feat: Bilder einfügen (Datei, Zwischenablage, Drag & Drop)
- Bilder per ☰ → „Bild einfügen …“ (Strg+I, eingebaute Dateiauswahl), Strg+V aus der Systemzwischenablage oder durch Ziehen ins Fenster - Bilder sind Objekte mit vier Ecken: verschieben, drehen, skalieren, kopieren, löschen und Undo über die bestehende Auswahl - Gespeichert einmalig unter ihrer Prüfsumme in <Notizbuch>/assets (JPEG unverändert, sonst PNG); Dateiformat-Version 4 - GPU-Darstellung mit Mipmaps unter der Tinte; Radierer und Umfärben lassen Bilder unberührt, Tinte auf Bildern hat beim Antippen Vorrang - PDF-Export: JPEG verlustfrei eingebettet, sonst bis 300 dpi - Strg+V: die jüngste Kopie gewinnt (Systembild oder interne Objekte); Bilder werden beim Einfügen in ein anderes Notizbuch mitkopiert Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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//! GPU-Darstellung eingefügter Bilder: ein texturiertes Viereck pro Bild, gezeichnet nach dem
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//! Papier und vor der Tinte.
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//!
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//! Texturen werden beim ersten Bedarf aus dem Asset-Ordner geladen (verkleinert auf
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//! `assets::MAX_DISPLAY_DIMENSION`) und mit Mipmaps versehen, damit verkleinerte Bilder
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//! beim Herauszoomen nicht flimmern.
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use std::collections::{HashMap, HashSet};
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use crate::assets::{AssetStore, RgbaImage, MAX_DISPLAY_DIMENSION};
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/// Vertex eines Bildvierecks: Seitenkoordinate und Texturkoordinate.
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#[repr(C)]
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#[derive(Copy, Clone, Debug, PartialEq, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct ImageVertex {
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pub position: [f32; 2],
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pub uv: [f32; 2],
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}
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impl ImageVertex {
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const ATTRIBUTES: [wgpu::VertexAttribute; 2] =
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wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2];
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<ImageVertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &Self::ATTRIBUTES,
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}
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}
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}
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/// Zwei Dreiecke für ein Bild mit den Ecken oben links, oben rechts, unten rechts, unten links.
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pub fn quad_vertices(corners: &[glam::Vec2; 4]) -> [ImageVertex; 6] {
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let v = |i: usize, uv: [f32; 2]| ImageVertex {
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position: corners[i].to_array(),
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uv,
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};
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let (tl, tr, br, bl) = (
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v(0, [0.0, 0.0]),
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v(1, [1.0, 0.0]),
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v(2, [1.0, 1.0]),
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v(3, [0.0, 1.0]),
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);
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[tl, tr, bl, bl, tr, br]
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}
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/// Mipmap-Stufen eines Bildes, jeweils halbe Kantenlänge bis 1 × 1.
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pub fn mip_chain(base: &RgbaImage) -> Vec<RgbaImage> {
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let mut levels = vec![base.clone()];
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let Some(mut current) =
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image::RgbaImage::from_raw(base.width, base.height, base.pixels.clone())
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else {
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return levels;
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};
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while current.width() > 1 || current.height() > 1 {
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let (w, h) = ((current.width() / 2).max(1), (current.height() / 2).max(1));
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current = image::imageops::resize(¤t, w, h, image::imageops::FilterType::Triangle);
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levels.push(RgbaImage {
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width: w,
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height: h,
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pixels: current.as_raw().clone(),
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});
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}
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levels
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}
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/// Name der Ersatztextur für Bilder, deren Datei fehlt oder beschädigt ist.
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const MISSING: &str = "";
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/// So viele Texturen bleiben höchstens im Speicher, auch wenn sie auf der aktuellen Seite
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/// nicht mehr gebraucht werden (schnelles Zurückblättern).
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const TEXTURE_CACHE_LIMIT: usize = 24;
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pub struct ImageLayer {
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pipeline: wgpu::RenderPipeline,
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texture_layout: wgpu::BindGroupLayout,
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sampler: wgpu::Sampler,
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textures: HashMap<String, wgpu::BindGroup>,
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/// Bilder der aktuellen Seite: Asset-Name und Ecken
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quads: Vec<(String, [glam::Vec2; 4])>,
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vertex_buffer: Option<wgpu::Buffer>,
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needs_upload: bool,
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}
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impl ImageLayer {
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pub fn new(
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device: &wgpu::Device,
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shader: &wgpu::ShaderModule,
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camera_layout: &wgpu::BindGroupLayout,
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format: wgpu::TextureFormat,
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) -> Self {
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let texture_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Image Texture Bind Group Layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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});
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Image Pipeline Layout"),
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bind_group_layouts: &[camera_layout, &texture_layout],
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push_constant_ranges: &[],
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Image Render Pipeline"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: shader,
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entry_point: "vs_image",
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buffers: &[ImageVertex::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: shader,
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entry_point: "fs_image",
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("Image Sampler"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Linear,
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..Default::default()
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});
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Self {
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pipeline,
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texture_layout,
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sampler,
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textures: HashMap::new(),
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quads: Vec::new(),
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vertex_buffer: None,
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needs_upload: false,
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}
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}
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/// Übernimmt die Bilder der aktuellen Seite (Asset-Name und Ecken in Seitenkoordinaten).
