screentinker/shared/Transitions/params.js
ScreenTinker 95b8d1b293 Export shared modules to the browser even when Node is in the page
Transitions have never run on BrightSign, and it was never a GPU problem.

`transitionRuntimeReady()` is a presence check on three globals and touches no
WebGL at all. A BrightSign roHtmlWidget is created with `nodejs_enabled: true`,
which puts Node's `module` into classic-script scope — so every shared module
that exported with an `else` took the CommonJS branch and never assigned its
browser global. The runtime was absent before WebGL was ever asked a question.

This is deducible from the fleet without touching the hardware: the player
pushes system.reboot / display.power / display.resolution / system.self_update
only behind BS.hasHost(), which needs require('@brightsign/messageport') to
resolve. Our XT245's stored capability row carries all four, so Node
integration was live in that page, so the CommonJS branch was taken.

Transitions are the least of it. schedule-eval.js had the same shape, and the
player falls back to "always active" when ScheduleEval is missing — so per-item
DAYPARTING silently stopped applying on that platform and scheduled content
played outside its window with nothing in any log. player-media-health.js the
same. Four files, all fixed by exporting to BOTH targets rather than either/or.

media-mute.js, orientation-style.js and wall-geometry.js already assigned their
globals in a separate unconditional block and were never affected; the audit
that reached me claimed all seven, and reading them is what separated the four
from the three.

THE GUARD, WITHOUT WHICH THE ABOVE IS A REGRESSION.

Restore the globals alone and BrightSign starts attempting video wipes it
cannot supply. On a hardware video plane drawImage(video) succeeds, throws
nothing, and paints a fully TRANSPARENT frame — so the wipe fades from nothing,
behind a video plane that is still lit. Worse than the hard cut it replaces.

The discriminator already existed: videoFrameIsCapturable() probes ALPHA, so a
genuine fade-to-black still reads as captured. It was wired into the screenshot
path and not this one, which asked isMediaReadable() — a CORS question, "am I
allowed to read this", not "did any pixels arrive". Both the outgoing frame and
the incoming warm-play snapshot now consult it, cached per platform, defaulting
to available while undetermined so a cold start is not crippled.

Net effect on BrightSign: image-to-image transitions light up, anything
involving video hard-cuts honestly, and dayparting starts working.

Full video transitions are reachable later — BrightSign documents that video
"captured as a canvas for WebGL processing must be routed to the GPU" via a
per-element hwz="off", which keeps hardware decode at an 8-bit/1080p ceiling.
That needs the hardware to validate and is not in this change.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_014skWYXJUWhF73EvNPgB2AS
2026-08-07 10:36:50 -05:00

85 lines
3.4 KiB
JavaScript

// GL Transitions v1 param parser — ByteTinker, MIT
//
// Single source of truth for shader parameters. The `.glsl` files declare their own
// params using the GL Transitions comment convention, extended with an optional range:
//
// uniform float bounce; // = 0.5 [0.0..1.5]
//
// This parser is consumed by:
// - the web player renderer (uniform defaults + values from snapshot config)
// - the Tizen player renderer (same)
// - the dashboard picker (slider min/max/default/step)
//
// There is deliberately no separate param schema. If you find yourself adding one,
// the shader and the UI have already drifted.
const PARAM_RE =
/uniform\s+float\s+(\w+)\s*;\s*\/\/\s*=\s*(-?[\d.]+)\s*(?:\[\s*(-?[\d.]+)\s*\.\.\s*(-?[\d.]+)\s*\])?/g;
/**
* Parse param declarations out of a GLSL source string.
* @param {string} src
* @returns {Array<{name:string, default:number, min:number, max:number, step:number}>}
*/
function parseParams(src) {
const out = [];
let m;
PARAM_RE.lastIndex = 0;
while ((m = PARAM_RE.exec(src))) {
const def = parseFloat(m[2]);
const min = m[3] !== undefined ? parseFloat(m[3]) : Math.min(0, def);
const max = m[4] !== undefined ? parseFloat(m[4]) : (def === 0 ? 1 : def * 2);
out.push({ name: m[1], default: def, min, max, step: (max - min) / 200 });
}
return out;
}
/**
* Merge stored values over defaults, dropping unknown keys and clamping to range.
* Never trust the snapshot blob — a shader may have been edited since the playlist
* was configured, and an out-of-range uniform can produce a black frame.
* @param {Array} params result of parseParams
* @param {Object} stored values from snapshot.transition.params
*/
function resolveParams(params, stored) {
const out = {};
for (const p of params) {
const v = stored && typeof stored[p.name] === 'number' ? stored[p.name] : p.default;
out[p.name] = Math.min(p.max, Math.max(p.min, v));
}
return out;
}
// The renderer wraps each .glsl with this. Keep it identical across web, Tizen, and
// Android — the shader sources assume exactly these names and nothing else.
const PREAMBLE = `precision highp float;
varying vec2 vUv;
uniform sampler2D uFrom;
uniform sampler2D uTo;
uniform float progress;
uniform float ratio;
vec4 getFromColor(vec2 uv){ return texture2D(uFrom, uv); }
vec4 getToColor(vec2 uv){ return texture2D(uTo, uv); }
`;
const EPILOGUE = `
void main(){ gl_FragColor = transition(vUv); }`;
const VERTEX = `attribute vec2 aPos;
varying vec2 vUv;
void main(){ vUv = aPos * 0.5 + 0.5; gl_Position = vec4(aPos, 0.0, 1.0); }`;
// Export to BOTH, never either/or. A BrightSign roHtmlWidget is created with
// `nodejs_enabled: true`, which puts Node's `module` into the page's classic-script scope — so an
// `else` here means the browser branch never runs on that platform and `self.TransitionParams` is
// simply never set. The player's transitionRuntimeReady() is a presence check on exactly that
// global, so transitions were dark on every BrightSign, and the failure looked like a GPU problem
// rather than a module-format one. Anything a browser is meant to see must be assigned
// unconditionally.
if (typeof module !== 'undefined' && module.exports) {
module.exports = { parseParams, resolveParams, PREAMBLE, EPILOGUE, VERTEX };
}
if (typeof self !== 'undefined') {
self.TransitionParams = { parseParams, resolveParams, PREAMBLE, EPILOGUE, VERTEX }; // browser (player/demo)
}