167 lines
7.7 KiB
JavaScript
167 lines
7.7 KiB
JavaScript
// The tone ramp is drawn through a BASE layer, and that base is now a blurred
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// CHILD of the pass rather than a ring of point samples inside it — see
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// TONE_BASE_RADIUS in toneShader.ts for the mottle that ring caused. Two things
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// can go wrong with that and neither is a crash: the shader stops compiling once
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// it takes a second child (SkSL is only checked at runtime, and no other check
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// here compiles TONE_SKSL as a whole), or the second child is wired to the wrong
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// slot and the pass quietly reads the sharp image as its own base — which is
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// exactly the identity the default (bx = 0) used to give, so a regression would
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// look like nothing happening. So the pass is compiled and rendered for real:
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// the frame and the base are held at two different flat values, and the pixel
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// has to land on the somewhere-between value the ramp over THAT base predicts.
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//
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// node scripts/tone-base-check.mjs
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import assert from 'node:assert/strict';
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import { mkdtempSync, readFileSync, writeFileSync } from 'node:fs';
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import { tmpdir } from 'node:os';
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import { join } from 'node:path';
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import { fileURLToPath, pathToFileURL } from 'node:url';
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import ts from 'typescript';
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import CanvasKitInit from 'canvaskit-wasm/bin/full/canvaskit.js';
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const transpile = (path) =>
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ts.transpileModule(readFileSync(new URL(path, import.meta.url), 'utf8'), {
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compilerOptions: { module: ts.ModuleKind.ESNext, target: ts.ScriptTarget.ES2022 },
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}).outputText;
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const dir = mkdtempSync(join(tmpdir(), 'tone-base-check-'));
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writeFileSync(join(dir, 'colorUtils.mjs'), transpile('../shared/utils/colorUtils.ts'));
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writeFileSync(
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join(dir, 'toneShader.mjs'),
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transpile('../shared/utils/toneShader.ts').replace(
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/^import .*from ['"]\.\/colorUtils['"];$/m,
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'import { HSL_BANDS, hslBandGaps, isMonochromeBase } from "./colorUtils.mjs";',
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),
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);
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const {
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TONE_SKSL, TONE_BASE_RADIUS, TONE_BASE_SIGMA, getToneUniforms, toneUniformArray, toneIsActive,
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TONE_KNOBS,
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} = await import(pathToFileURL(join(dir, 'toneShader.mjs')).href);
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// The shader has to NAME a base child — a ring of taps would not need one.
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assert.match(TONE_SKSL, /uniform shader base;/);
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const CanvasKit = await CanvasKitInit({
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locateFile: () => fileURLToPath(new URL('../node_modules/canvaskit-wasm/bin/full/canvaskit.wasm', import.meta.url)),
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});
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const SIZE = 8;
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function flat(value) {
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const surf = CanvasKit.MakeSurface(SIZE, SIZE);
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const paint = new CanvasKit.Paint();
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paint.setColor(CanvasKit.Color(value, value, value));
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surf.getCanvas().drawPaint(paint);
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return surf.makeImageSnapshot();
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}
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const asChild = (image) =>
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image.makeShaderOptions(
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CanvasKit.TileMode.Clamp, CanvasKit.TileMode.Clamp, CanvasKit.FilterMode.Linear, CanvasKit.MipmapMode.None,
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);
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// SHADOW full, everything else off — the knob the mottle was reported on.
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const adjustments = { shadow: 10 };
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const uniforms = getToneUniforms(adjustments);
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assert.ok(toneIsActive(uniforms), 'SHADOW +100 no longer turns the pass on');
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function render(srcValue, baseValue) {
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const effect = CanvasKit.RuntimeEffect.Make(TONE_SKSL);
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assert.ok(effect, 'TONE_SKSL does not compile');
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const src = flat(srcValue);
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const base = flat(baseValue);
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const shader = effect.makeShaderWithChildren(uniforms ? toneUniformArray(uniforms) : [], [
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asChild(src),
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asChild(base),
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]);
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assert.ok(shader, 'the pass did not take two children — the base is not wired in');
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const out = CanvasKit.MakeSurface(SIZE, SIZE);
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const paint = new CanvasKit.Paint();
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paint.setShader(shader);
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out.getCanvas().drawPaint(paint);
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const pixels = out.makeImageSnapshot().readPixels(0, 0, {
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width: SIZE, height: SIZE, colorType: CanvasKit.ColorType.RGBA_8888,
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alphaType: CanvasKit.AlphaType.Unpremul, colorSpace: CanvasKit.ColorSpace.SRGB,
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});
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return pixels[0];
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}
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// The ramp, in the same arithmetic the shader runs: ONE KNOB is the measured
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// knot table (TONE_KNOBS in toneShader.ts) drawn STRAIGHT between the knots,
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// scaled by the amount, added to the luma it reads and clamped — the minus side
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// of zero reads the minus table — and the four are applied ONE AFTER THE OTHER
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// and clamped on the way to the next, so the four moves compose instead of
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// summing. SHADOW carries the whole knob on its own, so SHADOW +100 reads
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// toneCurve(b, 0, 1, 0, 0).
