takomi 2.5.1 → 2.5.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (661) hide show
  1. package/.pi/agents/worker.md +32 -32
  2. package/.pi/extensions/oauth-router/README.md +3 -3
  3. package/.pi/extensions/oauth-router/config.ts +34 -34
  4. package/.pi/extensions/oauth-router/report-ui.ts +205 -205
  5. package/.pi/extensions/oauth-router/scripts/vibe-verify.py +5 -5
  6. package/.pi/extensions/takomi-context-manager/diagnostics.ts +560 -560
  7. package/.pi/extensions/takomi-context-manager/policy-tools.ts +93 -93
  8. package/.pi/extensions/takomi-context-manager/skill-categories.d.ts +11 -11
  9. package/.pi/extensions/takomi-context-manager/skill-tools.ts +208 -208
  10. package/.pi/extensions/takomi-context-manager/tool-renderers.ts +112 -112
  11. package/.pi/extensions/takomi-runtime/gate-provenance.ts +24 -24
  12. package/.pi/extensions/takomi-runtime/model-routing-defaults.ts +262 -262
  13. package/.pi/extensions/takomi-runtime/tool-renderers.ts +234 -234
  14. package/.pi/extensions/takomi-runtime/workflow-catalog.ts +54 -54
  15. package/.pi/extensions/takomi-subagents/async-lifecycle.ts +401 -401
  16. package/.pi/extensions/takomi-subagents/detached-results.ts +940 -940
  17. package/.pi/extensions/takomi-subagents/native-render.ts +253 -250
  18. package/.pi/extensions/takomi-subagents/result-heartbeat.ts +55 -55
  19. package/.pi/extensions/takomi-subagents/subagent-ux.ts +162 -162
  20. package/.pi/extensions/takomi-subagents/tool-runner.ts +25 -0
  21. package/.pi/takomi-profile.json +54 -54
  22. package/README.md +1 -1
  23. package/assets/.agent/skills/embedded-captions/CATALOG.md +93 -93
  24. package/assets/.agent/skills/embedded-captions/SKILL.md +286 -286
  25. package/assets/.agent/skills/embedded-captions/assets/brand/CDPR-fankit-terms.txt +35 -35
  26. package/assets/.agent/skills/embedded-captions/assets/brand/cyberpunk-widths.json +115 -115
  27. package/assets/.agent/skills/embedded-captions/assets/fonts/char-widths.json +2211 -2211
  28. package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScript1.svg +241 -241
  29. package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScriptMed.svg +241 -241
  30. package/assets/.agent/skills/embedded-captions/dna/README.md +148 -148
  31. package/assets/.agent/skills/embedded-captions/dna/chrome.json +68 -68
  32. package/assets/.agent/skills/embedded-captions/dna/cream.json +69 -69
  33. package/assets/.agent/skills/embedded-captions/dna/documentary.json +62 -62
  34. package/assets/.agent/skills/embedded-captions/dna/editorial.json +70 -70
  35. package/assets/.agent/skills/embedded-captions/dna/glitch.json +82 -82
  36. package/assets/.agent/skills/embedded-captions/dna/ink.json +65 -65
  37. package/assets/.agent/skills/embedded-captions/dna/keynote.json +62 -62
  38. package/assets/.agent/skills/embedded-captions/dna/loud.json +75 -75
  39. package/assets/.agent/skills/embedded-captions/dna/neon.json +58 -58
  40. package/assets/.agent/skills/embedded-captions/dna/velocity.json +89 -89
  41. package/assets/.agent/skills/embedded-captions/modes/cinematic/README.md +48 -48
  42. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/spec.md +98 -98
  43. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/template.html +188 -188
  44. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/spec.md +134 -134
  45. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/template.html +179 -179
  46. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/spec.md +81 -81
  47. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/template.html +170 -170
  48. package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/spec.md +16 -16
  49. package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/template.html +226 -226
  50. package/assets/.agent/skills/embedded-captions/modes/cinematic/engine.html +355 -355
  51. package/assets/.agent/skills/embedded-captions/modes/standard/_anatomy.md +233 -233
  52. package/assets/.agent/skills/embedded-captions/modes/standard/_motion.md +192 -192
  53. package/assets/.agent/skills/embedded-captions/modes/standard/fonts/build-fonts-css.cjs +97 -97
  54. package/assets/.agent/skills/embedded-captions/references/aesthetic-principles.md +168 -168
  55. package/assets/.agent/skills/embedded-captions/references/anti-patterns.md +188 -188
  56. package/assets/.agent/skills/embedded-captions/references/bespoke-vs-presets.md +178 -178
  57. package/assets/.agent/skills/embedded-captions/references/caption-grouping.md +130 -130
  58. package/assets/.agent/skills/embedded-captions/references/composition-craft.md +522 -522
  59. package/assets/.agent/skills/embedded-captions/references/direction-catalog.md +138 -138
  60. package/assets/.agent/skills/embedded-captions/references/example-renders/champion.html +371 -371
  61. package/assets/.agent/skills/embedded-captions/references/example-renders/memory-wall.html +334 -334
  62. package/assets/.agent/skills/embedded-captions/references/failure-modes.md +145 -145
  63. package/assets/.agent/skills/embedded-captions/references/layout-heuristics.md +238 -238
  64. package/assets/.agent/skills/embedded-captions/references/motion-vocabulary.md +148 -148
  65. package/assets/.agent/skills/embedded-captions/references/rail.md +68 -68
  66. package/assets/.agent/skills/embedded-captions/references/reference-bar.md +47 -47
  67. package/assets/.agent/skills/embedded-captions/references/scene-types.md +94 -94
  68. package/assets/.agent/skills/embedded-captions/references/test-set.md +66 -66
  69. package/assets/.agent/skills/embedded-captions/references/typographic-moves.md +266 -266
  70. package/assets/.agent/skills/embedded-captions/references/typography-presets.md +63 -63
  71. package/assets/.agent/skills/embedded-captions/scripts/audio-envelope.cjs +95 -95
  72. package/assets/.agent/skills/embedded-captions/scripts/check-occlusion.cjs +250 -250
  73. package/assets/.agent/skills/embedded-captions/scripts/check-overflow.cjs +194 -194
  74. package/assets/.agent/skills/embedded-captions/scripts/check-rail-climax.cjs +233 -233
  75. package/assets/.agent/skills/embedded-captions/scripts/check-timing.cjs +173 -173
  76. package/assets/.agent/skills/embedded-captions/scripts/fill-timings.cjs +124 -124
  77. package/assets/.agent/skills/embedded-captions/scripts/fit-fonts.cjs +158 -158
  78. package/assets/.agent/skills/embedded-captions/scripts/gen-stroke-path.py +46 -46
  79. package/assets/.agent/skills/embedded-captions/scripts/inject-fonts.cjs +169 -169
