frontend / 6.0.0-dev.4 /imageeditor /shared /brush /brush-textures.ts
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import {
Container,
RenderTexture,
Sprite,
Graphics,
Application,
Texture
} from "pixi.js";
import { type ImageEditorContext } from "../core/editor";
import { type Command } from "../core/commands";
/**
* Represents a single drawing segment with all its parameters
*/
interface BrushSegment {
from_x: number;
from_y: number;
to_x: number;
to_y: number;
size: number;
color: string;
opacity: number;
mode: "draw" | "erase";
}
/**
* Represents a complete brush stroke containing multiple segments
*/
interface BrushStroke {
segments: BrushSegment[];
layer_id: string;
}
export class BrushCommand implements Command {
private stroke_data: BrushStroke;
private context: ImageEditorContext;
private original_texture: Texture | null = null;
name: string;
constructor(
context: ImageEditorContext,
stroke_data: BrushStroke,
original_texture?: Texture
) {
this.name = "Draw";
this.stroke_data = stroke_data;
this.context = context;
if (original_texture) {
this.original_texture = this.create_texture_from(original_texture);
}
}
/**
* Creates a new texture with the same content as the source texture
*/
private create_texture_from(source: Texture): Texture {
const texture = RenderTexture.create({
width: source.width,
height: source.height,
resolution: window.devicePixelRatio || 1
});
const sprite = new Sprite(source);
const container = new Container();
container.addChild(sprite);
this.context.app.renderer.render(container, {
renderTexture: texture
});
container.destroy({ children: true });
return texture;
}
/**
* Recreates the stroke by rendering all segments from the stored parameters
* Preserves the exact order of draw/erase operations
*/
private render_stroke_from_data(
stroke_data: BrushStroke,
target_texture: RenderTexture
): void {
const draw_segments = stroke_data.segments.filter((s) => s.mode === "draw");
const erase_segments = stroke_data.segments.filter(
(s) => s.mode === "erase"
);
if (draw_segments.length > 0) {
const graphics = new Graphics();
const container = new Container();
container.addChild(graphics);
let alpha = 1;
for (const segment of draw_segments) {
if (segment.opacity < alpha) {
alpha = segment.opacity;
}
let colorValue = 0xffffff;
if (segment.color.startsWith("#")) {
colorValue = parseInt(segment.color.replace("#", "0x"), 16);
}
graphics.setFillStyle({
color: colorValue,
alpha: 1
});
this.render_segment_to_graphics(graphics, segment);
}
// we need a sprite in order to set the alpha and for that we need a texture
// i'm not entirely sure why other approaches didn't work
const alpha_sprite_texture = RenderTexture.create({
width: target_texture.width,
height: target_texture.height,
resolution: window.devicePixelRatio || 1
});
const alpha_sprite = new Sprite(alpha_sprite_texture);
this.context.app.renderer.render({
container: container,
target: alpha_sprite_texture
});
alpha_sprite.alpha = alpha;
this.context.app.renderer.render({
container: alpha_sprite,
target: target_texture,
clear: false
});
container.destroy({ children: true });
alpha_sprite.destroy();
alpha_sprite_texture.destroy();
}
if (erase_segments.length > 0) {
// create a temp texture to work with
const temp_content_texture = RenderTexture.create({
width: target_texture.width,
height: target_texture.height,
resolution: window.devicePixelRatio || 1
});
const copy_sprite = new Sprite(target_texture);
const copy_container = new Container();
copy_container.addChild(copy_sprite);
this.context.app.renderer.render({
container: copy_container,
target: temp_content_texture,
clear: true
});
// create a graphics object to draw the erase segments
const erase_graphics = new Graphics();
const erase_container = new Container();
erase_container.addChild(erase_graphics);
erase_graphics.setFillStyle({
color: 0xffffff,
alpha: 1.0
});
for (const segment of erase_segments) {
this.render_segment_to_graphics(erase_graphics, segment);
}
// create a separate texture to hold the mask
const mask_texture = RenderTexture.create({
width: target_texture.width,
height: target_texture.height,
resolution: window.devicePixelRatio || 1
});
this.context.app.renderer.render({
container: erase_container,
target: mask_texture,
clear: true
});
const content_sprite = new Sprite(temp_content_texture);
const mask_sprite = new Sprite(mask_texture);
