Files
ink-notes/src/image_layer.rs
T
haraldandClaude Opus 5.5 2eab394257 feat: Text-Werkzeug
Textfelder per Tastatur (T): normale oder Code-Schrift, 8–36 pt, Farben
der Stiftpalette, Umbruch am rechten Feldrand. Textfelder sind Objekte
mit vier Ecken wie Bilder (verschieben, drehen, skalieren) und werden als
Textur gerastert; im PDF-Export echter, durchsuchbarer Text mit
eingebetteter Schrift. Kopierter Text wird mit Strg+V zum Textfeld.
Dateiformat-Version 7.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 07:40:45 +02:00

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//! GPU-Darstellung eingefügter Bilder: ein texturiertes Viereck pro Bild, gezeichnet nach dem
//! Papier und vor der Tinte.
//!
//! Texturen liefert beim ersten Bedarf eine Texturquelle (Bilddatei oder gerenderte
//! PDF-Seite); sie werden mit Mipmaps versehen, damit verkleinerte Bilder beim
//! Herauszoomen nicht flimmern.
use std::collections::{HashMap, HashSet};
use crate::assets::RgbaImage;
/// Vertex eines Bildvierecks: Seitenkoordinate und Texturkoordinate.
#[repr(C)]
#[derive(Copy, Clone, Debug, PartialEq, bytemuck::Pod, bytemuck::Zeroable)]
pub struct ImageVertex {
pub position: [f32; 2],
pub uv: [f32; 2],
}
impl ImageVertex {
const ATTRIBUTES: [wgpu::VertexAttribute; 2] =
wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2];
fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<ImageVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &Self::ATTRIBUTES,
}
}
}
/// Zwei Dreiecke für ein Bild mit den Ecken oben links, oben rechts, unten rechts, unten links.
pub fn quad_vertices(corners: &[glam::Vec2; 4]) -> [ImageVertex; 6] {
let v = |i: usize, uv: [f32; 2]| ImageVertex {
position: corners[i].to_array(),
uv,
};
let (tl, tr, br, bl) = (
v(0, [0.0, 0.0]),
v(1, [1.0, 0.0]),
v(2, [1.0, 1.0]),
v(3, [0.0, 1.0]),
);
[tl, tr, bl, bl, tr, br]
}
/// Mipmap-Stufen eines Bildes, jeweils halbe Kantenlänge bis 1 × 1.
pub fn mip_chain(base: &RgbaImage) -> Vec<RgbaImage> {
let mut levels = vec![base.clone()];
let Some(mut current) =
image::RgbaImage::from_raw(base.width, base.height, base.pixels.clone())
else {
return levels;
};
while current.width() > 1 || current.height() > 1 {
let (w, h) = ((current.width() / 2).max(1), (current.height() / 2).max(1));
current = image::imageops::resize(&current, w, h, image::imageops::FilterType::Triangle);
levels.push(RgbaImage {
width: w,
height: h,
pixels: current.as_raw().clone(),
});
}
levels
}
/// Name der Ersatztextur für Bilder, deren Datei fehlt oder beschädigt ist.
const MISSING: &str = "";
/// Bis zu dieser Grafikspeichermenge bleiben Texturen anderer Seiten erhalten (schnelles
/// Zurückblättern); darüber werden alle nicht mehr sichtbaren freigegeben.
const TEXTURE_CACHE_BYTES: u64 = 384 * 1024 * 1024;
/// Antwort einer Texturquelle für einen Schlüssel.