  80. package/assets/.agent/skills/embedded-captions/scripts/lib-dna.cjs +201 -201
  81. package/assets/.agent/skills/embedded-captions/scripts/make-cinematic.cjs +1205 -1205
  82. package/assets/.agent/skills/embedded-captions/scripts/make-composition.cjs +404 -404
  83. package/assets/.agent/skills/embedded-captions/scripts/make-theme.cjs +8781 -8781
  84. package/assets/.agent/skills/embedded-captions/scripts/matte.cjs +279 -279
  85. package/assets/.agent/skills/embedded-captions/scripts/measure-layout.cjs +293 -293
  86. package/assets/.agent/skills/embedded-captions/scripts/prepare.sh +39 -39
  87. package/assets/.agent/skills/embedded-captions/scripts/preview-frames.cjs +268 -268
  88. package/assets/.agent/skills/embedded-captions/scripts/render-and-composite.sh +469 -469
  89. package/assets/.agent/skills/embedded-captions/scripts/render-theme.sh +34 -34
  90. package/assets/.agent/skills/embedded-captions/scripts/safe-zones.cjs +813 -813
  91. package/assets/.agent/skills/embedded-captions/scripts/transcribe.cjs +332 -332
  92. package/assets/.agent/skills/embedded-captions/themes/PORTING.md +49 -49
  93. package/assets/.agent/skills/embedded-captions/themes/README.md +244 -244
  94. package/assets/.agent/skills/embedded-captions/themes/anchor.json +27 -27
  95. package/assets/.agent/skills/embedded-captions/themes/arcade.json +51 -51
  96. package/assets/.agent/skills/embedded-captions/themes/aurora.json +41 -41
  97. package/assets/.agent/skills/embedded-captions/themes/biolume.json +35 -35
  98. package/assets/.agent/skills/embedded-captions/themes/brush.json +74 -74
  99. package/assets/.agent/skills/embedded-captions/themes/chalkboard.json +52 -52
  100. package/assets/.agent/skills/embedded-captions/themes/dossier.json +56 -56
  101. package/assets/.agent/skills/embedded-captions/themes/graffiti.json +62 -62
  102. package/assets/.agent/skills/embedded-captions/themes/hologram.json +41 -41
  103. package/assets/.agent/skills/embedded-captions/themes/inkwater.json +43 -43
  104. package/assets/.agent/skills/embedded-captions/themes/laser.json +46 -46
  105. package/assets/.agent/skills/embedded-captions/themes/lastpage.json +33 -33
  106. package/assets/.agent/skills/embedded-captions/themes/neonsign.json +53 -53
  107. package/assets/.agent/skills/embedded-captions/themes/nightcity.json +56 -56
  108. package/assets/.agent/skills/embedded-captions/themes/ordnance.json +54 -54
  109. package/assets/.agent/skills/embedded-captions/themes/papercut.json +37 -37
  110. package/assets/.agent/skills/embedded-captions/themes/popup.json +46 -46
  111. package/assets/.agent/skills/embedded-captions/themes/ransom.json +62 -62
  112. package/assets/.agent/skills/embedded-captions/themes/scoreboard.json +54 -54
  113. package/assets/.agent/skills/embedded-captions/themes/spectrum.json +46 -46
  114. package/assets/.agent/skills/embedded-captions/themes/stardust.json +29 -29
  115. package/assets/.agent/skills/embedded-captions/themes/stomp.json +43 -43
  116. package/assets/.agent/skills/embedded-captions/themes/terminal.json +49 -49
  117. package/assets/.agent/skills/embedded-captions/themes/thunder.json +44 -44
  118. package/assets/.agent/skills/embedded-captions/themes/transit.json +44 -44
  119. package/assets/.agent/skills/embedded-captions/themes/vhs.json +47 -47
  120. package/assets/.agent/skills/faceless-explainer/SKILL.md +209 -209
  121. package/assets/.agent/skills/faceless-explainer/references/cut-catalog.md +215 -215
  122. package/assets/.agent/skills/faceless-explainer/references/motion-language.md +156 -156
  123. package/assets/.agent/skills/faceless-explainer/references/story-design.md +248 -248
  124. package/assets/.agent/skills/faceless-explainer/references/visual-design.md +146 -146
  125. package/assets/.agent/skills/faceless-explainer/scripts/assemble-index.mjs +570 -570
  126. package/assets/.agent/skills/faceless-explainer/scripts/audio.mjs +253 -253
  127. package/assets/.agent/skills/faceless-explainer/scripts/build-frame.mjs +536 -536
  128. package/assets/.agent/skills/faceless-explainer/scripts/captions.mjs +508 -508
  129. package/assets/.agent/skills/faceless-explainer/scripts/lib/assets.mjs +55 -55
  130. package/assets/.agent/skills/faceless-explainer/scripts/lib/dimensions.mjs +45 -45
  131. package/assets/.agent/skills/faceless-explainer/scripts/lib/storyboard.mjs +249 -249
  132. package/assets/.agent/skills/faceless-explainer/scripts/lib/tokens.mjs +204 -204
  133. package/assets/.agent/skills/faceless-explainer/scripts/lib/transition-registry.mjs +38 -38
  134. package/assets/.agent/skills/faceless-explainer/scripts/lib/transitions.json +71 -71
  135. package/assets/.agent/skills/faceless-explainer/scripts/transitions.mjs +320 -320
  136. package/assets/.agent/skills/faceless-explainer/sub-agents/frame-worker.md +75 -75
  137. package/assets/.agent/skills/figma/SKILL.md +121 -121
  138. package/assets/.agent/skills/general-video/SKILL.md +143 -143
  139. package/assets/.agent/skills/hyperframes/SKILL.md +164 -164
  140. package/assets/.agent/skills/hyperframes-animation/SKILL.md +84 -84
  141. package/assets/.agent/skills/hyperframes-animation/adapters/animate-text.md +64 -64
  142. package/assets/.agent/skills/hyperframes-animation/adapters/animejs.md +114 -114
  143. package/assets/.agent/skills/hyperframes-animation/adapters/css-animations.md +143 -143
  144. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-easing-and-stagger.md +118 -118
  145. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-timeline-and-labels.md +96 -96
  146. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-transforms-and-perf.md +96 -96
  147. package/assets/.agent/skills/hyperframes-animation/adapters/gsap.md +105 -105
  148. package/assets/.agent/skills/hyperframes-animation/adapters/html-in-canvas-patterns.md +507 -507
  149. package/assets/.agent/skills/hyperframes-animation/adapters/lottie.md +117 -117
  150. package/assets/.agent/skills/hyperframes-animation/adapters/three.md +131 -131
  151. package/assets/.agent/skills/hyperframes-animation/adapters/typegpu.md +178 -178
  152. package/assets/.agent/skills/hyperframes-animation/adapters/waapi.md +101 -101
  153. package/assets/.agent/skills/hyperframes-animation/blueprints/comparison-split.md +27 -27
  154. package/assets/.agent/skills/hyperframes-animation/blueprints/constellation-hub.md +44 -44
  155. package/assets/.agent/skills/hyperframes-animation/blueprints/cta-morph-press.md +28 -28