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const clamp01 = (x) => Math.min(1, Math.max(0, x));
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const clamp = (x, lo, hi) => Math.min(hi, Math.max(lo, x));
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const poly = (c, L) => {
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let v = c.v[0];
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for (let i = 1; i < c.p.length; i++)
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v += (c.v[i] - c.v[i - 1]) * clamp((L - c.p[i - 1]) / (c.p[i] - c.p[i - 1]), 0, 1);
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return v;
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};
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const knob = (L, k, amt) =>
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clamp01(L + (amt >= 0 ? amt * poly(TONE_KNOBS[k].plus, L) : -amt * poly(TONE_KNOBS[k].minus, L)));
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// toneCurve, move for move, with the clamp the shader puts after each one.
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// `afterBlack` is the L the SHADOW move reads.
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function toneCurve(L, bl, sh, hl, wh) {
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const afterBlack = knob(L, 'bl', bl);
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return {
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o: knob(knob(knob(afterBlack, 'sh', sh), 'hl', hl), 'wh', wh),
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afterBlack,
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};
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}
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const ramp = (b, k = {}) => toneCurve(b, k.bl ?? 0, k.sh ?? 0, k.hl ?? 0, k.wh ?? 0);
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const srcValue = 128; // the pixel: 0.501961 encoded
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const baseValue = 76; // its neighbourhood, darker: 0.298039
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const t = srcValue / 255;
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const b = baseValue / 255;
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// The neighbourhood's new luma, plus the pixel's own DIFFERENCE from the base —
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// Base' + Detail, the reconstruction the shader emits (see the note in
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// toneRamp). The ratio Base' * (Input / Base) is what this used to predict, and
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// it is what took the texture out of the frame at BLACK -100.
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const diff = Math.abs(t - b);
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const smooth = (x) => x * x * (3 - 2 * x);
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const expected = Math.round(255 * clamp01(ramp(t, { sh: 1 }).o));
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const got = render(srcValue, baseValue);
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assert.ok(
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Math.abs(got - expected) <= 2,
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`a base of ${b.toFixed(4)} under a pixel of ${t.toFixed(4)} gave ${got}, the ramp predicts ${expected}`,
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);
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// With the base handed in as the sharp image the difference is exactly zero and
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// the pass is the GLOBAL move — the ramp at the pixel — which is what a mask (no
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// neighbourhood of its own) needs it to be. It is NOT the identity any more:
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// the shadow window spans the middle, so the same knobs move a mid-grey.
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const globalMove = Math.round(255 * clamp01(ramp(t, { sh: 1 }).o));
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const selfBase = render(srcValue, srcValue);
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assert.ok(
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Math.abs(selfBase - globalMove) <= 2,
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`a base equal to the pixel must be the ramp at the pixel (${globalMove}), got ${selfBase} for ${srcValue}`,
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);
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assert.ok(
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Math.abs(selfBase - srcValue) > 2,
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`the pass returned the pixel (${selfBase}) — the base is the sharp image again`,
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);
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// There is no guard any more, and nothing to hold under one: the four moves are
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// each monotone for any amount in [-1, 1] and clamped on the way to the next, so
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// BLACK and SHADOW both at +100 compose into a ramp that still rises — measured
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// on a 1/400 grid, where the two used to sum past a slope of 1 and carry the
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// curve backwards — and BLACK's own travel no longer depends on the stock's
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// SHADOW, because BLACK runs FIRST: the value SHADOW reads is the same whatever
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// SHADOW says, which is the "kéo theo sự thay đổi của thông số khác" report.
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const rises = (f) => Array.from({ length: 400 }, (_, i) => f((i + 1) / 400) > f(i / 400)).every(Boolean);
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assert.ok(rises((b) => ramp(b, { bl: 1, sh: 1 }).o), 'BLACK and SHADOW both at +100 fold the ramp back on itself');
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assert.equal(
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ramp(0.05, { bl: -1 }).afterBlack,
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ramp(0.05, { bl: -1, sh: -0.2 }).afterBlack,
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'SHADOW drags BLACK’s own travel with it again',
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);
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console.log(
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`tone base ok: pixel ${srcValue} over a base of ${baseValue} -> ${got} ` +
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`(ramp predicts ${expected}, global move ${globalMove}, sharp-base ${selfBase}); ` +
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`radius ${TONE_BASE_RADIUS} of the frame, sigma ${TONE_BASE_SIGMA} of it`,
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);
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