shaderpad 1.0.0-beta.34 → 1.0.0-beta.35

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@@ -1,6 +1,6 @@
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  "use strict";var ce=Object.create;var b=Object.defineProperty;var se=Object.getOwnPropertyDescriptor;var ue=Object.getOwnPropertyNames;var le=Object.getPrototypeOf,Ee=Object.prototype.hasOwnProperty;var fe=(r,i)=>{for(var c in i)b(r,c,{get:i[c],enumerable:!0})},V=(r,i,c,O)=>{if(i&&typeof i=="object"||typeof i=="function")for(let s of ue(i))!Ee.call(r,s)&&s!==c&&b(r,s,{get:()=>i[s],enumerable:!(O=se(i,s))||O.enumerable});return r};var me=(r,i,c)=>(c=r!=null?ce(le(r)):{},V(i||!r||!r.__esModule?b(c,"default",{value:r,enumerable:!0}):c,r)),de=r=>V(b({},"__esModule",{value:!0}),r);var Re={};fe(Re,{default:()=>Fe});module.exports=de(Re);var C=478,_e=2,m=C+_e,X=[336,296,334,293,300,276,283,282,295,285],j=[362,398,384,385,386,387,388,466,263,249,390,373,374,380,381,382],q=[70,63,105,66,107,55,65,52,53,46],Z=[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],$=[78,191,80,81,82,13,312,311,310,415,308,324,318,402,317,14,87,178,88,95],Te=Array.from({length:C},(r,i)=>i),g={LEFT_EYEBROW:X,LEFT_EYE:j,LEFT_EYE_CENTER:473,RIGHT_EYEBROW:q,RIGHT_EYE:Z,RIGHT_EYE_CENTER:468,NOSE_TIP:4,OUTER_MOUTH:J,INNER_MOUTH:$,FACE_CENTER:C,MOUTH_CENTER:C+1},Q=["BACKGROUND","LEFT_EYEBROW","RIGHT_EYEBROW","LEFT_EYE","RIGHT_EYE","OUTER_MOUTH","INNER_MOUTH"],ee=Q.length-1,F=Object.fromEntries(Q.map((r,i)=>[r,i/ee])),z=.5/ee;function pe(r){let{textureName:i,options:c}=r,O="https://storage.googleapis.com/mediapipe-models/face_landmarker/face_landmarker/float16/latest/face_landmarker.task";return function(s,te){let{injectGLSL:ne,gl:M}=te,d=null,y=null,H=-1,L="VIDEO",S=new Map,D=c?.maxFaces??1,R=512,U=0,a=null,Y=new OffscreenCanvas(1,1),_=document.createElement("canvas"),E=_.getContext("2d",{willReadFrequently:!0});E.imageSmoothingEnabled=!1;let w=null,G=null;async function ae(){try{let{FilesetResolver:t,FaceLandmarker:e}=await import("@mediapipe/tasks-vision");y=await t.forVisionTasks("https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm"),d=await e.createFromOptions(y,{baseOptions:{modelAssetPath:c?.modelPath||O,delegate:"GPU"},canvas:Y,runningMode:L,numFaces:c?.maxFaces??1,minFaceDetectionConfidence:c?.minFaceDetectionConfidence??.5,minFacePresenceConfidence:c?.minFacePresenceConfidence??.5,minTrackingConfidence:c?.minTrackingConfidence??.5,outputFaceBlendshapes:c?.outputFaceBlendshapes??!1,outputFacialTransformationMatrixes:c?.outputFacialTransformationMatrixes??!1}),w=e.FACE_LANDMARKS_TESSELATION.map(({start:u})=>u),G=e.FACE_LANDMARKS_FACE_OVAL.map(({start:u})=>u)}catch(t){throw console.error("[Face Plugin] Failed to initialize:",t),t}}function B(t,e,u){let o=1/0,n=-1/0,p=1/0,l=-1/0,f=0,x=0;for(let ie of u){let k=(e*m+ie)*4,K=t[k],W=t[k+1];o=Math.min(o,K),n=Math.max(n,K),p=Math.min(p,W),l=Math.max(l,W),f+=t[k+2],x+=t[k+3]}let