painting fixes
This commit is contained in:
parent
759e41d84a
commit
16b0d822e3
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@ -5,27 +5,19 @@
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//! Based on the libmypaint brush engine (ISC license, Martin Renold et al.).
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//!
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//! ### Dab shape
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//! For each pixel at normalised squared distance `rr = (dist / radius)²` from the
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//! dab centre, the opacity weight is calculated using two linear segments:
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//! For each pixel at normalised distance `r = dist / radius` from the dab centre,
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//! the opacity weight uses a flat inner core and smooth quadratic outer falloff:
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//!
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//! ```text
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//! opa
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//! ^
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//! * .
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//! | *
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//! | .
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//! +-----------*> rr
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//! 0 hardness 1
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//! ```
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//! - `r > 1`: opa = 0 (outside dab)
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//! - `r ≤ hardness` (or hardness = 1): opa = 1 (fully opaque core)
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//! - `hardness < r ≤ 1`: `opa = ((1 - r) / (1 - hardness))²` (smooth falloff)
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//!
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//! - segment 1 (rr ≤ hardness): `opa = 1 + rr * (-(1/hardness - 1))`
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//! - segment 2 (hardness < rr ≤ 1): `opa = hardness/(1-hardness) - rr * hardness/(1-hardness)`
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//! - rr > 1: opa = 0
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//! The GPU compute shader (`brush_dab.wgsl`) is the authoritative implementation.
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//!
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//! ### Dab placement
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//! Dabs are placed along the stroke polyline at intervals of
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//! `spacing = radius * dabs_per_radius`. Fractional remainder is tracked across
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//! consecutive `apply_stroke` calls via `StrokeState`.
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//! consecutive calls via `StrokeState`.
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//!
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//! ### Blending
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//! Normal mode uses the standard "over" operator on premultiplied RGBA:
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@ -120,7 +112,7 @@ impl BrushEngine {
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RasterBlendMode::Smudge => 2u32,
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};
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let mut push_dab = |dabs: &mut Vec<GpuDab>,
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let push_dab = |dabs: &mut Vec<GpuDab>,
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bbox: &mut (i32, i32, i32, i32),
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x: f32, y: f32,
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radius: f32, opacity: f32,
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@ -205,312 +197,9 @@ impl BrushEngine {
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(dabs, bbox)
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}
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/// Apply a complete stroke to a pixel buffer.
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///
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/// A fresh [`StrokeState`] is created for each stroke (starts with full dab
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/// placement spacing so the first dab lands at the very first point).
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pub fn apply_stroke(buffer: &mut RgbaImage, stroke: &StrokeRecord) {
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let mut state = StrokeState::new();
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// Ensure the very first point always gets a dab
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state.distance_since_last_dab = f32::MAX;
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Self::apply_stroke_with_state(buffer, stroke, &mut state);
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}
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/// Apply a stroke segment to a buffer while preserving dab-placement state.
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///
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/// Use this when building up a stroke incrementally (e.g. live drawing) so
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/// that dab spacing is consistent across motion events.
