\t\t\t\tg: 0,\n\t\t\t\t\t\tb: 0.35,\n\t\t\t\t\t});\n\t\t\t\t\t// Eyes.\n\t\t\t\t\tfillRegion(faceIdx, LANDMARK_INDICES.LEFT_EYE, { r: 0, g: 0, b: 0.65 });\n\t\t\t\t\tfillRegion(faceIdx, LANDMARK_INDICES.RIGHT_EYE, { r: 0, g: 0, b: 0.85 });\n\t\t\t\t}\n\n\t\t\t\tshaderPad.updateTextures({ u_faceMask: faceMaskCanvas });\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Face Plugin] Failed to generate mask texture:', error);\n\t\t\t}\n\t\t}\n\n\t\tfunction updateLandmarksTexture(faces: NormalizedLandmark[][]) {\n\t\t\tif (!landmarksDataArray) return;\n\n\t\t\tconst nFaces = faces.length;\n\t\t\tconst totalLandmarks = nFaces * LANDMARK_COUNT;\n\n\t\t\tfor (let faceIdx = 0; faceIdx < nFaces; ++faceIdx) {\n\t\t\t\tconst landmarks = faces[faceIdx];\n\t\t\t\tfor (let lmIdx = 0; lmIdx < STANDARD_LANDMARK_COUNT; ++lmIdx) {\n\t\t\t\t\tconst landmark = landmarks[lmIdx];\n\t\t\t\t\tconst dataIdx = (faceIdx * LANDMARK_COUNT + lmIdx) * 4;\n\t\t\t\t\tlandmarksDataArray[dataIdx] = landmark.x; // R (X)\n\t\t\t\t\tlandmarksDataArray[dataIdx + 1] = 1 - landmark.y; // G (Inverted Y)\n\t\t\t\t\tlandmarksDataArray[dataIdx + 2] = landmark.z ?? 0; // B (Z)\n\t\t\t\t\tlandmarksDataArray[dataIdx + 3] = landmark.visibility ?? 1; // A (Visibility)\n\t\t\t\t}\n\n\t\t\t\tconst faceCenter = calculateBoundingBoxCenter(\n\t\t\t\t\tlandmarksDataArray,\n\t\t\t\t\tfaceIdx,\n\t\t\t\t\tArray.from({ length: STANDARD_LANDMARK_COUNT }, (_, i) => i)\n\t\t\t\t);\n\t\t\t\tconst faceCenterIdx = (faceIdx * LANDMARK_COUNT + LANDMARK_INDICES.FACE_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[faceCenterIdx] = faceCenter[0];\n\t\t\t\tlandmarksDataArray[faceCenterIdx + 1] = faceCenter[1];\n\t\t\t\tlandmarksDataArray[faceCenterIdx + 2] = 0; // Z\n\t\t\t\tlandmarksDataArray[faceCenterIdx + 3] = 1; // Visibility\n\n\t\t\t\t// Mouth center (landmark 479) - uses INNER_LIP landmarks\n\t\t\t\tconst mouthCenter = calculateBoundingBoxCenter(landmarksDataArray, faceIdx, LANDMARK_INDICES.INNER_LIP);\n\t\t\t\tconst mouthCenterIdx = (faceIdx * LANDMARK_COUNT + LANDMARK_INDICES.MOUTH_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[mouthCenterIdx] = mouthCenter[0];\n\t\t\t\tlandmarksDataArray[mouthCenterIdx + 1] = mouthCenter[1];\n\t\t\t\tlandmarksDataArray[mouthCenterIdx + 2] = 0; // Z\n\t\t\t\tlandmarksDataArray[mouthCenterIdx + 3] = 1; // Visibility\n\t\t\t}\n\n\t\t\tconst rowsToUpdate = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tshaderPad.updateTextures({\n\t\t\t\tu_faceLandmarksTex: {\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: rowsToUpdate,\n\t\t\t\t},\n\t\t\t});\n\t\t}\n\n\t\tfunction processFaceResults(result: FaceLandmarkerResult) {\n\t\t\tif (!result.faceLandmarks || !landmarksDataArray) return;\n\n\t\t\tconst nFaces = result.faceLandmarks.length;\n\t\t\tupdateLandmarksTexture(result.faceLandmarks);\n\t\t\tupdateMaskTexture(nFaces).catch(error => {\n\t\t\t\tconsole.warn('Mask texture update error:', error);\n\t\t\t});\n\t\t\tshaderPad.updateUniforms({ u_nFaces: nFaces });\n\n\t\t\toptions?.onResults?.(result);\n\t\t}\n\n\t\tshaderPad.registerHook('init', async () => {\n\t\t\tshaderPad.initializeTexture('u_faceMask', faceMaskCanvas, { preserveY: true });\n\t\t\tshaderPad.initializeUniform('u_maxFaces', 'int', maxFaces);\n\t\t\tshaderPad.initializeUniform('u_nFaces', 'int', 0);\n\n\t\t\tconst totalLandmarks = maxFaces * LANDMARK_COUNT;\n\t\t\tlandmarksTextureHeight = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tconst textureSize = LANDMARKS_TEXTURE_WIDTH * landmarksTextureHeight * 4;\n\t\t\tlandmarksDataArray = new Float32Array(textureSize);\n\n\t\t\tshaderPad.initializeTexture(\n\t\t\t\t'u_faceLandmarksTex',\n\t\t\t\t{\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: landmarksTextureHeight,\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tinternalFormat: gl.RGBA32F,\n\t\t\t\t\ttype: gl.FLOAT,\n\t\t\t\t\tminFilter: gl.NEAREST,\n\t\t\t\t\tmagFilter: gl.NEAREST,\n\t\t\t\t}\n\t\t\t);\n\n\t\t\tawait initializeFaceLandmarker();\n\t\t});\n\n\t\tshaderPad.registerHook('updateTextures', async (updates: Record<string, TextureSource>) => {\n\t\t\tconst source = updates[textureName];\n\t\t\tif (!source) return;\n\n\t\t\tconst previousSource = textureSources.get(textureName);\n\t\t\tif (previousSource !== source) {\n\t\t\t\tlastVideoTime = -1;\n\t\t\t}\n\n\t\t\ttextureSources.set(textureName, source);\n\t\t\tif (!faceLandmarker) return;\n\t\t\ttry {\n\t\t\t\tconst requiredMode = source instanceof HTMLVideoElement ? 'VIDEO' : 'IMAGE';\n\t\t\t\tif (runningMode !== requiredMode) {\n\t\t\t\t\trunningMode = requiredMode;\n\t\t\t\t\tawait faceLandmarker.setOptions({ runningMode: runningMode });\n\t\t\t\t}\n\n\t\t\t\tif (source instanceof HTMLVideoElement) {\n\t\t\t\t\tif (source.videoWidth === 0 || source.videoHeight === 0 || source.readyState < 2) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tif (source.currentTime !== lastVideoTime) {\n\t\t\t\t\t\tlastVideoTime = source.currentTime;\n\t\t\t\t\t\tconst timestamp = performance.now();\n\t\t\t\t\t\tconst result = faceLandmarker.detectForVideo(source, timestamp);\n\t\t\t\t\t\tprocessFaceResults(result);\n\t\t\t\t\t}\n\t\t\t\t} else if (source instanceof HTMLImageElement || source instanceof HTMLCanvasElement) {\n\t\t\t\t\tif (source.width === 0 || source.height === 0) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tconst result = faceLandmarker.detect(source);\n\t\t\t\t\tprocessFaceResults(result);\n\t\t\t\t}\n\t\t\t} catch (error) {\n\t\t\t\tconsole.warn('Face detection error:', error);\n\t\t\t}\n\t\t});\n\n\t\tshaderPad.registerHook('destroy', () => {\n\t\t\tif (faceLandmarker) {\n\t\t\t\tfaceLandmarker.close();\n\t\t\t\tfaceLandmarker = null;\n\t\t\t}\n\t\t\tvision = null;\n\t\t\ttextureSources.clear();\n\t\t\tfaceMaskCanvas.remove();\n\t\t\tlandmarksDataArray = null;\n\t\t});\n\n\t\tinjectGLSL(`\nuniform int u_maxFaces;\nuniform int u_nFaces;\nuniform sampler2D u_faceLandmarksTex;\nuniform sampler2D u_faceMask;\n\n#define FACE_LANDMARK_L_EYE_CENTER ${LANDMARK_INDICES.LEFT_EYE_CENTER}\n#define FACE_LANDMARK_R_EYE_CENTER ${LANDMARK_INDICES.RIGHT_EYE_CENTER}\n#define FACE_LANDMARK_NOSE_TIP ${LANDMARK_INDICES.NOSE_TIP}\n#define FACE_LANDMARK_FACE_CENTER ${LANDMARK_INDICES.FACE_CENTER}\n#define FACE_LANDMARK_MOUTH_CENTER ${LANDMARK_INDICES.MOUTH_CENTER}\n\nvec4 faceLandmark(int faceIndex, int landmarkIndex) {\n\tint i = faceIndex * ${LANDMARK_COUNT} + landmarkIndex;\n\tint x = i % ${LANDMARKS_TEXTURE_WIDTH};\n\tint y = i / ${LANDMARKS_TEXTURE_WIDTH};\n\treturn texelFetch(u_faceLandmarksTex, ivec2(x, y), 0);\n}\nfloat inFace(vec2 pos) { return texture(u_faceMask, pos).g; }\nfloat inEye(vec2 pos) { return texture(u_faceMask, pos).b; }\nfloat inMouth(vec2 pos) { return texture(u_faceMask, pos).r; }`);\n\t};\n}\n\nexport default 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1