// only now do we create a sprite from the original texture and add the mask
const masked_container = new Container();
masked_container.addChild(content_sprite);
masked_container.setMask({ mask: mask_sprite, inverse: true }); // inverse mask = erase
// now we can render the masked content back to the target texture
this.context.app.renderer.render({
container: masked_container,
target: target_texture,
clear: true
});
copy_container.destroy({ children: true });
erase_container.destroy({ children: true });
masked_container.destroy({ children: true });
temp_content_texture.destroy();
mask_texture.destroy();
}
}
/**
* Renders a segment to a graphics object (extracted from renderSegment)
*/
private render_segment_to_graphics(
graphics: Graphics,
segment: BrushSegment
): void {
const distance = Math.sqrt(
Math.pow(segment.to_x - segment.from_x, 2) +
Math.pow(segment.to_y - segment.from_y, 2)
);
if (distance < 0.1) {
graphics.circle(segment.from_x, segment.from_y, segment.size).fill();
} else {
const spacing = Math.max(segment.size / 3, 2);
const steps = Math.max(Math.ceil(distance / spacing), 2);
for (let i = 0; i < steps; i++) {
const t = i / (steps - 1);
const x = segment.from_x + (segment.to_x - segment.from_x) * t;
const y = segment.from_y + (segment.to_y - segment.from_y) * t;
graphics.circle(x, y, segment.size).fill();
}
}
}
async execute(context: ImageEditorContext): Promise<void> {
if (context) {
this.context = context;
}
let layer_textures = this.context.layer_manager.get_layer_textures(
this.stroke_data.layer_id
);
if (!layer_textures) {
const all_layers = this.context.layer_manager.get_layers();
const top_layer = all_layers[all_layers.length - 1];
layer_textures = this.context.layer_manager.get_layer_textures(
top_layer.id
);
}
if (!layer_textures) return;
// create a temporary texture to render the stroke
const temp_texture = RenderTexture.create({
width: layer_textures.draw.width,
height: layer_textures.draw.height,
resolution: window.devicePixelRatio || 1
});
// copy current layer content to temp texture
const current_sprite = new Sprite(layer_textures.draw);
const temp_container = new Container();
temp_container.addChild(current_sprite);
this.context.app.renderer.render({
container: temp_container,
target: temp_texture,
clear: true
});
temp_container.destroy({ children: true });
this.render_stroke_from_data(this.stroke_data, temp_texture);
// copy final result back to layer texture
const final_sprite = new Sprite(temp_texture);
const final_container = new Container();
final_container.addChild(final_sprite);
this.context.app.renderer.render({
container: final_container,
target: layer_textures.draw,
clear: true
});
final_container.destroy({ children: true });
temp_texture.destroy();
}
async undo(): Promise<void> {
if (!this.original_texture) return;
const layer_textures = this.context.layer_manager.get_layer_textures(
this.stroke_data.layer_id
);
if (!layer_textures) return;
const temp_sprite = new Sprite(this.original_texture);
const temp_container = new Container();
temp_container.addChild(temp_sprite);
this.context.app.renderer.render({
container: temp_container,
target: layer_textures.draw,
clear: true
});
temp_container.destroy({ children: true });
}
}
/**
* Class to handle texture operations for the brush tool.
* Simplified to work directly with layer textures.
*/
export class BrushTextures {
private stroke_texture: RenderTexture | null = null;
private erase_texture: RenderTexture | null = null;
private display_container: Container | null = null;
private stroke_container: Container | null = null;
private stroke_graphics: Graphics | null = null;
private preview_sprite: Sprite | null = null;
private erase_graphics: Graphics | null = null;
private dimensions: { width: number; height: number };
private image_editor_context: ImageEditorContext;
private app: Application;
private is_new_stroke = true;
private current_opacity = 1.0;
private original_layer_texture: Texture | null = null;
private active_layer_id: string | null = null;
private current_stroke_segments: BrushSegment[] = [];
constructor(image_editor_context: ImageEditorContext, app: Application) {
this.image_editor_context = image_editor_context;
this.app = app;
this.dimensions = {
width: this.image_editor_context.image_container.width,
height: this.image_editor_context.image_container.height
};
}
/**
* Initializes textures needed for the brush tool.
