Split Image handling from handwriting/mod.rs

This commit is contained in:
2025-06-23 20:34:02 +02:00
parent 7494dc6b75
commit f2556f7125
2 changed files with 109 additions and 86 deletions

View File

@ -0,0 +1,81 @@
use std::sync::Arc;
use egui::{
Color32, ColorImage, CornerRadius, Painter, Pos2, Rect, Stroke, StrokeKind, TextureHandle,
emath::TSTransform,
epaint::{Brush, RectShape, Vertex},
load::SizedTexture,
};
use crate::rasterizer::rasterize_onto;
use super::StrokeBlendMode;
/// Rasterize onto a resizeable canvas.
#[derive(Default)]
pub struct CanvasRasterizer {
image: ColorImage,
texture: Option<TextureHandle>,
texture_is_dirty: bool,
}
impl CanvasRasterizer {
//pub fn clear(&mut self) {
// self.image = ColorImage::new(self.image.size, Color32::TRANSPARENT);
// self.texture_is_dirty = true;
//}
//pub fn set_size(&mut self, width: usize, height: usize) {
// if self.image.size != [width, height] {
// self.image = ColorImage::new([width, height], Color32::TRANSPARENT);
// self.texture_is_dirty = true;
// }
//}
pub fn clear_and_set_size(&mut self, width: usize, height: usize) {
self.image = ColorImage::new([width, height], Color32::TRANSPARENT);
self.texture_is_dirty = true;
}
pub fn rasterize<'a>(
&mut self,
point_to_pixel: TSTransform,
triangles: impl Iterator<Item = [&'a Vertex; 3]>,
) {
rasterize_onto::<StrokeBlendMode>(&mut self.image, point_to_pixel, triangles);
self.texture_is_dirty = true;
}
pub fn show(&mut self, ctx: &egui::Context, painter: &Painter, at: Rect) {
if self.texture_is_dirty {
self.texture_is_dirty = false;
let new_image = || {
let image = ColorImage::new(self.image.size, Color32::TRANSPARENT);
ctx.load_texture("handwriting", image, Default::default())
};
let texture = self.texture.get_or_insert_with(new_image);
texture.set(self.image.clone(), Default::default());
}
if let Some(texture) = &mut self.texture {
let texture = SizedTexture::new(texture.id(), texture.size_vec2());
let shape = RectShape {
rect: at,
corner_radius: CornerRadius::ZERO,
fill: Color32::WHITE,
stroke: Stroke::NONE,
stroke_kind: StrokeKind::Inside,
round_to_pixels: None,
blur_width: 0.0,
brush: Some(Arc::new(Brush {
fill_texture_id: texture.id,
uv: Rect {
min: Pos2::ZERO,
max: Pos2::new(1.0, 1.0),
},
})),
};
painter.add(shape);
}
}
}