+ {"version":3,"sources":["../../src/plugins/face.ts"],"sourcesContent":["import ShaderPad, { PluginContext, TextureSource } from '../index';\nimport type { FaceLandmarker, FaceLandmarkerResult, NormalizedLandmark } from '@mediapipe/tasks-vision';\n\nexport interface FacePluginOptions {\n\tmodelPath?: string;\n\tmaxFaces?: number;\n\tminFaceDetectionConfidence?: number;\n\tminFacePresenceConfidence?: number;\n\tminTrackingConfidence?: number;\n\toutputFaceBlendshapes?: boolean;\n\toutputFacialTransformationMatrixes?: boolean;\n\tonResults?: (results: FaceLandmarkerResult) => void;\n}\n\nconst STANDARD_LANDMARK_COUNT = 478;\nconst CUSTOM_LANDMARK_COUNT = 2;\nconst LANDMARK_COUNT = STANDARD_LANDMARK_COUNT + CUSTOM_LANDMARK_COUNT;\n\nconst LEFT_EYEBROW_INDICES = [336, 296, 334, 293, 300, 276, 283, 282, 295, 285] as const;\nconst LEFT_EYE_INDICES = [362, 398, 384, 385, 386, 387, 388, 466, 263, 249, 390, 373, 374, 380, 381, 382] as const;\nconst RIGHT_EYEBROW_INDICES = [70, 63, 105, 66, 107, 55, 65, 52, 53, 46] as const;\nconst RIGHT_EYE_INDICES = [33, 246, 161, 160, 159, 158, 157, 173, 133, 155, 154, 153, 145, 144, 163, 7] as const;\nconst OUTER_MOUTH_INDICES = [\n\t61, 185, 40, 39, 37, 0, 267, 269, 270, 409, 291, 375, 321, 405, 314, 17, 84, 181, 91, 146,\n] as const;\nconst INNER_MOUTH_INDICES = [\n\t78, 191, 80, 81, 82, 13, 312, 311, 310, 415, 308, 324, 318, 402, 317, 14, 87, 178, 88, 95,\n] as const;\nconst ALL_STANDARD_INDICES = Array.from({ length: STANDARD_LANDMARK_COUNT }, (_, i) => i);\nconst LANDMARK_INDICES = {\n\tLEFT_EYEBROW: LEFT_EYEBROW_INDICES,\n\tLEFT_EYE: LEFT_EYE_INDICES,\n\tLEFT_EYE_CENTER: 473,\n\tRIGHT_EYEBROW: RIGHT_EYEBROW_INDICES,\n\tRIGHT_EYE: RIGHT_EYE_INDICES,\n\tRIGHT_EYE_CENTER: 468,\n\tNOSE_TIP: 4,\n\tOUTER_MOUTH: OUTER_MOUTH_INDICES,\n\tINNER_MOUTH: INNER_MOUTH_INDICES,\n\t// Custom landmarks.\n\tFACE_CENTER: STANDARD_LANDMARK_COUNT,\n\tMOUTH_CENTER: STANDARD_LANDMARK_COUNT + 1,\n};\n\n// Face region types for R channel encoding (evenly spaced 0-1).\nconst FACE_REGION_NAMES = [\n\t'BACKGROUND',\n\t'LEFT_EYEBROW',\n\t'RIGHT_EYEBROW',\n\t'LEFT_EYE',\n\t'RIGHT_EYE',\n\t'OUTER_MOUTH',\n\t'INNER_MOUTH',\n] as const;\nconst nFaceRegions = FACE_REGION_NAMES.length - 1;\nconst FACE_REGION = Object.fromEntries(FACE_REGION_NAMES.map((name, i) => [name, i / nFaceRegions])) as Record<\n\t(typeof FACE_REGION_NAMES)[number],\n\tnumber\n>;\nconst HALF_GAP = 0.5 / nFaceRegions;\n\nfunction face(config: { textureName: string; options?: FacePluginOptions }) {\n\tconst { textureName, options } = config;\n\tconst defaultModelPath =\n\t\t'https://storage.googleapis.com/mediapipe-models/face_landmarker/face_landmarker/float16/latest/face_landmarker.task';\n\n\treturn function (shaderPad: ShaderPad, context: PluginContext) {\n\t\tconst { injectGLSL, gl } = context;\n\n\t\tlet faceLandmarker: FaceLandmarker | null = null;\n\t\tlet vision: any = null;\n\t\tlet lastVideoTime = -1;\n\t\tlet runningMode: 'IMAGE' | 'VIDEO' = 'VIDEO';\n\t\tconst textureSources = new Map<string, TextureSource>();\n\t\tconst maxFaces = options?.maxFaces ?? 1;\n\n\t\tconst LANDMARKS_TEXTURE_WIDTH = 512;\n\t\tlet landmarksTextureHeight = 0;\n\t\tlet landmarksDataArray: Float32Array | null = null;\n\n\t\tconst mediaPipeCanvas = new OffscreenCanvas(1, 1);\n\t\tconst faceMaskCanvas = document.createElement('canvas');\n\t\tconst faceMaskCtx = faceMaskCanvas.getContext('2d')!;\n\n\t\tlet faceTesselationIndices: number[] | null = null;\n\t\tlet faceOvalIndices: number[] | null = null;\n\t\tasync function initializeFaceLandmarker() {\n\t\t\ttry {\n\t\t\t\tconst { FilesetResolver, FaceLandmarker } = await import('@mediapipe/tasks-vision');\n\t\t\t\tvision = await FilesetResolver.forVisionTasks(\n\t\t\t\t\t'https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm'\n\t\t\t\t);\n\n\t\t\t\tfaceLandmarker = await FaceLandmarker.createFromOptions(vision, {\n\t\t\t\t\tbaseOptions: {\n\t\t\t\t\t\tmodelAssetPath: options?.modelPath || defaultModelPath,\n\t\t\t\t\t\tdelegate: 'GPU',\n\t\t\t\t\t},\n\t\t\t\t\tcanvas: mediaPipeCanvas,\n\t\t\t\t\trunningMode: runningMode,\n\t\t\t\t\tnumFaces: options?.maxFaces ?? 1,\n\t\t\t\t\tminFaceDetectionConfidence: options?.minFaceDetectionConfidence ?? 0.5,\n\t\t\t\t\tminFacePresenceConfidence: options?.minFacePresenceConfidence ?? 0.5,\n\t\t\t\t\tminTrackingConfidence: options?.minTrackingConfidence ?? 0.5,\n\t\t\t\t\toutputFaceBlendshapes: options?.outputFaceBlendshapes ?? false,\n\t\t\t\t\toutputFacialTransformationMatrixes: options?.outputFacialTransformationMatrixes ?? false,\n\t\t\t\t});\n\n\t\t\t\tfaceTesselationIndices = FaceLandmarker.FACE_LANDMARKS_TESSELATION.map(({ start }) => start);\n\t\t\t\tfaceOvalIndices = FaceLandmarker.FACE_LANDMARKS_FACE_OVAL.map(({ start }) => start);\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Face Plugin] Failed to initialize:', error);\n\t\t\t\tthrow error;\n\t\t\t}\n\t\t}\n\n\t\tfunction calculateBoundingBoxCenter(\n\t\t\tlandmarksDataArray: Float32Array,\n\t\t\tfaceIdx: number,\n\t\t\tlandmarkIndices: readonly number[] | number[]\n\t\t): [number, number, number, number] {\n\t\t\tlet minX = Infinity,\n\t\t\t\tmaxX = -Infinity,\n\t\t\t\tminY = Infinity,\n\t\t\t\tmaxY = -Infinity,\n\t\t\t\tavgZ = 0,\n\t\t\t\tavgVisibility = 0;\n\n\t\t\tfor (const idx of landmarkIndices) {\n\t\t\t\tconst dataIdx = (faceIdx * LANDMARK_COUNT + idx) * 4;\n\t\t\t\tconst x = landmarksDataArray[dataIdx];\n\t\t\t\tconst y = landmarksDataArray[dataIdx + 1];\n\t\t\t\tminX = Math.min(minX, x);\n\t\t\t\tmaxX = Math.max(maxX, x);\n\t\t\t\tminY = Math.min(minY, y);\n\t\t\t\tmaxY = Math.max(maxY, y);\n\t\t\t\tavgZ += landmarksDataArray[dataIdx + 2];\n\t\t\t\tavgVisibility += landmarksDataArray[dataIdx + 3];\n\t\t\t}\n\n\t\t\tconst centerX = (minX + maxX) / 2;\n\t\t\tconst centerY = (minY + maxY) / 2;\n\t\t\tconst centerZ = avgZ / landmarkIndices.length;\n\t\t\tconst centerVisibility = avgVisibility / landmarkIndices.length;\n\t\t\treturn [centerX, centerY, centerZ, centerVisibility];\n\t\t}\n\n\t\tfunction fillRegion(\n\t\t\tfaceIdx: number,\n\t\t\tlandmarkIndices: readonly number[] | number[],\n\t\t\tcolor: { r: number; g: number; b: number }\n\t\t) {\n\t\t\tif (!landmarksDataArray) return;\n\n\t\t\tconst { width, height } = faceMaskCanvas;\n\t\t\tfaceMaskCtx.fillStyle = `rgb(${color.r}, ${color.g}, ${color.b})`;\n\n\t\t\tfaceMaskCtx.beginPath();\n\t\t\tconst originIdx = (faceIdx * LANDMARK_COUNT + landmarkIndices[0]) * 4;\n\t\t\tfaceMaskCtx.moveTo(landmarksDataArray[originIdx] * width, landmarksDataArray[originIdx + 1] * height);\n\n\t\t\tfor (let i = 1; i < landmarkIndices.length; ++i) {\n\t\t\t\tconst destIdx = (faceIdx * LANDMARK_COUNT + landmarkIndices[i]) * 4;\n\t\t\t\tfaceMaskCtx.lineTo(landmarksDataArray[destIdx] * width, landmarksDataArray[destIdx + 1] * height);\n\t\t\t}\n\t\t\tfaceMaskCtx.closePath();\n\t\t\tfaceMaskCtx.fill();\n\t\t}\n\n\t\tfunction updateMaskTexture(nFaces: number) {\n\t\t\tif (!landmarksDataArray || !faceTesselationIndices || !faceOvalIndices) return;\n\n\t\t\tconst { width, height } = faceMaskCanvas;\n\t\t\tfaceMaskCtx.clearRect(0, 0, width, height);\n\n\t\t\tfaceMaskCtx.save();\n\t\t\tfaceMaskCtx.globalCompositeOperation = 'lighten';\n\n\t\t\tfor (let faceIdx = 0; faceIdx < nFaces; ++faceIdx) {\n\t\t\t\tconst b = Math.round(((faceIdx + 1) / maxFaces) * 255);\n\n\t\t\t\t// Draw face regions in order (features on top).