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kinetic-slider

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A WebGL-powered kinetic slider component using PIXI.js

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{"version":3,"file":"reflectionFilter.cjs","sources":["../../../src/filters/reflectionFilter.ts"],"sourcesContent":["import { ReflectionFilter } from 'pixi-filters';\nimport { type ReflectionFilterConfig, type FilterResult } from './types';\nimport { ShaderResourceManager } from '../managers/ShaderResourceManager';\n\n/**\n * Creates a Reflection filter that applies a water-like reflection effect\n *\n * The ReflectionFilter simulates the reflection on water with waves,\n * with configurable wave properties and animation settings.\n * Uses shader pooling for better performance.\n *\n * @param config - Configuration for the Reflection filter\n * @returns FilterResult with the filter instance and control functions\n */\nexport function createReflectionFilter(config: ReflectionFilterConfig): FilterResult {\n // Get shader manager instance\n const shaderManager = ShaderResourceManager.getInstance();\n\n // Create options object for the filter\n const options: any = {};\n\n // Apply configuration values if provided, otherwise use defaults\n if (config.alpha !== undefined) options.alpha = config.alpha;\n if (config.amplitude !== undefined) options.amplitude = config.amplitude;\n if (config.boundary !== undefined) options.boundary = config.boundary;\n if (config.mirror !== undefined) options.mirror = config.mirror;\n if (config.waveLength !== undefined) options.waveLength = config.waveLength;\n if (config.time !== undefined) options.time = config.time;\n\n // Create a unique key for this filter configuration\n // The mirror setting affects shader compilation\n const mirrorStr = options.mirror === false ? 'nomirror' : 'mirror';\n const shaderKey = `reflection-filter-${mirrorStr}`;\n\n // Create the filter with options\n const filter = new ReflectionFilter(options);\n\n // Register filter with shader manager\n try {\n shaderManager.registerFilter(filter, shaderKey);\n } catch (error) {\n console.warn('Error registering reflection filter with shader manager:', error);\n }\n\n // Track animation state if we're using animation\n let animationActive = false;\n let animationFrameId: number | null = null;\n let lastTime = 0;\n\n /**\n * Update the filter's intensity based on the configuration\n *\n * @param intensity - New intensity value (0-10 scale)\n */\n const updateIntensity = (intensity: number): void => {\n // Normalize intensity to a 0-10 scale\n const normalizedIntensity = Math.max(0, Math.min(10, intensity));\n\n // Determine which property to adjust based on config\n if (config.primaryProperty) {\n switch (config.primaryProperty) {\n case 'amplitude':\n // Map 0-10 to 0-30 for amplitude\n // Using amplitude as a Range object or direct value based on what's available\n if (typeof filter.amplitude === 'object') {\n // If amplitude is a Range object (array-like with start and end)\n filter.amplitude[0] = 0;\n filter.amplitude[1] = normalizedIntensity * 3; // 0-30 range\n } else {\n // Assume it's a direct value\n filter.amplitudeEnd = normalizedIntensity * 3; // 0-30 range\n }\n break;\n case 'waveLength':\n // Map 0-10 to 30-100 for wavelength\n if (typeof filter.waveLength === 'object') {\n // If waveLength is a Range object\n const start = 30;\n const end = 30 + (normalizedIntensity * 7); // 30-100 range\n filter.waveLength[0] = start;\n filter.waveLength[1] = end;\n } else {\n filter.wavelengthEnd = 30 + (normalizedIntensity * 7); // 30-100 range\n }\n break;\n case 'boundary':\n // Map 0-10 to 0-1 for boundary, which controls reflection height\n filter.boundary = 1 - (normalizedIntensity / 10); // Inverse mapping (higher intensity = larger reflection)\n break;\n case 'alpha':\n // Map 0-10 to 0-1 for alpha\n if (typeof filter.alpha === 'object') {\n // If alpha is a Range object\n filter.alpha[0] = normalizedIntensity / 10;\n filter.alpha[1] = normalizedIntensity / 10;\n } else {\n // Assume separate alphaStart and alphaEnd properties\n filter.alphaStart = normalizedIntensity / 10;\n filter.alphaEnd = normalizedIntensity / 10;\n }\n break;\n default:\n // Default