  156. package/assets/.agent/skills/hyperframes-animation/blueprints/cursor-ui-demo.md +57 -57
  157. package/assets/.agent/skills/hyperframes-animation/blueprints/dataviz-countup.md +46 -46
  158. package/assets/.agent/skills/hyperframes-animation/blueprints/device-surface-showcase.md +53 -53
  159. package/assets/.agent/skills/hyperframes-animation/blueprints/grid-card-assemble.md +66 -66
  160. package/assets/.agent/skills/hyperframes-animation/blueprints/kinetic-type-beats.md +78 -78
  161. package/assets/.agent/skills/hyperframes-animation/blueprints/logo-assemble-lockup.md +69 -69
  162. package/assets/.agent/skills/hyperframes-animation/blueprints/overwhelm-surround.md +28 -28
  163. package/assets/.agent/skills/hyperframes-animation/blueprints/spatial-pan-stations.md +37 -37
  164. package/assets/.agent/skills/hyperframes-animation/blueprints/ticker-takeover.md +29 -29
  165. package/assets/.agent/skills/hyperframes-animation/blueprints/titlecard-reveal.md +42 -42
  166. package/assets/.agent/skills/hyperframes-animation/blueprints/typewriter-reveal.md +51 -51
  167. package/assets/.agent/skills/hyperframes-animation/blueprints/video-text-pivot.md +30 -30
  168. package/assets/.agent/skills/hyperframes-animation/blueprints-index.md +146 -146
  169. package/assets/.agent/skills/hyperframes-animation/examples/brand-reveal-assemble-zoom.html +382 -382
  170. package/assets/.agent/skills/hyperframes-animation/examples/comparison-split-cards.html +649 -649
  171. package/assets/.agent/skills/hyperframes-animation/examples/concept-demo-decode-pan.html +520 -520
  172. package/assets/.agent/skills/hyperframes-animation/examples/cta-morph-press.html +468 -468
  173. package/assets/.agent/skills/hyperframes-animation/examples/cta-orbit-collapse.html +1298 -1298
  174. package/assets/.agent/skills/hyperframes-animation/examples/demo-page-scroll-spotlight.html +759 -759
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  176. package/assets/.agent/skills/hyperframes-animation/examples/messaging-multi-phrase.html +352 -352
  177. package/assets/.agent/skills/hyperframes-animation/examples/metric-video-text-pivot.html +779 -779
  178. package/assets/.agent/skills/hyperframes-animation/examples/problem-mockup-overwhelm.html +1374 -1374
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  180. package/assets/.agent/skills/hyperframes-animation/examples/takeover-ticker-displace.html +347 -347
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  189. package/assets/.agent/skills/hyperframes-animation/rules/card-morph-anchor.md +267 -267
  190. package/assets/.agent/skills/hyperframes-animation/rules/center-outward-expansion.md +227 -227
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  196. package/assets/.agent/skills/hyperframes-animation/rules/depth-of-field-blur.md +313 -313
  197. package/assets/.agent/skills/hyperframes-animation/rules/depth-scatter-assemble.md +303 -303
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  239. package/assets/.agent/skills/hyperframes-cli/SKILL.md +113 -113
  240. package/assets/.agent/skills/hyperframes-cli/references/doctor-browser.md +45 -45
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  246. package/assets/.agent/skills/hyperframes-core/SKILL.md +78 -78
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- ---
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- name: hyperframes-typegpu
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- description: TypeGPU and raw WebGPU adapter patterns for HyperFrames. Use when creating GPU-rendered compositions with TypeGPU, raw WebGPU, WGSL fragment shaders, compute pipelines, liquid glass effects, particle systems, or any canvas layer driven by navigator.gpu that responds to HyperFrames hf-seek events.
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- ---
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-
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- # TypeGPU / WebGPU for HyperFrames
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-
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- HyperFrames supports TypeGPU and raw WebGPU through its `typegpu` runtime adapter. The adapter does not own your pipeline. It publishes HyperFrames time and dispatches a seek event so your composition can render the exact GPU frame.
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-
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- ## Render-environment prerequisite (WebGPU + html-in-canvas)
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-
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- The render engine auto-passes `--enable-unsafe-webgpu` and `--enable-features=CanvasDrawElement` to its Chrome launch args. Stock Chromium and the bundled headless-shell **do not** support WebGPU + `drawElementImage` together — the combo that liquid-glass blocks need (`ios26-liquid-glass`, `macos-tahoe-liquid-glass`, `liquid-glass-*`, `vfx-liquid-glass`). For those blocks, point the engine at Brave (or Chrome canary) by setting `PRODUCER_HEADLESS_SHELL_PATH` to the browser binary before running `npx hyperframes render` / `preview`. Plain TypeGPU layers without HTML-as-texture work in headless-shell — only the html-in-canvas + WebGPU combination needs the override.
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-
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- ## Contract
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-
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- - Initialize WebGPU asynchronously (`await navigator.gpu.requestAdapter()`), but register all GSAP tweens **synchronously** — before any `await`. The HyperFrames player reads the timeline immediately at page load.
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- - Render from HyperFrames time, not `performance.now()`.
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- - Listen for the `hf-seek` event and re-render at exactly that time.
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- - Guard against environments where WebGPU is unavailable — the adapter does not check for you.
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- - For video renders, call `await device.queue.onSubmittedWorkDone()` after submitting GPU work to ensure the canvas is flushed before the frame is captured.
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-
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- The adapter sets `window.__hfTypegpuTime` and dispatches `new CustomEvent("hf-seek", { detail: { time } })` on each seek.
