Files
Comfyui-LayerForge/js/CanvasRenderer.js
Dariusz L de83a884c2 Switch mask preview from chunked to canvas rendering
Replaced chunked rendering approach with direct canvas drawing for mask preview, then applying to main canvas. Added "Mask Opacity" slider.
2025-08-08 17:13:44 +02:00

836 lines
39 KiB
JavaScript

import { createModuleLogger } from "./utils/LoggerUtils.js";
const log = createModuleLogger('CanvasRenderer');
export class CanvasRenderer {
constructor(canvas) {
this.canvas = canvas;
this.renderAnimationFrame = null;
this.lastRenderTime = 0;
this.renderInterval = 1000 / 60;
this.isDirty = false;
// Initialize overlay canvases
this.initOverlay();
this.initStrokeOverlay();
}
/**
* Helper function to draw text with background at world coordinates
* @param ctx Canvas context
* @param text Text to display
* @param worldX World X coordinate
* @param worldY World Y coordinate
* @param options Optional styling options
*/
drawTextWithBackground(ctx, text, worldX, worldY, options = {}) {
const { font = "14px sans-serif", textColor = "white", backgroundColor = "rgba(0, 0, 0, 0.7)", padding = 10, lineHeight = 18 } = options;
ctx.save();
ctx.setTransform(1, 0, 0, 1, 0, 0);
const screenX = (worldX - this.canvas.viewport.x) * this.canvas.viewport.zoom;
const screenY = (worldY - this.canvas.viewport.y) * this.canvas.viewport.zoom;
ctx.font = font;
ctx.textAlign = "center";
ctx.textBaseline = "middle";
const lines = text.split('\n');
const textMetrics = lines.map(line => ctx.measureText(line));
const bgWidth = Math.max(...textMetrics.map(m => m.width)) + padding;
const bgHeight = lines.length * lineHeight + 4;
ctx.fillStyle = backgroundColor;
ctx.fillRect(screenX - bgWidth / 2, screenY - bgHeight / 2, bgWidth, bgHeight);
ctx.fillStyle = textColor;
lines.forEach((line, index) => {
const yPos = screenY - (bgHeight / 2) + (lineHeight / 2) + (index * lineHeight) + 2;
ctx.fillText(line, screenX, yPos);
});
ctx.restore();
}
/**
* Helper function to draw rectangle with stroke style
* @param ctx Canvas context
* @param rect Rectangle bounds {x, y, width, height}
* @param options Styling options
*/
drawStyledRect(ctx, rect, options = {}) {
const { strokeStyle = "rgba(255, 255, 255, 0.8)", lineWidth = 2, dashPattern = null } = options;
ctx.save();
ctx.strokeStyle = strokeStyle;
ctx.lineWidth = lineWidth / this.canvas.viewport.zoom;
if (dashPattern) {
const scaledDash = dashPattern.map((d) => d / this.canvas.viewport.zoom);
ctx.setLineDash(scaledDash);
}
ctx.strokeRect(rect.x, rect.y, rect.width, rect.height);
if (dashPattern) {
ctx.setLineDash([]);
}
ctx.restore();
}
render() {
if (this.renderAnimationFrame) {
this.isDirty = true;
return;
}
this.renderAnimationFrame = requestAnimationFrame(() => {
const now = performance.now();
if (now - this.lastRenderTime >= this.renderInterval) {
this.lastRenderTime = now;
this.actualRender();
this.isDirty = false;
}
if (this.isDirty) {
this.renderAnimationFrame = null;
this.render();
}
else {
this.renderAnimationFrame = null;
}
});
}
actualRender() {
if (this.canvas.offscreenCanvas.width !== this.canvas.canvas.clientWidth ||
this.canvas.offscreenCanvas.height !== this.canvas.canvas.clientHeight) {
const newWidth = Math.max(1, this.canvas.canvas.clientWidth);
const newHeight = Math.max(1, this.canvas.canvas.clientHeight);
this.canvas.offscreenCanvas.width = newWidth;
this.canvas.offscreenCanvas.height = newHeight;
}
const ctx = this.canvas.offscreenCtx;
ctx.fillStyle = '#606060';
ctx.fillRect(0, 0, this.canvas.offscreenCanvas.width, this.canvas.offscreenCanvas.height);
ctx.save();
ctx.scale(this.canvas.viewport.zoom, this.canvas.viewport.zoom);
ctx.translate(-this.canvas.viewport.x, -this.canvas.viewport.y);
this.drawGrid(ctx);
// Use CanvasLayers to draw layers with proper blend area support