\n\t\t\t\t// First: face mesh and oval (for G channel - face mask).\n\t\t\t\tfillRegion(faceIdx, faceTesselationIndices, { r: 0, g: 128, b });\n\t\t\t\tfillRegion(faceIdx, faceOvalIndices, { r: 0, g: 255, b });\n\n\t\t\t\t// Then: specific regions (for R channel - region type).\n\t\t\t\tfillRegion(faceIdx, LEFT_EYEBROW_INDICES, { r: Math.round(FACE_REGION.LEFT_EYEBROW * 255), g: 0, b });\n\t\t\t\tfillRegion(faceIdx, RIGHT_EYEBROW_INDICES, { r: Math.round(FACE_REGION.RIGHT_EYEBROW * 255), g: 0, b });\n\t\t\t\tfillRegion(faceIdx, LEFT_EYE_INDICES, { r: Math.round(FACE_REGION.LEFT_EYE * 255), g: 0, b });\n\t\t\t\tfillRegion(faceIdx, RIGHT_EYE_INDICES, { r: Math.round(FACE_REGION.RIGHT_EYE * 255), g: 0, b });\n\t\t\t\tfillRegion(faceIdx, OUTER_MOUTH_INDICES, { r: Math.round(FACE_REGION.OUTER_MOUTH * 255), g: 0, b });\n\t\t\t\tfillRegion(faceIdx, INNER_MOUTH_INDICES, { r: Math.round(FACE_REGION.INNER_MOUTH * 255), g: 0, b });\n\t\t\t}\n\n\t\t\tfaceMaskCtx.restore();\n\t\t\tshaderPad.updateTextures({ u_faceMask: faceMaskCanvas });\n\t\t}\n\n\t\tfunction updateLandmarksTexture(faces: NormalizedLandmark[][]) {\n\t\t\tif (!landmarksDataArray) return;\n\n\t\t\tconst nFaces = faces.length;\n\t\t\tconst totalLandmarks = nFaces * LANDMARK_COUNT;\n\n\t\t\tfor (let faceIdx = 0; faceIdx < nFaces; ++faceIdx) {\n\t\t\t\tconst landmarks = faces[faceIdx];\n\t\t\t\tfor (let lmIdx = 0; lmIdx < STANDARD_LANDMARK_COUNT; ++lmIdx) {\n\t\t\t\t\tconst landmark = landmarks[lmIdx];\n\t\t\t\t\tconst dataIdx = (faceIdx * LANDMARK_COUNT + lmIdx) * 4;\n\t\t\t\t\tlandmarksDataArray[dataIdx] = landmark.x;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 1] = 1 - landmark.y;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 2] = landmark.z ?? 0;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 3] = landmark.visibility ?? 1;\n\t\t\t\t}\n\n\t\t\t\tconst faceCenter = calculateBoundingBoxCenter(landmarksDataArray, faceIdx, ALL_STANDARD_INDICES);\n\t\t\t\tconst faceCenterIdx = (faceIdx * LANDMARK_COUNT + LANDMARK_INDICES.FACE_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[faceCenterIdx] = faceCenter[0];\n\t\t\t\tlandmarksDataArray[faceCenterIdx + 1] = faceCenter[1];\n\t\t\t\tlandmarksDataArray[faceCenterIdx + 2] = faceCenter[2];\n\t\t\t\tlandmarksDataArray[faceCenterIdx + 3] = faceCenter[3];\n\n\t\t\t\tconst mouthCenter = calculateBoundingBoxCenter(landmarksDataArray, faceIdx, INNER_MOUTH_INDICES);\n\t\t\t\tconst mouthCenterIdx = (faceIdx * LANDMARK_COUNT + LANDMARK_INDICES.MOUTH_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[mouthCenterIdx] = mouthCenter[0];\n\t\t\t\tlandmarksDataArray[mouthCenterIdx + 1] = mouthCenter[1];\n\t\t\t\tlandmarksDataArray[mouthCenterIdx + 2] = mouthCenter[2];\n\t\t\t\tlandmarksDataArray[mouthCenterIdx + 3] = mouthCenter[3];\n\t\t\t}\n\n\t\t\tconst rowsToUpdate = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tshaderPad.updateTextures({\n\t\t\t\tu_faceLandmarksTex: {\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: rowsToUpdate,\n\t\t\t\t\tisPartial: true,\n\t\t\t\t},\n\t\t\t});\n\t\t}\n\n\t\tfunction processFaceResults(result: FaceLandmarkerResult) {\n\t\t\tif (!result.faceLandmarks || !landmarksDataArray) return;\n\n\t\t\tfaceMaskCanvas.width = mediaPipeCanvas.width;\n\t\t\tfaceMaskCanvas.height = mediaPipeCanvas.height;\n\n\t\t\tconst nFaces = result.faceLandmarks.length;\n\t\t\tupdateLandmarksTexture(result.faceLandmarks);\n\t\t\tupdateMaskTexture(nFaces);\n\t\t\tshaderPad.updateUniforms({ u_nFaces: nFaces });\n\n\t\t\toptions?.onResults?.(result);\n\t\t}\n\n\t\tshaderPad.registerHook('init', async () => {\n\t\t\tshaderPad.initializeTexture('u_faceMask', faceMaskCanvas, { preserveY: true });\n\t\t\tshaderPad.initializeUniform('u_maxFaces', 'int', maxFaces);\n\t\t\tshaderPad.initializeUniform('u_nFaces', 'int', 0);\n\n\t\t\tconst totalLandmarks = maxFaces * LANDMARK_COUNT;\n\t\t\tlandmarksTextureHeight = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tconst textureSize = LANDMARKS_TEXTURE_WIDTH * landmarksTextureHeight * 4;\n\t\t\tlandmarksDataArray = new Float32Array(textureSize);\n\n\t\t\tshaderPad.initializeTexture(\n\t\t\t\t'u_faceLandmarksTex',\n\t\t\t\t{\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: landmarksTextureHeight,\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tinternalFormat: gl.RGBA32F,\n\t\t\t\t\ttype: gl.FLOAT,\n\t\t\t\t\tminFilter: gl.NEAREST,\n\t\t\t\t\tmagFilter: gl.NEAREST,\n\t\t\t\t}\n\t\t\t);\n\n\t\t\tawait initializeFaceLandmarker();\n\t\t});\n\n\t\tshaderPad.registerHook('updateTextures', async (updates: Record<string, TextureSource>) => {\n\t\t\tconst source = updates[textureName];\n\t\t\tif (!source) return;\n\n\t\t\tconst previousSource = textureSources.get(textureName);\n\t\t\tif (previousSource !== source) {\n\t\t\t\tlastVideoTime = -1;\n\t\t\t}\n\n\t\t\ttextureSources.set(textureName, source);\n\t\t\tif (!faceLandmarker) return;\n\n\t\t\ttry {\n\t\t\t\tconst requiredMode = source instanceof HTMLVideoElement ? 'VIDEO' : 'IMAGE';\n\t\t\t\tif (runningMode !== requiredMode) {\n\t\t\t\t\trunningMode = requiredMode;\n\t\t\t\t\tawait faceLandmarker.setOptions({ runningMode: runningMode });\n\t\t\t\t}\n\n\t\t\t\tif (source instanceof HTMLVideoElement) {\n\t\t\t\t\tif (source.videoWidth === 0 || source.videoHeight === 0 || source.readyState < 2) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tif (source.currentTime !