Projection mapping: warped zones for images and the live visual
New Mappatura tab + mapping.js engine: each zone is a quad warped with a projective homography (square->quad closed form, inverted per fragment) on a dedicated WebGL2 canvas above the visual, black outside. Sources: the live visual (with a source sub-rect for multi-panel LED walls) or an image file (corner-pin onto physical surfaces). Edit mode draws handles ON THE OUTPUT: corners (or whole quads) are dragged while looking at the real projection, edits flow back to the panel which persists them. Zone list with name, source portion, opacity and delete; included in recordings; re-sent when the output restarts. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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// Projection mapping: quads ("zone") warped with a projective homography,
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// sourcing either the LIVE VISUAL (the main canvas, optionally a sub-region:
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// multi-panel LED walls) or an IMAGE file (corner-pin onto physical objects).
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// Runs on its own WebGL2 canvas above the visual; editing handles are drawn
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// on the output itself so corners are dragged while looking at the real
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// projection surface.
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(function () {
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const QUAD_VS = `#version 300 es
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in vec2 aPos; // zone-space position (0..1 output coords, y down)
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out vec2 vZ;
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void main(){
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vZ = aPos;
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gl_Position = vec4(aPos.x*2.0-1.0, 1.0-aPos.y*2.0, 0.0, 1.0);
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}`;
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const QUAD_FS = `#version 300 es
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precision highp float;
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in vec2 vZ; out vec4 frag;
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uniform mat3 uH; // output coords -> unit square of the zone
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uniform sampler2D uTex;
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uniform float uOpacity;
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uniform vec4 uSrc; // source sub-rect (x,y,w,h) in texture uv
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void main(){
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vec3 q = uH * vec3(vZ, 1.0);
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vec2 uv = q.xy / q.z;
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if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) discard;
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frag = vec4(texture(uTex, uSrc.xy + uv*uSrc.zw).rgb, uOpacity);
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}`;
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const H_VS = `#version 300 es
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in vec2 aPos; uniform float uPt;
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void main(){
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gl_Position = vec4(aPos.x*2.0-1.0, 1.0-aPos.y*2.0, 0.0, 1.0);
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gl_PointSize = uPt;
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}`;
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const H_FS = `#version 300 es
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precision highp float; uniform vec4 uCol; out vec4 frag;
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void main(){ frag = uCol; }`;
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// homography mapping the unit square onto quad c (TL,TR,BR,BL), column-major
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function squareToQuad(c) {
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const [p0, p1, p2, p3] = c;
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const dx1 = p1[0]-p2[0], dx2 = p3[0]-p2[0], dx3 = p0[0]-p1[0]+p2[0]-p3[0];
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const dy1 = p1[1]-p2[1], dy2 = p3[1]-p2[1], dy3 = p0[1]-p1[1]+p2[1]-p3[1];
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const den = dx1*dy2 - dy1*dx2 || 1e-9;
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const g = (dx3*dy2 - dy3*dx2)/den, h = (dx1*dy3 - dy1*dx3)/den;
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return [p1[0]-p0[0]+g*p1[0], p1[1]-p0[1]+g*p1[1], g,
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p3[0]-p0[0]+h*p3[0], p3[1]-p0[1]+h*p3[1], h,
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p0[0], p0[1], 1];
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}
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function inv3(m) {
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const [a,b,c,d,e,f,g,h,i] = [m[0],m[3],m[6], m[1],m[4],m[7], m[2],m[5],m[8]];
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const A = e*i-f*h, B = c*h-b*i, C = b*f-c*e;
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const det = a*A + d*B + g*C || 1e-12;
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return [A/det, (f*g-d*i)/det, (d*h-e*g)/det,
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B/det, (a*i-c*g)/det, (b*g-a*h)/det,
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C/det, (c*d-a*f)/det, (a*e-b*d)/det];
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}
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class MappingSim {
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constructor(canvas, mainCanvas) {
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this.canvas = canvas;
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this.main = mainCanvas;
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const gl = canvas.getContext('webgl2', { antialias: true, alpha: false, preserveDrawingBuffer: true });
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if (!gl) throw new Error('WebGL2 non disponibile (mappatura)');
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this.gl = gl;
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const compile = (t, src) => {
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const sh = gl.createShader(t);
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gl.shaderSource(sh, src); gl.compileShader(sh);
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if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS))
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throw new Error('Mapping shader: ' + gl.getShaderInfoLog(sh));
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return sh;
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};
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const prog = (v, f) => {