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-
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- ## Basic Pattern
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-
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- ```html
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- <canvas id="gpu-layer"></canvas>
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- <script>
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- (async () => {
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- if (!navigator.gpu) return;
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- const adapter = await navigator.gpu.requestAdapter();
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- if (!adapter) return;
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- const device = await adapter.requestDevice();
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- const canvas = document.getElementById("gpu-layer");
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- canvas.width = 1920;
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- canvas.height = 1080;
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- const ctx = canvas.getContext("webgpu");
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- const fmt = navigator.gpu.getPreferredCanvasFormat();
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- ctx.configure({ device, format: fmt, alphaMode: "opaque" });
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-
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- // Build your pipeline, buffers, bind groups...
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- const timeUniform = new Float32Array([0]);
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- const timeBuf = device.createBuffer({
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- size: 16,
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- usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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- });
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-
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- function render(t) {
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- timeUniform[0] = t;
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- device.queue.writeBuffer(timeBuf, 0, timeUniform);
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- const enc = device.createCommandEncoder();
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- const pass = enc.beginRenderPass({
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- colorAttachments: [
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- {
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- view: ctx.getCurrentTexture().createView(),
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- loadOp: "clear",
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- clearValue: { r: 0, g: 0, b: 0, a: 1 },
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- storeOp: "store",
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- },
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- ],
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- });
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- pass.setPipeline(pipeline);
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- pass.setBindGroup(0, bindGroup);
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- pass.draw(3);
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- pass.end();
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- device.queue.submit([enc.finish()]);
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- }
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-
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- render(0);
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- window.addEventListener("hf-seek", (e) => render(e.detail.time));
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- })();
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- </script>
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- ```
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-
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- ## Timeline Registration
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-
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- GSAP tweens that drive text, captions, or HTML elements must be registered **synchronously** — before any `await`:
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-
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- ```js
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- const tl = gsap.timeline({ paused: true });
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-
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- // Caption tweens: synchronous, added before WebGPU init
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- gsap.set(".cap", { opacity: 0 });
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- tl.to("#cap-1", { opacity: 1, duration: 0.3 }, 1.0);
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- tl.to("#cap-1", { opacity: 0, duration: 0.2 }, 3.5);
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-
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- window.__timelines["my-comp"] = tl;
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-
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- // GPU-dependent tweens can go inside the async IIFE
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- (async () => {
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- // ... WebGPU init ...
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- const proxy = { value: 0 };
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- tl.to(proxy, { value: 1, duration: 2, onUpdate: render }, 0.5);
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- })();
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- ```
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-
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- ## Video-Backed Effects (Liquid Glass, Distortion)
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-
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- To use a `<video>` as the GPU input texture:
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-
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- ```js
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- const videoEl = document.getElementById("aroll");
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-
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- // Wait for video metadata before creating the texture
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- await new Promise((r) => {
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- if (videoEl.readyState >= 1) r();
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- else videoEl.addEventListener("loadedmetadata", r, { once: true });
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- });
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-
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- // Create texture at the video's NATIVE resolution
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- const vw = videoEl.videoWidth,
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- vh = videoEl.videoHeight;
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- const bgTex = device.createTexture({
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- size: [vw, vh],
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- format: "rgba8unorm",
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- usage:
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- GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT,
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- });
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-
120
- function render(t) {
121
- try {
122
- device.queue.copyExternalImageToTexture({ source: videoEl }, { texture: bgTex }, [vw, vh]);
123
- } catch (_) {
124
- /* frame not decoded yet */
125
- }
126
- // ... draw ...
127
- }
128
- ```
129
-
130
- **Render-mode caveat:** headless Chrome may fail `copyExternalImageToTexture` for video elements. For production renders, pre-extract key frames via FFmpeg as PNGs and load them as image textures instead.
131
-
132
- ## Frosted Blur via Downsample Pass
133
-
134
- A single-pass Gaussian kernel is too weak for glass-like frosted blur. Use a two-pass approach:
135
-
136
- 1. **Pass 1 — Downsample:** render the full-res texture to a small texture (1/6 resolution). Bilinear filtering during the downsample naturally averages pixels.
137
- 2. **Pass 2 — Glass composite:** sample the small texture for the frosted interior (bilinear upscale = heavy smooth blur) and the full-res texture for sharp areas and chromatic refraction.
138
-
139
- This matches TypeGPU's `textureSampleBias` mip-level approach without generating mipmaps.
140
-
141
- ## Transparent vs Opaque Canvas
142
-
143
- - **`alphaMode: 'opaque'`** — the GPU canvas renders the full frame (video + effect). Use when the GPU pipeline handles all visual content.
144
- - **`alphaMode: 'premultiplied'`** — the GPU canvas is transparent where alpha = 0, letting HTML elements below show through. Use for overlays (particles, path animations) on top of a regular `<video>` element.
145
-
146
- ## WGSL Full-Screen Triangle
147
-
148
- The standard vertex shader for full-screen effects (no vertex buffer needed):
149
-
150
- ```wgsl
151
- struct Vo { @builtin(position) pos: vec4f, @location(0) uv: vec2f }
152
-
153
- @vertex fn vs(@builtin(vertex_index) vi: u32) -> Vo {
154
- let ps = array<vec2f, 3>(vec2f(-1., -1.), vec2f(3., -1.), vec2f(-1., 3.));
155
- let ts = array<vec2f, 3>(vec2f(0., 1.), vec2f(2., 1.), vec2f(0., -1.));
156
- return Vo(vec4f(ps[vi], 0., 1.), ts[vi]);
157
- }
158
- ```
159
-
160
- Draw with `pass.draw(3)` — one triangle that covers the viewport.
161
-
162
- ## Rounded-Rect SDF (Liquid Glass Pill)
163
-
164
- ```wgsl
165
- fn sdf_box(p: vec2f, half_size: vec2f, corner_radius: f32) -> f32 {
166
- let d = abs(p) - half_size + vec2f(corner_radius);
167
- return length(max(d, vec2f(0.))) + min(max(d.x, d.y), 0.) - corner_radius;
168
- }
169
- ```
170
-
171
- Use this to define inside/ring/outside zones for glass effects. Negative values are inside the shape.
172
-
173
- ## Deterministic Rendering
174
-
175
- - No `Math.random()` — use a seeded PRNG.
176
- - No `requestAnimationFrame` for the render loop — render only in response to `hf-seek`.
177
- - No `performance.now()` for animation time — read `window.__hfTypegpuTime` or `e.detail.time`.
178
- - After GPU submit, call `await device.queue.onSubmittedWorkDone()` for render-mode frame capture.