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pub fn set_quads(&mut self, quads: Vec<(String, [glam::Vec2; 4])>) {
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if quads != self.quads {
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self.quads = quads;
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self.needs_upload = true;
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}
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}
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/// Lädt fehlende Texturen und den Vertex-Puffer hoch. Vor jedem Zeichnen aufrufen;
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/// ohne Änderungen kostet das nichts.
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pub fn prepare(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, assets: &AssetStore) {
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if !self.needs_upload {
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return;
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}
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self.needs_upload = false;
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let missing: Vec<String> = self
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.quads
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.iter()
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.map(|(asset, _)| asset)
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.filter(|asset| !self.textures.contains_key(*asset))
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.cloned()
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.collect();
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for asset in missing {
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if self.textures.contains_key(&asset) {
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continue;
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}
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let bind_group = match assets.load_rgba(&asset, MAX_DISPLAY_DIMENSION) {
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Ok(image) => self.upload_texture(device, queue, &asset, &image),
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Err(err) => {
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eprintln!("[Bilder] '{asset}' kann nicht angezeigt werden: {err}");
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self.missing_texture(device, queue)
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}
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};
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self.textures.insert(asset, bind_group);
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}
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// Nicht mehr benötigte Texturen freigeben, wenn der Speicher voll wird
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if self.textures.len() > TEXTURE_CACHE_LIMIT {
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let used: HashSet<&String> = self.quads.iter().map(|(a, _)| a).collect();
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self.textures.retain(|name, _| used.contains(name));
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}
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let vertices: Vec<ImageVertex> = self
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.quads
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.iter()
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.flat_map(|(_, corners)| quad_vertices(corners))
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.collect();
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if vertices.is_empty() {
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return;
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}
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let bytes: &[u8] = bytemuck::cast_slice(&vertices);
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let too_small = self
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.vertex_buffer
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.as_ref()
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.map_or(true, |b| b.size() < bytes.len() as u64);
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if too_small {
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self.vertex_buffer = Some(device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Image Vertex Buffer"),
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size: (bytes.len() as u64 * 2).max(1024),
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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}));
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}
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if let Some(buffer) = &self.vertex_buffer {
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queue.write_buffer(buffer, 0, bytes);
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}
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}
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/// Zeichnet die Bilder der aktuellen Seite. Bind Group 0 (Kamera) muss gesetzt sein.
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pub fn draw<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
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let Some(buffer) = &self.vertex_buffer else {
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return;
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};
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if self.quads.is_empty() || self.needs_upload {
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return;
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}
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_vertex_buffer(0, buffer.slice(..));
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for (i, (asset, _)) in self.quads.iter().enumerate() {
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let Some(bind_group) = self.textures.get(asset) else {
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continue;
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};
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render_pass.set_bind_group(1, bind_group, &[]);
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let start = (i * 6) as u32;
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render_pass.draw(start..start + 6, 0..1);
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}
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}
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fn missing_texture(&mut self, device: &wgpu::Device, queue: &wgpu::Queue) -> wgpu::BindGroup {
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// Hellgraue Fläche statt eines unsichtbaren Bildes
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let gray = RgbaImage {
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width: 1,
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height: 1,
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pixels: vec![200, 200, 200, 255],
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};
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self.upload_texture(device, queue, MISSING, &gray)
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}
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fn upload_texture(
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&self,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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label: &str,
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image: &RgbaImage,
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) -> wgpu::BindGroup {
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let levels = mip_chain(image);
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some(label),
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size: wgpu::Extent3d {
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width: image.width,
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height: image.height,
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depth_or_array_layers: 1,
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},
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mip_level_count: levels.len() as u32,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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});
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for (level, mip) in levels.iter().enumerate() {
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queue.write_texture(
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wgpu::ImageCopyTexture {
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texture: &texture,
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mip_level: level as u32,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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&mip.pixels,
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(4 * mip.width),
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rows_per_image: Some(mip.height),
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},
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wgpu::Extent3d {
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width: mip.width,
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height: mip.height,
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depth_or_array_layers: 1,
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},
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);
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}
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Image Texture Bind Group"),
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layout: &self.texture_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&self.sampler),
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},
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],
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})
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn test_quad_vertices_map_corners_to_texture_corners() {
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let corners = [
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glam::Vec2::new(10.0, 10.0),
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glam::Vec2::new(50.0, 10.0),
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glam::Vec2::new(50.0, 30.0),
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glam::Vec2::new(10.0, 30.0),
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];
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let quad = quad_vertices(&corners);
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for v in quad {
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// Texturkoordinate entspricht der relativen Lage im Rechteck
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let u = (v.position[0] - 10.0) / 40.0;
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let w = (v.position[1] - 10.0) / 20.0;
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assert_eq!(v.uv, [u, w]);
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}
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// Beide Dreiecke decken alle vier Ecken ab
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for c in corners {
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assert!(quad.iter().any(|v| v.position == c.to_array()));
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}
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}
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#[test]
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fn test_mip_chain_halves_down_to_one_pixel() {
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let base = RgbaImage {
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width: 8,
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height: 3,
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pixels: vec![128; 8 * 3 * 4],
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};
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let levels = mip_chain(&base);
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let sizes: Vec<(u32, u32)> = levels.iter().map(|l| (l.width, l.height)).collect();
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assert_eq!(sizes, vec![(8, 3), (4, 1), (2, 1), (1, 1)]);
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for l in &levels {
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assert_eq!(l.pixels.len(), (l.width * l.height * 4) as usize);
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}
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}
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}
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