this.canvas.canvasLayers.drawLayersToContext(ctx, this.canvas.layers);
// Draw mask AFTER layers but BEFORE all preview outlines
const maskImage = this.canvas.maskTool.getMask();
if (maskImage && this.canvas.maskTool.isOverlayVisible) {
ctx.save();
if (this.canvas.maskTool.isActive) {
// In draw mask mode, use the previewOpacity value from the slider
ctx.globalCompositeOperation = 'source-over';
ctx.globalAlpha = this.canvas.maskTool.previewOpacity;
}
else {
// When not in draw mask mode, show mask at full opacity
ctx.globalCompositeOperation = 'source-over';
ctx.globalAlpha = 1.0;
}
// Renderuj maskę w jej pozycji światowej (bez przesunięcia względem bounds)
const maskWorldX = this.canvas.maskTool.x;
const maskWorldY = this.canvas.maskTool.y;
ctx.drawImage(maskImage, maskWorldX, maskWorldY);
ctx.globalAlpha = 1.0;
ctx.restore();
}
// Draw selection frames for selected layers
const sortedLayers = [...this.canvas.layers].sort((a, b) => a.zIndex - b.zIndex);
sortedLayers.forEach(layer => {
if (!layer.image || !layer.visible)
return;
if (this.canvas.canvasSelection.selectedLayers.includes(layer)) {
ctx.save();
const centerX = layer.x + layer.width / 2;
const centerY = layer.y + layer.height / 2;
ctx.translate(centerX, centerY);
ctx.rotate(layer.rotation * Math.PI / 180);
const scaleH = layer.flipH ? -1 : 1;
const scaleV = layer.flipV ? -1 : 1;
if (layer.flipH || layer.flipV) {
ctx.scale(scaleH, scaleV);
}
this.drawSelectionFrame(ctx, layer);
ctx.restore();
}
});
this.drawCanvasOutline(ctx);
this.drawOutputAreaExtensionPreview(ctx); // Draw extension preview
this.drawPendingGenerationAreas(ctx); // Draw snapshot outlines
this.renderInteractionElements(ctx);
this.canvas.shapeTool.render(ctx);
this.drawMaskAreaBounds(ctx); // Draw mask area bounds when mask tool is active
this.renderLayerInfo(ctx);
// Update custom shape menu position and visibility
if (this.canvas.outputAreaShape) {
this.canvas.customShapeMenu.show();
this.canvas.customShapeMenu.updateScreenPosition();
}
else {
this.canvas.customShapeMenu.hide();
}
ctx.restore();
if (this.canvas.canvas.width !== this.canvas.offscreenCanvas.width ||
this.canvas.canvas.height !== this.canvas.offscreenCanvas.height) {
this.canvas.canvas.width = this.canvas.offscreenCanvas.width;
this.canvas.canvas.height = this.canvas.offscreenCanvas.height;
}
this.canvas.ctx.drawImage(this.canvas.offscreenCanvas, 0, 0);
// Ensure overlay canvases are in DOM and properly sized
this.addOverlayToDOM();
this.updateOverlaySize();
this.addStrokeOverlayToDOM();
this.updateStrokeOverlaySize();
// Update Batch Preview UI positions
if (this.canvas.batchPreviewManagers && this.canvas.batchPreviewManagers.length > 0) {
this.canvas.batchPreviewManagers.forEach((manager) => {
manager.updateScreenPosition(this.canvas.viewport);
});
}
}
renderInteractionElements(ctx) {
const interaction = this.canvas.interaction;
if (interaction.mode === 'resizingCanvas' && interaction.canvasResizeRect) {
const rect = interaction.canvasResizeRect;
this.drawStyledRect(ctx, rect, {
strokeStyle: 'rgba(0, 255, 0, 0.8)',
lineWidth: 2,
dashPattern: [8, 4]
});
if (rect.width > 0 && rect.height > 0) {
const text = `${Math.round(rect.width)}x${Math.round(rect.height)}`;
const textWorldX = rect.x + rect.width / 2;
const textWorldY = rect.y + rect.height + (20 / this.canvas.viewport.zoom);
this.drawTextWithBackground(ctx, text, textWorldX, textWorldY, {
backgroundColor: "rgba(0, 128, 0, 0.7)"
});
}
}
if (interaction.mode === 'movingCanvas' && interaction.canvasMoveRect) {
const rect = interaction.canvasMoveRect;
this.drawStyledRect(ctx, rect, {
strokeStyle: 'rgba(0, 150, 255, 0.8)',
lineWidth: 2,
dashPattern: [10, 5]
});
const text = `(${Math.round(rect.x)}, ${Math.round(rect.y)})`;
const textWorldX = rect.x + rect.width / 2;
const textWorldY = rect.y - (20 / this.canvas.viewport.zoom);