to adjusting amplitude as it's the most visible effect\n if (typeof filter.amplitude === 'object') {\n filter.amplitude = [0, normalizedIntensity * 3]; // 0-30 range\n } else {\n filter.amplitudeEnd = normalizedIntensity * 3;\n }\n }\n } else {\n // Default behavior - adjust amplitude (most visible effect)\n if (typeof filter.amplitude === 'object') {\n filter.amplitude[0] = 0;\n filter.amplitude[1] = normalizedIntensity * 3; // 0-30 range\n } else {\n filter.amplitudeEnd = normalizedIntensity * 3;\n }\n }\n\n // Start or stop animation if configured\n if (config.animate) {\n if (normalizedIntensity > 0 && !animationActive) {\n // Start animation\n startAnimation();\n } else if (normalizedIntensity === 0 && animationActive) {\n // Stop animation\n stopAnimation();\n }\n }\n };\n\n /**\n * Start the time-based animation for wave movement\n */\n const startAnimation = (): void => {\n if (animationActive) return;\n\n animationActive = true;\n lastTime = Date.now();\n\n const animate = () => {\n const now = Date.now();\n const delta = (now - lastTime) / 1000; // Convert to seconds\n lastTime = now;\n\n // Update time value for animation (speed controlled by config)\n const animationSpeed = config.animationSpeed || 0.1;\n filter.time += delta * animationSpeed;\n\n // Continue animation loop\n animationFrameId = requestAnimationFrame(animate);\n };\n\n animate();\n };\n\n /**\n * Stop the time-based animation\n */\n const stopAnimation = (): void => {\n if (!animationActive) return;\n\n animationActive = false;\n\n if (animationFrameId !== null) {\n cancelAnimationFrame(animationFrameId);\n animationFrameId = null;\n }\n };\n\n // Set initial intensity\n updateIntensity(config.intensity);\n\n // Start animation if initial intensity > 0 and animation is enabled\n if (config.animate && config.intensity > 0) {\n startAnimation();\n }\n\n /**\n * Reset the filter to configured state or default values if not specified\n */\n const reset = (): void => {\n // Stop any active animation\n stopAnimation();\n\n // Reset alpha using config values or defaults\n if (typeof filter.alpha === 'object') {\n // Use a direct array assignment to avoid type conflicts\n if (config.alpha && Array.isArray(config.alpha)) {\n filter.alpha[0] = config.alpha[0];\n filter.alpha[1] = config.alpha[1];\n } else {\n filter.alpha[0] = 1;\n filter.alpha[1] = 1;\n }\n } else {\n filter.alphaStart = config.alphaStart ?? 1;\n filter.alphaEnd = config.alphaEnd ?? 1;\n }\n\n // Reset amplitude using config values or defaults\n if (typeof filter.amplitude === 'object') {\n // Use a direct array assignment to avoid type conflicts\n if (config.amplitude && Array.isArray(config.amplitude)) {\n filter.amplitude[0] = config.amplitude[0];\n filter.amplitude[1] = config.amplitude[1];\n } else {\n filter.amplitude[0] = 0;\n filter.amplitude[1] = 20;\n }\n } else {\n filter.amplitudeStart = config.amplitudeStart ?? 0;\n filter.amplitudeEnd = config.amplitudeEnd ?? 20;\n }\n\n // Reset wavelength using config values or defaults\n if (typeof filter.waveLength === 'object') {\n // Use a direct array assignment to avoid type conflicts\n if (config.waveLength && Array.isArray(config.waveLength)) {\n filter.waveLength[0] = config.waveLength[0];\n filter.waveLength[1] = config.waveLength[1];\n } else {\n filter.waveLength[0] = 30;\n filter.waveLength[1] = 100;\n }\n } else {\n filter.wavelengthStart = config.wavelengthStart ?? 30;\n filter.wavelengthEnd = config.wavelengthEnd ?? 100;\n }\n\n // Reset boundary using config value or default\n filter.boundary = config.boundary ?? 0.5;\n\n // Reset mirror using config value or default\n filter.mirror = config.mirror ?? true;\n\n // Always reset time to 0 for consistent initial state\n filter.time = 0;\n };\n\n /**\n * Release any WebGL resources used by this filter and stop animations\n */\n const dispose = (): void => {\n // Stop any active animation\n stopAnimation();\n\n // Release shader resources\n try {\n shaderManager.releaseFilter(filter, shaderKey);\n } catch (error) {\n console.warn('Error releasing reflection filter shader:', error);\n }\n\n // Destroy the filter\n filter.destroy();\n };\n\n return { filter, updateIntensity, reset, dispose 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