Lightningbeam/lightningbeam-ui/lightningbeam-editor/src/raster_tool.rs

336 lines
13 KiB
Rust

//! Unified raster tool interface.
//!
//! Every raster tool operates on three GPU textures of identical dimensions:
//!
//! | Buffer | Access | Purpose |
//! |--------|--------|---------|
//! | **A** | Read-only | Source pixels, uploaded from layer/float at mousedown. |
//! | **B** | Write-only | Output / display. Compositor shows B while the tool is active. |
//! | **C** | Read+Write | Scratch. Dabs accumulate here across the stroke; composite A+C→B each frame. |
//!
//! All three are `Rgba16Float` with the same pixel dimensions. The framework
//! allocates and validates them in [`begin_raster_workspace`]; tools only
//! dispatch shaders.
use uuid::Uuid;
use eframe::egui;
// ── WorkspaceSource ──────────────────────────────────────────────────────────
/// Describes whether the tool is operating on a raster layer or a floating selection.
#[derive(Clone, Debug)]
pub enum WorkspaceSource {
/// Operating on the full raster layer.
Layer {
layer_id: Uuid,
time: f64,
},
/// Operating on the floating selection.
Float,
}
// ── RasterWorkspace ───────────────────────────────────────────────────────────
/// GPU buffer IDs and metadata for a single tool operation.
///
/// Created by [`begin_raster_workspace`] on mousedown. All three canvas UUIDs
/// index into `GpuBrushEngine::canvases` and are valid for the lifetime of the
/// active tool. They are queued for removal in `pending_canvas_removals` after
/// commit or cancel.
#[derive(Debug)]
pub struct RasterWorkspace {
/// A canvas (Rgba16Float) — source pixels, uploaded at mousedown, read-only for tools.
pub a_canvas_id: Uuid,
/// B canvas (Rgba16Float) — output / display; compositor shows this while active.
pub b_canvas_id: Uuid,
/// C canvas (Rgba16Float) — scratch; tools accumulate dabs here across the stroke.
pub c_canvas_id: Uuid,
/// Pixel dimensions. A, B, C, and mask are all guaranteed to be this size.
pub width: u32,
pub height: u32,
/// Top-left position in document-pixel space.
/// `(0, 0)` for a layer workspace; `(float.x, float.y)` for a float workspace.
pub x: i32,
pub y: i32,
/// Where the workspace came from — drives commit behaviour.
pub source: WorkspaceSource,
/// CPU snapshot taken at mousedown for undo / cancel.
/// Length is always `width * height * 4` (sRGB premultiplied RGBA).
pub before_pixels: Vec<u8>,
}
impl RasterWorkspace {
/// Returns the three canvas UUIDs as an array (convenient for bulk removal).
pub fn canvas_ids(&self) -> [Uuid; 3] {
[self.a_canvas_id, self.b_canvas_id, self.c_canvas_id]
}
}
// ── WorkspaceInitPacket ───────────────────────────────────────────────────────
/// Data sent to `prepare()` on the first frame to create and upload the A/B/C canvases.
///
/// The canvas UUIDs are pre-allocated in `begin_raster_workspace()` (UI thread).
/// The actual `wgpu::Texture` creation and pixel upload happens in `prepare()`.
pub struct WorkspaceInitPacket {
/// A canvas UUID (already in `RasterWorkspace::a_canvas_id`).
pub a_canvas_id: Uuid,
/// Pixel data to upload to A. Length must equal `width * height * 4`.
pub a_pixels: Vec<u8>,
/// B canvas UUID.
pub b_canvas_id: Uuid,
/// C canvas UUID.
pub c_canvas_id: Uuid,
pub width: u32,
pub height: u32,
}
// ── ActiveToolRender ──────────────────────────────────────────────────────────
/// Passed to `VelloRenderContext` so the compositor can blit the tool's B output
/// in the correct position in the layer stack.
///
/// While an `ActiveToolRender` is set:
/// - If `layer_id == Some(id)`: blit B at that layer's compositor slot.
/// - If `layer_id == None`: blit B at the float's compositor slot.
#[derive(Clone, Debug)]
pub struct ActiveToolRender {
/// B canvas to blit.
pub b_canvas_id: Uuid,
/// Position of the B canvas in document space.
pub x: i32,
pub y: i32,
/// Pixel dimensions of the B canvas.
pub width: u32,
pub height: u32,
/// `Some(layer_id)` → B replaces this layer's render slot.