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const p = gl.createProgram();
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gl.attachShader(p, compile(gl.VERTEX_SHADER, v));
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gl.attachShader(p, compile(gl.FRAGMENT_SHADER, f));
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gl.linkProgram(p);
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if (!gl.getProgramParameter(p, gl.LINK_STATUS))
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throw new Error('Mapping link: ' + gl.getProgramInfoLog(p));
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return p;
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};
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this.progQ = prog(QUAD_VS, QUAD_FS);
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this.progH = prog(H_VS, H_FS);
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this.uQ = { uH: gl.getUniformLocation(this.progQ, 'uH'),
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uTex: gl.getUniformLocation(this.progQ, 'uTex'),
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uOpacity: gl.getUniformLocation(this.progQ, 'uOpacity'),
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uSrc: gl.getUniformLocation(this.progQ, 'uSrc') };
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this.uH = { uCol: gl.getUniformLocation(this.progH, 'uCol'),
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uPt: gl.getUniformLocation(this.progH, 'uPt') };
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this.aQ = gl.getAttribLocation(this.progQ, 'aPos');
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this.aH = gl.getAttribLocation(this.progH, 'aPos');
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this.vbo = gl.createBuffer();
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// live-visual texture, refreshed from the main canvas every frame
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const mkTex = () => {
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const t = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, t);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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return t;
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};
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this.visTex = mkTex();
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this._mkTex = mkTex;
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this.imgTex = {}; // path -> {tex, ok}
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this.zones = [];
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this.editOn = false;
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this.selected = -1;
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this.onChange = null; // (zones) => {} after a drag edit
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this._drag = null;
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this._bindPointer();
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}
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setZones(zones) {
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this.zones = (zones || []).map(z => ({
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id: z.id, name: z.name || 'Zona',
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src: z.src || { type: 'visual' },
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corners: (z.corners || [[0.25,0.25],[0.75,0.25],[0.75,0.75],[0.25,0.75]]).map(c => c.slice()),
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srcRect: z.srcRect || [0, 0, 1, 1],
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opacity: z.opacity !== undefined ? z.opacity : 1
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}));
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if (this.selected >= this.zones.length) this.selected = this.zones.length - 1;
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// preload image textures
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const gl = this.gl;
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for (const z of this.zones) {
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if (z.src.type !== 'image' || !z.src.url || this.imgTex[z.src.url]) continue;
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const entry = this.imgTex[z.src.url] = { tex: this._mkTex(), ok: false };
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const img = new Image();
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img.onload = () => {
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gl.bindTexture(gl.TEXTURE_2D, entry.tex);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);
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entry.ok = true;
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};
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img.src = z.src.url;
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}
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}
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_bindPointer() {
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const cv = this.canvas;
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const pos = (e) => {
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const r = cv.getBoundingClientRect();
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return [(e.clientX - r.left)/Math.max(1, r.width), (e.clientY - r.top)/Math.max(1, r.height)];
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};
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cv.addEventListener('mousedown', (e) => {
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if (!this.editOn) return;
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const [x, y] = pos(e);
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const r = cv.getBoundingClientRect();
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const tol = 14/Math.max(1, r.width);
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// nearest corner of any zone
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let best = null, bd = tol;
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this.zones.forEach((z, zi) => z.corners.forEach((c, ci) => {
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const d = Math.hypot(c[0]-x, (c[1]-y)*(r.height/r.width));
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if (d < bd) { bd = d; best = { zi, ci }; }
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}));
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if (best) { this._drag = best; this.selected = best.zi; }
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else {
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// click inside a zone selects it and drags the whole quad
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for (let zi = this.zones.length-1; zi >= 0; zi--) {
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if (this._inside(this.zones[zi].corners, x, y)) {
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this._drag = { zi, ci: -1, lx: x, ly: y };
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this.selected = zi;
