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https://github.com/GraphiteEditor/Graphite.git
synced 2026-09-18 07:48:02 +08:00
Make Brush tool use per-stroke options and improve its performance (#1242)
* Laid groundwork for per-stroke brush parameters. * Added new spacing parameter. * Added back interpolation, using spacing parameter. * Move bounding box code into core. * Initial working prototype of per-stroke styles. * Removed now useless brush node properties. * Made default spacing 50% for performance comparison. * Quick and dirty prototype for BlitNode copied from blend. * Fixed error after rebase. * Optimized the blitting loop. * Pretty big optimization for into_flat_u8. * Insert brush node for images * Fix starting position transform * UX polish * Code review nits --------- Co-authored-by: 0hypercube <0hypercube@gmail.com> Co-authored-by: Keavon Chambers <keavon@keavon.com>
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@@ -1,7 +1,7 @@
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use std::marker::PhantomData;
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use glam::{DAffine2, DVec2};
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use graphene_core::raster::{Alpha, Color, Pixel, Sample};
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use graphene_core::raster::{Alpha, Color, ImageFrame, Pixel, Sample};
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use graphene_core::transform::{Transform, TransformMut};
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use graphene_core::vector::VectorData;
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use graphene_core::Node;
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@@ -21,6 +21,22 @@ where
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iter.fold(initial, |a, x| lambda.eval((a, x)))
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}
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#[derive(Clone, Debug, PartialEq)]
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pub struct ChainApplyNode<Value> {
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pub value: Value,
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}
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#[node_fn(ChainApplyNode)]
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async fn chain_apply<I: Iterator, T>(iter: I, mut value: T) -> T
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where
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I::Item: for<'a> Node<'a, T, Output = T>,
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{
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for lambda in iter {
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value = lambda.eval(value);
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}
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value
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}
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#[derive(Clone, Debug, PartialEq)]
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pub struct IntoIterNode<T> {
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_t: PhantomData<T>,
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@@ -100,7 +116,7 @@ pub struct EraseNode<Flow> {
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#[node_fn(EraseNode)]
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fn erase(input: (Color, Color), flow: f64) -> Color {
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let (input, brush) = input;
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let alpha = input.a() * (1.0 - flow as f32 * brush.a());
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let alpha = input.a() * (1. - flow as f32 * brush.a());
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Color::from_unassociated_alpha(input.r(), input.g(), input.b(), alpha)
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}
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@@ -134,6 +150,54 @@ fn translate_node<Data: TransformMut>(offset: DVec2, mut translatable: Data) ->
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translatable
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}
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#[derive(Debug, Clone, Copy)]
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pub struct BlitNode<P, Texture, Positions, BlendFn> {
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texture: Texture,
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positions: Positions,
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blend_mode: BlendFn,
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_p: PhantomData<P>,
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}
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#[node_fn(BlitNode<_P>)]
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fn blit_node<_P: Alpha + Pixel + std::fmt::Debug, BlendFn>(mut target: ImageFrame<_P>, texture: ImageFrame<_P>, positions: Vec<DVec2>, blend_mode: BlendFn) -> ImageFrame<_P>
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where
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BlendFn: for<'any_input> Node<'any_input, (_P, _P), Output = _P>,
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{
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for position in positions {
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let target_size = DVec2::new(target.image.width as f64, target.image.height as f64);
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let texture_size = DVec2::new(texture.image.width as f64, texture.image.height as f64);
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let document_to_target = target.transform.inverse();
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let start = document_to_target.transform_point2(position) * target_size - texture_size / 2.;
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let stop = start + texture_size;
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// Half-open integer ranges [start, stop).
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let clamp_start = start.clamp(DVec2::ZERO, target_size).as_uvec2();
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let clamp_stop = stop.clamp(DVec2::ZERO, target_size).as_uvec2();
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let blit_area_offset = (clamp_start.as_dvec2() - start).as_uvec2().min(texture_size.as_uvec2());
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let blit_area_dimensions = (clamp_stop - clamp_start).min(texture_size.as_uvec2() - blit_area_offset);
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// Tight blitting loop. Eagerly assert bounds to hopefully eliminate bounds check inside loop.