this.drawTextWithBackground(ctx, text, textWorldX, textWorldY, {
backgroundColor: "rgba(0, 100, 170, 0.7)"
});
}
}
renderLayerInfo(ctx) {
if (this.canvas.canvasSelection.selectedLayer) {
this.canvas.canvasSelection.selectedLayers.forEach((layer) => {
if (!layer.image || !layer.visible)
return;
const layerIndex = this.canvas.layers.indexOf(layer);
const currentWidth = Math.round(layer.width);
const currentHeight = Math.round(layer.height);
const rotation = Math.round(layer.rotation % 360);
let text = `${currentWidth}x${currentHeight} | ${rotation}° | Layer #${layerIndex + 1}`;
if (layer.originalWidth && layer.originalHeight) {
text += `\nOriginal: ${layer.originalWidth}x${layer.originalHeight}`;
}
const centerX = layer.x + layer.width / 2;
const centerY = layer.y + layer.height / 2;
const rad = layer.rotation * Math.PI / 180;
const cos = Math.cos(rad);
const sin = Math.sin(rad);
const halfW = layer.width / 2;
const halfH = layer.height / 2;
const localCorners = [
{ x: -halfW, y: -halfH },
{ x: halfW, y: -halfH },
{ x: halfW, y: halfH },
{ x: -halfW, y: halfH }
];
const worldCorners = localCorners.map(p => ({
x: centerX + p.x * cos - p.y * sin,
y: centerY + p.x * sin + p.y * cos
}));
let minX = Infinity, maxX = -Infinity, maxY = -Infinity;
worldCorners.forEach(p => {
minX = Math.min(minX, p.x);
maxX = Math.max(maxX, p.x);
maxY = Math.max(maxY, p.y);
});
const padding = 20 / this.canvas.viewport.zoom;
const textWorldX = (minX + maxX) / 2;
const textWorldY = maxY + padding;
this.drawTextWithBackground(ctx, text, textWorldX, textWorldY);
});
}
}
drawGrid(ctx) {
const gridSize = 64;
const lineWidth = 0.5 / this.canvas.viewport.zoom;
const viewLeft = this.canvas.viewport.x;
const viewTop = this.canvas.viewport.y;
const viewRight = this.canvas.viewport.x + this.canvas.offscreenCanvas.width / this.canvas.viewport.zoom;
const viewBottom = this.canvas.viewport.y + this.canvas.offscreenCanvas.height / this.canvas.viewport.zoom;
ctx.beginPath();
ctx.strokeStyle = '#707070';
ctx.lineWidth = lineWidth;
for (let x = Math.floor(viewLeft / gridSize) * gridSize; x < viewRight; x += gridSize) {
ctx.moveTo(x, viewTop);
ctx.lineTo(x, viewBottom);
}
for (let y = Math.floor(viewTop / gridSize) * gridSize; y < viewBottom; y += gridSize) {
ctx.moveTo(viewLeft, y);
ctx.lineTo(viewRight, y);
}
ctx.stroke();
}
/**
* Check if custom shape overlaps with any active batch preview areas
*/
isCustomShapeOverlappingWithBatchAreas() {
if (!this.canvas.outputAreaShape || !this.canvas.batchPreviewManagers || this.canvas.batchPreviewManagers.length === 0) {
return false;
}
// Get custom shape bounds
const bounds = this.canvas.outputAreaBounds;
const ext = this.canvas.outputAreaExtensionEnabled ? this.canvas.outputAreaExtensions : { top: 0, bottom: 0, left: 0, right: 0 };
const shapeOffsetX = bounds.x + ext.left;
const shapeOffsetY = bounds.y + ext.top;
const shape = this.canvas.outputAreaShape;
let minX = Infinity, maxX = -Infinity, minY = Infinity, maxY = -Infinity;
// Calculate shape bounding box
shape.points.forEach((point) => {
const worldX = shapeOffsetX + point.x;
const worldY = shapeOffsetY + point.y;
minX = Math.min(minX, worldX);
maxX = Math.max(maxX, worldX);
minY = Math.min(minY, worldY);
maxY = Math.max(maxY, worldY);
});
const shapeBounds = { x: minX, y: minY, width: maxX - minX, height: maxY - minY };
// Check overlap with each active batch preview area
for (const manager of this.canvas.batchPreviewManagers) {
if (manager.generationArea) {
const area = manager.generationArea;
// Check if rectangles overlap
if (!(shapeBounds.x + shapeBounds.width < area.x ||
area.x + area.width < shapeBounds.x ||
shapeBounds.y + shapeBounds.height < area.y ||
area.y + area.height < shapeBounds.y)) {
return true; // Overlap detected
}
}
}
return false;
}
drawCanvasOutline(ctx) {
ctx.beginPath();