1
+ ---
2
+ name: hyperframes-typegpu
3
+ description: TypeGPU and raw WebGPU adapter patterns for HyperFrames. Use when creating GPU-rendered compositions with TypeGPU, raw WebGPU, WGSL fragment shaders, compute pipelines, liquid glass effects, particle systems, or any canvas layer driven by navigator.gpu that responds to HyperFrames hf-seek events.
4
+ ---
5
+
6
+ # TypeGPU / WebGPU for HyperFrames
7
+
8
+ HyperFrames supports TypeGPU and raw WebGPU through its `typegpu` runtime adapter. The adapter does not own your pipeline. It publishes HyperFrames time and dispatches a seek event so your composition can render the exact GPU frame.
9
+
10
+ ## Render-environment prerequisite (WebGPU + html-in-canvas)
11
+
12
+ The render engine auto-passes `--enable-unsafe-webgpu` and `--enable-features=CanvasDrawElement` to its Chrome launch args. Stock Chromium and the bundled headless-shell **do not** support WebGPU + `drawElementImage` together — the combo that liquid-glass blocks need (`ios26-liquid-glass`, `macos-tahoe-liquid-glass`, `liquid-glass-*`, `vfx-liquid-glass`). For those blocks, point the engine at Brave (or Chrome canary) by setting `PRODUCER_HEADLESS_SHELL_PATH` to the browser binary before running `npx hyperframes render` / `preview`. Plain TypeGPU layers without HTML-as-texture work in headless-shell — only the html-in-canvas + WebGPU combination needs the override.
13
+
14
+ ## Contract
15
+
16
+ - Initialize WebGPU asynchronously (`await navigator.gpu.requestAdapter()`), but register all GSAP tweens **synchronously** — before any `await`. The HyperFrames player reads the timeline immediately at page load.
17
+ - Render from HyperFrames time, not `performance.now()`.
18
+ - Listen for the `hf-seek` event and re-render at exactly that time.
19
+ - Guard against environments where WebGPU is unavailable — the adapter does not check for you.
20
+ - For video renders, call `await device.queue.onSubmittedWorkDone()` after submitting GPU work to ensure the canvas is flushed before the frame is captured.
21
+
22
+ The adapter sets `window.__hfTypegpuTime` and dispatches `new CustomEvent("hf-seek", { detail: { time } })` on each seek.
23
+
24
+ ## Basic Pattern
25
+
26
+ ```html
27
+ <canvas id="gpu-layer"></canvas>
28
+ <script>
29
+ (async () => {
30
+ if (!navigator.gpu) return;
31
+ const adapter = await navigator.gpu.requestAdapter();
32
+ if (!adapter) return;
33
+ const device = await adapter.requestDevice();
34
+ const canvas = document.getElementById("gpu-layer");
35
+ canvas.width = 1920;
36
+ canvas.height = 1080;
37
+ const ctx = canvas.getContext("webgpu");
38
+ const fmt = navigator.gpu.getPreferredCanvasFormat();
39
+ ctx.configure({ device, format: fmt, alphaMode: "opaque" });
40
+
41
+ // Build your pipeline, buffers, bind groups...
42
+ const timeUniform = new Float32Array([0]);
43
+ const timeBuf = device.createBuffer({
44
+ size: 16,
45
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
46
+ });
47
+
48
+ function render(t) {
49
+ timeUniform[0] = t;
50
+ device.queue.writeBuffer(timeBuf, 0, timeUniform);
51
+ const enc = device.createCommandEncoder();
52
+ const pass = enc.beginRenderPass({
53
+ colorAttachments: [
54
+ {
55
+ view: ctx.getCurrentTexture().createView(),
56
+ loadOp: "clear",
57
+ clearValue: { r: 0, g: 0, b: 0, a: 1 },
58
+ storeOp: "store",
59
+ },
60
+ ],
61
+ });
62
+ pass.setPipeline(pipeline);
63
+ pass.setBindGroup(0, bindGroup);
64
+ pass.draw(3);
65
+ pass.end();
66
+ device.queue.submit([enc.finish()]);
67
+ }
68
+
69
+ render(0);
70
+ window.addEventListener("hf-seek", (e) => render(e.detail.time));
71
+ })();
72
+ </script>
73
+ ```
74
+
75
+ ## Timeline Registration
76
+
77
+ GSAP tweens that drive text, captions, or HTML elements must be registered **synchronously** — before any `await`:
78
+
79
+ ```js
80
+ const tl = gsap.timeline({ paused: true });
81
+
82
+ // Caption tweens: synchronous, added before WebGPU init
83
+ gsap.set(".cap", { opacity: 0 });
84
+ tl.to("#cap-1", { opacity: 1, duration: 0.3 }, 1.0);
85
+ tl.to("#cap-1", { opacity: 0, duration: 0.2 }, 3.5);
86
+
87
+ window.__timelines["my-comp"] = tl;
88
+
89
+ // GPU-dependent tweens can go inside the async IIFE
90
+ (async () => {
91
+ // ... WebGPU init ...
92
+ const proxy = { value: 0 };
93
+ tl.to(proxy, { value: 1, duration: 2, onUpdate: render }, 0.5);
94
+ })();
95
+ ```
96
+
97
+ ## Video-Backed Effects (Liquid Glass, Distortion)
98
+
99
+ To use a `<video>` as the GPU input texture:
100
+
101
+ ```js
102
+ const videoEl = document.getElementById("aroll");
103
+
104
+ // Wait for video metadata before creating the texture
105
+ await new Promise((r) => {
106
+ if (videoEl.readyState >= 1) r();
107
+ else videoEl.addEventListener("loadedmetadata", r, { once: true });
108
+ });
109
+
110
+ // Create texture at the video's NATIVE resolution
111
+ const vw = videoEl.videoWidth,
112
+ vh = videoEl.videoHeight;
113
+ const bgTex = device.createTexture({
114
+ size: [vw, vh],
115
+ format: "rgba8unorm",
116
+ usage:
117
+ GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT,
118
+ });
119
+
120
+ function render(t) {
121
+ try {
122
+ device.queue.copyExternalImageToTexture({ source: videoEl }, { texture: bgTex }, [vw, vh]);
123
+ } catch (_) {
124
+ /* frame not decoded yet */
125
+ }
126
+ // ... draw ...
127
+ }
128
+ ```
129
+
130
+ **Render-mode caveat:** headless Chrome may fail `copyExternalImageToTexture` for video elements. For production renders, pre-extract key frames via FFmpeg as PNGs and load them as image textures instead.