h=(o+n)/2,I=(p+l)/2,N=f/u.length,v=x/u.length;return[h,I,N,v]}function T(t,e,u){if(!a)return;let{width:o,height:n}=_;E.fillStyle=`rgb(${u.r}, ${u.g}, ${u.b})`,E.beginPath();let p=(t*m+e[0])*4;E.moveTo(a[p]*o,a[p+1]*n);for(let l=1;l<e.length;++l){let f=(t*m+e[l])*4;E.lineTo(a[f]*o,a[f+1]*n)}E.closePath(),E.fill()}function oe(t){if(!a||!w||!G)return;let{width:e,height:u}=_;E.clearRect(0,0,e,u),E.save(),E.globalCompositeOperation="lighten";for(let o=0;o<t;++o){let n=Math.round((o+1)/D*255);T(o,w,{r:0,g:128,b:n}),T(o,G,{r:0,g:255,b:n}),T(o,X,{r:Math.round(F.LEFT_EYEBROW*255),g:0,b:n}),T(o,q,{r:Math.round(F.RIGHT_EYEBROW*255),g:0,b:n}),T(o,j,{r:Math.round(F.LEFT_EYE*255),g:0,b:n}),T(o,Z,{r:Math.round(F.RIGHT_EYE*255),g:0,b:n}),T(o,J,{r:Math.round(F.OUTER_MOUTH*255),g:0,b:n}),T(o,$,{r:Math.round(F.INNER_MOUTH*255),g:0,b:n})}E.restore(),s.updateTextures({u_faceMask:_})}function re(t){if(!a)return;let e=t.length,u=e*m;for(let n=0;n<e;++n){let p=t[n];for(let I=0;I<C;++I){let N=p[I],v=(n*m+I)*4;a[v]=N.x,a[v+1]=1-N.y,a[v+2]=N.z??0,a[v+3]=N.visibility??1}let l=B(a,n,Te),f=(n*m+g.FACE_CENTER)*4;a[f]=l[0],a[f+1]=l[1],a[f+2]=l[2],a[f+3]=l[3];let x=B(a,n,$),h=(n*m+g.MOUTH_CENTER)*4;a[h]=x[0],a[h+1]=x[1],a[h+2]=x[2],a[h+3]=x[3]}let o=Math.ceil(u/R);s.updateTextures({u_faceLandmarksTex:{data:a,width:R,height:o,isPartial:!0}})}function P(t){if(!t.faceLandmarks||!a)return;_.width=Y.width,_.height=Y.height;let e=t.faceLandmarks.length;re(t.faceLandmarks),oe(e),s.updateUniforms({u_nFaces:e}),c?.onResults?.(t)}s.registerHook("init",async()=>{s.initializeTexture("u_faceMask",_,{preserveY:!0,minFilter:M.NEAREST,magFilter:M.NEAREST}),s.initializeUniform("u_maxFaces","int",D),s.initializeUniform("u_nFaces","int",0);let t=D*m;U=Math.ceil(t/R);let e=R*U*4;a=new Float32Array(e),s.initializeTexture("u_faceLandmarksTex",{data:a,width:R,height:U},{internalFormat:M.RGBA32F,type:M.FLOAT,minFilter:M.NEAREST,magFilter:M.NEAREST}),await ae()}),s.registerHook("updateTextures",async t=>{let e=t[i];if(!(!e||(S.get(i)!==e&&(H=-1),S.set(i,e),!d)))try{let o=e instanceof HTMLVideoElement?"VIDEO":"IMAGE";if(L!==o&&(L=o,await d.setOptions({runningMode:L})),e instanceof HTMLVideoElement){if(e.videoWidth===0||e.videoHeight===0||e.readyState<2)return;if(e.currentTime!==H){H=e.currentTime;let n=d.detectForVideo(e,performance.now());P(n)}}else if(e instanceof HTMLImageElement||e instanceof HTMLCanvasElement){if(e.width===0||e.height===0)return;let n=d.detect(e);P(n)}}catch(o){console.error("[Face Plugin] Detection error:",o)}}),s.registerHook("destroy",()=>{d&&(d.close(),d=null),y=null,S.clear(),_.remove(),a=null});let A=(t,e=t)=>`vec4 mask = texture(u_faceMask, pos);
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  float faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;
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- return (mask.r > ${(F[t]-z).toFixed(4)} && mask.r < ${(F[e]+z).toFixed(4)}) ? vec2(1.0, faceIndex) : vec2(0.0, -1.0)`;ne(`