ctx.strokeStyle = 'rgba(255, 255, 255, 0.8)';
ctx.lineWidth = 2 / this.canvas.viewport.zoom;
ctx.setLineDash([10 / this.canvas.viewport.zoom, 5 / this.canvas.viewport.zoom]);
// Rysuj outline w pozycji outputAreaBounds
const bounds = this.canvas.outputAreaBounds;
ctx.rect(bounds.x, bounds.y, bounds.width, bounds.height);
ctx.stroke();
ctx.setLineDash([]);
// Display dimensions under outputAreaBounds
const dimensionsText = `${Math.round(bounds.width)}x${Math.round(bounds.height)}`;
const textWorldX = bounds.x + bounds.width / 2;
const textWorldY = bounds.y + bounds.height + (20 / this.canvas.viewport.zoom);
this.drawTextWithBackground(ctx, dimensionsText, textWorldX, textWorldY);
// Only draw custom shape if it doesn't overlap with batch preview areas
if (this.canvas.outputAreaShape && !this.isCustomShapeOverlappingWithBatchAreas()) {
ctx.save();
ctx.strokeStyle = 'rgba(0, 255, 255, 0.9)';
ctx.lineWidth = 2 / this.canvas.viewport.zoom;
ctx.setLineDash([]);
const shape = this.canvas.outputAreaShape;
const bounds = this.canvas.outputAreaBounds;
// Calculate custom shape position accounting for extensions
// Custom shape should maintain its relative position within the original canvas area
const ext = this.canvas.outputAreaExtensionEnabled ? this.canvas.outputAreaExtensions : { top: 0, bottom: 0, left: 0, right: 0 };
const shapeOffsetX = bounds.x + ext.left; // Add left extension to maintain relative position
const shapeOffsetY = bounds.y + ext.top; // Add top extension to maintain relative position
ctx.beginPath();
// Render custom shape with extension offset to maintain relative position
ctx.moveTo(shapeOffsetX + shape.points[0].x, shapeOffsetY + shape.points[0].y);
for (let i = 1; i < shape.points.length; i++) {
ctx.lineTo(shapeOffsetX + shape.points[i].x, shapeOffsetY + shape.points[i].y);
}
ctx.closePath();
ctx.stroke();
ctx.restore();
}
}
/**
* Sprawdza czy punkt w świecie jest przykryty przez warstwy o wyższym zIndex
*/
isPointCoveredByHigherLayers(worldX, worldY, currentLayer) {
// Znajdź warstwy o wyższym zIndex niż aktualny layer
const higherLayers = this.canvas.layers.filter((l) => l.zIndex > currentLayer.zIndex && l.visible && l !== currentLayer);
for (const higherLayer of higherLayers) {
// Sprawdź czy punkt jest wewnątrz tego layera
const centerX = higherLayer.x + higherLayer.width / 2;
const centerY = higherLayer.y + higherLayer.height / 2;
// Przekształć punkt do lokalnego układu współrzędnych layera
const dx = worldX - centerX;
const dy = worldY - centerY;
const rad = -higherLayer.rotation * Math.PI / 180;
const rotatedX = dx * Math.cos(rad) - dy * Math.sin(rad);
const rotatedY = dx * Math.sin(rad) + dy * Math.cos(rad);
// Sprawdź czy punkt jest wewnątrz prostokąta layera
if (Math.abs(rotatedX) <= higherLayer.width / 2 &&
Math.abs(rotatedY) <= higherLayer.height / 2) {
// Sprawdź przezroczystość layera - jeśli ma znaczącą nieprzezroczystość, uznaj za przykryty
if (higherLayer.opacity > 0.1) {
return true;
}
}
}
return false;
}
/**
* Rysuje linię z automatycznym przełączaniem między ciągłą a przerywaną w zależności od przykrycia
*/
drawAdaptiveLine(ctx, startX, startY, endX, endY, layer) {
const segmentLength = 8 / this.canvas.viewport.zoom; // Długość segmentu do sprawdzania
const dashLength = 6 / this.canvas.viewport.zoom;
const gapLength = 4 / this.canvas.viewport.zoom;
const totalLength = Math.sqrt((endX - startX) ** 2 + (endY - startY) ** 2);
const segments = Math.max(1, Math.floor(totalLength / segmentLength));
let currentX = startX;
let currentY = startY;
let lastCovered = null;
let segmentStart = { x: startX, y: startY };
for (let i = 0; i <= segments; i++) {
const t = i / segments;
const x = startX + (endX - startX) * t;
const y = startY + (endY - startY) * t;
// Przekształć współrzędne lokalne na światowe
