mirror of
https://github.com/Azornes/Comfyui-LayerForge.git
synced 2026-03-21 20:52:12 -03:00
add advanced brush cursor visualization
Implemented dynamic brush cursor with visual feedback for size (circle radius), strength (opacity), and hardness (solid/dashed border with gradient). Added overlay canvas system for smooth cursor updates without affecting main rendering performance.
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@@ -7,6 +7,8 @@ export class CanvasRenderer {
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this.lastRenderTime = 0;
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this.renderInterval = 1000 / 60;
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this.isDirty = false;
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// Initialize overlay canvas
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this.initOverlay();
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}
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/**
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* Helper function to draw text with background at world coordinates
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@@ -158,6 +160,9 @@ export class CanvasRenderer {
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this.canvas.canvas.height = this.canvas.offscreenCanvas.height;
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}
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this.canvas.ctx.drawImage(this.canvas.offscreenCanvas, 0, 0);
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// Ensure overlay canvas is in DOM and properly sized
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this.addOverlayToDOM();
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this.updateOverlaySize();
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// Update Batch Preview UI positions
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if (this.canvas.batchPreviewManagers && this.canvas.batchPreviewManagers.length > 0) {
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this.canvas.batchPreviewManagers.forEach((manager) => {
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@@ -583,4 +588,125 @@ export class CanvasRenderer {
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padding: 8
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});
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}
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/**
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* Initialize overlay canvas for lightweight overlays like brush cursor
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*/
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initOverlay() {
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// Setup overlay canvas to match main canvas
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this.updateOverlaySize();
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// Position overlay canvas on top of main canvas
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this.canvas.overlayCanvas.style.position = 'absolute';
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this.canvas.overlayCanvas.style.left = '0px';
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this.canvas.overlayCanvas.style.top = '0px';
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this.canvas.overlayCanvas.style.pointerEvents = 'none';
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this.canvas.overlayCanvas.style.zIndex = '20'; // Above other overlays
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// Add overlay to DOM when main canvas is added
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this.addOverlayToDOM();
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log.debug('Overlay canvas initialized');
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}
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/**
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* Add overlay canvas to DOM if main canvas has a parent
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*/
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addOverlayToDOM() {
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if (this.canvas.canvas.parentElement && !this.canvas.overlayCanvas.parentElement) {
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this.canvas.canvas.parentElement.appendChild(this.canvas.overlayCanvas);
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log.debug('Overlay canvas added to DOM');
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}
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}
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/**
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* Update overlay canvas size to match main canvas
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*/
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updateOverlaySize() {
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if (this.canvas.overlayCanvas.width !== this.canvas.canvas.clientWidth ||
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this.canvas.overlayCanvas.height !== this.canvas.canvas.clientHeight) {
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this.canvas.overlayCanvas.width = Math.max(1, this.canvas.canvas.clientWidth);
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this.canvas.overlayCanvas.height = Math.max(1, this.canvas.canvas.clientHeight);
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log.debug(`Overlay canvas resized to ${this.canvas.overlayCanvas.width}x${this.canvas.overlayCanvas.height}`);
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}
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}
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/**
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* Clear overlay canvas
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*/
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clearOverlay() {
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this.canvas.overlayCtx.clearRect(0, 0, this.canvas.overlayCanvas.width, this.canvas.overlayCanvas.height);
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}
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/**
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* Draw mask brush cursor on overlay canvas with visual feedback for size, strength and hardness
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* @param worldPoint World coordinates of cursor
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*/
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drawMaskBrushCursor(worldPoint) {
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if (!this.canvas.maskTool.isActive || !this.canvas.isMouseOver) {
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this.clearOverlay();
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return;
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}
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// Update overlay size if needed
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this.updateOverlaySize();
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// Clear previous cursor
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this.clearOverlay();
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// Convert world coordinates to screen coordinates
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const screenX = (worldPoint.x - this.canvas.viewport.x) * this.canvas.viewport.zoom;
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const screenY = (worldPoint.y - this.canvas.viewport.y) * this.canvas.viewport.zoom;
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// Get brush properties
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const brushRadius = (this.canvas.maskTool.brushSize / 2) * this.canvas.viewport.zoom;
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const brushStrength = this.canvas.maskTool.brushStrength;
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const brushHardness = this.canvas.maskTool.brushHardness;
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// Save context state
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this.canvas.overlayCtx.save();
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// 1. Draw inner fill to visualize STRENGTH (opacity)
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// Higher strength = more opaque fill
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this.canvas.overlayCtx.beginPath();
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this.canvas.overlayCtx.arc(screenX, screenY, brushRadius, 0, 2 * Math.PI);
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this.canvas.overlayCtx.fillStyle = `rgba(255, 255, 255, ${brushStrength * 0.2})`; // Max 20% opacity for visibility
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this.canvas.overlayCtx.fill();
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// 2. Draw gradient edge to visualize HARDNESS
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// Hard brush = sharp edge, Soft brush = gradient edge
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if (brushHardness < 1) {
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// Create radial gradient for soft brushes
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const innerRadius = brushRadius * brushHardness;
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const gradient = this.canvas.overlayCtx.createRadialGradient(screenX, screenY, innerRadius, screenX, screenY, brushRadius);
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// Inner part is solid
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gradient.addColorStop(0, `rgba(255, 255, 255, ${0.3 + brushStrength * 0.3})`);
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// Outer part fades based on hardness
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gradient.addColorStop(1, `rgba(255, 255, 255, ${0.05})`);
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this.canvas.overlayCtx.beginPath();
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this.canvas.overlayCtx.arc(screenX, screenY, brushRadius, 0, 2 * Math.PI);
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this.canvas.overlayCtx.fillStyle = gradient;
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this.canvas.overlayCtx.fill();
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}
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// 3. Draw outer circle (SIZE indicator)
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this.canvas.overlayCtx.beginPath();
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this.canvas.overlayCtx.arc(screenX, screenY, brushRadius, 0, 2 * Math.PI);
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// Make the stroke opacity also reflect strength slightly
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const strokeOpacity = 0.4 + brushStrength * 0.4; // Range from 0.4 to 0.8
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this.canvas.overlayCtx.strokeStyle = `rgba(255, 255, 255, ${strokeOpacity})`;
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this.canvas.overlayCtx.lineWidth = 1.5;
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// Use solid line for hard brushes, dashed for soft brushes
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if (brushHardness > 0.8) {
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// Hard brush - solid line
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this.canvas.overlayCtx.setLineDash([]);
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}
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else {
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// Soft brush - dashed line, dash length based on hardness
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const dashLength = 2 + (1 - brushHardness) * 4; // Longer dashes for softer brushes
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this.canvas.overlayCtx.setLineDash([dashLength, dashLength]);
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}
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this.canvas.overlayCtx.stroke();
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// 4. Optional: Draw center dot for very precise brushes
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if (brushRadius < 5) {
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this.canvas.overlayCtx.beginPath();
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this.canvas.overlayCtx.arc(screenX, screenY, 1, 0, 2 * Math.PI);
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this.canvas.overlayCtx.fillStyle = `rgba(255, 255, 255, ${strokeOpacity})`;
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this.canvas.overlayCtx.fill();
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}
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// Restore context state
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this.canvas.overlayCtx.restore();
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}
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/**
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* Update overlay position when viewport changes
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*/
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updateOverlayPosition() {
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// Overlay canvas is positioned absolutely, so it doesn't need repositioning
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// Just ensure it's the right size
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this.updateOverlaySize();
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}
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}
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