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pub fn apply_stroke_with_state(
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buffer: &mut RgbaImage,
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stroke: &StrokeRecord,
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state: &mut StrokeState,
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) {
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if stroke.points.len() < 2 {
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// Single-point "tap": draw one dab at the given pressure
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if let Some(pt) = stroke.points.first() {
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let r = stroke.brush_settings.radius_at_pressure(pt.pressure);
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let o = stroke.brush_settings.opacity_at_pressure(pt.pressure);
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// Smudge has no drag direction on a single tap — skip painting
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if !matches!(stroke.blend_mode, RasterBlendMode::Smudge) {
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Self::render_dab(buffer, pt.x, pt.y, r, stroke.brush_settings.hardness,
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o, stroke.color, stroke.blend_mode);
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}
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state.distance_since_last_dab = 0.0;
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}
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return;
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}
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for window in stroke.points.windows(2) {
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let p0 = &window[0];
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let p1 = &window[1];
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let dx = p1.x - p0.x;
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let dy = p1.y - p0.y;
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let seg_len = (dx * dx + dy * dy).sqrt();
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if seg_len < 1e-4 {
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continue;
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}
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// Interpolate across this segment
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let mut t = 0.0f32;
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while t < 1.0 {
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let pressure = p0.pressure + t * (p1.pressure - p0.pressure);
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let radius = stroke.brush_settings.radius_at_pressure(pressure);
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let spacing = radius * stroke.brush_settings.dabs_per_radius;
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let spacing = spacing.max(0.5); // at least half a pixel
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let dist_to_next = spacing - state.distance_since_last_dab;
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let seg_t_to_next = (dist_to_next / seg_len).max(0.0);
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if seg_t_to_next > 1.0 - t {
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// Not enough distance left in this segment for another dab
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state.distance_since_last_dab += seg_len * (1.0 - t);
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break;
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}
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t += seg_t_to_next;
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let x2 = p0.x + t * dx;
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let y2 = p0.y + t * dy;
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let pressure2 = p0.pressure + t * (p1.pressure - p0.pressure);
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let radius2 = stroke.brush_settings.radius_at_pressure(pressure2);
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let opacity2 = stroke.brush_settings.opacity_at_pressure(pressure2);
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if matches!(stroke.blend_mode, RasterBlendMode::Smudge) {
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// Directional warp smudge: each pixel in the dab footprint
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// samples from a position offset backwards along the stroke,
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// preserving lateral color structure.
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let ndx = dx / seg_len;
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let ndy = dy / seg_len;
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let smudge_dist = (radius2 * stroke.brush_settings.dabs_per_radius).max(1.0);
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Self::render_smudge_dab(buffer, x2, y2, radius2,
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stroke.brush_settings.hardness,
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opacity2, ndx, ndy, smudge_dist);
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} else {
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Self::render_dab(buffer, x2, y2, radius2,
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stroke.brush_settings.hardness,
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opacity2, stroke.color, stroke.blend_mode);
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}
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state.distance_since_last_dab = 0.0;
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}
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}
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}
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/// Render a single Gaussian dab at pixel position (x, y).