const centerX = layer.x + layer.width / 2;
const centerY = layer.y + layer.height / 2;
const rad = layer.rotation * Math.PI / 180;
const cos = Math.cos(rad);
const sin = Math.sin(rad);
const worldX = centerX + (x * cos - y * sin);
const worldY = centerY + (x * sin + y * cos);
const isCovered = this.isPointCoveredByHigherLayers(worldX, worldY, layer);
// Jeśli stan się zmienił lub to ostatni segment, narysuj poprzedni odcinek
if (lastCovered !== null && (lastCovered !== isCovered || i === segments)) {
ctx.beginPath();
ctx.moveTo(segmentStart.x, segmentStart.y);
ctx.lineTo(currentX, currentY);
if (lastCovered) {
// Przykryty - linia przerywana
ctx.setLineDash([dashLength, gapLength]);
}
else {
// Nie przykryty - linia ciągła
ctx.setLineDash([]);
}
ctx.stroke();
segmentStart = { x: currentX, y: currentY };
}
lastCovered = isCovered;
currentX = x;
currentY = y;
}
// Narysuj ostatni segment jeśli potrzeba
if (lastCovered !== null) {
ctx.beginPath();
ctx.moveTo(segmentStart.x, segmentStart.y);
ctx.lineTo(endX, endY);
if (lastCovered) {
ctx.setLineDash([dashLength, gapLength]);
}
else {
ctx.setLineDash([]);
}
ctx.stroke();
}
// Resetuj dash pattern
ctx.setLineDash([]);
}
drawSelectionFrame(ctx, layer) {
const lineWidth = 2 / this.canvas.viewport.zoom;
const handleRadius = 5 / this.canvas.viewport.zoom;
if (layer.cropMode && layer.cropBounds && layer.originalWidth) {
// --- CROP MODE ---
ctx.lineWidth = lineWidth;
// 1. Draw dashed blue line for the full transform frame (the "original size" container)
ctx.strokeStyle = '#007bff';
ctx.setLineDash([8 / this.canvas.viewport.zoom, 8 / this.canvas.viewport.zoom]);
ctx.strokeRect(-layer.width / 2, -layer.height / 2, layer.width, layer.height);
ctx.setLineDash([]);
// 2. Draw solid blue line for the crop bounds
const layerScaleX = layer.width / layer.originalWidth;
const layerScaleY = layer.height / layer.originalHeight;
const s = layer.cropBounds;
const cropRectX = (-layer.width / 2) + (s.x * layerScaleX);
const cropRectY = (-layer.height / 2) + (s.y * layerScaleY);
const cropRectW = s.width * layerScaleX;
const cropRectH = s.height * layerScaleY;
ctx.strokeStyle = '#007bff'; // Solid blue
this.drawAdaptiveLine(ctx, cropRectX, cropRectY, cropRectX + cropRectW, cropRectY, layer); // Top
this.drawAdaptiveLine(ctx, cropRectX + cropRectW, cropRectY, cropRectX + cropRectW, cropRectY + cropRectH, layer); // Right
this.drawAdaptiveLine(ctx, cropRectX + cropRectW, cropRectY + cropRectH, cropRectX, cropRectY + cropRectH, layer); // Bottom
this.drawAdaptiveLine(ctx, cropRectX, cropRectY + cropRectH, cropRectX, cropRectY, layer); // Left
}
else {
// --- TRANSFORM MODE ---
ctx.strokeStyle = '#00ff00'; // Green
ctx.lineWidth = lineWidth;
const halfW = layer.width / 2;
const halfH = layer.height / 2;
// Draw adaptive solid green line for transform frame
this.drawAdaptiveLine(ctx, -halfW, -halfH, halfW, -halfH, layer);
this.drawAdaptiveLine(ctx, halfW, -halfH, halfW, halfH, layer);
this.drawAdaptiveLine(ctx, halfW, halfH, -halfW, halfH, layer);
this.drawAdaptiveLine(ctx, -halfW, halfH, -halfW, -halfH, layer);
// Draw line to rotation handle
ctx.setLineDash([]);
ctx.beginPath();
const startY = layer.flipV ? halfH : -halfH;
const endY = startY + (layer.flipV ? 1 : -1) * (20 / this.canvas.viewport.zoom);
ctx.moveTo(0, startY);
ctx.lineTo(0, endY);
ctx.stroke();
}
// --- DRAW HANDLES (Unified Logic) ---
const handles = this.canvas.canvasLayers.getHandles(layer);
ctx.fillStyle = '#ffffff';
ctx.strokeStyle = '#000000';
ctx.lineWidth = 1 / this.canvas.viewport.zoom;
const centerX = layer.x + layer.width / 2;
const centerY = layer.y + layer.height / 2;
for (const key in handles) {
// Skip rotation handle in crop mode
if (layer.cropMode && key === 'rot')
continue;
const point = handles[key];
// The handle position is already in world space.