== lastVideoTime) {\n\t\t\t\t\t\tlastVideoTime = source.currentTime;\n\t\t\t\t\t\tconst result = faceLandmarker.detectForVideo(source, performance.now());\n\t\t\t\t\t\tprocessFaceResults(result);\n\t\t\t\t\t}\n\t\t\t\t} else if (source instanceof HTMLImageElement || source instanceof HTMLCanvasElement) {\n\t\t\t\t\tif (source.width === 0 || source.height === 0) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tconst result = faceLandmarker.detect(source);\n\t\t\t\t\tprocessFaceResults(result);\n\t\t\t\t}\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Face Plugin] Detection error:', error);\n\t\t\t}\n\t\t});\n\n\t\tshaderPad.registerHook('destroy', () => {\n\t\t\tif (faceLandmarker) {\n\t\t\t\tfaceLandmarker.close();\n\t\t\t\tfaceLandmarker = null;\n\t\t\t}\n\t\t\tvision = null;\n\t\t\ttextureSources.clear();\n\t\t\tfaceMaskCanvas.remove();\n\t\t\tlandmarksDataArray = null;\n\t\t});\n\n\t\tconst regionCheck = (val: number) =>\n\t\t\t`(mask.r > ${(val - HALF_GAP).toFixed(4)} && mask.r < ${(val + HALF_GAP).toFixed(\n\t\t\t\t4\n\t\t\t)}) ? vec2(1.0, faceIndex) : vec2(0.0, -1.0)`;\n\n\t\tinjectGLSL(`\nuniform int u_maxFaces;\nuniform int u_nFaces;\nuniform sampler2D u_faceLandmarksTex;\nuniform sampler2D u_faceMask;\n\n#define FACE_LANDMARK_L_EYE_CENTER ${LANDMARK_INDICES.LEFT_EYE_CENTER}\n#define FACE_LANDMARK_R_EYE_CENTER ${LANDMARK_INDICES.RIGHT_EYE_CENTER}\n#define FACE_LANDMARK_NOSE_TIP ${LANDMARK_INDICES.NOSE_TIP}\n#define FACE_LANDMARK_FACE_CENTER ${LANDMARK_INDICES.FACE_CENTER}\n#define FACE_LANDMARK_MOUTH_CENTER ${LANDMARK_INDICES.MOUTH_CENTER}\n\nvec4 faceLandmark(int faceIndex, int landmarkIndex) {\n\tint i = faceIndex * ${LANDMARK_COUNT} + landmarkIndex;\n\tint x = i % ${LANDMARKS_TEXTURE_WIDTH};\n\tint y = i / ${LANDMARKS_TEXTURE_WIDTH};\n\treturn texelFetch(u_faceLandmarksTex, ivec2(x, y), 0);\n}\n\nvec2 leftEyebrowAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn ${regionCheck(FACE_REGION.LEFT_EYEBROW)};\n}\n\nvec2 rightEyebrowAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn ${regionCheck(FACE_REGION.RIGHT_EYEBROW)};\n}\n\nvec2 leftEyeAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn ${regionCheck(FACE_REGION.LEFT_EYE)};\n}\n\nvec2 rightEyeAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn ${regionCheck(FACE_REGION.RIGHT_EYE)};\n}\n\nvec2 outerMouthAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn ${regionCheck(FACE_REGION.OUTER_MOUTH)};\n}\n\nvec2 innerMouthAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn ${regionCheck(FACE_REGION.INNER_MOUTH)};\n}\n\nvec2 faceOvalAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn mask.g > 0.75 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);\n}\n\n// Includes face mesh and oval.\nvec2 faceAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn mask.g > 0.25 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);\n}\n\nvec2 eyeAt(vec2 pos) {\n\tvec2 left = leftEyeAt(pos);\n\tvec2 right = rightEyeAt(pos);\n\treturn left.x >= 0.0 ? left : right;\n}\n\nvec2 eyebrowAt(vec2 pos) {\n\tvec2 left = leftEyebrowAt(pos);\n\tvec2 right = rightEyebrowAt(pos);\n\treturn left.x >= 0.0 ? left : right;\n}\n\nfloat inEyebrow(vec2 pos) {\n\treturn eyebrowAt(pos).x;\n}\n\nfloat inEye(vec2 pos) {\n\treturn eyeAt(pos).x;\n}\n\nfloat inMouth(vec2 pos) {\n\treturn innerMouthAt(pos).x;\n}\n\nfloat inLips(vec2 pos) {\n\tfloat lips = outerMouthAt(pos).x;\n\tfloat mouth = innerMouthAt(pos).x;\n\treturn max(0.0, lips - mouth);\n}\n\nfloat inFace(vec2 pos) {\n\treturn faceAt(pos).x;\n}`);\n\t};\n}\n\nexport default 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- "use strict";var P=Object.create;var y=Object.defineProperty;var K=Object.getOwnPropertyDescriptor;var G=Object.getOwnPropertyNames;var X=Object.getPrototypeOf,B=Object.prototype.hasOwnProperty;var Y=(t,a)=>{for(var i in a)y(t,i,{get:a[i],enumerable:!0})},v=(t,a,i,p)=>{if(a&&typeof a=="object"||typeof a=="function")for(let o of G(a))!B.call(t,o)&&o!==i&&y(t,o,{get:()=>a[o],enumerable:!(p=K(a,o))||p.enumerable});return t};var $=(t,a,i)=>(i=t!=null?P(X(t)):{},v(a||!t||!t.__esModule?y(i,"default",{value:t,enumerable:!0}):i,t)),j=t=>v(y({},"__esModule",{value:!0}),t);var nn={};Y(nn,{default:()=>Q});module.exports=j(nn);var W=21,Z=1,k=W+Z,q=[0,0,5,9,13,17];function J(t){let{textureName:a,options:i}=t,p="https://storage.googleapis.com/mediapipe-models/hand_landmarker/hand_landmarker/float16/1/hand_landmarker.task";return function(o,w){let{injectGLSL:b,gl:T}=w,c=null,A=null,_=-1,L="VIDEO",C=new Map,I=i?.maxHands??2,l=512,R=0,r=null;async function D(){try{let{FilesetResolver:e,HandLandmarker:n}=await import("@mediapipe/tasks-vision");A=await e.forVisionTasks("https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm"),c=await n.createFromOptions(A,{baseOptions:{modelAssetPath:i?.modelPath||p},runningMode:L,numHands:i?.maxHands??2,minHandDetectionConfidence:i?.minHandDetectionConfidence??.5,minHandPresenceConfidence:i?.minHandPresenceConfidence??.5,minTrackingConfidence:i?.minTrackingConfidence??.5})}catch(e){throw console.error("Failed to initialize Hand Landmarker:",e),e}}function F(e,n,h){let d=1/0,s=-1/0,u=1/0,m=-1/0,f=0,x=0;for(let U of h){let M=(n*k+U)*4,N=e[M],S=e[M+1];d=Math.min(d,N),s=Math.max(s,N),u=Math.min(u,S),m=Math.max(m,S),f+=e[M+2],x+=e[M+3]}let H=(d+s)/2,g=(u+m)/2,V=f/h.length,z=x/h.length;return[H,g,V,z]}function O(e){if(!r)return;let n=e.length,h=n*k;for(let s=0;s<n;++s){let u=e[s];for(let x=0;x<21;++x){let H=u[x],g=(s*k+x)*4;r[g]=H.x,r[g+1]=1-H.y,r[g+2]=H.z??0,r[g+3]=H.visibility??1}let m=F(r,s,q),f=(s*k+21)*4;r[f]=m[0],r[f+1]=m[1],r[f+2]=m[2],r[f+3]=m[3]}let d=Math.ceil(h/l);o.updateTextures({u_handLandmarksTex:{data:r,width:l,height:d}})}function E(e){if(!e.landmarks||!r)return;let n=e.landmarks.length;O(e.landmarks),o.updateUniforms({u_nHands:n}),i?.onResults?.(e)}o.registerHook("init",async()=>{o.initializeUniform("u_maxHands","int",I),o.initializeUniform("u_nHands","int",0);let e=I*k;R=Math.ceil(e/l);let n=l*R*4;r=new Float32Array(n),o.initializeTexture("u_handLandmarksTex",{data:r,width:l,height:R},{internalFormat:T.RGBA32F,type:T.FLOAT,minFilter:T.NEAREST,magFilter:T.NEAREST}),await D()}),o.registerHook("updateTextures",async e=>{let n=e[a];if(!(!n||(C.get(a)!==n&&(_=-1),C.set(a,n),!c)))try{let d=n instanceof HTMLVideoElement?"VIDEO":"IMAGE";if(L!==d&&(L=d,await c.setOptions({runningMode:L})),n instanceof HTMLVideoElement){if(n.videoWidth===0||n.videoHeight===0||n.readyState<2)return;if(n.currentTime!==_){_=n.currentTime;let s=performance.now(),u=c.detectForVideo(n,s);E(u)}}else if(n instanceof HTMLImageElement||n instanceof HTMLCanvasElement){if(n.width===0||n.height===0)return;let s=c.detect(n);E(s)}}catch(d){console.warn("Hand detection error:",d)}}),o.registerHook("destroy",()=>{c&&(c.close(),c=null),A=null,C.clear(),r=null}),b(`
1
