feat: add contextual layer inspector
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@@ -1,14 +1,15 @@
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import { createMaskedProgram, createMaskRevealPreviewProgram, createProgram, createTintedProgram, getMaskVisualizationResources, maskVisualizationModeValue, type MaskVisualizationResources } from "./image-texture-programs";
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import type { Asset } from "@core/asset";
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import type { RgbaColor, ScreenRect, WebGlRendererContext } from "./types";
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import { rotatedRectBounds, rotatedRectCorners } from "./rotated-rect";
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export type MaskVisualizationMode = "blackWhite" | "alpha" | "hiddenOverlay";
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export type ImageTextureRenderer = {
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syncAssets(assets: readonly Asset[]): void;
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render(asset: Asset, rect: ScreenRect, clipRect?: ScreenRect, opacity?: number): boolean;
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renderMasked(asset: Asset, rect: ScreenRect, maskAsset: Asset, maskRect: ScreenRect, clipRect?: ScreenRect, opacity?: number): boolean;
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renderMaskRevealPreview(asset: Asset, rect: ScreenRect, maskAsset: Asset, maskRect: ScreenRect, opacity: number, clipRect?: ScreenRect, layerOpacity?: number): boolean;
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render(asset: Asset, rect: ScreenRect, clipRect?: ScreenRect, opacity?: number, rotation?: number): boolean;
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renderMasked(asset: Asset, rect: ScreenRect, maskAsset: Asset, maskRect: ScreenRect, clipRect?: ScreenRect, opacity?: number, rotation?: number): boolean;
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renderMaskRevealPreview(asset: Asset, rect: ScreenRect, maskAsset: Asset, maskRect: ScreenRect, opacity: number, clipRect?: ScreenRect, layerOpacity?: number, rotation?: number): boolean;
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renderMaskVisualization(maskAsset: Asset, maskRect: ScreenRect, mode: MaskVisualizationMode, color?: RgbaColor, clipRect?: ScreenRect): boolean;
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renderTinted(asset: Asset, rect: ScreenRect, color: RgbaColor, clipRect?: ScreenRect, opacity?: number): boolean;
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dispose(): void;
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@@ -87,10 +88,11 @@ export function createImageTextureRenderer(context: WebGlRendererContext, invali
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}
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}
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},
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render(asset, rect, clipRect, opacity = 1) {
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render(asset, rect, clipRect, opacity = 1, rotation = 0) {
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const clampedOpacity = clampOpacity(opacity);
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if (clampedOpacity <= 0) return true;
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const drawRect = clipRect ? intersectScreenRects(rect, clipRect) : rect;
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const rotatedRect = rotatedRectBounds(rect, rotation);
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const drawRect = clipRect ? intersectScreenRects(rotatedRect, clipRect) : rotatedRect;
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if (!drawRect || drawRect.w <= 0 || drawRect.h <= 0) return true;
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const entry = getTextureEntry(context, textures, asset, invalidate, () => disposed);
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@@ -108,7 +110,7 @@ export function createImageTextureRenderer(context: WebGlRendererContext, invali
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gl.uniform1f(opacityLocation, clampedOpacity);
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, rectVertices(context.canvas, rect), gl.DYNAMIC_DRAW);
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gl.bufferData(gl.ARRAY_BUFFER, rectVertices(context.canvas, rect, rotation), gl.DYNAMIC_DRAW);
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gl.enableVertexAttribArray(positionLocation);
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gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
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@@ -121,11 +123,13 @@ export function createImageTextureRenderer(context: WebGlRendererContext, invali
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gl.disable(gl.BLEND);
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return true;
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},
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renderMasked(asset, rect, maskAsset, maskRect, clipRect, opacity = 1) {
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renderMasked(asset, rect, maskAsset, maskRect, clipRect, opacity = 1, rotation = 0) {
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const clampedOpacity = clampOpacity(opacity);
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if (clampedOpacity <= 0) return true;
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const clippedRect = clipRect ? intersectScreenRects(rect, clipRect) : rect;
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const drawRect = clippedRect ? intersectScreenRects(clippedRect, maskRect) : undefined;
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const contentBounds = rotatedRectBounds(rect, rotation);
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const maskBounds = rotatedRectBounds(maskRect, rotation);
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const clippedRect = clipRect ? intersectScreenRects(contentBounds, clipRect) : contentBounds;
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const drawRect = clippedRect ? intersectScreenRects(clippedRect, maskBounds) : undefined;
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if (!drawRect || drawRect.w <= 0 || drawRect.h <= 0) return true;
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const entry = getTextureEntry(context, textures, asset, invalidate, () => disposed);
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@@ -148,17 +152,17 @@ export function createImageTextureRenderer(context: WebGlRendererContext, invali
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gl.uniform1f(maskedOpacityLocation, clampedOpacity);
