Implement Infrastructuro to reuse the previous evaluation of the
node graph to blend the new stroke with instead of drawing the
entire trace from scratch.
This does not transition to a blending based approach because that still
caused regressions but allows the brush node to work with input data
natively.
Test Plan:
- Use the brush tool in the editor and check for regressions
- Evaluate the performance
Reviewers: Keavon
Pull Request: https://github.com/GraphiteEditor/Graphite/pull/1190
* Add basic layout - WIP
* Add color input min-width -> 80px
* First pass implementation - WIP
* Allow fill to be None
* Fix null Fill color
* refactor fill and stroke options into struct
* toolbar progress - WIP
* Switch is_working_color bool to PenColorType enum
* Add todo
* Add WorkingColorChanged event
* remove unused import
* Add WorkingColor[Primary/Secondary] icons
* Allow new strokes to have no color
* Set to base color when X is pressed (as per req)
* Improve icons for new UI layout design
* Add radio buttons
* Fix menu bar Edit12px -> Edit
* Add tooltips to radio buttons
* Make the color selector only on custom
* Fix edit icon correctly this time (whoops)
* Fix working colors icons
* Changes to improve the UX
* Remove lines obviated by Default::default()
* Make Eyedropper tool use working_color_changed event
* Fix tests
---------
Co-authored-by: Keavon Chambers <keavon@keavon.com>
Add the node path to the document node and carry that over to the proto
nodes which are generated from that.
This pr also adds a compiler pass to assign the paths based on the
hierarchical structure of the nodegraph.
Test Plan: - Run units tests which check the path propagation works
Reviewers: Keavon
Reviewed By: Keavon
Pull Request: https://github.com/GraphiteEditor/Graphite/pull/1181
* Initial work towards text to node
* Add the text generate node
* Implement live edit
* Fix merge error
* Cleanup text tool
* Implement text
* Fix transforms
* Fix broken image frame
* Double click to edit text
* Fix rendering text on load
* Moving whilst editing
* Better text properties
* Prevent changing vector when there is a Text node
* Push node api
* Use node fn macro
* Stable ids
* Image module as a seperate file
* Explain check for "Input Frame" node
* Code review
---------
Co-authored-by: Keavon Chambers <keavon@keavon.com>
Adds a `serialize` function on Node which can be implemented by nodes to
allow introspecting their content. This pr also adds a Monitor Node that
always caches the last value it was evaluated with.
Test Plan: -
Reviewers: 0HyperCube
Reviewed By: 0HyperCube
Pull Request: https://github.com/GraphiteEditor/Graphite/pull/1165
Split function into smaller non-inlinable ones
this fixes the issue that rust creates too many wasm locals in non-optimized
builds. That lead to a compile error in such builds.
Co-authored-by: Keavon Chambers <keavon@keavon.com>
* Start implementing GpuExecutor for wgpu
* Implement read_output_buffer function
* Implement extraction node in the compiler
* Generate type annotations during shader compilation
* Start adding node wrapprs for graph execution api
* Wrap more of the api in nodes
* Restructure Pipeline to accept arbitrary shader inputs
* Adapt nodes to new trait definitions
* Start implementing gpu-compiler trait
* Adapt shader generation
* Hardstuck on pointer casts
* Pass nodes as references in gpu code to avoid zsts
* Update gcore to compile on the gpu
* Fix color doc tests
* Impl Node for node refs
* Add the Channel Mixer node
* Fix NodeIdentifier not found in Registry
* Add radio toggle for red/green/blue
---------
Co-authored-by: Dennis Kobert <dennis@kobert.dev>
* Nudging is now based on local pixel dimensions
* Brush tool live preview (#1116)
* Disable vector preview for brush tool
* Fix brush preview
* Fix warping
* Left and right square brackets to change size
* Add linear interpolation
* Modfiy existing selected brush layer
* Resolve warnings
---------
Co-authored-by: Dennis Kobert <dennis@kobert.dev>
Co-authored-by: Keavon Chambers <keavon@keavon.com>
* Duplicating a layer selects only new layer
* Add Ctrl+J duplicate alias hotkey
---------
Co-authored-by: 0HyperCube <78500760+0HyperCube@users.noreply.github.com>
Co-authored-by: Dennis Kobert <dennis@kobert.dev>
Co-authored-by: Keavon Chambers <keavon@keavon.com>
* Add image segmentation node
This is a node which receives as input:
- An image.