View File

@ -1,3 +1,6 @@
mod canvas_rasterizer;
mod disk_format;
use std::{
fmt::{self, Display},
iter, mem,
@ -6,27 +9,22 @@ use std::{
};
use base64::{Engine, prelude::BASE64_STANDARD};
use canvas_rasterizer::CanvasRasterizer;
use disk_format::{DiskFormat, RawStroke, RawStrokeHeader, f16_le};
use egui::{
Color32, ColorImage, CornerRadius, Event, Frame, Id, Mesh, PointerButton, Pos2, Rect, Sense,
Shape, Stroke, TextureHandle, Theme, Ui, Vec2,
Color32, Event, Frame, Id, Mesh, PointerButton, Pos2, Rect, Sense, Shape, Stroke, Theme, Ui,
Vec2,
emath::{self, TSTransform},
epaint::{Brush, RectShape, TessellationOptions, Tessellator, Vertex},
load::SizedTexture,
epaint::{TessellationOptions, Tessellator, Vertex},
};
use eyre::{Context, bail};
use eyre::{OptionExt, eyre};
use half::f16;
use zerocopy::{FromBytes, IntoBytes};
use crate::{
custom_code_block::try_from_custom_code_block,
rasterizer::{self, rasterize, rasterize_onto},
};
use crate::{custom_code_block::try_from_custom_code_block, rasterizer};
use crate::{custom_code_block::write_custom_code_block, util::random_id};
mod disk_format;
const HANDWRITING_MIN_HEIGHT: f32 = 100.0;
const HANDWRITING_BOTTOM_PADDING: f32 = 80.0;
const HANDWRITING_MARGIN: f32 = 0.05;
@ -76,6 +74,8 @@ pub struct Handwriting {
struct Ephemeral {
id: Id,
canvas_rasterizer: CanvasRasterizer,
/// The stroke that is currently being drawed.
current_stroke: Vec<Pos2>,
@ -87,10 +87,6 @@ struct Ephemeral {
/// Tessellated mesh of all strokes
mesh: Arc<Mesh>,
texture: Option<TextureHandle>,
image: ColorImage,
refresh_texture: bool,
/// Context of the last mesh render.
@ -115,31 +111,6 @@ struct MeshContext {
pub stroke: Stroke,
}
/// Get [Painting::texture], initializing it if necessary.
macro_rules! texture {
($self_:expr, $ui:expr, $mesh_context:expr) => {{
let ui: &Ui = $ui;
let mesh_context: &MeshContext = $mesh_context;
let image_size = mesh_context.pixel_size();
let new_image = || {
let image = ColorImage::new(image_size, Color32::TRANSPARENT);
ui.ctx()
.load_texture("handwriting", image, Default::default())
};
let texture = $self_.texture.get_or_insert_with(new_image);
if texture.size() != image_size {
$self_.refresh_texture = true;
// TODO: don't redraw the entire mesh, just blit the old texture onto the new one
*texture = new_image()
};
texture
}};
}
impl MeshContext {
/// Calculate canvas size in pixels
pub fn pixel_size(&self) -> [usize; 2] {
@ -163,11 +134,10 @@ impl Default for Ephemeral {
fn default() -> Self {
Self {
id: random_id(),
canvas_rasterizer: Default::default(),
current_stroke: Default::default(),
tessellator: None,
mesh: Default::default(),
texture: None,
image: ColorImage::new([0, 0], Color32::WHITE),
refresh_texture: true,
last_mesh_ctx: None,
unblitted_lines: Default::default(),
@ -400,7 +370,7 @@ impl Handwriting {
painter.add(shape);
});
// Get the dimensions of the image
// Get the position and dimensions of the image
let mesh_rect = response
.rect
.with_max_y(response.rect.min.y + self.desired_height);
@ -420,38 +390,19 @@ impl Handwriting {
if self.e.refresh_texture {
// ...if we do, rasterize the entire texture from scratch
self.refresh_texture(style, new_context, ui);
self.refresh_texture(style, new_context);
self.e.unblitted_lines.clear();
} else if !self.e.unblitted_lines.is_empty() {
// ...if we don't, we can get away with only rasterizing the *new* lines onto the
// existing texture.
for [from, to] in std::mem::take(&mut self.e.unblitted_lines) {
self.draw_line_to_texture(from, to, &new_context, ui);
self.draw_line_to_texture(from, to, &new_context);
}
self.e.unblitted_lines.clear();
}
// Draw the texture
if let Some(texture) = &self.e.texture {
let texture = SizedTexture::new(texture.id(), texture.size_vec2());
let shape = RectShape {
rect: mesh_rect,
corner_radius: CornerRadius::ZERO,
fill: Color32::WHITE,
stroke: Stroke::NONE,
stroke_kind: egui::StrokeKind::Inside,
round_to_pixels: None,
blur_width: 0.0,
brush: Some(Arc::new(Brush {
fill_texture_id: texture.id,
uv: Rect {
min: Pos2::ZERO,
max: Pos2::new(1.0, 1.0),
},
})),
};
painter.add(shape);
}
self.e.canvas_rasterizer.show(ui.ctx(), &painter, mesh_rect);
response
}
@ -463,12 +414,7 @@ impl Handwriting {
}
/// Tessellate and rasterize the strokes into a new texture.
fn refresh_texture(
&mut self,
style: &HandwritingStyle,
mesh_context: MeshContext,
ui: &mut Ui,
) {
fn refresh_texture(&mut self, style: &HandwritingStyle, mesh_context: MeshContext) {
let Ephemeral {
current_stroke,
tessellator,
@ -511,13 +457,14 @@ impl Handwriting {
// debug_assert!(vertex.pos.y.is_finite(), "{} must be finite", vertex.pos.y);
//}
let texture = texture!(self.e, ui, &mesh_context);
let triangles = mesh_triangles(&self.e.mesh);
let [px_x, px_y] = mesh_context.pixel_size();
let point_to_pixel = TSTransform::from_scaling(mesh_context.pixels_per_point);
self.e.image = rasterize::<StrokeBlendMode>(px_x, px_y, point_to_pixel, triangles);
texture.set(self.e.image.clone(), Default::default());
let triangles = mesh_triangles(&self.e.mesh);
self.e.canvas_rasterizer.clear_and_set_size(px_x, px_y);
self.e
.canvas_rasterizer
.rasterize(point_to_pixel, triangles);
#[cfg(not(target_arch = "wasm32"))]
{
@ -563,13 +510,7 @@ impl Handwriting {
}
/// Draw a single line onto the existing texture.
fn draw_line_to_texture(
&mut self,
from: Pos2,
to: Pos2,
mesh_context: &MeshContext,
ui: &mut Ui,
) {
fn draw_line_to_texture(&mut self, from: Pos2, to: Pos2, mesh_context: &MeshContext) {
// INVARIANT: if this function was called, then pixels_per_point is the same as last frame,
// so there's no need to create a new tessellator.
let tessellator = self
@ -581,15 +522,16 @@ impl Handwriting {
let line = egui::Shape::line_segment([from, to], mesh_context.stroke);
tessellator.tessellate_shape(line, &mut mesh);
self.draw_mesh_to_texture(&mesh, mesh_context, ui);
self.draw_mesh_to_texture(&mesh, mesh_context);
}
/// Draw a single mesh onto the existing texture.
fn draw_mesh_to_texture(&mut self, mesh: &Mesh, mesh_context: &MeshContext, ui: &mut Ui) {
fn draw_mesh_to_texture(&mut self, mesh: &Mesh, mesh_context: &MeshContext) {
let triangles = mesh_triangles(mesh);
let point_to_pixel = TSTransform::from_scaling(mesh_context.pixels_per_point);
rasterize_onto::<StrokeBlendMode>(&mut self.e.image, point_to_pixel, triangles);
texture!(self.e, ui, mesh_context).set(self.e.image.clone(), Default::default());
self.e
.canvas_rasterizer
.rasterize(point_to_pixel, triangles);
}
pub fn strokes(&self) -> &[Vec<Pos2>] {