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///
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/// Uses the two-segment linear falloff from MyPaint/libmypaint for the
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/// opacity mask, then blends using the requested `blend_mode`.
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pub fn render_dab(
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buffer: &mut RgbaImage,
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x: f32,
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y: f32,
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radius: f32,
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hardness: f32,
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opacity: f32,
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color: [f32; 4],
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blend_mode: RasterBlendMode,
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) {
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if radius < 0.5 || opacity <= 0.0 {
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return;
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}
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let hardness = hardness.clamp(1e-3, 1.0);
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// Pre-compute the two linear-segment coefficients (from libmypaint render_dab_mask)
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let seg1_offset = 1.0f32;
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let seg1_slope = -(1.0 / hardness - 1.0);
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let seg2_offset = hardness / (1.0 - hardness);
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let seg2_slope = -hardness / (1.0 - hardness);
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let r_fringe = radius + 1.0;
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let x0 = ((x - r_fringe).floor() as i32).max(0) as u32;
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let y0 = ((y - r_fringe).floor() as i32).max(0) as u32;
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let x1 = ((x + r_fringe).ceil() as i32).min(buffer.width() as i32 - 1).max(0) as u32;
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let y1 = ((y + r_fringe).ceil() as i32).min(buffer.height() as i32 - 1).max(0) as u32;
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let one_over_r2 = 1.0 / (radius * radius);
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for py in y0..=y1 {
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for px in x0..=x1 {
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let dx = px as f32 + 0.5 - x;
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let dy = py as f32 + 0.5 - y;
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let rr = (dx * dx + dy * dy) * one_over_r2;
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if rr > 1.0 {
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continue;
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}
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// Two-segment opacity (identical to libmypaint calculate_opa)
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let opa_weight = if rr <= hardness {
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seg1_offset + rr * seg1_slope
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} else {
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seg2_offset + rr * seg2_slope
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}
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.clamp(0.0, 1.0);
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let dab_alpha = opa_weight * opacity * color[3];
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if dab_alpha <= 0.0 {
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continue;
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}
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let pixel = buffer.get_pixel_mut(px, py);
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let dst = [
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pixel[0] as f32 / 255.0,
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pixel[1] as f32 / 255.0,
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pixel[2] as f32 / 255.0,
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pixel[3] as f32 / 255.0,
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];
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let (out_r, out_g, out_b, out_a) = match blend_mode {
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RasterBlendMode::Normal | RasterBlendMode::Smudge => {
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// Standard "over" operator (smudge pre-computes its color upstream)
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let oa = dab_alpha;
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let ba = 1.0 - oa;
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let out_a = oa + ba * dst[3];
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let out_r = oa * color[0] + ba * dst[0];
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let out_g = oa * color[1] + ba * dst[1];
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let out_b = oa * color[2] + ba * dst[2];
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(out_r, out_g, out_b, out_a)
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}
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RasterBlendMode::Erase => {
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// Multiplicative erase: each dab removes dab_alpha *fraction* of remaining
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// alpha. This prevents dense overlapping dabs from summing past 1.0 and
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// fully erasing at low opacity — opacity now controls the per-dab fraction
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// removed rather than an absolute amount.