131
+
132
+ ## Frosted Blur via Downsample Pass
133
+
134
+ A single-pass Gaussian kernel is too weak for glass-like frosted blur. Use a two-pass approach:
135
+
136
+ 1. **Pass 1 — Downsample:** render the full-res texture to a small texture (1/6 resolution). Bilinear filtering during the downsample naturally averages pixels.
137
+ 2. **Pass 2 — Glass composite:** sample the small texture for the frosted interior (bilinear upscale = heavy smooth blur) and the full-res texture for sharp areas and chromatic refraction.
138
+
139
+ This matches TypeGPU's `textureSampleBias` mip-level approach without generating mipmaps.
140
+
141
+ ## Transparent vs Opaque Canvas
142
+
143
+ - **`alphaMode: 'opaque'`** — the GPU canvas renders the full frame (video + effect). Use when the GPU pipeline handles all visual content.
144
+ - **`alphaMode: 'premultiplied'`** — the GPU canvas is transparent where alpha = 0, letting HTML elements below show through. Use for overlays (particles, path animations) on top of a regular `<video>` element.
145
+
146
+ ## WGSL Full-Screen Triangle
147
+
148
+ The standard vertex shader for full-screen effects (no vertex buffer needed):
149
+
150
+ ```wgsl
151
+ struct Vo { @builtin(position) pos: vec4f, @location(0) uv: vec2f }
152
+
153
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> Vo {
154
+ let ps = array<vec2f, 3>(vec2f(-1., -1.), vec2f(3., -1.), vec2f(-1., 3.));
155
+ let ts = array<vec2f, 3>(vec2f(0., 1.), vec2f(2., 1.), vec2f(0., -1.));
156
+ return Vo(vec4f(ps[vi], 0., 1.), ts[vi]);
157
+ }
158
+ ```
159
+
160
+ Draw with `pass.draw(3)` — one triangle that covers the viewport.
161
+
162
+ ## Rounded-Rect SDF (Liquid Glass Pill)
163
+
164
+ ```wgsl
165
+ fn sdf_box(p: vec2f, half_size: vec2f, corner_radius: f32) -> f32 {
166
+ let d = abs(p) - half_size + vec2f(corner_radius);
167
+ return length(max(d, vec2f(0.))) + min(max(d.x, d.y), 0.) - corner_radius;
168
+ }
169
+ ```
170
+
171
+ Use this to define inside/ring/outside zones for glass effects. Negative values are inside the shape.
172
+
173
+ ## Deterministic Rendering
174
+
175
+ - No `Math.random()` — use a seeded PRNG.
176
+ - No `requestAnimationFrame` for the render loop — render only in response to `hf-seek`.
177
+ - No `performance.now()` for animation time — read `window.__hfTypegpuTime` or `e.detail.time`.
178
+ - After GPU submit, call `await device.queue.onSubmittedWorkDone()` for render-mode frame capture.
@@ -1,101 +1,101 @@
1
- ---
2
- name: hyperframes-waapi
3
- description: Web Animations API adapter patterns for HyperFrames. Use when authoring element.animate() motion, Animation currentTime seeking, document.getAnimations(), KeyframeEffect timing, fill modes, or native browser animations that must render deterministically in HyperFrames.
4
- ---
5
-
6
- # Web Animations API for HyperFrames
7
-
8
- HyperFrames can seek Web Animations API animations through its `waapi` runtime adapter. WAAPI is useful when you want native browser keyframes with JavaScript-created timing and no GSAP dependency.
9
-
10
- ## Contract
11
-
12
- - Create animations synchronously during composition initialization.
13
- - Use `element.animate(...)` with finite `duration` and `iterations`.
14
- - Use `fill: "both"` so seeked states persist.
15
- - Pause animations after creation or let the adapter pause them on first seek.
16
- - Avoid callbacks and promises for render-critical state.
17
-
18
- The adapter calls `document.getAnimations()`, sets each animation's `currentTime` to HyperFrames time in milliseconds, then pauses it.
19
-
20
- ## Basic Pattern
21
-
22
- ```html
23
- <div id="orb" class="clip orb" data-start="2" data-duration="3" data-track-index="2"></div>
24
-
25
- <script>
26
- const orb = document.getElementById("orb");
27
- const animation = orb.animate(
28
- [
29
- { transform: "translate3d(-160px, 0, 0) scale(0.8)", opacity: 0 },
30
- { transform: "translate3d(0, 0, 0) scale(1)", opacity: 1, offset: 0.35 },
31
- { transform: "translate3d(120px, 0, 0) scale(1.08)", opacity: 1 },
32
- ],
33
- {
34
- duration: 3000,
35
- delay: 2000,
36
- easing: "cubic-bezier(0.2, 0, 0, 1)",
37
- fill: "both",
38
- iterations: 1,
39
- },
40
- );
41
-
42
- animation.pause();
43
- </script>
44
- ```
45
-
46
- ## Stagger Pattern
47
-
48
- ```js
49
- document.querySelectorAll(".token").forEach((token, index) => {
50
- const animation = token.animate(
51
- [
52
- { transform: "translateY(24px)", opacity: 0 },
53
- { transform: "translateY(0)", opacity: 1 },
54
- ],
55
- {
56
- duration: 620,
57
- delay: index * 80,
58
- easing: "cubic-bezier(0.2, 0, 0, 1)",
59
- fill: "both",
60
- iterations: 1,
61
- },
62
- );
63
- animation.pause();
64
- });
65
- ```
66
-
67
- ## Good Uses
68
-
69
- - Lightweight DOM motion where CSS keyframes are too rigid and GSAP is unnecessary.
70
- - Generated animations from structured data.
71
- - Simple timelines that can be represented as keyframes, delays, and offsets.
72
-
73
- ## Composition Duration
74
-
75
- The render engine needs the composition's total length to know how many frames to capture. GSAP timelines report duration automatically; a WAAPI-only composition has no timeline object, so the runtime infers duration from every animation's `effect.getComputedTiming().endTime` (offset by when the animation was created relative to composition start). `data-duration` on the root element is optional as long as every `element.animate()` call uses finite `duration` and `iterations` — which the contract above already requires.
76
-
77
- Infinite `iterations` has no finite `endTime`, so it can't be auto-inferred — that's one more reason to avoid it (see Avoid below). If you must use it, add `data-duration="<seconds>"` to the root `[data-composition-id]` element or `npx hyperframes lint` will error (`root_composition_missing_duration_source`).
78
-
79
- ## Avoid
80
-
81
- - Infinite `iterations`.
82
- - Depending on `animation.finished` to mutate render-critical DOM.