*/
initialize_textures(): void {
this.cleanup_textures();
const local_bounds =
this.image_editor_context.image_container.getLocalBounds();
this.dimensions = {
width: local_bounds.width,
height: local_bounds.height
};
this.stroke_texture = RenderTexture.create({
width: this.dimensions.width,
height: this.dimensions.height,
resolution: window.devicePixelRatio || 1
});
this.erase_texture = RenderTexture.create({
width: this.dimensions.width,
height: this.dimensions.height,
resolution: window.devicePixelRatio || 1
});
this.display_container = new Container();
this.image_editor_context.image_container.addChild(this.display_container);
this.stroke_container = new Container();
this.stroke_graphics = new Graphics();
this.stroke_container.addChild(this.stroke_graphics);
this.erase_graphics = new Graphics();
this.preview_sprite = new Sprite(this.stroke_texture);
this.preview_sprite.alpha = 0;
this.display_container.addChild(this.preview_sprite);
const clear_container = new Container();
this.app.renderer.render(clear_container, {
renderTexture: this.stroke_texture
});
this.app.renderer.render(clear_container, {
renderTexture: this.erase_texture
});
clear_container.destroy();
this.is_new_stroke = true;
this.current_opacity = 1.0;
}
/**
* Reinitializes textures when needed (e.g., after resizing).
*/
reinitialize(): void {
if (
this.image_editor_context.image_container.width !==
this.dimensions.width ||
this.image_editor_context.image_container.height !==
this.dimensions.height
) {
this.initialize_textures();
}
}
/**
* Cleans up texture resources.
*/
cleanup_textures(): void {
if (this.stroke_texture) {
this.stroke_texture.destroy();
this.stroke_texture = null;
}
if (this.erase_texture) {
this.erase_texture.destroy();
this.erase_texture = null;
}
if (this.display_container) {
if (this.display_container.parent) {
this.display_container.parent.removeChild(this.display_container);
}
this.display_container.destroy({ children: true });
this.display_container = null;
}
if (this.original_layer_texture) {
this.original_layer_texture.destroy();
this.original_layer_texture = null;
}
this.stroke_container = null;
this.stroke_graphics = null;
this.preview_sprite = null;
this.erase_graphics = null;
this.active_layer_id = null;
}
/**
* Preserve the canvas state when starting a new stroke.
*/
preserve_canvas_state(): void {
const active_layer =
this.image_editor_context.layer_manager.get_active_layer();
if (!active_layer) return;
const layers = this.image_editor_context.layer_manager.get_layers();
const layer = layers.find((l) => l.container === active_layer);
if (!layer) return;
this.active_layer_id = layer.id;
const layer_textures =
this.image_editor_context.layer_manager.get_layer_textures(layer.id);
if (!layer_textures) return;
if (this.original_layer_texture) {
this.original_layer_texture.destroy();
}
this.original_layer_texture = RenderTexture.create({
width: this.dimensions.width,
height: this.dimensions.height,
resolution: window.devicePixelRatio || 1
});
const temp_sprite = new Sprite(layer_textures.draw);
const temp_container = new Container();
temp_container.addChild(temp_sprite);
this.app.renderer.render(temp_container, {
renderTexture: this.original_layer_texture
});
temp_container.destroy({ children: true });
this.is_new_stroke = true;
}
/**
* Resets the eraser mask.
*/
reset_eraser_mask(): void {
if (!this.erase_graphics || !this.erase_texture) return;
this.erase_graphics.clear();
this.erase_graphics.setFillStyle({ color: 0xffffff, alpha: 1.0 });
this.erase_graphics
.rect(0, 0, this.dimensions.width, this.dimensions.height)
.fill();
this.erase_graphics.endFill();
this.app.renderer.render(this.erase_graphics, {
renderTexture: this.erase_texture
});
}
/**
* Commits the current stroke to the active layer and returns a command for undo/redo.
*/
commit_stroke(): void {
if (
!this.stroke_texture ||
!this.preview_sprite ||
!this.stroke_graphics ||
!this.original_layer_texture ||
!this.active_layer_id
)
return;
this.preview_sprite.visible = false;
const active_layer =
this.image_editor_context.layer_manager.get_active_layer();
if (!active_layer) return;
const layers = this.image_editor_context.layer_manager.get_layers();
const layer = layers.find((l) => l.container === active_layer);
if (!layer) return;
if (layer.id !== this.active_layer_id) return;
const layer_textures =
this.image_editor_context.layer_manager.get_layer_textures(layer.id);
if (!layer_textures) return;
const stroke_data: BrushStroke = {
segments: [...this.current_stroke_segments],
layer_id: this.active_layer_id
};
const brush_command = new BrushCommand(
this.image_editor_context,
stroke_data,
this.original_layer_texture
);
if (this.stroke_graphics) {
this.stroke_graphics.clear();
}
const clear_container = new Container();
this.app.renderer.render(clear_container, {
renderTexture: this.stroke_texture
});
clear_container.destroy();
this.is_new_stroke = true;
this.original_layer_texture = null;
this.active_layer_id = null;
this.current_stroke_segments = [];
this.image_editor_context.command_manager.execute(
brush_command,
this.image_editor_context
);
}
/**
* Calculates the distance between two points.