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let new_a = dst[3] * (1.0 - dab_alpha);
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let scale = if dst[3] > 1e-6 { new_a / dst[3] } else { 0.0 };
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(dst[0] * scale, dst[1] * scale, dst[2] * scale, new_a)
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}
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};
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pixel[0] = (out_r.clamp(0.0, 1.0) * 255.0) as u8;
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pixel[1] = (out_g.clamp(0.0, 1.0) * 255.0) as u8;
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pixel[2] = (out_b.clamp(0.0, 1.0) * 255.0) as u8;
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pixel[3] = (out_a.clamp(0.0, 1.0) * 255.0) as u8;
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}
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}
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}
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/// Render a smudge dab using directional per-pixel warp.
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///
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/// Each pixel in the dab footprint samples from the canvas at a position offset
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/// backwards along `(ndx, ndy)` by `smudge_dist` pixels, then blends that
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/// sampled color over the current pixel weighted by the dab opacity.
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///
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/// Because each pixel samples its own source position, lateral color structure
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/// is preserved: dragging over a 1-pixel dot with a 20-pixel brush produces a
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/// narrow streak rather than a uniform smear.
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///
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/// Updates are collected before any writes to avoid read/write aliasing.
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fn render_smudge_dab(
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buffer: &mut RgbaImage,
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x: f32,
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y: f32,
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radius: f32,
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hardness: f32,
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opacity: f32,
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ndx: f32, // normalized stroke direction x
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ndy: f32, // normalized stroke direction y
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smudge_dist: f32,
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) {
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if radius < 0.5 || opacity <= 0.0 {
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return;
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}
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let hardness = hardness.clamp(1e-3, 1.0);
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let seg1_offset = 1.0f32;
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let seg1_slope = -(1.0 / hardness - 1.0);
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let seg2_offset = hardness / (1.0 - hardness);
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let seg2_slope = -hardness / (1.0 - hardness);
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let r_fringe = radius + 1.0;
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let x0 = ((x - r_fringe).floor() as i32).max(0) as u32;
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let y0 = ((y - r_fringe).floor() as i32).max(0) as u32;
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let x1 = ((x + r_fringe).ceil() as i32).min(buffer.width() as i32 - 1).max(0) as u32;
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let y1 = ((y + r_fringe).ceil() as i32).min(buffer.height() as i32 - 1).max(0) as u32;
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let one_over_r2 = 1.0 / (radius * radius);
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// Collect updates before writing to avoid aliasing between source and dest reads
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let mut updates: Vec<(u32, u32, [u8; 4])> = Vec::new();
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for py in y0..=y1 {
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for px in x0..=x1 {
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let fdx = px as f32 + 0.5 - x;
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let fdy = py as f32 + 0.5 - y;
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let rr = (fdx * fdx + fdy * fdy) * one_over_r2;
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if rr > 1.0 {
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continue;
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}
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let opa_weight = if rr <= hardness {
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seg1_offset + rr * seg1_slope
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} else {
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seg2_offset + rr * seg2_slope
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}
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.clamp(0.0, 1.0);
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let alpha = opa_weight * opacity;
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if alpha <= 0.0 {
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continue;
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}
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// Sample from one dab-spacing behind the current position along stroke
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let src_x = px as f32 + 0.5 - ndx * smudge_dist;
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let src_y = py as f32 + 0.5 - ndy * smudge_dist;
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let src = Self::sample_bilinear(buffer, src_x, src_y);
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let dst = buffer.get_pixel(px, py);
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let da = 1.0 - alpha;
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let out = [
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((alpha * src[0] + da * dst[0] as f32 / 255.0).clamp(0.0, 1.0) * 255.0) as u8,
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((alpha * src[1] + da * dst[1] as f32 / 255.0).clamp(0.0, 1.0) * 255.0) as u8,
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((alpha * src[2] + da * dst[2] as f32 / 255.0).clamp(0.0, 1.0) * 255.0) as u8,
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((alpha * src[3] + da * dst[3] as f32 / 255.0).clamp(0.0, 1.0) * 255.0) as u8,
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];
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updates.push((px, py, out));
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}
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}
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for (px, py, rgba) in updates {
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let p = buffer.get_pixel_mut(px, py);
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p[0] = rgba[0];
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p[1] = rgba[1];
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p[2] = rgba[2];
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p[3] = rgba[3];
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}
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}
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/// Bilinearly sample a floating-point position from the buffer, clamped to bounds.
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fn sample_bilinear(buffer: &RgbaImage, x: f32, y: f32) -> [f32; 4] {
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let w = buffer.width() as i32;
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let h = buffer.height() as i32;
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let x0 = (x.floor() as i32).clamp(0, w - 1);
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let y0 = (y.floor() as i32).clamp(0, h - 1);
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let x1 = (x0 + 1).min(w - 1);
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let y1 = (y0 + 1).min(h - 1);
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let fx = (x - x0 as f32).clamp(0.0, 1.0);
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let fy = (y - y0 as f32).clamp(0.0, 1.0);
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let p00 = buffer.get_pixel(x0 as u32, y0 as u32);
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let p10 = buffer.get_pixel(x1 as u32, y0 as u32);
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let p01 = buffer.get_pixel(x0 as u32, y1 as u32);
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let p11 = buffer.get_pixel(x1 as u32, y1 as u32);
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let mut out = [0.0f32; 4];
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for i in 0..4 {
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let top = p00[i] as f32 * (1.0 - fx) + p10[i] as f32 * fx;
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let bot = p01[i] as f32 * (1.0 - fx) + p11[i] as f32 * fx;
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out[i] = (top * (1.0 - fy) + bot * fy) / 255.0;
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}
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out
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}
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}
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/// Create an `RgbaImage` from a raw RGBA pixel buffer.
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///
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/// If `raw` is empty a blank (transparent) image of the given dimensions is returned.