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let texture_index = |x: u32, y: u32| -> usize { (y as usize * texture.image.width as usize) + (x as usize) };
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let target_index = |x: u32, y: u32| -> usize { (y as usize * target.image.width as usize) + (x as usize) };
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let max_y = (blit_area_offset.y + blit_area_dimensions.y).saturating_sub(1);
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let max_x = (blit_area_offset.x + blit_area_dimensions.x).saturating_sub(1);
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assert!(texture_index(max_x, max_y) < texture.image.data.len());
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assert!(target_index(max_x, max_y) < target.image.data.len());
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for y in blit_area_offset.y..blit_area_offset.y + blit_area_dimensions.y {
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for x in blit_area_offset.x..blit_area_offset.x + blit_area_dimensions.x {
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let src_pixel = texture.image.data[texture_index(x, y)];
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let dst_pixel = &mut target.image.data[target_index(x + clamp_start.x, y + clamp_start.y)];
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*dst_pixel = blend_mode.eval((src_pixel, *dst_pixel));
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}
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}
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}
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target
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}
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#[cfg(test)]
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mod test {
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use super::*;
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@@ -152,10 +216,10 @@ mod test {
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fn test_translate_node() {
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let image = Image::new(10, 10, Color::TRANSPARENT);
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let mut image = ImageFrame { image, transform: DAffine2::IDENTITY };
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image.translate(DVec2::new(1.0, 2.0));
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image.translate(DVec2::new(1., 2.));
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let translate_node = TranslateNode::new(ClonedNode::new(image));
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let image = translate_node.eval(DVec2::new(1.0, 2.0));
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assert_eq!(image.transform(), DAffine2::from_translation(DVec2::new(2.0, 4.0)));
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let image = translate_node.eval(DVec2::new(1., 2.));
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assert_eq!(image.transform(), DAffine2::from_translation(DVec2::new(2., 4.)));
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}
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#[test]
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@@ -177,9 +241,9 @@ mod test {
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#[test]
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fn test_brush() {
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let brush_texture_node = BrushStampGeneratorNode::new(ClonedNode::new(Color::BLACK), ClonedNode::new(1.0), ClonedNode::new(1.0));
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let brush_texture_node = BrushStampGeneratorNode::new(ClonedNode::new(Color::BLACK), ClonedNode::new(1.), ClonedNode::new(1.));
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let image = brush_texture_node.eval(20.);
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let trace = vec![DVec2::new(0.0, 0.0), DVec2::new(10.0, 0.0)];
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let trace = vec![DVec2::new(0., 0.), DVec2::new(10., 0.)];
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let trace = ClonedNode::new(trace.into_iter());
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let translate_node = TranslateNode::new(ClonedNode::new(image));
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let frames = MapNode::new(ValueNode::new(translate_node));
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@@ -189,7 +253,7 @@ mod test {
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let background_bounds = background_bounds.eval(frames.clone().into_iter());
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let background_bounds = ClonedNode::new(background_bounds.unwrap().to_transform());
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let background_image = background_bounds.then(EmptyImageNode::new(ClonedNode::new(Color::TRANSPARENT)));
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let blend_node = graphene_core::raster::BlendNode::new(ClonedNode::new(BlendMode::Normal), ClonedNode::new(1.0));
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let blend_node = graphene_core::raster::BlendNode::new(ClonedNode::new(BlendMode::Normal), ClonedNode::new(1.));
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let final_image = ReduceNode::new(background_image, ValueNode::new(BlendImageTupleNode::new(ValueNode::new(blend_node))));
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let final_image = final_image.eval(frames.into_iter());
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assert_eq!(final_image.image.height, 20);
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