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break;
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}
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}
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}
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});
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window.addEventListener('mousemove', (e) => {
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if (!this._drag) return;
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const [x, y] = pos(e);
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const z = this.zones[this._drag.zi];
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if (!z) { this._drag = null; return; }
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if (this._drag.ci >= 0) {
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z.corners[this._drag.ci] = [Math.min(1.2, Math.max(-0.2, x)), Math.min(1.2, Math.max(-0.2, y))];
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} else {
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const dx = x - this._drag.lx, dy = y - this._drag.ly;
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z.corners.forEach(c => { c[0] += dx; c[1] += dy; });
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this._drag.lx = x; this._drag.ly = y;
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}
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});
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window.addEventListener('mouseup', () => {
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if (this._drag && this.onChange) this.onChange(this.zones);
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this._drag = null;
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});
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}
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_inside(c, x, y) {
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let hit = false;
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for (let i = 0, j = 3; i < 4; j = i++) {
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if ((c[i][1] > y) !== (c[j][1] > y) &&
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x < (c[j][0]-c[i][0])*(y-c[i][1])/(c[j][1]-c[i][1]) + c[i][0]) hit = !hit;
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}
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return hit;
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}
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render() {
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const gl = this.gl, cv = this.canvas;
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const w = this.main.width, h = this.main.height;
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if (cv.width !== w || cv.height !== h) { cv.width = w; cv.height = h; }
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gl.viewport(0, 0, w, h);
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gl.clearColor(0, 0, 0, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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const needVis = this.zones.some(z => z.src.type === 'visual');
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if (needVis) {
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gl.bindTexture(gl.TEXTURE_2D, this.visTex);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this.main);
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}
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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gl.useProgram(this.progQ);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vbo);
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gl.enableVertexAttribArray(this.aQ);
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gl.vertexAttribPointer(this.aQ, 2, gl.FLOAT, false, 0, 0);
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for (const z of this.zones) {
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let tex = this.visTex;
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if (z.src.type === 'image') {
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const e = this.imgTex[z.src.url];
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if (!e || !e.ok) continue;
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tex = e.tex;
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}
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const c = z.corners;
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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c[0][0], c[0][1], c[1][0], c[1][1], c[2][0], c[2][1],
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c[0][0], c[0][1], c[2][0], c[2][1], c[3][0], c[3][1]
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]), gl.DYNAMIC_DRAW);
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gl.uniformMatrix3fv(this.uQ.uH, false, inv3(squareToQuad(c)));
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.uniform1i(this.uQ.uTex, 0);
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gl.uniform1f(this.uQ.uOpacity, z.opacity);
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gl.uniform4fv(this.uQ.uSrc, z.srcRect);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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}
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if (this.editOn) {
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gl.useProgram(this.progH);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vbo);
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gl.enableVertexAttribArray(this.aH);
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gl.vertexAttribPointer(this.aH, 2, gl.FLOAT, false, 0, 0);
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this.zones.forEach((z, zi) => {
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const c = z.corners;
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const flat = new Float32Array([c[0][0],c[0][1], c[1][0],c[1][1], c[2][0],c[2][1], c[3][0],c[3][1]]);
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gl.bufferData(gl.ARRAY_BUFFER, flat, gl.DYNAMIC_DRAW);
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const sel = zi === this.selected;
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gl.uniform4fv(this.uH.uCol, sel ? [0.4, 0.75, 1, 0.95] : [1, 1, 1, 0.45]);
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gl.uniform1f(this.uH.uPt, 1);
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gl.drawArrays(gl.LINE_LOOP, 0, 4);
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gl.uniform1f(this.uH.uPt, sel ? 16 : 10);
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gl.drawArrays(gl.POINTS, 0, 4);
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});
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}
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gl.disable(gl.BLEND);
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}
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}
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window.MappingSim = MappingSim;
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})();
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