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@ -542,46 +231,6 @@ pub fn decode_png(data: &[u8]) -> Result<RgbaImage, String> {
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::raster_layer::{StrokePoint, StrokeRecord, RasterBlendMode};
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use crate::brush_settings::BrushSettings;
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fn make_stroke(color: [f32; 4]) -> StrokeRecord {
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StrokeRecord {
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brush_settings: BrushSettings::default_round_hard(),
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color,
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blend_mode: RasterBlendMode::Normal,
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points: vec![
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StrokePoint { x: 10.0, y: 10.0, pressure: 0.8, tilt_x: 0.0, tilt_y: 0.0, timestamp: 0.0 },
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StrokePoint { x: 50.0, y: 10.0, pressure: 0.8, tilt_x: 0.0, tilt_y: 0.0, timestamp: 0.1 },
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],
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}
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}
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#[test]
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fn test_stroke_modifies_buffer() {
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let mut img = RgbaImage::new(100, 100);
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let stroke = make_stroke([1.0, 0.0, 0.0, 1.0]); // red
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BrushEngine::apply_stroke(&mut img, &stroke);
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// The center pixel should have some red
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let px = img.get_pixel(30, 10);
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assert!(px[0] > 0, "expected red paint");
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}
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#[test]
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fn test_erase_reduces_alpha() {
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let mut img = RgbaImage::from_pixel(100, 100, image::Rgba([200, 100, 50, 255]));
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let stroke = StrokeRecord {
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brush_settings: BrushSettings::default_round_hard(),
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color: [0.0, 0.0, 0.0, 1.0],
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blend_mode: RasterBlendMode::Erase,
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points: vec![
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StrokePoint { x: 50.0, y: 50.0, pressure: 1.0, tilt_x: 0.0, tilt_y: 0.0, timestamp: 0.0 },
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],
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};
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BrushEngine::apply_stroke(&mut img, &stroke);
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let px = img.get_pixel(50, 50);
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assert!(px[3] < 255, "alpha should be reduced by erase");
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}
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#[test]
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fn test_png_roundtrip() {
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@ -94,7 +94,6 @@ impl CanvasPair {
|
|||
/// in `raw_pixels` / PNG files). The values are decoded to linear premultiplied
|
||||
/// before being written to the canvas, which operates entirely in linear space.
|
||||
pub fn upload(&self, queue: &wgpu::Queue, pixels: &[u8]) {
|
||||
eprintln!("[CANVAS] upload: {}x{} pixels={}", self.width, self.height, pixels.len());
|
||||
// Decode sRGB-premultiplied → linear premultiplied for the GPU canvas.
|
||||
let linear: Vec<u8> = pixels.chunks_exact(4).flat_map(|p| {
|
||||
let r = (srgb_to_linear(p[0] as f32 / 255.0) * 255.0 + 0.5) as u8;
|
||||
|
|
@ -269,10 +268,8 @@ impl GpuBrushEngine {
|
|||
let needs_new = self.canvases.get(&keyframe_id)
|
||||
.map_or(true, |c| c.width != width || c.height != height);
|
||||
if needs_new {
|
||||
eprintln!("[CANVAS] ensure_canvas: creating new CanvasPair for kf={:?} {}x{}", keyframe_id, width, height);
|
||||
self.canvases.insert(keyframe_id, CanvasPair::new(device, width, height));
|
||||
} else {
|
||||
eprintln!("[CANVAS] ensure_canvas: reusing existing CanvasPair for kf={:?}", keyframe_id);
|
||||
}
|
||||
self.canvases.get_mut(&keyframe_id).unwrap()
|
||||
}
|
||||
|
|
@ -306,7 +303,6 @@ impl GpuBrushEngine {
|
|||
depth_or_array_layers: 1,
|
||||
};
|
||||
|
||||
eprintln!("[DAB] render_dabs keyframe={:?} count={}", keyframe_id, dabs.len());
|
||||
for dab in dabs {
|
||||
// Per-dab bounding box
|
||||
let r_fringe = dab.radius + 1.0;
|
||||
|
|
@ -415,9 +411,7 @@ impl GpuBrushEngine {
|
|||
queue.submit(Some(compute_enc.finish()));
|
||||
|
||||
// Swap: the just-written dst becomes src for the next dab.