- A mask, which consists of colors that define the image segments.
Each unique color in the mask defines an area where a segmen resides.
The node generates a `Vec<ImageFrame>` where the length of the result
is the number of unique colors in the mask.
Signed-off-by: Ică Alexandru-Gabriel <alexandru@seyhanlee.com>
* Add the Index node for image segments
Since the output of the image segmentation node is a `Vec<ImageFrame>`,
we want a way to access the segments individually. The Index node receives
a `Vec<ImageFrame>` as input and an index, and returns the image found
at that index in the vec.
Signed-off-by: Ică Alexandru-Gabriel <alexandru@seyhanlee.com>
* Integrate the image segmentation and index nodes into the editor
Signed-off-by: Ică Alexandru-Gabriel <alexandru@seyhanlee.com>
* Initialize the input of the index node with an empty image frame
Signed-off-by: Ică Alexandru-Gabriel <alexandru@seyhanlee.com>
* Don't expose the parameter for the index node
Signed-off-by: Ică Alexandru-Gabriel <alexandru@seyhanlee.com>
* Don't crash the editor when the number of segments exceeds the accepted limit
Signed-off-by: Ică Alexandru-Gabriel <alexandru@seyhanlee.com>
* Print a warning in the console when the number of segments exceeds the accepted limit
Signed-off-by: Ică Alexandru-Gabriel <alexandru@seyhanlee.com>
* Add a few more checks so that the editor doesn't crash on invalid input
Signed-off-by: Ică Alexandru-Gabriel <alexandru@seyhanlee.com>
* Replace the tagged value for the index node
Signed-off-by: Ică Alexandru-Gabriel <alexandru@seyhanlee.com>
* Fix merge conflicts
---------
Signed-off-by: Ică Alexandru-Gabriel <alexandru@seyhanlee.com>
Co-authored-by: Dennis Kobert <dennis@kobert.dev>
Fix transform logic for mask node + other fixes
* Fixes the transform logic for the mask node reverting the breakage
introduced by the color pr
* Actually modifies the pixel values
* Fix storage format for images
* Export images as unassociated alpha
* Migrate Nodes to use RasterMut + Samplable
* Add Pixel trait to include serialization
* Implement traits for Color and propagate new generics
* Always convert to linear color when loading images
* Take the transform of the ImageFrame into account when blending
The implementation computes the axis-aligned bounding box after we transform
the corners of the source image, and then iterates through that box
and computes the inverse of the affine transform of the source image.
The samples are taken based on the u/v coordinates, so that the differences
in size/aspect ratio between the images don't matter.
This makes for a much simpler implementation, and gives us the flexibility
to add different filtering methods in the future, for example.
Signed-off-by: Ică Alexandru-Gabriel <alexandru@seyhanlee.com>
* Name the parameters for the blend node properly
This avoids confusion between which one of the images is the `source`
image and which one is the `destination`.
Signed-off-by: Ică Alexandru-Gabriel <alexandru@seyhanlee.com>
* Remove rendundant computation for u/v coordinates
Signed-off-by: Ică Alexandru-Gabriel <alexandru@seyhanlee.com>
* Rewrite the sampling/clamping logic
* Add image frame transform node
* Move transform node to transform module
* Fix a few issues with our transformation logic
* Fix math + do cleanup
---------
Signed-off-by: Ică Alexandru-Gabriel <alexandru@seyhanlee.com>
Co-authored-by: Dennis Kobert <dennis@kobert.dev>