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, rectVertices(context.canvas, drawRect), gl.DYNAMIC_DRAW);
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gl.bufferData(gl.ARRAY_BUFFER, rectVertices(context.canvas, rect, rotation), gl.DYNAMIC_DRAW);
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gl.enableVertexAttribArray(maskedPositionLocation);
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gl.vertexAttribPointer(maskedPositionLocation, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, texCoordsForRect(drawRect, rect), gl.DYNAMIC_DRAW);
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gl.bufferData(gl.ARRAY_BUFFER, fullTexCoords(), gl.DYNAMIC_DRAW);
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gl.enableVertexAttribArray(maskedTexCoordLocation);
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gl.vertexAttribPointer(maskedTexCoordLocation, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, maskTexCoordBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, texCoordsForRect(drawRect, maskRect), gl.DYNAMIC_DRAW);
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gl.bufferData(gl.ARRAY_BUFFER, fullTexCoords(), gl.DYNAMIC_DRAW);
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gl.enableVertexAttribArray(maskedMaskTexCoordLocation);
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gl.vertexAttribPointer(maskedMaskTexCoordLocation, 2, gl.FLOAT, false, 0, 0);
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@@ -166,12 +170,14 @@ export function createImageTextureRenderer(context: WebGlRendererContext, invali
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gl.disable(gl.BLEND);
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return true;
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},
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renderMaskRevealPreview(asset, rect, maskAsset, maskRect, opacity, clipRect, layerOpacity = 1) {
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renderMaskRevealPreview(asset, rect, maskAsset, maskRect, opacity, clipRect, layerOpacity = 1, rotation = 0) {
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const clampedOpacity = clampOpacity(opacity) * clampOpacity(layerOpacity);
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if (clampedOpacity <= 0) return true;
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const clippedRect = clipRect ? intersectScreenRects(rect, clipRect) : rect;
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const drawRect = clippedRect ? intersectScreenRects(clippedRect, maskRect) : undefined;
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const contentBounds = rotatedRectBounds(rect, rotation);
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const maskBounds = rotatedRectBounds(maskRect, rotation);
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const clippedRect = clipRect ? intersectScreenRects(contentBounds, clipRect) : contentBounds;
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const drawRect = clippedRect ? intersectScreenRects(clippedRect, maskBounds) : undefined;
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if (!drawRect || drawRect.w <= 0 || drawRect.h <= 0) return true;
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const entry = getTextureEntry(context, textures, asset, invalidate, () => disposed);
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@@ -194,17 +200,17 @@ export function createImageTextureRenderer(context: WebGlRendererContext, invali
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gl.uniform1f(maskRevealPreviewOpacityLocation, clampedOpacity);
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, rectVertices(context.canvas, drawRect), gl.DYNAMIC_DRAW);
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gl.bufferData(gl.ARRAY_BUFFER, rectVertices(context.canvas, rect, rotation), gl.DYNAMIC_DRAW);
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gl.enableVertexAttribArray(maskRevealPreviewPositionLocation);
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gl.vertexAttribPointer(maskRevealPreviewPositionLocation, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, texCoordsForRect(drawRect, rect), gl.DYNAMIC_DRAW);
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gl.bufferData(gl.ARRAY_BUFFER, fullTexCoords(), gl.DYNAMIC_DRAW);
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gl.enableVertexAttribArray(maskRevealPreviewTexCoordLocation);
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gl.vertexAttribPointer(maskRevealPreviewTexCoordLocation, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, maskTexCoordBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, texCoordsForRect(drawRect, maskRect), gl.DYNAMIC_DRAW);
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gl.bufferData(gl.ARRAY_BUFFER, fullTexCoords(), gl.DYNAMIC_DRAW);
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gl.enableVertexAttribArray(maskRevealPreviewMaskTexCoordLocation);
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gl.vertexAttribPointer(maskRevealPreviewMaskTexCoordLocation, 2, gl.FLOAT, false, 0, 0);
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@@ -422,11 +428,10 @@ function texCoordsForRect(drawRect: ScreenRect, sourceRect: ScreenRect) {
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return new Float32Array([x1, y1, x2, y1, x1, y2, x1, y2, x2, y1, x2, y2]);
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}
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function rectVertices(canvas: HTMLCanvasElement, rect: ScreenRect) {
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const x1 = (rect.x / canvas.width) * 2 - 1;
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const x2 = ((rect.x + rect.w) / canvas.width) * 2 - 1;
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const y1 = 1 - (rect.y / canvas.height) * 2;
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const y2 = 1 - ((rect.y + rect.h) / canvas.height) * 2;
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return new Float32Array([x1, y1, x2, y1, x1, y2, x1, y2, x2, y1, x2, y2]);
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function rectVertices(canvas: HTMLCanvasElement, rect: ScreenRect, rotation = 0) {
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const [nw, ne, sw, se] = rotatedRectCorners(rect, rotation).map((point) => ({
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x: (point.x / canvas.width) * 2 - 1,
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y: 1 - (point.y / canvas.height) * 2,
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}));
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return new Float32Array([nw!.x, nw!.y, ne!.x, ne!.y, sw!.x, sw!.y, sw!.x, sw!.y, ne!.x, ne!.y, se!.x, se!.y]);
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}
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