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+ return (mask.r > ${(F[t]-z).toFixed(4)} && mask.r < ${(F[e]+z).toFixed(4)}) ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);`;ne(`
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  uniform int u_maxFaces;
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  uniform int u_nFaces;
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  uniform sampler2D u_faceLandmarksTex;
@@ -1 +1 @@
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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;\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', { willReadFrequently: true })!;\n\t\tfaceMaskCtx.imageSmoothingEnabled = false;\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, {\n\t\t\t\tpreserveY: true,\n\t\t\t\tminFilter: gl.NEAREST,\n\t\t\t\tmagFilter: gl.NEAREST,\n\t\t\t});\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 checkAt = (regionMin: keyof typeof FACE_REGION, regionMax: keyof typeof FACE_REGION = regionMin) =>\n\t\t\t`vec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn (mask.r > ${(FACE_REGION[regionMin] - HALF_GAP).toFixed(4)} && mask.r < ${(\n\t\t\t\tFACE_REGION[regionMax] + HALF_GAP\n\t\t\t).toFixed(4)}) ? 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 / ${LANDMARKS_TEXTURE_WIDTH};\n\treturn texelFetch(u_faceLandmarksTex, ivec2(x, y), 0);\n}\n\nvec2 leftEyebrowAt(vec2 pos) {\n\t${checkAt('LEFT_EYEBROW')}\n}\n\nvec2 rightEyebrowAt(vec2 pos) {\n\t${checkAt('RIGHT_EYEBROW')}\n}\n\nvec2 leftEyeAt(vec2 pos) {\n\t${checkAt('LEFT_EYE')}\n}\n\nvec2 rightEyeAt(vec2 pos) {\n\t${checkAt('RIGHT_EYE')}\n}\n\nvec2 lipsAt(vec2 pos) {\n\t${checkAt('OUTER_MOUTH')}\n}\n\nvec2 outerMouthAt(vec2 pos) {\n\t${checkAt('OUTER_MOUTH', 'INNER_MOUTH')}\n}\n\nvec2 innerMouthAt(vec2 pos) {\n\t${checkAt('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 inOuterMouth(vec2 pos) {\n\treturn outerMouthAt(pos).x;\n}\n\nfloat inInnerMouth(vec2 pos) {\n\treturn innerMouthAt(pos).x;\n}\n\nfloat inLips(vec2 pos) {\n\treturn lipsAt(pos).x;\n}\n\nfloat inFace(vec2 pos) {\n\treturn faceAt(pos).x;\n}`);\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', { willReadFrequently: true })!;\n\t\tfaceMaskCtx.imageSmoothingEnabled = false;\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, {\n\t\t\t\tpreserveY: true,\n\t\t\t\tminFilter: gl.NEAREST,\n\t\t\t\tmagFilter: gl.NEAREST,\n\t\t\t});\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 checkAt = (regionMin: keyof typeof FACE_REGION, regionMax: keyof typeof FACE_REGION = regionMin) =>\n\t\t\t`vec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn (mask.r > ${(FACE_REGION[regionMin] - HALF_GAP).toFixed(4)} && mask.r < ${(\n\t\t\t\tFACE_REGION[regionMax] + HALF_GAP\n\t\t\t).toFixed(4)}) ? 