*/
private calculate_distance(
x1: number,
y1: number,
x2: number,
y2: number
): number {
return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2));
}
/**
* Draws a segment for the current stroke using a simple "stamp" approach.
*/
draw_segment(
from_x: number,
from_y: number,
to_x: number,
to_y: number,
size: number,
color: string,
opacity: number,
mode: "draw" | "erase"
): void {
if (
!this.stroke_graphics ||
!this.stroke_texture ||
!this.stroke_container ||
!this.preview_sprite
)
return;
if (this.is_new_stroke && !this.original_layer_texture) {
this.preserve_canvas_state();
}
this.current_opacity =
mode === "draw" ? Math.min(Math.max(opacity, 0), 1) : 0.5;
const scaled_size = size;
if (this.is_new_stroke) {
this.stroke_graphics.clear();
this.current_stroke_segments = [];
const clear_container = new Container();
this.app.renderer.render(clear_container, {
renderTexture: this.stroke_texture
});
clear_container.destroy();
this.is_new_stroke = false;
}
this.current_stroke_segments.push({
from_x,
from_y,
to_x,
to_y,
size: scaled_size,
color,
opacity: this.current_opacity,
mode
});
if (mode === "draw") {
let colorValue = 0xffffff;
try {
if (color.startsWith("#")) {
colorValue = parseInt(color.replace("#", "0x"), 16);
}
} catch (e) {
colorValue = 0xffffff;
}
this.stroke_graphics.setFillStyle({
color: colorValue,
alpha: 1.0
});
} else {
this.stroke_graphics.setFillStyle({
color: 0xffffff,
alpha: 1.0
});
}
const distance = this.calculate_distance(from_x, from_y, to_x, to_y);
if (distance < 0.1) {
this.stroke_graphics.circle(from_x, from_y, scaled_size).fill();
} else {
const spacing = Math.max(scaled_size / 3, 2);
const steps = Math.max(Math.ceil(distance / spacing), 2);
for (let i = 0; i < steps; i++) {
const t = i / (steps - 1);
const x = from_x + (to_x - from_x) * t;
const y = from_y + (to_y - from_y) * t;
this.stroke_graphics.circle(x, y, scaled_size).fill();
}
}
this.stroke_graphics.endFill();
this.app.renderer.render(this.stroke_container, {
renderTexture: this.stroke_texture
});
if (mode === "draw") {
this.preview_sprite.texture = this.stroke_texture;
this.preview_sprite.alpha = this.current_opacity;
this.preview_sprite.tint = 0xffffff;
} else {
const active_layer =
this.image_editor_context.layer_manager.get_active_layer();
if (!active_layer) return;
const layers = this.image_editor_context.layer_manager.get_layers();
const layer = layers.find((l) => l.container === active_layer);
if (!layer) return;
const layer_textures =
this.image_editor_context.layer_manager.get_layer_textures(layer.id);
if (!layer_textures) return;
const preview_texture = RenderTexture.create({
width: this.dimensions.width,
height: this.dimensions.height,
resolution: window.devicePixelRatio || 1
});
const base_container = new Container();
const content_sprite = new Sprite(layer_textures.draw);
base_container.addChild(content_sprite);
this.app.renderer.render(base_container, {
renderTexture: preview_texture
});
base_container.destroy({ children: true });
const preview_container = new Container();
const mask_sprite = new Sprite(this.stroke_texture);
const overlay = new Graphics();
overlay.setFillStyle({ color: 0xffffff, alpha: 0.5 });
overlay.rect(0, 0, this.dimensions.width, this.dimensions.height).fill();
overlay.setMask({ mask: mask_sprite, inverse: false });
preview_container.addChild(overlay);
this.app.renderer.render(preview_container, {
renderTexture: preview_texture
});
this.preview_sprite.texture = preview_texture;
this.preview_sprite.alpha = 1.0;
preview_container.destroy({ children: true });
preview_texture.destroy();
}
this.preview_sprite.visible = true;
}
/**
* Gets current dimensions of the texture.
*/
get_dimensions(): { width: number; height: number } {
return this.dimensions;
}
/**
* Checks if textures are properly initialized.
*/
get textures_initialized(): boolean {
return !!(
this.stroke_texture &&
this.display_container &&
this.preview_sprite
);
}
/**
* Cleanup all resources.
*/
cleanup(): void {
this.cleanup_textures();
}
}