+ "use strict";var G=Object.create;var R=Object.defineProperty;var K=Object.getOwnPropertyDescriptor;var X=Object.getOwnPropertyNames;var B=Object.getPrototypeOf,Y=Object.prototype.hasOwnProperty;var $=(t,i)=>{for(var a in i)R(t,a,{get:i[a],enumerable:!0})},O=(t,i,a,L)=>{if(i&&typeof i=="object"||typeof i=="function")for(let o of X(i))!Y.call(t,o)&&o!==a&&R(t,o,{get:()=>i[o],enumerable:!(L=K(i,o))||L.enumerable});return t};var j=(t,i,a)=>(a=t!=null?G(B(t)):{},O(i||!t||!t.__esModule?R(a,"default",{value:t,enumerable:!0}):a,t)),W=t=>O(R({},"__esModule",{value:!0}),t);var nn={};$(nn,{default:()=>Q});module.exports=W(nn);var v=21,Z=1,H=v+Z,q=[0,0,5,9,13,17];function J(t){let{textureName:i,options:a}=t,L="https://storage.googleapis.com/mediapipe-models/hand_landmarker/hand_landmarker/float16/1/hand_landmarker.task";return function(o,b){let{injectGLSL:F,gl:y}=b,m=null,A=null,C=-1,M="VIDEO",_=new Map,w=a?.maxHands??2,l=512,N=0,r=null;async function P(){try{let{FilesetResolver:e,HandLandmarker:n}=await import("@mediapipe/tasks-vision");A=await e.forVisionTasks("https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm"),m=await n.createFromOptions(A,{baseOptions:{modelAssetPath:a?.modelPath||L,delegate:"GPU"},canvas:new OffscreenCanvas(1,1),runningMode:M,numHands:a?.maxHands??2,minHandDetectionConfidence:a?.minHandDetectionConfidence??.5,minHandPresenceConfidence:a?.minHandPresenceConfidence??.5,minTrackingConfidence:a?.minTrackingConfidence??.5})}catch(e){throw console.error("[Hands Plugin] Failed to initialize:",e),e}}function U(e,n,u){let d=1/0,c=-1/0,s=1/0,k=-1/0,T=0,f=0;for(let z of u){let I=(n*H+z)*4,S=e[I],D=e[I+1];d=Math.min(d,S),c=Math.max(c,S),s=Math.min(s,D),k=Math.max(k,D),T+=e[I+2],f+=e[I+3]}let h=(d+c)/2,x=(s+k)/2,p=T/u.length,g=f/u.length;return[h,x,p,g]}function V(e,n){if(!r)return;let u=e.length,d=u*H;for(let s=0;s<u;++s){let k=e[s],T=n[s]?.[0]?.categoryName==="Right";for(let x=0;x<v;++x){let p=k[x],g=(s*H+x)*4;r[g]=p.x,r[g+1]=1-p.y,r[g+2]=p.z??0,r[g+3]=T?1:0}let f=U(r,s,q),h=(s*H+v)*4;r[h]=f[0],r[h+1]=f[1],r[h+2]=f[2],r[h+3]=T?1:0}let c=Math.ceil(d/l);o.updateTextures({u_handLandmarksTex:{data:r,width:l,height:c,isPartial:!0}})}function E(e){if(!e.landmarks||!r)return;let n=e.landmarks.length;V(e.landmarks,e.handedness),o.updateUniforms({u_nHands:n}),a?.onResults?.(e)}o.registerHook("init",async()=>{o.initializeUniform("u_maxHands","int",w),o.initializeUniform("u_nHands","int",0);let e=w*H;N=Math.ceil(e/l);let n=l*N*4;r=new Float32Array(n),o.initializeTexture("u_handLandmarksTex",{data:r,width:l,height:N},{internalFormat:y.RGBA32F,type:y.FLOAT,minFilter:y.NEAREST,magFilter:y.NEAREST}),await P()}),o.registerHook("updateTextures",async e=>{let n=e[i];if(!(!n||(_.get(i)!==n&&(C=-1),_.set(i,n),!m)))try{let d=n instanceof HTMLVideoElement?"VIDEO":"IMAGE";if(M!==d&&(M=d,await m.setOptions({runningMode:M})),n instanceof HTMLVideoElement){if(n.videoWidth===0||n.videoHeight===0||n.readyState<2)return;if(n.currentTime!==C){C=n.currentTime;let c=m.detectForVideo(n,performance.now());E(c)}}else if(n instanceof HTMLImageElement||n instanceof HTMLCanvasElement){if(n.width===0||n.height===0)return;let c=m.detect(n);E(c)}}catch(d){console.error("[Hands Plugin] Detection error:",d)}}),o.registerHook("destroy",()=>{m&&(m.close(),m=null),A=null,_.clear(),r=null}),F(`
2
2
  uniform int u_maxHands;
3
3
  uniform int u_nHands;
4
4
  uniform sampler2D u_handLandmarksTex;
5
+
5
6
  vec4 handLandmark(int handIndex, int landmarkIndex) {
6
- int i = handIndex * ${k} + landmarkIndex;
7
+ int i = handIndex * ${H} + landmarkIndex;
7
8
  int x = i % ${l};
8
9
  int y = i / ${l};
9
10
  return texelFetch(u_handLandmarksTex, ivec2(x, y), 0);
11
+ }
12
+
13
+ float isRightHand(int handIndex) {
14
+ return handLandmark(handIndex, 0).w;
15
+ }
16
+
17
+ float isLeftHand(int handIndex) {
18
+ return 1.0 - handLandmark(handIndex, 0).w;
10
19
  }`)}}var Q=J;
11
20
  //# sourceMappingURL=hands.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../src/plugins/hands.ts"],"sourcesContent":["import ShaderPad, { PluginContext, TextureSource } from '../index';\nimport type { HandLandmarker, HandLandmarkerResult, NormalizedLandmark } from '@mediapipe/tasks-vision';\n\nexport interface HandsPluginOptions {\n\tmodelPath?: string;\n\tmaxHands?: number;\n\tminHandDetectionConfidence?: number;\n\tminHandPresenceConfidence?: number;\n\tminTrackingConfidence?: number;\n\tonResults?: (results: HandLandmarkerResult) => void;\n}\n\nconst STANDARD_LANDMARK_COUNT = 21; // See https://ai.google.dev/edge/mediapipe/solutions/vision/hand_landmarker#models.\nconst CUSTOM_LANDMARK_COUNT = 1;\nconst LANDMARK_COUNT = STANDARD_LANDMARK_COUNT + CUSTOM_LANDMARK_COUNT;\nconst HAND_CENTER_LANDMARKS = [0, 0, 5, 9, 13, 17]; // Wrist + MCP joints of all fingers, weighted toward the wrist.\n\nfunction hands(config: { textureName: string; options?: HandsPluginOptions }) {\n\tconst { textureName, options } = config;\n\tconst defaultModelPath =\n\t\t'https://storage.googleapis.com/mediapipe-models/hand_landmarker/hand_landmarker/float16/1/hand_landmarker.task';\n\n\treturn function (shaderPad: ShaderPad, context: PluginContext) {\n\t\tconst { injectGLSL, gl } = context;\n\n\t\tlet handLandmarker: HandLandmarker | null = null;\n\t\tlet vision: any = null;\n\t\tlet lastVideoTime = -1;\n\t\tlet runningMode: 'IMAGE' | 'VIDEO' = 'VIDEO';\n\t\tconst textureSources = new Map<string, TextureSource>();\n\t\tconst maxHands = options?.maxHands ?? 2;\n\n\t\tconst LANDMARKS_TEXTURE_WIDTH = 512;\n\t\tlet landmarksTextureHeight = 0;\n\t\tlet landmarksDataArray: Float32Array | null = null;\n\n\t\tasync function initializeHandLandmarker() {\n\t\t\ttry {\n\t\t\t\tconst { FilesetResolver, HandLandmarker } = await import('@mediapipe/tasks-vision');\n\t\t\t\tvision = await FilesetResolver.forVisionTasks(\n\t\t\t\t\t'https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm'\n\t\t\t\t);\n\n\t\t\t\thandLandmarker = await HandLandmarker.createFromOptions(vision, {\n\t\t\t\t\tbaseOptions: {\n\t\t\t\t\t\tmodelAssetPath: options?.modelPath || defaultModelPath,\n\t\t\t\t\t},\n\t\t\t\t\trunningMode: runningMode,\n\t\t\t\t\tnumHands: options?.maxHands ?? 2,\n\t\t\t\t\tminHandDetectionConfidence: options?.minHandDetectionConfidence ?? 0.5,\n\t\t\t\t\tminHandPresenceConfidence: options?.minHandPresenceConfidence ?? 0.5,\n\t\t\t\t\tminTrackingConfidence: options?.minTrackingConfidence ?? 