83
- - Running separate clocks with `requestAnimationFrame`, timers, or `performance.now()`.
84
- - Animating layout properties when transforms and opacity can express the motion.
85
- - Assuming clip-local start time is automatic. WAAPI adapter seeks document-level animation time; model clip offsets with `delay` or create the animation on an element whose visibility is controlled by HyperFrames timing.
86
-
87
- ## Validation
88
-
89
- After editing a WAAPI composition:
90
-
91
- ```bash
92
- npx hyperframes lint
93
- npx hyperframes validate
94
- ```
95
-
96
- ## Credits And References
97
-
98
- - HyperFrames adapter source: `packages/core/src/runtime/adapters/waapi.ts`.
99
- - Duration auto-inference: `packages/core/src/runtime/init.ts` (`resolveAdapterDurationFloorSeconds`), `getInferredDurationSeconds` in the adapter above.
100
- - MDN Web Animations API guide: https://developer.mozilla.org/docs/Web/API/Web_Animations_API/Using_the_Web_Animations_API
101
- - MDN `Animation.currentTime`: https://developer.mozilla.org/en-US/docs/Web/API/Animation/currentTime
1
+ ---
2
+ name: hyperframes-waapi
3
+ description: Web Animations API adapter patterns for HyperFrames. Use when authoring element.animate() motion, Animation currentTime seeking, document.getAnimations(), KeyframeEffect timing, fill modes, or native browser animations that must render deterministically in HyperFrames.
4
+ ---
5
+
6
+ # Web Animations API for HyperFrames
7
+
8
+ HyperFrames can seek Web Animations API animations through its `waapi` runtime adapter. WAAPI is useful when you want native browser keyframes with JavaScript-created timing and no GSAP dependency.
9
+
10
+ ## Contract
11
+
12
+ - Create animations synchronously during composition initialization.
13
+ - Use `element.animate(...)` with finite `duration` and `iterations`.
14
+ - Use `fill: "both"` so seeked states persist.
15
+ - Pause animations after creation or let the adapter pause them on first seek.
16
+ - Avoid callbacks and promises for render-critical state.
17
+
18
+ The adapter calls `document.getAnimations()`, sets each animation's `currentTime` to HyperFrames time in milliseconds, then pauses it.
19
+
20
+ ## Basic Pattern
21
+
22
+ ```html
23
+ <div id="orb" class="clip orb" data-start="2" data-duration="3" data-track-index="2"></div>
24
+
25
+ <script>
26
+ const orb = document.getElementById("orb");
27
+ const animation = orb.animate(
28
+ [
29
+ { transform: "translate3d(-160px, 0, 0) scale(0.8)", opacity: 0 },
30
+ { transform: "translate3d(0, 0, 0) scale(1)", opacity: 1, offset: 0.35 },
31
+ { transform: "translate3d(120px, 0, 0) scale(1.08)", opacity: 1 },
32
+ ],
33
+ {
34
+ duration: 3000,
35
+ delay: 2000,
36
+ easing: "cubic-bezier(0.2, 0, 0, 1)",
37
+ fill: "both",
38
+ iterations: 1,
39
+ },
40
+ );
41
+
42
+ animation.pause();
43
+ </script>
44
+ ```
45
+
46
+ ## Stagger Pattern
47
+
48
+ ```js
49
+ document.querySelectorAll(".token").forEach((token, index) => {
50
+ const animation = token.animate(
51
+ [
52
+ { transform: "translateY(24px)", opacity: 0 },
53
+ { transform: "translateY(0)", opacity: 1 },
54
+ ],
55
+ {
56
+ duration: 620,
57
+ delay: index * 80,
58
+ easing: "cubic-bezier(0.2, 0, 0, 1)",
59
+ fill: "both",
60
+ iterations: 1,
61
+ },
62
+ );
63
+ animation.pause();
64
+ });
65
+ ```
66
+
67
+ ## Good Uses
68
+
69
+ - Lightweight DOM motion where CSS keyframes are too rigid and GSAP is unnecessary.
70
+ - Generated animations from structured data.
71
+ - Simple timelines that can be represented as keyframes, delays, and offsets.
72
+
73
+ ## Composition Duration
74
+
75
+ The render engine needs the composition's total length to know how many frames to capture. GSAP timelines report duration automatically; a WAAPI-only composition has no timeline object, so the runtime infers duration from every animation's `effect.getComputedTiming().endTime` (offset by when the animation was created relative to composition start). `data-duration` on the root element is optional as long as every `element.animate()` call uses finite `duration` and `iterations` — which the contract above already requires.
76
+
77
+ Infinite `iterations` has no finite `endTime`, so it can't be auto-inferred — that's one more reason to avoid it (see Avoid below). If you must use it, add `data-duration="<seconds>"` to the root `[data-composition-id]` element or `npx hyperframes lint` will error (`root_composition_missing_duration_source`).
78
+
79
+ ## Avoid
80
+
81
+ - Infinite `iterations`.
82
+ - Depending on `animation.finished` to mutate render-critical DOM.
83
+ - Running separate clocks with `requestAnimationFrame`, timers, or `performance.now()`.
84
+ - Animating layout properties when transforms and opacity can express the motion.
85
+ - Assuming clip-local start time is automatic. WAAPI adapter seeks document-level animation time; model clip offsets with `delay` or create the animation on an element whose visibility is controlled by HyperFrames timing.
86
+
87
+ ## Validation
88
+
89
+ After editing a WAAPI composition:
90
+
91
+ ```bash
92
+ npx hyperframes lint
93
+ npx hyperframes validate
94
+ ```
95
+
96
+ ## Credits And References
97
+
98
+ - HyperFrames adapter source: `packages/core/src/runtime/adapters/waapi.ts`.
99
+ - Duration auto-inference: `packages/core/src/runtime/init.ts` (`resolveAdapterDurationFloorSeconds`), `getInferredDurationSeconds` in the adapter above.
100
+ - MDN Web Animations API guide: https://developer.mozilla.org/docs/Web/API/Web_Animations_API/Using_the_Web_Animations_API
101
+ - MDN `Animation.currentTime`: https://developer.mozilla.org/en-US/docs/Web/API/Animation/currentTime
@@ -1,27 +1,27 @@
1
- # comparison-split — Comparison Split-Cards
2
-
3
- **intent**: Two paired items of equal weight shown side-by-side with mirrored 3D "book-open" tilts — the eye reads them as a balanced comparison, then a pill badge lands at each card's inner edge to punctuate. The motion IS the symmetry: two cards arriving from opposite wings into a held spread.