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 / ${LANDMARKS_TEXTURE_WIDTH};\n\treturn texelFetch(u_faceLandmarksTex, ivec2(x, y), 0);\n}\n\nvec2 leftEyebrowAt(vec2 pos) {\n\t${checkAt('LEFT_EYEBROW')}\n}\n\nvec2 rightEyebrowAt(vec2 pos) {\n\t${checkAt('RIGHT_EYEBROW')}\n}\n\nvec2 leftEyeAt(vec2 pos) {\n\t${checkAt('LEFT_EYE')}\n}\n\nvec2 rightEyeAt(vec2 pos) {\n\t${checkAt('RIGHT_EYE')}\n}\n\nvec2 lipsAt(vec2 pos) {\n\t${checkAt('OUTER_MOUTH')}\n}\n\nvec2 outerMouthAt(vec2 pos) {\n\t${checkAt('OUTER_MOUTH', 'INNER_MOUTH')}\n}\n\nvec2 innerMouthAt(vec2 pos) {\n\t${checkAt('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 inOuterMouth(vec2 pos) {\n\treturn outerMouthAt(pos).x;\n}\n\nfloat inInnerMouth(vec2 pos) {\n\treturn innerMouthAt(pos).x;\n}\n\nfloat inLips(vec2 pos) {\n\treturn lipsAt(pos).x;\n}\n\nfloat inFace(vec2 pos) {\n\treturn faceAt(pos).x;\n}`);\n\t};\n}\n\nexport default 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@@ -1,6 +1,6 @@
1
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],ie=Array.from({length:v},(C,p)=>p),x={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},q=["BACKGROUND","LEFT_EYEBROW","RIGHT_EYEBROW","LEFT_EYE","RIGHT_EYE","OUTER_MOUTH","INNER_MOUTH"],Z=q.length-1,T=Object.fromEntries(q.map((C,p)=>[C,p/Z])),K=.5/Z;function ce(C){let{textureName:p,options:l}=C,J="https://storage.googleapis.com/mediapipe-models/face_landmarker/face_landmarker/float16/latest/face_landmarker.task";return function(s,Q){let{injectGLSL:ee,gl:g}=Q,f=null,k=null,b=-1,O="VIDEO",y=new Map,H=l?.maxFaces??1,F=512,S=0,a=null,D=new OffscreenCanvas(1,1),m=document.createElement("canvas"),c=m.getContext("2d",{willReadFrequently:!0});c.imageSmoothingEnabled=!1;let U=null,Y=null;async function te(){try{let{FilesetResolver:t,FaceLandmarker:e}=await import("@mediapipe/tasks-vision");k=await t.forVisionTasks("https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm"),f=await e.createFromOptions(k,{baseOptions:{modelAssetPath:l?.modelPath||J,delegate:"GPU"},canvas:D,runningMode:O,numFaces:l?.maxFaces??1,minFaceDetectionConfidence:l?.minFaceDetectionConfidence??.5,minFacePresenceConfidence:l?.minFacePresenceConfidence??.5,minTrackingConfidence:l?.minTrackingConfidence??.5,outputFaceBlendshapes:l?.outputFaceBlendshapes??!1,outputFacialTransformationMatrixes:l?.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,_=1/0,i=-1/0,u=0,A=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),_=Math.min(_,P),i=Math.max(i,P),u+=t[L+2],A+=t[L+3]}let M=(o+n)/2,h=(_+i)/2,I=u/r.length,N=A/r.length;return[M,h,I,N]}function d(t,e,r){if(!a)return;let{width:o,height:n}=m;c.fillStyle=`rgb(${r.r}, ${r.g}, ${r.b})`,c.beginPath();let _=(t*E+e[0])*4;c.moveTo(a[_]*o,a[_+1]*n);for(let i=1;i<e.length;++i){let u=(t*E+e[i])*4;c.lineTo(a[u]*o,a[u+1]*n)}c.closePath(),c.fill()}function ne(t){if(!a||!U||!Y)return;let{width:e,height:r}=m;c.clearRect(0,0,e,r),c.save(),c.