// We need to convert it to the layer's local, un-rotated space.
const dx = point.x - centerX;
const dy = point.y - centerY;
// "Un-rotate" the position to get it in the layer's local, un-rotated space
const rad = -layer.rotation * Math.PI / 180;
const cos = Math.cos(rad);
const sin = Math.sin(rad);
const localX = dx * cos - dy * sin;
const localY = dx * sin + dy * cos;
// The context is already flipped. We need to flip the coordinates
// to match the visual transformation, so the arc is drawn in the correct place.
const finalX = localX * (layer.flipH ? -1 : 1);
const finalY = localY * (layer.flipV ? -1 : 1);
ctx.beginPath();
ctx.arc(finalX, finalY, handleRadius, 0, Math.PI * 2);
ctx.fill();
ctx.stroke();
}
}
drawOutputAreaExtensionPreview(ctx) {
if (!this.canvas.outputAreaExtensionPreview) {
return;
}
// Calculate preview bounds based on original canvas size + preview extensions
const baseWidth = this.canvas.originalCanvasSize ? this.canvas.originalCanvasSize.width : this.canvas.width;
const baseHeight = this.canvas.originalCanvasSize ? this.canvas.originalCanvasSize.height : this.canvas.height;
const ext = this.canvas.outputAreaExtensionPreview;
// Calculate preview bounds relative to original custom shape position, not (0,0)
const originalPos = this.canvas.originalOutputAreaPosition;
const previewBounds = {
x: originalPos.x - ext.left, // ✅ Względem oryginalnej pozycji custom shape
y: originalPos.y - ext.top, // ✅ Względem oryginalnej pozycji custom shape
width: baseWidth + ext.left + ext.right,
height: baseHeight + ext.top + ext.bottom
};
this.drawStyledRect(ctx, previewBounds, {
strokeStyle: 'rgba(255, 255, 0, 0.8)',
lineWidth: 3,
dashPattern: [8, 4]
});
}
drawPendingGenerationAreas(ctx) {
const pendingAreas = [];
// 1. Get all pending generation areas (from pendingBatchContext)
if (this.canvas.pendingBatchContext && this.canvas.pendingBatchContext.outputArea) {
pendingAreas.push(this.canvas.pendingBatchContext.outputArea);
}
// 2. Draw only those pending areas, które NIE mają aktywnego batch preview managera dla tego samego obszaru
const isAreaCoveredByBatch = (area) => {
if (!this.canvas.batchPreviewManagers)
return false;
return this.canvas.batchPreviewManagers.some((manager) => {
if (!manager.generationArea)
return false;
// Sprawdź czy obszary się pokrywają (prosty overlap AABB)
const a = area;
const b = manager.generationArea;
return !(a.x + a.width < b.x || b.x + b.width < a.x || a.y + a.height < b.y || b.y + b.height < a.y);
});
};
pendingAreas.forEach(area => {
if (!isAreaCoveredByBatch(area)) {
this.drawStyledRect(ctx, area, {
strokeStyle: 'rgba(0, 150, 255, 0.9)',
lineWidth: 3,
dashPattern: [12, 6]
});
}
});
}
drawMaskAreaBounds(ctx) {
// Only show mask area bounds when mask tool is active
if (!this.canvas.maskTool.isActive) {
return;
}
const maskTool = this.canvas.maskTool;
// Get mask canvas bounds in world coordinates
const maskBounds = {
x: maskTool.x,
y: maskTool.y,
width: maskTool.getMask().width,
height: maskTool.getMask().height
};
this.drawStyledRect(ctx, maskBounds, {
strokeStyle: 'rgba(255, 100, 100, 0.7)',
lineWidth: 2,
dashPattern: [6, 6]
});
// Add text label to show this is the mask drawing area
const textWorldX = maskBounds.x + maskBounds.width / 2;
const textWorldY = maskBounds.y - (10 / this.canvas.viewport.zoom);
this.drawTextWithBackground(ctx, "Mask Drawing Area", textWorldX, textWorldY, {
font: "12px sans-serif",
backgroundColor: "rgba(255, 100, 100, 0.8)",
padding: 8
});
}
/**
* Initialize overlay canvas for lightweight overlays like brush cursor
*/
initOverlay() {
// Setup overlay canvas to match main canvas
this.updateOverlaySize();
// Position overlay canvas on top of main canvas
this.canvas.overlayCanvas.style.position = 'absolute';
this.canvas.overlayCanvas.style.left = '0px';
this.canvas.overlayCanvas.style.top = '0px';
this.canvas.overlayCanvas.style.pointerEvents = 'none';
this.canvas.overlayCanvas.style.zIndex = '20'; // Above other overlays
// Add overlay to DOM when main canvas is added
this.addOverlayToDOM();
log.debug('Overlay canvas initialized');
}
/**
* Add overlay canvas to DOM if main canvas has a parent