0.5,\n\t\t\t\t});\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('Failed to initialize Hand Landmarker:', error);\n\t\t\t\tthrow error;\n\t\t\t}\n\t\t}\n\n\t\tfunction calculateBoundingBoxCenter(\n\t\t\tlandmarksDataArray: Float32Array,\n\t\t\thandIdx: number,\n\t\t\tlandmarkIndices: number[]\n\t\t): [number, number, number, number] {\n\t\t\tlet minX = Infinity,\n\t\t\t\tmaxX = -Infinity,\n\t\t\t\tminY = Infinity,\n\t\t\t\tmaxY = -Infinity,\n\t\t\t\tavgZ = 0,\n\t\t\t\tavgVisibility = 0;\n\n\t\t\tfor (const idx of landmarkIndices) {\n\t\t\t\tconst dataIdx = (handIdx * LANDMARK_COUNT + idx) * 4;\n\t\t\t\tconst x = landmarksDataArray[dataIdx];\n\t\t\t\tconst y = landmarksDataArray[dataIdx + 1];\n\t\t\t\tminX = Math.min(minX, x);\n\t\t\t\tmaxX = Math.max(maxX, x);\n\t\t\t\tminY = Math.min(minY, y);\n\t\t\t\tmaxY = Math.max(maxY, y);\n\t\t\t\tavgZ += landmarksDataArray[dataIdx + 2];\n\t\t\t\tavgVisibility += landmarksDataArray[dataIdx + 3];\n\t\t\t}\n\n\t\t\tconst centerX = (minX + maxX) / 2;\n\t\t\tconst centerY = (minY + maxY) / 2;\n\t\t\tconst centerZ = avgZ / landmarkIndices.length;\n\t\t\tconst centerVisibility = avgVisibility / landmarkIndices.length;\n\t\t\treturn [centerX, centerY, centerZ, centerVisibility];\n\t\t}\n\n\t\tfunction updateLandmarksTexture(hands: NormalizedLandmark[][]) {\n\t\t\tif (!landmarksDataArray) return;\n\n\t\t\tconst nHands = hands.length;\n\t\t\tconst totalLandmarks = nHands * LANDMARK_COUNT;\n\n\t\t\tfor (let handIdx = 0; handIdx < nHands; ++handIdx) {\n\t\t\t\tconst landmarks = hands[handIdx];\n\t\t\t\t// Store standard 21 landmarks\n\t\t\t\tfor (let lmIdx = 0; lmIdx < 21; ++lmIdx) {\n\t\t\t\t\tconst landmark = landmarks[lmIdx];\n\t\t\t\t\tconst dataIdx = (handIdx * LANDMARK_COUNT + lmIdx) * 4;\n\t\t\t\t\tlandmarksDataArray[dataIdx] = landmark.x; // R (X)\n\t\t\t\t\tlandmarksDataArray[dataIdx + 1] = 1 - landmark.y; // G (Inverted Y)\n\t\t\t\t\tlandmarksDataArray[dataIdx + 2] = landmark.z ?? 0; // B (Z)\n\t\t\t\t\tlandmarksDataArray[dataIdx + 3] = landmark.visibility ?? 1; // A (Visibility)\n\t\t\t\t}\n\n\t\t\t\t// Calculate and store hand center (landmark 21)\n\t\t\t\tconst handCenter = calculateBoundingBoxCenter(landmarksDataArray, handIdx, HAND_CENTER_LANDMARKS);\n\t\t\t\tconst handCenterIdx = (handIdx * LANDMARK_COUNT + 21) * 4;\n\t\t\t\tlandmarksDataArray[handCenterIdx] = handCenter[0];\n\t\t\t\tlandmarksDataArray[handCenterIdx + 1] = handCenter[1];\n\t\t\t\tlandmarksDataArray[handCenterIdx + 2] = handCenter[2];\n\t\t\t\tlandmarksDataArray[handCenterIdx + 3] = handCenter[3];\n\t\t\t}\n\n\t\t\tconst rowsToUpdate = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tshaderPad.updateTextures({\n\t\t\t\tu_handLandmarksTex: {\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: rowsToUpdate,\n\t\t\t\t},\n\t\t\t});\n\t\t}\n\n\t\tfunction processHandResults(result: HandLandmarkerResult) {\n\t\t\tif (!result.landmarks || !landmarksDataArray) return;\n\n\t\t\tconst nHands = result.landmarks.length;\n\t\t\tupdateLandmarksTexture(result.landmarks);\n\t\t\tshaderPad.updateUniforms({ u_nHands: nHands });\n\n\t\t\toptions?.onResults?.(result);\n\t\t}\n\n\t\tshaderPad.registerHook('init', async () => {\n\t\t\tshaderPad.initializeUniform('u_maxHands', 'int', maxHands);\n\t\t\tshaderPad.initializeUniform('u_nHands', 'int', 0);\n\n\t\t\tconst totalLandmarks = maxHands * LANDMARK_COUNT;\n\t\t\tlandmarksTextureHeight = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tconst textureSize = LANDMARKS_TEXTURE_WIDTH * landmarksTextureHeight * 4;\n\t\t\tlandmarksDataArray = new Float32Array(textureSize);\n\n\t\t\tshaderPad.initializeTexture(\n\t\t\t\t'u_handLandmarksTex',\n\t\t\t\t{\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: landmarksTextureHeight,\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tinternalFormat: gl.RGBA32F,\n\t\t\t\t\ttype: gl.FLOAT,\n\t\t\t\t\tminFilter: gl.NEAREST,\n\t\t\t\t\tmagFilter: gl.NEAREST,\n\t\t\t\t}\n\t\t\t);\n\n\t\t\tawait initializeHandLandmarker();\n\t\t});\n\n\t\tshaderPad.registerHook('updateTextures', async (updates: Record<string, TextureSource>) => {\n\t\t\tconst source = updates[textureName];\n\t\t\tif (!source) return;\n\n\t\t\tconst previousSource = textureSources.get(textureName);\n\t\t\tif (previousSource !== source) {\n\t\t\t\tlastVideoTime = -1;\n\t\t\t}\n\n\t\t\ttextureSources.set(textureName, source);\n\t\t\tif (!handLandmarker) return;\n\t\t\ttry {\n\t\t\t\tconst requiredMode = source instanceof HTMLVideoElement ? 'VIDEO' : 'IMAGE';\n\t\t\t\tif (runningMode !== requiredMode) {\n\t\t\t\t\trunningMode = requiredMode;\n\t\t\t\t\tawait handLandmarker.setOptions({ runningMode: runningMode });\n\t\t\t\t}\n\n\t\t\t\tif (source instanceof HTMLVideoElement) {\n\t\t\t\t\tif (source.videoWidth === 0 || source.videoHeight === 0 || source.readyState < 2) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tif (source.currentTime !== lastVideoTime) {\n\t\t\t\t\t\tlastVideoTime = source.currentTime;\n\t\t\t\t\t\tconst timestamp = performance.now();\n\t\t\t\t\t\tconst result = handLandmarker.detectForVideo(source, timestamp);\n\t\t\t\t\t\tprocessHandResults(result);\n\t\t\t\t\t}\n\t\t\t\t} else if (source instanceof HTMLImageElement || source instanceof HTMLCanvasElement) {\n\t\t\t\t\tif (source.width === 0 || source.height === 0) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tconst result = handLandmarker.detect(source);\n\t\t\t\t\tprocessHandResults(result);\n\t\t\t\t}\n\t\t\t} catch (error) {\n\t\t\t\tconsole.warn('Hand detection error:', error);\n\t\t\t}\n\t\t});\n\n\t\tshaderPad.registerHook('destroy', () => {\n\t\t\tif (handLandmarker) {\n\t\t\t\thandLandmarker.close();\n\t\t\t\thandLandmarker = null;\n\t\t\t}\n\t\t\tvision = null;\n\t\t\ttextureSources.clear();\n\t\t\tlandmarksDataArray = null;\n\t\t});\n\n\t\tinjectGLSL(`\nuniform int u_maxHands;\nuniform int u_nHands;\nuniform sampler2D u_handLandmarksTex;\nvec4 handLandmark(int handIndex, int landmarkIndex) {\n\tint i = handIndex * ${LANDMARK_COUNT} + landmarkIndex;\n\tint x = i % ${LANDMARKS_TEXTURE_WIDTH};\n\tint y = i / ${LANDMARKS_TEXTURE_WIDTH};\n\treturn texelFetch(u_handLandmarksTex, ivec2(x, y), 0);\n}`);\n\t};\n}\n\nexport default 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1
+ {"version":3,"sources":["../../src/plugins/hands.ts"],"sourcesContent":["import ShaderPad, { PluginContext, TextureSource } from '../index';\nimport type { HandLandmarker, HandLandmarkerResult, NormalizedLandmark } from '@mediapipe/tasks-vision';\n\nexport interface HandsPluginOptions {\n\tmodelPath?: string;\n\tmaxHands?: number;\n\tminHandDetectionConfidence?: number;\n\tminHandPresenceConfidence?: number;\n\tminTrackingConfidence?: number;\n\tonResults?: (results: HandLandmarkerResult) => void;\n}\n\nconst STANDARD_LANDMARK_COUNT = 21; // See https://ai.google.dev/edge/mediapipe/solutions/vision/hand_landmarker#models.\nconst CUSTOM_LANDMARK_COUNT = 1;\nconst LANDMARK_COUNT = STANDARD_LANDMARK_COUNT + CUSTOM_LANDMARK_COUNT;\nconst HAND_CENTER_LANDMARKS = [0, 0, 5, 9, 13, 17] as const; // Wrist + MCP joints, weighted toward wrist.\n\nfunction hands(config: { textureName: string; options?: HandsPluginOptions }) {\n\tconst { textureName, options } = config;\n\tconst defaultModelPath =\n\t\t'https://storage.googleapis.com/mediapipe-models/hand_landmarker/hand_landmarker/float16/1/hand_landmarker.task';\n\n\treturn function (shaderPad: ShaderPad, context: PluginContext) {\n\t\tconst { injectGLSL, gl } = context;\n\n\t\tlet handLandmarker: HandLandmarker | null = null;\n\t\tlet vision: any = null;\n\t\tlet lastVideoTime = -1;\n\t\tlet runningMode: 'IMAGE' | 'VIDEO' = 'VIDEO';\n\t\tconst textureSources = new Map<string, TextureSource>();\n\t\tconst maxHands = options?.maxHands ?? 