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(T.LEFT_EYEBROW*255),g:0,b:n}),d(o,z,{r:Math.round(T.RIGHT_EYEBROW*255),g:0,b:n}),d(o,V,{r:Math.round(T.LEFT_EYE*255),g:0,b:n}),d(o,X,{r:Math.round(T.RIGHT_EYE*255),g:0,b:n}),d(o,j,{r:Math.round(T.OUTER_MOUTH*255),g:0,b:n}),d(o,w,{r:Math.round(T.INNER_MOUTH*255),g:0,b:n})}c.restore(),s.updateTextures({u_faceMask:m})}function ae(t){if(!a)return;let e=t.length,r=e*E;for(let n=0;n<e;++n){let _=t[n];for(let h=0;h<v;++h){let I=_[h],N=(n*E+h)*4;a[N]=I.x,a[N+1]=1-I.y,a[N+2]=I.z??0,a[N+3]=I.visibility??1}let i=G(a,n,ie),u=(n*E+x.FACE_CENTER)*4;a[u]=i[0],a[u+1]=i[1],a[u+2]=i[2],a[u+3]=i[3];let A=G(a,n,w),M=(n*E+x.MOUTH_CENTER)*4;a[M]=A[0],a[M+1]=A[1],a[M+2]=A[2],a[M+3]=A[3]}let o=Math.ceil(r/F);s.updateTextures({u_faceLandmarksTex:{data:a,width:F,height:o,isPartial:!0}})}function $(t){if(!t.faceLandmarks||!a)return;m.width=D.width,m.height=D.height;let e=t.faceLandmarks.length;ae(t.faceLandmarks),ne(e),s.updateUniforms({u_nFaces:e}),l?.onResults?.(t)}s.registerHook("init",async()=>{s.initializeTexture("u_faceMask",m,{preserveY:!0,minFilter:g.NEAREST,magFilter:g.NEAREST}),s.initializeUniform("u_maxFaces","int",H),s.initializeUniform("u_nFaces","int",0);let t=H*E;S=Math.ceil(t/F);let e=F*S*4;a=new Float32Array(e),s.initializeTexture("u_faceLandmarksTex",{data:a,width:F,height:S},{internalFormat:g.RGBA32F,type:g.FLOAT,minFilter:g.NEAREST,magFilter:g.NEAREST}),await te()}),s.registerHook("updateTextures",async t=>{let e=t[p];if(!(!e||(y.get(p)!==e&&(b=-1),y.set(p,e),!f)))try{let o=e instanceof HTMLVideoElement?"VIDEO":"IMAGE";if(O!==o&&(O=o,await f.setOptions({runningMode:O})),e instanceof HTMLVideoElement){if(e.videoWidth===0||e.videoHeight===0||e.readyState<2)return;if(e.currentTime!==b){b=e.currentTime;let n=f.detectForVideo(e,performance.now());$(n)}}else if(e instanceof HTMLImageElement||e instanceof HTMLCanvasElement){if(e.width===0||e.height===0)return;let n=f.detect(e);$(n)}}catch(o){console.error("[Face Plugin] Detection error:",o)}}),s.registerHook("destroy",()=>{f&&(f.close(),f=null),k=null,y.clear(),m.remove(),a=null});let R=(t,e=t)=>`vec4 mask = texture(u_faceMask, pos);
2
2
  float faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;
3
- return (mask.r > ${(T[t]-K).toFixed(4)} && mask.r < ${(T[e]+K).toFixed(4)}) ? vec2(1.0, faceIndex) : vec2(0.0, -1.0)`;ee(`
3
+ return (mask.r > ${(T[t]-K).toFixed(4)} && mask.r < ${(T[e]+K).toFixed(4)}) ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);`;ee(`
4
4
  uniform int u_maxFaces;
5
5
  uniform int u_nFaces;
6
6
  uniform sampler2D u_faceLandmarksTex;
@@ -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;\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', { willReadFrequently: true })!;\n\t\tfaceMaskCtx.imageSmoothingEnabled = false;\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, {\n\t\t\t\tpreserveY: true,\n\t\t\t\tminFilter: gl.NEAREST,\n\t\t\t\tmagFilter: gl.NEAREST,\n\t\t\t});\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 checkAt = (regionMin: keyof typeof FACE_REGION, regionMax: keyof typeof FACE_REGION = regionMin) =>\n\t\t\t`vec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn (mask.r > ${(FACE_REGION[regionMin] - HALF_GAP).toFixed(4)} && mask.r < ${(\n\t\t\t\tFACE_REGION[regionMax] + HALF_GAP\n\t\t\t).toFixed(4)}) ? 