/// `None` → B replaces the float render slot.
pub layer_id: Option<Uuid>,
}
// ── PendingGpuWork ────────────────────────────────────────────────────────────
/// GPU work to execute in `VelloCallback::prepare()`.
///
/// Tools compute dab lists and other CPU-side data in `update()` (UI thread),
/// store them as a `Box<dyn PendingGpuWork>`, and return that work through
/// `RasterTool::take_pending_gpu_work()` each frame. `prepare()` then calls
/// `execute()` with the render-thread `device`/`queue`/`gpu`.
///
/// `execute()` takes `&self` so the work object need not be consumed; it lives
/// in the `VelloRenderContext` (which is immutable in `prepare()`).
pub trait PendingGpuWork: Send + Sync {
fn execute(
&self,
device: &wgpu::Device,
queue: &wgpu::Queue,
gpu: &mut crate::gpu_brush::GpuBrushEngine,
);
}
// ── RasterTool trait ──────────────────────────────────────────────────────────
/// Unified interface for all raster tools.
///
/// All methods run on the UI thread. They update the tool's internal state
/// and store pending GPU op descriptors in fields that `StagePane` forwards
/// to `VelloRenderContext` for execution by `VelloCallback::prepare()`.
pub trait RasterTool: Send + Sync {
/// Called on **mousedown** after [`begin_raster_workspace`] has allocated and
/// validated A, B, and C. The tool should initialise its internal state and
/// optionally queue an initial GPU dispatch (e.g. identity composite for
/// transform so the handle frame appears immediately).
fn begin(
&mut self,
ws: &RasterWorkspace,
pos: egui::Vec2,
dt: f32,
settings: &crate::tools::RasterToolSettings,
);
/// Called every frame while the pointer is held (including the first drag frame).
/// The tool should accumulate new work into C and queue a composite A+C→B pass.
/// `dt` is the elapsed time in seconds since the previous call; used by time-based
/// brushes (airbrush, etc.) to fire dabs at the correct rate when stationary.
fn update(
&mut self,
ws: &RasterWorkspace,
pos: egui::Vec2,
dt: f32,
settings: &crate::tools::RasterToolSettings,
);
/// Called on **pointer release**. Returns `true` if a GPU readback of B should
/// be performed and the result committed to the document. Returns `false` if
/// the operation was a no-op (e.g. the pointer never moved).
fn finish(&mut self, ws: &RasterWorkspace) -> bool;
/// Called once per frame (in the VelloCallback construction, UI thread) to
/// extract pending GPU work accumulated by `begin()` / `update()`.
///
/// The tool clears its internal pending work and returns it. `prepare()` on
/// the render thread then calls `work.execute()`. Default: no GPU work.
fn take_pending_gpu_work(&mut self) -> Option<Box<dyn PendingGpuWork>> {
None
}
}
// ── BrushRasterTool ───────────────────────────────────────────────────────────
use lightningbeam_core::brush_engine::{BrushEngine, GpuDab, StrokeState};
use lightningbeam_core::brush_settings::BrushSettings;
use lightningbeam_core::raster_layer::{RasterBlendMode, StrokePoint, StrokeRecord};
/// GPU work for one frame of a brush stroke: dispatch dabs into C, then composite A+C→B.
struct PendingBrushWork {
dabs: Vec<GpuDab>,
bbox: (i32, i32, i32, i32),
a_id: Uuid,
b_id: Uuid,
c_id: Uuid,
canvas_w: u32,
canvas_h: u32,
}
impl PendingGpuWork for PendingBrushWork {
fn execute(
&self,
device: &wgpu::Device,
queue: &wgpu::Queue,
gpu: &mut crate::gpu_brush::GpuBrushEngine,
) {
// 1. Accumulate this frame's dabs into C (if any).
if !self.dabs.is_empty() {
gpu.render_dabs(device, queue, self.c_id, &self.dabs, self.bbox, self.canvas_w, self.canvas_h);
}
// 2. Always composite A + C → B so B shows A's content even with no dabs this frame.