*/
addOverlayToDOM() {
if (this.canvas.canvas.parentElement && !this.canvas.overlayCanvas.parentElement) {
this.canvas.canvas.parentElement.appendChild(this.canvas.overlayCanvas);
log.debug('Overlay canvas added to DOM');
}
}
/**
* Update overlay canvas size to match main canvas
*/
updateOverlaySize() {
if (this.canvas.overlayCanvas.width !== this.canvas.canvas.clientWidth ||
this.canvas.overlayCanvas.height !== this.canvas.canvas.clientHeight) {
this.canvas.overlayCanvas.width = Math.max(1, this.canvas.canvas.clientWidth);
this.canvas.overlayCanvas.height = Math.max(1, this.canvas.canvas.clientHeight);
log.debug(`Overlay canvas resized to ${this.canvas.overlayCanvas.width}x${this.canvas.overlayCanvas.height}`);
}
}
/**
* Clear overlay canvas
*/
clearOverlay() {
this.canvas.overlayCtx.clearRect(0, 0, this.canvas.overlayCanvas.width, this.canvas.overlayCanvas.height);
}
/**
* Initialize a dedicated overlay for real-time mask stroke preview
*/
initStrokeOverlay() {
// Create canvas if not created yet
if (!this.strokeOverlayCanvas) {
this.strokeOverlayCanvas = document.createElement('canvas');
const ctx = this.strokeOverlayCanvas.getContext('2d');
if (!ctx) {
throw new Error('Failed to get 2D context for stroke overlay canvas');
}
this.strokeOverlayCtx = ctx;
}
// Size match main canvas
this.updateStrokeOverlaySize();
// Position above main canvas but below cursor overlay
this.strokeOverlayCanvas.style.position = 'absolute';
this.strokeOverlayCanvas.style.left = '1px';
this.strokeOverlayCanvas.style.top = '1px';
this.strokeOverlayCanvas.style.pointerEvents = 'none';
this.strokeOverlayCanvas.style.zIndex = '19'; // Below cursor overlay (20)
// Opacity is now controlled by MaskTool.previewOpacity
this.strokeOverlayCanvas.style.opacity = String(this.canvas.maskTool.previewOpacity || 0.5);
// Add to DOM
this.addStrokeOverlayToDOM();
log.debug('Stroke overlay canvas initialized');
}
/**
* Add stroke overlay canvas to DOM if needed
*/
addStrokeOverlayToDOM() {
if (this.canvas.canvas.parentElement && !this.strokeOverlayCanvas.parentElement) {
this.canvas.canvas.parentElement.appendChild(this.strokeOverlayCanvas);
log.debug('Stroke overlay canvas added to DOM');
}
}
/**
* Ensure stroke overlay size matches main canvas
*/
updateStrokeOverlaySize() {
const w = Math.max(1, this.canvas.canvas.clientWidth);
const h = Math.max(1, this.canvas.canvas.clientHeight);
if (this.strokeOverlayCanvas.width !== w || this.strokeOverlayCanvas.height !== h) {
this.strokeOverlayCanvas.width = w;
this.strokeOverlayCanvas.height = h;
log.debug(`Stroke overlay resized to ${w}x${h}`);
}
}
/**
* Clear the stroke overlay
*/
clearMaskStrokeOverlay() {
if (!this.strokeOverlayCtx)
return;
this.strokeOverlayCtx.clearRect(0, 0, this.strokeOverlayCanvas.width, this.strokeOverlayCanvas.height);
}
/**
* Draw a preview stroke segment onto the stroke overlay in screen space
* Uses line drawing with gradient to match MaskTool's drawLineOnChunk exactly
*/
drawMaskStrokeSegment(startWorld, endWorld) {
// Ensure overlay is present and sized
this.updateStrokeOverlaySize();
const zoom = this.canvas.viewport.zoom;
const toScreen = (p) => ({
x: (p.x - this.canvas.viewport.x) * zoom,
y: (p.y - this.canvas.viewport.y) * zoom
});
const startScreen = toScreen(startWorld);
const endScreen = toScreen(endWorld);
const brushRadius = (this.canvas.maskTool.brushSize / 2) * zoom;
const hardness = this.canvas.maskTool.brushHardness;
const strength = this.canvas.maskTool.brushStrength;
// If strength is 0, don't draw anything
if (strength <= 0) {
return;
}
this.strokeOverlayCtx.save();
// Draw line segment exactly as MaskTool does
this.strokeOverlayCtx.beginPath();
this.strokeOverlayCtx.moveTo(startScreen.x, startScreen.y);
this.strokeOverlayCtx.lineTo(endScreen.x, endScreen.y);
// Match the gradient setup from MaskTool's drawLineOnChunk
if (hardness === 1) {
this.strokeOverlayCtx.strokeStyle = `rgba(255, 255, 255, ${strength})`;
}
else {
const innerRadius = brushRadius * hardness;
const gradient = this.strokeOverlayCtx.createRadialGradient(endScreen.x, endScreen.y, innerRadius, endScreen.x, endScreen.y, brushRadius);