2;\n\n\t\tconst LANDMARKS_TEXTURE_WIDTH = 512;\n\t\tlet landmarksTextureHeight = 0;\n\t\tlet landmarksDataArray: Float32Array | null = null;\n\n\t\tasync function initializeHandLandmarker() {\n\t\t\ttry {\n\t\t\t\tconst { FilesetResolver, HandLandmarker } = await import('@mediapipe/tasks-vision');\n\t\t\t\tvision = await FilesetResolver.forVisionTasks(\n\t\t\t\t\t'https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm'\n\t\t\t\t);\n\n\t\t\t\thandLandmarker = await HandLandmarker.createFromOptions(vision, {\n\t\t\t\t\tbaseOptions: {\n\t\t\t\t\t\tmodelAssetPath: options?.modelPath || defaultModelPath,\n\t\t\t\t\t\tdelegate: 'GPU',\n\t\t\t\t\t},\n\t\t\t\t\tcanvas: new OffscreenCanvas(1, 1),\n\t\t\t\t\trunningMode: runningMode,\n\t\t\t\t\tnumHands: options?.maxHands ?? 2,\n\t\t\t\t\tminHandDetectionConfidence: options?.minHandDetectionConfidence ?? 0.5,\n\t\t\t\t\tminHandPresenceConfidence: options?.minHandPresenceConfidence ?? 0.5,\n\t\t\t\t\tminTrackingConfidence: options?.minTrackingConfidence ?? 0.5,\n\t\t\t\t});\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Hands Plugin] Failed to initialize:', error);\n\t\t\t\tthrow error;\n\t\t\t}\n\t\t}\n\n\t\tfunction calculateBoundingBoxCenter(\n\t\t\tlandmarksDataArray: Float32Array,\n\t\t\thandIdx: number,\n\t\t\tlandmarkIndices: readonly number[]\n\t\t): [number, number, number, number] {\n\t\t\tlet minX = Infinity,\n\t\t\t\tmaxX = -Infinity,\n\t\t\t\tminY = Infinity,\n\t\t\t\tmaxY = -Infinity,\n\t\t\t\tavgZ = 0,\n\t\t\t\tavgVisibility = 0;\n\n\t\t\tfor (const idx of landmarkIndices) {\n\t\t\t\tconst dataIdx = (handIdx * LANDMARK_COUNT + idx) * 4;\n\t\t\t\tconst x = landmarksDataArray[dataIdx];\n\t\t\t\tconst y = landmarksDataArray[dataIdx + 1];\n\t\t\t\tminX = Math.min(minX, x);\n\t\t\t\tmaxX = Math.max(maxX, x);\n\t\t\t\tminY = Math.min(minY, y);\n\t\t\t\tmaxY = Math.max(maxY, y);\n\t\t\t\tavgZ += landmarksDataArray[dataIdx + 2];\n\t\t\t\tavgVisibility += landmarksDataArray[dataIdx + 3];\n\t\t\t}\n\n\t\t\tconst centerX = (minX + maxX) / 2;\n\t\t\tconst centerY = (minY + maxY) / 2;\n\t\t\tconst centerZ = avgZ / landmarkIndices.length;\n\t\t\tconst centerVisibility = avgVisibility / landmarkIndices.length;\n\t\t\treturn [centerX, centerY, centerZ, centerVisibility];\n\t\t}\n\n\t\tfunction updateLandmarksTexture(hands: NormalizedLandmark[][], handedness: { categoryName: string }[][]) {\n\t\t\tif (!landmarksDataArray) return;\n\n\t\t\tconst nHands = hands.length;\n\t\t\tconst totalLandmarks = nHands * LANDMARK_COUNT;\n\n\t\t\tfor (let handIdx = 0; handIdx < nHands; ++handIdx) {\n\t\t\t\tconst landmarks = hands[handIdx];\n\t\t\t\tconst isRightHand = handedness[handIdx]?.[0]?.categoryName === 'Right';\n\t\t\t\tfor (let lmIdx = 0; lmIdx < STANDARD_LANDMARK_COUNT; ++lmIdx) {\n\t\t\t\t\tconst landmark = landmarks[lmIdx];\n\t\t\t\t\tconst dataIdx = (handIdx * LANDMARK_COUNT + lmIdx) * 4;\n\t\t\t\t\tlandmarksDataArray[dataIdx] = landmark.x;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 1] = 1 - landmark.y;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 2] = landmark.z ?? 0;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 3] = isRightHand ? 1 : 0;\n\t\t\t\t}\n\n\t\t\t\tconst handCenter = calculateBoundingBoxCenter(landmarksDataArray, handIdx, HAND_CENTER_LANDMARKS);\n\t\t\t\tconst handCenterIdx = (handIdx * LANDMARK_COUNT + STANDARD_LANDMARK_COUNT) * 4;\n\t\t\t\tlandmarksDataArray[handCenterIdx] = handCenter[0];\n\t\t\t\tlandmarksDataArray[handCenterIdx + 1] = handCenter[1];\n\t\t\t\tlandmarksDataArray[handCenterIdx + 2] = handCenter[2];\n\t\t\t\tlandmarksDataArray[handCenterIdx + 3] = isRightHand ? 1 : 0;\n\t\t\t}\n\n\t\t\tconst rowsToUpdate = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tshaderPad.updateTextures({\n\t\t\t\tu_handLandmarksTex: {\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: rowsToUpdate,\n\t\t\t\t\tisPartial: true,\n\t\t\t\t},\n\t\t\t});\n\t\t}\n\n\t\tfunction processHandResults(result: HandLandmarkerResult) {\n\t\t\tif (!result.landmarks || !landmarksDataArray) return;\n\n\t\t\tconst nHands = result.landmarks.length;\n\t\t\tupdateLandmarksTexture(result.landmarks, result.handedness);\n\t\t\tshaderPad.updateUniforms({ u_nHands: nHands });\n\n\t\t\toptions?.onResults?.(result);\n\t\t}\n\n\t\tshaderPad.registerHook('init', async () => {\n\t\t\tshaderPad.initializeUniform('u_maxHands', 'int', maxHands);\n\t\t\tshaderPad.initializeUniform('u_nHands', 'int', 0);\n\n\t\t\tconst totalLandmarks = maxHands * LANDMARK_COUNT;\n\t\t\tlandmarksTextureHeight = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tconst textureSize = LANDMARKS_TEXTURE_WIDTH * landmarksTextureHeight * 4;\n\t\t\tlandmarksDataArray = new Float32Array(textureSize);\n\n\t\t\tshaderPad.initializeTexture(\n\t\t\t\t'u_handLandmarksTex',\n\t\t\t\t{\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: landmarksTextureHeight,\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tinternalFormat: gl.RGBA32F,\n\t\t\t\t\ttype: gl.FLOAT,\n\t\t\t\t\tminFilter: gl.NEAREST,\n\t\t\t\t\tmagFilter: gl.NEAREST,\n\t\t\t\t}\n\t\t\t);\n\n\t\t\tawait initializeHandLandmarker();\n\t\t});\n\n\t\tshaderPad.registerHook('updateTextures', async (updates: Record<string, TextureSource>) => {\n\t\t\tconst source = updates[textureName];\n\t\t\tif (!source) return;\n\n\t\t\tconst previousSource = textureSources.get(textureName);\n\t\t\tif (previousSource !== source) {\n\t\t\t\tlastVideoTime = -1;\n\t\t\t}\n\n\t\t\ttextureSources.set(textureName, source);\n\t\t\tif (!handLandmarker) return;\n\n\t\t\ttry {\n\t\t\t\tconst requiredMode = source instanceof HTMLVideoElement ? 'VIDEO' : 'IMAGE';\n\t\t\t\tif (runningMode !== requiredMode) {\n\t\t\t\t\trunningMode = requiredMode;\n\t\t\t\t\tawait handLandmarker.setOptions({ runningMode: runningMode });\n\t\t\t\t}\n\n\t\t\t\tif (source instanceof HTMLVideoElement) {\n\t\t\t\t\tif (source.videoWidth === 0 || source.videoHeight === 0 || source.readyState < 2) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tif (source.currentTime !== lastVideoTime) {\n\t\t\t\t\t\tlastVideoTime = source.currentTime;\n\t\t\t\t\t\tconst result = handLandmarker.detectForVideo(source, performance.now());\n\t\t\t\t\t\tprocessHandResults(result);\n\t\t\t\t\t}\n\t\t\t\t} else if (source instanceof HTMLImageElement || source instanceof HTMLCanvasElement) {\n\t\t\t\t\tif (source.width === 0 || source.height === 0) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tconst result = handLandmarker.detect(source);\n\t\t\t\t\tprocessHandResults(result);\n\t\t\t\t}\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Hands Plugin] Detection error:', error);\n\t\t\t}\n\t\t});\n\n\t\tshaderPad.registerHook('destroy', () => {\n\t\t\tif (handLandmarker) {\n\t\t\t\thandLandmarker.close();\n\t\t\t\thandLandmarker = null;\n\t\t\t}\n\t\t\tvision = null;\n\t\t\ttextureSources.clear();\n\t\t\tlandmarksDataArray = null;\n\t\t});\n\n\t\tinjectGLSL(`\nuniform int u_maxHands;\nuniform int u_nHands;\nuniform sampler2D u_handLandmarksTex;\n\nvec4 handLandmark(int handIndex, int landmarkIndex) {\n\tint i = handIndex * ${LANDMARK_COUNT} + landmarkIndex;\n\tint x = i % ${LANDMARKS_TEXTURE_WIDTH};\n\tint y = i / ${LANDMARKS_TEXTURE_WIDTH};\n\treturn texelFetch(u_handLandmarksTex, ivec2(x, y), 0);\n}\n\nfloat isRightHand(int handIndex) {\n\treturn handLandmark(handIndex, 0).w;\n}\n\nfloat isLeftHand(int handIndex) {\n\treturn 1.0 - 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@@ -1,11 +1,20 @@