|
||||
eprintln!("[DAB] dispatched bbox=({},{},{},{}) current_before_swap={}", x0, y0, x1, y1, canvas.current);
|
||||
canvas.swap();
|
||||
eprintln!("[DAB] after swap: current={}", canvas.current);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -418,7 +418,7 @@ impl FocusIconCache {
|
|||
}
|
||||
}
|
||||
|
||||
fn get_or_load(&mut self, icon: FocusIcon, icon_color: egui::Color32, ctx: &egui::Context) -> Option<&egui::TextureHandle> {
|
||||
fn get_or_load(&mut self, icon: FocusIcon, icon_color: egui::Color32, display_size: f32, ctx: &egui::Context) -> Option<&egui::TextureHandle> {
|
||||
if !self.icons.contains_key(&icon) {
|
||||
let (svg_bytes, svg_filename) = match icon {
|
||||
FocusIcon::Animation => (focus_icons::ANIMATION, "focus-animation.svg"),
|
||||
|
|
@ -435,7 +435,8 @@ impl FocusIconCache {
|
|||
);
|
||||
let svg_with_color = svg_data.replace("currentColor", &color_hex);
|
||||
|
||||
if let Some(texture) = rasterize_svg(svg_with_color.as_bytes(), svg_filename, 120, ctx) {
|
||||
let render_size = (display_size * ctx.pixels_per_point()).ceil() as u32;
|
||||
if let Some(texture) = rasterize_svg(svg_with_color.as_bytes(), svg_filename, render_size, ctx) {
|
||||
self.icons.insert(icon, texture);
|
||||
}
|
||||
}
|
||||
|
|
@ -1310,12 +1311,13 @@ impl EditorApp {
|
|||
|
||||
// Icon area - render SVG texture
|
||||
let icon_color = egui::Color32::from_gray(200);
|
||||
let icon_center = rect.center_top() + egui::vec2(0.0, 50.0);
|
||||
let icon_display_size = 60.0;
|
||||
let title_area_height = 40.0;
|
||||
let icon_display_size = rect.width() - 16.0;
|
||||
let icon_center = egui::pos2(rect.center().x, rect.min.y + (rect.height() - title_area_height) * 0.5);
|
||||
|
||||
// Get or load the SVG icon texture
|
||||
let ctx = ui.ctx().clone();
|
||||
if let Some(texture) = self.focus_icon_cache.get_or_load(icon, icon_color, &ctx) {
|
||||
if let Some(texture) = self.focus_icon_cache.get_or_load(icon, icon_color, icon_display_size, &ctx) {
|
||||
let texture_size = texture.size_vec2();
|
||||
let scale = icon_display_size / texture_size.x.max(texture_size.y);
|
||||
let scaled_size = texture_size * scale;
|
||||
|
|
|
|||
|
|
@ -79,15 +79,19 @@ fn apply_dab(current: vec4<f32>, dab: GpuDab, px: i32, py: i32) -> vec4<f32> {
|
|||
let rr = (dx * dx + dy * dy) / (dab.radius * dab.radius);
|
||||
if rr > 1.0 { return current; }
|
||||
|
||||
// Two-segment linear falloff (identical to libmypaint calculate_opa)
|
||||
let h = clamp(dab.hardness, 0.001, 1.0);
|
||||
// Quadratic falloff: flat inner core, smooth quadratic outer zone.
|
||||
// r is the actual normalised distance [0,1]; h controls the hard-core radius.
|
||||
// Inner zone (r ≤ h): fully opaque.
|
||||
// Outer zone (r > h): opa = ((1-r)/(1-h))^2, giving a smooth bell-shaped dab.