4
-
5
- **roles served**
6
-
7
- - Key_Feature (from `comparison-split-cards`): when two complementary features / capabilities of equal weight should be presented **simultaneously, not sequentially** — an A/B, a "X + Y together," paired concepts the viewer must weigh side-by-side. Not for >2 items (use `grid-card-assemble`) or sequential steps.
8
-
9
- **duration**: 4–6s
10
-
11
- **shot structure** (a `[bg]` canvas carrying two faint ambient glow blooms — `[accent A]` near 30%, `[accent B]` near 70% — so each side owns a color identity across a 50% symmetry axis; equal-width cards under one shared perspective parent)
12
-
13
- - **Scene 1 (0.0–~0.8s) — title sets the concept.** A centered `[title line]` with an `[accent keyword]` slides DOWN into place from just above (a short smooth settle). The downward arrival is deliberate: it forms a non-conflicting T-shape against the cards, which arrive from the sides next.
14
- - **Scene 2 (~0.4–1.9s) — the split-tilt entry (signature move).** Two equal-width feature cards arrive from opposite wings — `[left card]` from the left, `[right card]` from the right ~0.2s behind — each carrying a **mirrored 3D `rotateY` tilt** (left faces right, right faces left, opening like a book) and scaling ~0.85→1 as it lands. The entry overlaps the title's tail so the whole thing reads as ONE arrival, not two beats. Each card holds `[image / label / subtitle]`; box-shadows fall **outward** from the tilt (left shadow right, right shadow left).
15
- - **Scene 3 (~1.9–end) — badges punctuate, then hold.** A pill `[badge]` lands at each card's **inner edge** (left then right, ~0.3s apart), overlapping its card ~15% so it reads as attached, not orbiting. This is the lone overshoot in the shot — it earns the punctuation. Settles and holds.
16
-
17
- **motion vocabulary**: title slide-down from above; mirrored opposite-wing card entry; static book-open `rotateY` tilt (`+tilt` left, `−tilt` right); tilt-matched outward box-shadow; inner-edge badge spring-pop; gentle phase-opposed idle float (left vs right, never synchronized) registered as subtle jitter; dual side-glow ambient.
18
-
19
- **rule mapping**
20
-
21
- - two cards entering from opposite wings with mirrored `rotateY` tilts + tilt-matched shadow → `split-tilt-cards` (the signature; keep the two-layer split so the entry `x`/`scale` and the idle never collide on one alias)
22
- - title slide-down settle → `gsap-effects` (translate + opacity on a long-tail `power3`)
23
- - inner-edge pill badge pop (the one overshoot) → `spring-pop-entrance` (overshoot register — earns the punctuation)
24
- - phase-opposed idle float on the pair → `sine-wave-loop` (low-amplitude register — subtle jitter, NOT lazy breathing; left `sin(t)`, right `sin(t+π)` so they never conveyor-belt)
25
- - the two faint side glows behind the cards → `ambient-glow-bloom` (un-triggered soft bloom, one per accent)
26
-
27
- **camera modifier**: camera-static by default — the symmetry is the subject and a move would break the balance.
1
+ # comparison-split — Comparison Split-Cards
2
+
3
+ **intent**: Two paired items of equal weight shown side-by-side with mirrored 3D "book-open" tilts — the eye reads them as a balanced comparison, then a pill badge lands at each card's inner edge to punctuate. The motion IS the symmetry: two cards arriving from opposite wings into a held spread.
4
+
5
+ **roles served**
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+
7
+ - Key_Feature (from `comparison-split-cards`): when two complementary features / capabilities of equal weight should be presented **simultaneously, not sequentially** — an A/B, a "X + Y together," paired concepts the viewer must weigh side-by-side. Not for >2 items (use `grid-card-assemble`) or sequential steps.
8
+
9
+ **duration**: 4–6s
10
+
11
+ **shot structure** (a `[bg]` canvas carrying two faint ambient glow blooms — `[accent A]` near 30%, `[accent B]` near 70% — so each side owns a color identity across a 50% symmetry axis; equal-width cards under one shared perspective parent)
12
+
13
+ - **Scene 1 (0.0–~0.8s) — title sets the concept.** A centered `[title line]` with an `[accent keyword]` slides DOWN into place from just above (a short smooth settle). The downward arrival is deliberate: it forms a non-conflicting T-shape against the cards, which arrive from the sides next.
14
+ - **Scene 2 (~0.4–1.9s) — the split-tilt entry (signature move).** Two equal-width feature cards arrive from opposite wings — `[left card]` from the left, `[right card]` from the right ~0.2s behind — each carrying a **mirrored 3D `rotateY` tilt** (left faces right, right faces left, opening like a book) and scaling ~0.85→1 as it lands. The entry overlaps the title's tail so the whole thing reads as ONE arrival, not two beats. Each card holds `[image / label / subtitle]`; box-shadows fall **outward** from the tilt (left shadow right, right shadow left).
15
+ - **Scene 3 (~1.9–end) — badges punctuate, then hold.** A pill `[badge]` lands at each card's **inner edge** (left then right, ~0.3s apart), overlapping its card ~15% so it reads as attached, not orbiting. This is the lone overshoot in the shot — it earns the punctuation. Settles and holds.
16
+
17
+ **motion vocabulary**: title slide-down from above; mirrored opposite-wing card entry; static book-open `rotateY` tilt (`+tilt` left, `−tilt` right); tilt-matched outward box-shadow; inner-edge badge spring-pop; gentle phase-opposed idle float (left vs right, never synchronized) registered as subtle jitter; dual side-glow ambient.
18
+
19
+ **rule mapping**
20
+
21
+ - two cards entering from opposite wings with mirrored `rotateY` tilts + tilt-matched shadow → `split-tilt-cards` (the signature; keep the two-layer split so the entry `x`/`scale` and the idle never collide on one alias)
22
+ - title slide-down settle → `gsap-effects` (translate + opacity on a long-tail `power3`)
23
+ - inner-edge pill badge pop (the one overshoot) → `spring-pop-entrance` (overshoot register — earns the punctuation)
24
+ - phase-opposed idle float on the pair → `sine-wave-loop` (low-amplitude register — subtle jitter, NOT lazy breathing; left `sin(t)`, right `sin(t+π)` so they never conveyor-belt)
25
+ - the two faint side glows behind the cards → `ambient-glow-bloom` (un-triggered soft bloom, one per accent)
26
+
27
+ **camera modifier**: camera-static by default — the symmetry is the subject and a move would break the balance.