1
- var z=21,U=1,H=z+U,P=[0,0,5,9,13,17];function K(E){let{textureName:T,options:d}=E,N="https://storage.googleapis.com/mediapipe-models/hand_landmarker/hand_landmarker/float16/1/hand_landmarker.task";return function(r,S){let{injectGLSL:v,gl:g}=S,o=null,L=null,M=-1,k="VIDEO",y=new Map,_=d?.maxHands??2,c=512,A=0,t=null;async function w(){try{let{FilesetResolver:e,HandLandmarker:n}=await import("@mediapipe/tasks-vision");L=await e.forVisionTasks("https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm"),o=await n.createFromOptions(L,{baseOptions:{modelAssetPath:d?.modelPath||N},runningMode:k,numHands:d?.maxHands??2,minHandDetectionConfidence:d?.minHandDetectionConfidence??.5,minHandPresenceConfidence:d?.minHandPresenceConfidence??.5,minTrackingConfidence:d?.minTrackingConfidence??.5})}catch(e){throw console.error("Failed to initialize Hand Landmarker:",e),e}}function b(e,n,f){let a=1/0,i=-1/0,m=1/0,s=-1/0,l=0,u=0;for(let V of f){let p=(n*H+V)*4,R=e[p],I=e[p+1];a=Math.min(a,R),i=Math.max(i,R),m=Math.min(m,I),s=Math.max(s,I),l+=e[p+2],u+=e[p+3]}let x=(a+i)/2,h=(m+s)/2,F=l/f.length,O=u/f.length;return[x,h,F,O]}function D(e){if(!t)return;let n=e.length,f=n*H;for(let i=0;i<n;++i){let m=e[i];for(let u=0;u<21;++u){let x=m[u],h=(i*H+u)*4;t[h]=x.x,t[h+1]=1-x.y,t[h+2]=x.z??0,t[h+3]=x.visibility??1}let s=b(t,i,P),l=(i*H+21)*4;t[l]=s[0],t[l+1]=s[1],t[l+2]=s[2],t[l+3]=s[3]}let a=Math.ceil(f/c);r.updateTextures({u_handLandmarksTex:{data:t,width:c,height:a}})}function C(e){if(!e.landmarks||!t)return;let n=e.landmarks.length;D(e.landmarks),r.updateUniforms({u_nHands:n}),d?.onResults?.(e)}r.registerHook("init",async()=>{r.initializeUniform("u_maxHands","int",_),r.initializeUniform("u_nHands","int",0);let e=_*H;A=Math.ceil(e/c);let n=c*A*4;t=new Float32Array(n),r.initializeTexture("u_handLandmarksTex",{data:t,width:c,height:A},{internalFormat:g.RGBA32F,type:g.FLOAT,minFilter:g.NEAREST,magFilter:g.NEAREST}),await w()}),r.registerHook("updateTextures",async e=>{let n=e[T];if(!(!n||(y.get(T)!==n&&(M=-1),y.set(T,n),!o)))try{let a=n instanceof HTMLVideoElement?"VIDEO":"IMAGE";if(k!==a&&(k=a,await o.setOptions({runningMode:k})),n instanceof HTMLVideoElement){if(n.videoWidth===0||n.videoHeight===0||n.readyState<2)return;if(n.currentTime!==M){M=n.currentTime;let i=performance.now(),m=o.detectForVideo(n,i);C(m)}}else if(n instanceof HTMLImageElement||n instanceof HTMLCanvasElement){if(n.width===0||n.height===0)return;let i=o.detect(n);C(i)}}catch(a){console.warn("Hand detection error:",a)}}),r.registerHook("destroy",()=>{o&&(o.close(),o=null),L=null,y.clear(),t=null}),v(`
1
+ var C=21,V=1,x=C+V,z=[0,0,5,9,13,17];function G(E){let{textureName:y,options:d}=E,S="https://storage.googleapis.com/mediapipe-models/hand_landmarker/hand_landmarker/float16/1/hand_landmarker.task";return function(o,D){let{injectGLSL:O,gl:T}=D,s=null,M=null,I=-1,p="VIDEO",R=new Map,_=d?.maxHands??2,c=512,A=0,t=null;async function b(){try{let{FilesetResolver:e,HandLandmarker:n}=await import("@mediapipe/tasks-vision");M=await e.forVisionTasks("https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm"),s=await n.createFromOptions(M,{baseOptions:{modelAssetPath:d?.modelPath||S,delegate:"GPU"},canvas:new OffscreenCanvas(1,1),runningMode:p,numHands:d?.maxHands??2,minHandDetectionConfidence:d?.minHandDetectionConfidence??.5,minHandPresenceConfidence:d?.minHandPresenceConfidence??.5,minTrackingConfidence:d?.minTrackingConfidence??.5})}catch(e){throw console.error("[Hands Plugin] Failed to initialize:",e),e}}function F(e,n,m){let i=1/0,r=-1/0,a=1/0,g=-1/0,H=0,l=0;for(let U of m){let L=(n*x+U)*4,v=e[L],w=e[L+1];i=Math.min(i,v),r=Math.max(r,v),a=Math.min(a,w),g=Math.max(g,w),H+=e[L+2],l+=e[L+3]}let u=(i+r)/2,f=(a+g)/2,k=H/m.length,h=l/m.length;return[u,f,k,h]}function P(e,n){if(!t)return;let m=e.length,i=m*x;for(let a=0;a<m;++a){let g=e[a],H=n[a]?.[0]?.categoryName==="Right";for(let f=0;f<C;++f){let k=g[f],h=(a*x+f)*4;t[h]=k.x,t[h+1]=1-k.y,t[h+2]=k.z??0,t[h+3]=H?1:0}let l=F(t,a,z),u=(a*x+C)*4;t[u]=l[0],t[u+1]=l[1],t[u+2]=l[2],t[u+3]=H?1:0}let r=Math.ceil(i/c);o.updateTextures({u_handLandmarksTex:{data:t,width:c,height:r,isPartial:!0}})}function N(e){if(!e.landmarks||!t)return;let n=e.landmarks.length;P(e.landmarks,e.handedness),o.updateUniforms({u_nHands:n}),d?.onResults?.(e)}o.registerHook("init",async()=>{o.initializeUniform("u_maxHands","int",_),o.initializeUniform("u_nHands","int",0);let e=_*x;A=Math.ceil(e/c);let n=c*A*4;t=new Float32Array(n),o.initializeTexture("u_handLandmarksTex",{data:t,width:c,height:A},{internalFormat:T.RGBA32F,type:T.FLOAT,minFilter:T.NEAREST,magFilter:T.NEAREST}),await b()}),o.registerHook("updateTextures",async e=>{let n=e[y];if(!(!n||(R.get(y)!==n&&(I=-1),R.set(y,n),!s)))try{let i=n instanceof HTMLVideoElement?"VIDEO":"IMAGE";if(p!==i&&(p=i,await s.setOptions({runningMode:p})),n instanceof HTMLVideoElement){if(n.videoWidth===0||n.videoHeight===0||n.readyState<2)return;if(n.currentTime!==I){I=n.currentTime;let r=s.detectForVideo(n,performance.now());N(r)}}else if(n instanceof HTMLImageElement||n instanceof HTMLCanvasElement){if(n.width===0||n.height===0)return;let r=s.detect(n);N(r)}}catch(i){console.error("[Hands Plugin] Detection error:",i)}}),o.registerHook("destroy",()=>{s&&(s.close(),s=null),M=null,R.clear(),t=null}),O(`
2
2
  uniform int u_maxHands;
3
3
  uniform int u_nHands;
4
4
  uniform sampler2D u_handLandmarksTex;
5
+
5
6
  vec4 handLandmark(int handIndex, int landmarkIndex) {
6
- int i = handIndex * ${H} + landmarkIndex;
7
+ int i = handIndex * ${x} + landmarkIndex;
7
8
  int x = i % ${c};
8
9
  int y = i / ${c};
9
10
  return texelFetch(u_handLandmarksTex, ivec2(x, y), 0);
10
- }`)}}var G=K;export{G as default};
11
+ }
12
+
13
+ float isRightHand(int handIndex) {
14
+ return handLandmark(handIndex, 0).w;
15
+ }
16
+
17
+ float isLeftHand(int handIndex) {
18
+ return 1.0 - handLandmark(handIndex, 0).w;
19
+ }`)}}var K=G;export{K as default};
11
20
  //# sourceMappingURL=hands.mjs.map