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 / ${LANDMARKS_TEXTURE_WIDTH};\n\treturn texelFetch(u_faceLandmarksTex, ivec2(x, y), 0);\n}\n\nvec2 leftEyebrowAt(vec2 pos) {\n\t${checkAt('LEFT_EYEBROW')}\n}\n\nvec2 rightEyebrowAt(vec2 pos) {\n\t${checkAt('RIGHT_EYEBROW')}\n}\n\nvec2 leftEyeAt(vec2 pos) {\n\t${checkAt('LEFT_EYE')}\n}\n\nvec2 rightEyeAt(vec2 pos) {\n\t${checkAt('RIGHT_EYE')}\n}\n\nvec2 lipsAt(vec2 pos) {\n\t${checkAt('OUTER_MOUTH')}\n}\n\nvec2 outerMouthAt(vec2 pos) {\n\t${checkAt('OUTER_MOUTH', 'INNER_MOUTH')}\n}\n\nvec2 innerMouthAt(vec2 pos) {\n\t${checkAt('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 inOuterMouth(vec2 pos) {\n\treturn outerMouthAt(pos).x;\n}\n\nfloat inInnerMouth(vec2 pos) {\n\treturn innerMouthAt(pos).x;\n}\n\nfloat inLips(vec2 pos) {\n\treturn lipsAt(pos).x;\n}\n\nfloat inFace(vec2 pos) {\n\treturn faceAt(pos).x;\n}`);\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', { willReadFrequently: true })!;\n\t\tfaceMaskCtx.imageSmoothingEnabled = false;\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, {\n\t\t\t\tpreserveY: true,\n\t\t\t\tminFilter: gl.NEAREST,\n\t\t\t\tmagFilter: gl.NEAREST,\n\t\t\t});\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 checkAt = (regionMin: keyof typeof FACE_REGION, regionMax: keyof typeof FACE_REGION = regionMin) =>\n\t\t\t`vec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn (mask.r > ${(FACE_REGION[regionMin] - HALF_GAP).toFixed(4)} && mask.r < ${(\n\t\t\t\tFACE_REGION[regionMax] + HALF_GAP\n\t\t\t).toFixed(4)}) ? 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 / ${LANDMARKS_TEXTURE_WIDTH};\n\treturn texelFetch(u_faceLandmarksTex, ivec2(x, y), 0);\n}\n\nvec2 leftEyebrowAt(vec2 pos) {\n\t${checkAt('LEFT_EYEBROW')}\n}\n\nvec2 rightEyebrowAt(vec2 pos) {\n\t${checkAt('RIGHT_EYEBROW')}\n}\n\nvec2 leftEyeAt(vec2 pos) {\n\t${checkAt('LEFT_EYE')}\n}\n\nvec2 rightEyeAt(vec2 pos) {\n\t${checkAt('RIGHT_EYE')}\n}\n\nvec2 lipsAt(vec2 pos) {\n\t${checkAt('OUTER_MOUTH')}\n}\n\nvec2 outerMouthAt(vec2 pos) {\n\t${checkAt('OUTER_MOUTH', 'INNER_MOUTH')}\n}\n\nvec2 innerMouthAt(vec2 pos) {\n\t${checkAt('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 inOuterMouth(vec2 pos) {\n\treturn outerMouthAt(pos).x;\n}\n\nfloat inInnerMouth(vec2 pos) {\n\treturn innerMouthAt(pos).x;\n}\n\nfloat inLips(vec2 pos) {\n\treturn lipsAt(pos).x;\n}\n\nfloat inFace(vec2 pos) {\n\treturn faceAt(pos).x;\n}`);\n\t};\n}\n\nexport default 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "shaderpad",
3
- "version": "1.0.0-beta.34",
3
+ "version": "1.0.0-beta.35",
4
4
  "description": "A lightweight, dependency-free library to reduce boilerplate when writing fragment shaders.",
5
5
  "keywords": [
6
6
  "shaders",