|
||||
let h = clamp(dab.hardness, 0.0, 1.0);
|
||||
let r = sqrt(rr);
|
||||
var opa_weight: f32;
|
||||
if rr <= h {
|
||||
opa_weight = 1.0 + rr * (-(1.0 / h - 1.0));
|
||||
if h >= 1.0 || r <= h {
|
||||
opa_weight = 1.0;
|
||||
} else {
|
||||
opa_weight = h / (1.0 - h) + rr * (-h / (1.0 - h));
|
||||
let t = (1.0 - r) / (1.0 - h);
|
||||
opa_weight = t * t;
|
||||
}
|
||||
opa_weight = clamp(opa_weight, 0.0, 1.0);
|
||||
|
||||
if dab.blend_mode == 0u {
|
||||
// Normal: "over" operator
|
||||
|
|
|
|||
|
|
@ -508,7 +508,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback {
|
|||
if let Some(ref float_sel) = self.ctx.selection.raster_floating {
|
||||
if let Ok(mut gpu_brush) = shared.gpu_brush.lock() {
|
||||
if !gpu_brush.canvases.contains_key(&float_sel.canvas_id) {
|
||||
eprintln!("[CANVAS] lazy-init float canvas id={:?}", float_sel.canvas_id);
|
||||
gpu_brush.ensure_canvas(device, float_sel.canvas_id, float_sel.width, float_sel.height);
|
||||
if let Some(canvas) = gpu_brush.canvases.get(&float_sel.canvas_id) {
|
||||
let pixels = if float_sel.pixels.is_empty() {
|
||||
|
|
@ -537,7 +536,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback {
|
|||
);
|
||||
// On stroke start, upload the pre-stroke pixel data to both textures
|
||||
if let Some(ref pixels) = pending.initial_pixels {
|
||||
eprintln!("[STROKE] uploading initial_pixels for kf={:?} painting_float={}", pending.keyframe_id, self.ctx.painting_float);
|
||||
if let Some(canvas) = gpu_brush.canvases.get(&pending.keyframe_id) {
|
||||
canvas.upload(queue, pixels);
|
||||
}
|
||||
|
|
@ -594,14 +592,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback {
|
|||
);
|
||||
drop(image_cache);
|
||||
|
||||
// Debug frame counter (only active during strokes)
|
||||
static FRAME: std::sync::atomic::AtomicU64 = std::sync::atomic::AtomicU64::new(0);
|
||||
let dbg_frame = FRAME.fetch_add(1, std::sync::atomic::Ordering::Relaxed);
|
||||
let dbg_stroke = self.ctx.painting_canvas.is_some();
|
||||
if dbg_stroke {
|
||||
eprintln!("[FRAME {}] painting_canvas={:?} painting_float={}", dbg_frame, self.ctx.painting_canvas, self.ctx.painting_float);
|
||||
}
|
||||
|
||||
// Get buffer pool for layer rendering
|
||||
let mut buffer_pool = shared.buffer_pool.lock().unwrap();
|
||||
|
||||
|
|
@ -641,7 +631,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback {
|
|||
antialiasing_method: vello::AaConfig::Msaa16,
|
||||
};
|
||||
|
||||
if dbg_stroke { eprintln!("[DRAW] background Vello render"); }
|
||||
if let Ok(mut renderer) = shared.renderer.lock() {
|
||||
renderer.render_to_texture(device, queue, &composite_result.background, bg_srgb_view, &bg_render_params).ok();
|
||||
}
|
||||
|
|
@ -661,7 +650,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback {
|
|||
// Clear to dark gray (stage background outside document bounds)
|
||||
// Note: stage_bg values are already in linear space for HDR compositing
|
||||
let stage_bg = [45.0 / 255.0, 45.0 / 255.0, 48.0 / 255.0, 1.0];
|
||||
if dbg_stroke { eprintln!("[COMPOSITE] background onto HDR"); }
|
||||
shared.compositor.composite(
|
||||
device,
|
||||
queue,
|
||||
|
|
@ -776,7 +764,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback {
|
|||
let mut used = false;
|
||||
if let Ok(gpu_brush) = shared.gpu_brush.lock() {
|
||||
if let Some(canvas) = gpu_brush.canvases.get(&kf_id) {
|
||||
if dbg_stroke { eprintln!("[DRAW] GPU canvas blit layer={:?} kf={:?} canvas.current={}", rendered_layer.layer_id, kf_id, canvas.current); }
|
||||
let camera = crate::gpu_brush::CameraParams {
|
||||
pan_x: self.ctx.pan_offset.x,
|
||||
pan_y: self.ctx.pan_offset.y,
|
||||
|
|
@ -804,7 +791,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback {
|
|||
|
||||
if !used_gpu_canvas {
|
||||
// Render layer scene to sRGB buffer, then convert to HDR
|
||||
if dbg_stroke { eprintln!("[DRAW] Vello render layer={:?} opacity={}", rendered_layer.layer_id, rendered_layer.opacity); }
|
||||
if let Ok(mut renderer) = shared.renderer.lock() {
|
||||
renderer.render_to_texture(device, queue, &rendered_layer.scene, srgb_view, &layer_render_params).ok();
|
||||
}
|
||||
|
|
@ -822,7 +808,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback {
|
|||
rendered_layer.blend_mode,
|
||||
);
|
||||
|
||||
if dbg_stroke { eprintln!("[COMPOSITE] layer={:?} opacity={} blend={:?} used_gpu_canvas={}", rendered_layer.layer_id, rendered_layer.opacity, rendered_layer.blend_mode, used_gpu_canvas); }
|
||||
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("layer_composite_encoder"),
|
||||
});
|
||||
|
|
@ -1017,7 +1002,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback {
|
|||
|
||||
// Blit the float GPU canvas on top of all composited layers.