gradient.addColorStop(0, `rgba(255, 255, 255, ${strength})`);
gradient.addColorStop(1, `rgba(255, 255, 255, 0)`);
this.strokeOverlayCtx.strokeStyle = gradient;
}
// Match line properties from MaskTool
this.strokeOverlayCtx.lineWidth = this.canvas.maskTool.brushSize * zoom;
this.strokeOverlayCtx.lineCap = 'round';
this.strokeOverlayCtx.lineJoin = 'round';
this.strokeOverlayCtx.globalCompositeOperation = 'source-over';
this.strokeOverlayCtx.stroke();
this.strokeOverlayCtx.restore();
}
/**
* Redraws the entire stroke overlay from world coordinates
* Used when viewport changes during drawing to maintain visual consistency
*/
redrawMaskStrokeOverlay(strokePoints) {
if (strokePoints.length < 2)
return;
// Clear the overlay first
this.clearMaskStrokeOverlay();
// Redraw all segments with current viewport
for (let i = 1; i < strokePoints.length; i++) {
this.drawMaskStrokeSegment(strokePoints[i - 1], strokePoints[i]);
}
}
/**
* Draw mask brush cursor on overlay canvas with visual feedback for size, strength and hardness
* @param worldPoint World coordinates of cursor
*/
drawMaskBrushCursor(worldPoint) {
if (!this.canvas.maskTool.isActive || !this.canvas.isMouseOver) {
this.clearOverlay();
return;
}
// Update overlay size if needed
this.updateOverlaySize();
// Clear previous cursor
this.clearOverlay();
// Convert world coordinates to screen coordinates
const screenX = (worldPoint.x - this.canvas.viewport.x) * this.canvas.viewport.zoom;
const screenY = (worldPoint.y - this.canvas.viewport.y) * this.canvas.viewport.zoom;
// Get brush properties
const brushRadius = (this.canvas.maskTool.brushSize / 2) * this.canvas.viewport.zoom;
const brushStrength = this.canvas.maskTool.brushStrength;
const brushHardness = this.canvas.maskTool.brushHardness;
// Save context state
this.canvas.overlayCtx.save();
// If strength is 0, just draw outline
if (brushStrength > 0) {
// Draw inner fill to visualize brush effect - matches actual brush rendering
const gradient = this.canvas.overlayCtx.createRadialGradient(screenX, screenY, 0, screenX, screenY, brushRadius);
// Preview alpha - subtle to not obscure content
const previewAlpha = brushStrength * 0.15; // Very subtle preview (max 15% opacity)
if (brushHardness === 1) {
// Hard brush - uniform fill within radius
gradient.addColorStop(0, `rgba(255, 255, 255, ${previewAlpha})`);
gradient.addColorStop(1, `rgba(255, 255, 255, ${previewAlpha})`);
}
else {
// Soft brush - gradient fade matching actual brush
gradient.addColorStop(0, `rgba(255, 255, 255, ${previewAlpha})`);
if (brushHardness > 0) {
gradient.addColorStop(brushHardness, `rgba(255, 255, 255, ${previewAlpha})`);
}
gradient.addColorStop(1, `rgba(255, 255, 255, 0)`);
}
this.canvas.overlayCtx.beginPath();
this.canvas.overlayCtx.arc(screenX, screenY, brushRadius, 0, 2 * Math.PI);
this.canvas.overlayCtx.fillStyle = gradient;
this.canvas.overlayCtx.fill();
}
// Draw outer circle (SIZE indicator)
this.canvas.overlayCtx.beginPath();
this.canvas.overlayCtx.arc(screenX, screenY, brushRadius, 0, 2 * Math.PI);
// Stroke opacity based on strength (dimmer when strength is 0)
const strokeOpacity = brushStrength > 0 ? (0.4 + brushStrength * 0.4) : 0.3;
this.canvas.overlayCtx.strokeStyle = `rgba(255, 255, 255, ${strokeOpacity})`;
this.canvas.overlayCtx.lineWidth = 1.5;
// Visual feedback for hardness
if (brushHardness > 0.8) {
// Hard brush - solid line
this.canvas.overlayCtx.setLineDash([]);
}
else {
// Soft brush - dashed line
const dashLength = 2 + (1 - brushHardness) * 4;
this.canvas.overlayCtx.setLineDash([dashLength, dashLength]);
}
this.canvas.overlayCtx.stroke();
// Center dot for small brushes
if (brushRadius < 5) {
this.canvas.overlayCtx.beginPath();
this.canvas.overlayCtx.arc(screenX, screenY, 1, 0, 2 * Math.PI);
this.canvas.overlayCtx.fillStyle = `rgba(255, 255, 255, ${strokeOpacity})`;
this.canvas.overlayCtx.fill();
}
// Restore context state
this.canvas.overlayCtx.restore();
}
/**
* Update overlay position when viewport changes
*/
updateOverlayPosition() {
// Overlay canvas is positioned absolutely, so it doesn't need repositioning
// Just ensure it's the right size
this.updateOverlaySize();
}
}