// On begin() with empty C this initialises B = A, avoiding a transparent flash.
gpu.composite_a_c_to_b(device, queue, self.a_id, self.c_id, self.b_id, self.canvas_w, self.canvas_h);
}
}
/// Raster tool for paint brushes (Normal blend mode).
///
/// Each `update()` call computes new dabs for that frame and stores them as
/// `PendingBrushWork`. `take_pending_gpu_work()` hands the work to `prepare()`
/// which dispatches the dab and composite shaders on the render thread.
pub struct BrushRasterTool {
color: [f32; 4],
brush: BrushSettings,
blend_mode: RasterBlendMode,
stroke_state: StrokeState,
last_point: Option<StrokePoint>,
pending: Option<Box<PendingBrushWork>>,
/// True after at least one non-empty frame (so finish() knows a commit is needed).
has_dabs: bool,
/// Offset to convert world coordinates to canvas-local coordinates.
canvas_offset_x: i32,
canvas_offset_y: i32,
}
impl BrushRasterTool {
/// Create a new brush tool.
///
/// `color` — linear premultiplied RGBA, matches the format expected by `GpuDab`.
pub fn new(
color: [f32; 4],
brush: BrushSettings,
blend_mode: RasterBlendMode,
) -> Self {
Self {
color,
brush,
blend_mode,
stroke_state: StrokeState::new(),
last_point: None,
pending: None,
has_dabs: false,
canvas_offset_x: 0,
canvas_offset_y: 0,
}
}
fn make_stroke_point(pos: egui::Vec2, off_x: i32, off_y: i32) -> StrokePoint {
let pressure = crate::tablet::current_pressure();
let (tilt_x, tilt_y) = crate::tablet::current_tilt();
StrokePoint {
x: pos.x - off_x as f32,
y: pos.y - off_y as f32,
pressure,
tilt_x,
tilt_y,
timestamp: 0.0,
}
}
fn dispatch_dabs(
&mut self,
ws: &RasterWorkspace,
pt: StrokePoint,
dt: f32,
) {
// Use a 2-point segment when we have a previous point so the engine
// interpolates dabs along the path. First mousedown uses a single point.
let points = match self.last_point.take() {
Some(prev) => vec![prev, pt.clone()],
None => vec![pt.clone()],
};
let record = StrokeRecord {
brush_settings: self.brush.clone(),
color: self.color,
blend_mode: self.blend_mode,
tool_params: [0.0; 4],
points,
};
let (dabs, bbox) = BrushEngine::compute_dabs(&record, &mut self.stroke_state, dt);
if !dabs.is_empty() {
self.has_dabs = true;
self.pending = Some(Box::new(PendingBrushWork {
dabs,
bbox,
a_id: ws.a_canvas_id,
b_id: ws.b_canvas_id,
c_id: ws.c_canvas_id,
canvas_w: ws.width,
canvas_h: ws.height,
}));
}
self.last_point = Some(pt);
}
}
impl RasterTool for BrushRasterTool {
fn begin(&mut self, ws: &RasterWorkspace, pos: egui::Vec2, _dt: f32, _settings: &crate::tools::RasterToolSettings) {
self.canvas_offset_x = ws.x;
self.canvas_offset_y = ws.y;
let pt = Self::make_stroke_point(pos, ws.x, ws.y);
self.dispatch_dabs(ws, pt, 0.0);
// Always ensure a composite is queued on begin() so B is initialised from A
// on the first frame even if no dabs fired (large spacing, etc.).
if self.pending.is_none() {
self.pending = Some(Box::new(PendingBrushWork {
dabs: vec![],
bbox: (0, 0, ws.width as i32, ws.height as i32),
a_id: ws.a_canvas_id,
b_id: ws.b_canvas_id,
c_id: ws.c_canvas_id,
canvas_w: ws.width,
canvas_h: ws.height,
}));
}
}
fn update(&mut self, ws: &RasterWorkspace, pos: egui::Vec2, dt: f32, _settings: &crate::tools::RasterToolSettings) {
let pt = Self::make_stroke_point(pos, ws.x, ws.y);
self.dispatch_dabs(ws, pt, dt);
}
fn finish(&mut self, _ws: &RasterWorkspace) -> bool {
self.has_dabs
}
fn take_pending_gpu_work(&mut self) -> Option<Box<dyn PendingGpuWork>> {
self.pending.take().map(|w| w as Box<dyn PendingGpuWork>)
}
}