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https://github.com/Azornes/Comfyui-LayerForge.git
synced 2026-03-25 06:22:14 -03:00
Refactor layer rendering into reusable methods
Moved layer drawing logic into CanvasLayers._drawLayer and _drawLayers methods, replacing repeated rendering code in CanvasIO and CanvasLayers. This improves maintainability and ensures consistent handling of layer properties such as blend mode, opacity, rotation, and flipping. Also, fixed layer serialization to only generate imageId when missing, and ensured new layers have flipH/flipV set when created from matted images.
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@@ -72,27 +72,11 @@ export class CanvasIO {
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maskCtx.fillRect(0, 0, this.canvas.width, this.canvas.height);
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log.debug(`Canvas contexts created, starting layer rendering`);
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const sortedLayers = this.canvas.layers.sort((a: Layer, b: Layer) => a.zIndex - b.zIndex);
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log.debug(`Processing ${sortedLayers.length} layers in order`);
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sortedLayers.forEach((layer: Layer, index: number) => {
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log.debug(`Processing layer ${index}: zIndex=${layer.zIndex}, size=${layer.width}x${layer.height}, pos=(${layer.x},${layer.y})`);
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log.debug(`Layer ${index}: blendMode=${layer.blendMode || 'normal'}, opacity=${layer.opacity !== undefined ? layer.opacity : 1}`);
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tempCtx.save();
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tempCtx.globalCompositeOperation = layer.blendMode as any || 'normal';
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tempCtx.globalAlpha = layer.opacity !== undefined ? layer.opacity : 1;
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tempCtx.translate(layer.x + layer.width / 2, layer.y + layer.height / 2);
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tempCtx.rotate(layer.rotation * Math.PI / 180);
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tempCtx.drawImage(layer.image, -layer.width / 2, -layer.height / 2, layer.width, layer.height);
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tempCtx.restore();
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log.debug(`Layer ${index} rendered successfully`);
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visibilityCtx.save();
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visibilityCtx.translate(layer.x + layer.width / 2, layer.y + layer.height / 2);
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visibilityCtx.rotate(layer.rotation * Math.PI / 180);
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visibilityCtx.drawImage(layer.image, -layer.width / 2, -layer.height / 2, layer.width, layer.height);
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visibilityCtx.restore();
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});
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this.canvas.canvasLayers.drawLayersToContext(tempCtx, this.canvas.layers);
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this.canvas.canvasLayers.drawLayersToContext(visibilityCtx, this.canvas.layers);
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log.debug(`Finished rendering layers`);
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const visibilityData = visibilityCtx.getImageData(0, 0, this.canvas.width, this.canvas.height);
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const maskData = maskCtx.getImageData(0, 0, this.canvas.width, this.canvas.height);
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for (let i = 0; i < visibilityData.data.length; i += 4) {
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@@ -259,23 +243,8 @@ export class CanvasIO {
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maskCtx.fillStyle = '#ffffff'; // Start with a white mask (nothing masked)
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maskCtx.fillRect(0, 0, this.canvas.width, this.canvas.height);
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const sortedLayers = this.canvas.layers.sort((a: Layer, b: Layer) => a.zIndex - b.zIndex);
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sortedLayers.forEach((layer: Layer) => {
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tempCtx.save();
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tempCtx.globalCompositeOperation = layer.blendMode as any || 'normal';
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tempCtx.globalAlpha = layer.opacity !== undefined ? layer.opacity : 1;
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tempCtx.translate(layer.x + layer.width / 2, layer.y + layer.height / 2);
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tempCtx.rotate(layer.rotation * Math.PI / 180);
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tempCtx.drawImage(layer.image, -layer.width / 2, -layer.height / 2, layer.width, layer.height);
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tempCtx.restore();
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visibilityCtx.save();
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visibilityCtx.translate(layer.x + layer.width / 2, layer.y + layer.height / 2);
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visibilityCtx.rotate(layer.rotation * Math.PI / 180);
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visibilityCtx.drawImage(layer.image, -layer.width / 2, -layer.height / 2, layer.width, layer.height);
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visibilityCtx.restore();
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});
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this.canvas.canvasLayers.drawLayersToContext(tempCtx, this.canvas.layers);
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this.canvas.canvasLayers.drawLayersToContext(visibilityCtx, this.canvas.layers);
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const visibilityData = visibilityCtx.getImageData(0, 0, this.canvas.width, this.canvas.height);
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const maskData = maskCtx.getImageData(0, 0, this.canvas.width, this.canvas.height);
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