|
||||
// The float_mask_view clips to the selection shape (None = full float visible).
|
||||
if dbg_stroke { eprintln!("[FRAME {}] float blit section: raster_floating={}", dbg_frame, self.ctx.selection.raster_floating.is_some()); }
|
||||
if let Some(ref float_sel) = self.ctx.selection.raster_floating {
|
||||
let float_canvas_id = float_sel.canvas_id;
|
||||
let float_x = float_sel.x;
|
||||
|
|
@ -1026,7 +1010,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback {
|
|||
let float_h = float_sel.height;
|
||||
if let Ok(gpu_brush) = shared.gpu_brush.lock() {
|
||||
if let Some(canvas) = gpu_brush.canvases.get(&float_canvas_id) {
|
||||
if dbg_stroke { eprintln!("[DRAW] float canvas blit canvas_id={:?} canvas.current={}", float_canvas_id, canvas.current); }
|
||||
let float_hdr_handle = buffer_pool.acquire(device, hdr_spec);
|
||||
if let (Some(fhdr_view), Some(hdr_view)) = (
|
||||
buffer_pool.get_view(float_hdr_handle),
|
||||
|
|
@ -1051,7 +1034,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback {
|
|||
float_mask_view.as_ref(),
|
||||
);
|
||||
let float_layer = lightningbeam_core::gpu::CompositorLayer::normal(float_hdr_handle, 1.0);
|
||||
if dbg_stroke { eprintln!("[COMPOSITE] float canvas onto HDR"); }
|
||||
let mut enc = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("float_canvas_composite"),
|
||||
});
|
||||
|
|
@ -2189,7 +2171,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback {
|
|||
antialiasing_method: vello::AaConfig::Msaa16,
|
||||
};
|
||||
|
||||
if self.ctx.painting_canvas.is_some() { eprintln!("[DRAW] overlay Vello render"); }
|
||||
if let Ok(mut renderer) = shared.renderer.lock() {
|
||||
renderer.render_to_texture(device, queue, &scene, overlay_srgb_view, &overlay_params).ok();
|
||||
}
|
||||
|
|
@ -2203,7 +2184,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback {
|
|||
|
||||
// Composite overlay onto HDR texture
|
||||
let overlay_layer = lightningbeam_core::gpu::CompositorLayer::normal(overlay_hdr_handle, 1.0);
|
||||
if self.ctx.painting_canvas.is_some() { eprintln!("[COMPOSITE] overlay onto HDR"); }
|
||||
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("overlay_composite_encoder"),
|
||||
});
|
||||
|
|
@ -4758,7 +4738,11 @@ impl StagePane {
|
|||
[1.0f32, 1.0, 1.0, 1.0]
|
||||
} else {
|
||||
let c = if *shared.brush_use_fg { *shared.stroke_color } else { *shared.fill_color };
|
||||
[c.r() as f32 / 255.0, c.g() as f32 / 255.0, c.b() as f32 / 255.0, c.a() as f32 / 255.0]
|
||||
let s2l = |v: u8| -> f32 {
|
||||
let f = v as f32 / 255.0;
|
||||
if f <= 0.04045 { f / 12.92 } else { ((f + 0.055) / 1.055).powf(2.4) }
|
||||
};
|
||||
[s2l(c.r()), s2l(c.g()), s2l(c.b()), c.a() as f32 / 255.0]
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------
|
||||
|
|
|
|||
Loading…
Reference in New Issue