pub enum TextureSource {
Ready(RgbaImage),
/// Wird gerade erzeugt; später erneut fragen
Pending,
Failed(String),
}
pub struct ImageLayer {
pipeline: wgpu::RenderPipeline,
texture_layout: wgpu::BindGroupLayout,
sampler: wgpu::Sampler,
/// Texturen nach Schlüssel (Asset-Name bzw. `<pdf>#<seite>`) mit belegtem Speicher
textures: HashMap<String, (wgpu::BindGroup, u64)>,
texture_bytes: u64,
/// Bilder je Seite (Gruppe 0: aktuelle Seite, danach die sichtbaren Nachbarseiten):
/// Asset-Name und Ecken in Koordinaten der jeweiligen Seite
groups: Vec<Vec<(String, [glam::Vec2; 4])>>,
vertex_buffer: Option<wgpu::Buffer>,
vertices_dirty: bool,
}
impl ImageLayer {
pub fn new(
device: &wgpu::Device,
shader: &wgpu::ShaderModule,
camera_layout: &wgpu::BindGroupLayout,
format: wgpu::TextureFormat,
) -> Self {
let texture_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Image Texture Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Image Pipeline Layout"),
bind_group_layouts: &[camera_layout, &texture_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Image Render Pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: shader,
entry_point: "vs_image",
buffers: &[ImageVertex::desc()],
},
fragment: Some(wgpu::FragmentState {
module: shader,
entry_point: "fs_image",
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Image Sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Linear,
..Default::default()
});
Self {
pipeline,
texture_layout,
sampler,
textures: HashMap::new(),
texture_bytes: 0,
groups: vec![Vec::new()],
vertex_buffer: None,
vertices_dirty: false,
}
}
/// Übernimmt die Bilder der aktuellen Seite (Asset-Name und Ecken in Seitenkoordinaten).
pub fn set_quads(&mut self, quads: Vec<(String, [glam::Vec2; 4])>) {
if quads != self.groups[0] {
self.groups[0] = quads;
self.vertices_dirty = true;
}
}
/// Übernimmt die Bilder der sichtbaren Nachbarseiten (Gruppen 1, 2, …).
pub fn set_neighbor_quads(&mut self, neighbors: Vec<Vec<(String, [glam::Vec2; 4])>>) {
if neighbors[..] != self.groups[1..] {
self.groups.truncate(1);
self.groups.extend(neighbors);
self.vertices_dirty = true;
}
}
fn all_quads(&self) -> impl Iterator<Item = &(String, [glam::Vec2; 4])> {
self.groups.iter().flatten()
}
/// Lädt fehlende Texturen und den Vertex-Puffer hoch. Vor jedem Zeichnen aufrufen;
/// ohne Änderungen kostet das nichts.
pub fn prepare(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
load: &mut dyn FnMut(&str) -> TextureSource,
) {
let missing: Vec<String> = self
.all_quads()
.map(|(key, _)| key)
.filter(|key| !self.textures.contains_key(*key))
.cloned()
.collect();
for key in missing {
if self.textures.contains_key(&key) {
continue;
}
let (bind_group, bytes) = match load(&key) {
TextureSource::Ready(image) => (
self.upload_texture(device, queue, &key, &image),
image.pixels.len() as u64 * 4 / 3,
),
// Noch in Arbeit (PDF-Seite wird gerendert): beim nächsten Bild erneut fragen
TextureSource::Pending => continue,
TextureSource::Failed(err) => {
eprintln!("[Bilder] '{key}' kann nicht angezeigt werden: {err}");
(self.missing_texture(device, queue), 4)
}
};
self.texture_bytes += bytes;
self.textures.insert(key, (bind_group, bytes));
}
// Nicht mehr benötigte Texturen freigeben, wenn der Grafikspeicher knapp wird
if self.texture_bytes > TEXTURE_CACHE_BYTES {
let used: HashSet<&String> = self.groups.iter().flatten().map(|(a, _)| a).collect();
self.textures.retain(|name, _| used.contains(name));
self.texture_bytes = self.textures.values().map(|(_, b)| b).sum();
}
if !self.vertices_dirty {
return;
}
self.vertices_dirty = false;
let vertices: Vec<ImageVertex> = self
.all_quads()
.flat_map(|(_, corners)| quad_vertices(corners))
.collect();
if vertices.is_empty() {
return;
}
let bytes: &[u8] = bytemuck::cast_slice(&vertices);
let too_small = self
.vertex_buffer
.as_ref()
.is_none_or(|b| b.size() < bytes.len() as u64);
if too_small {
self.vertex_buffer = Some(device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Image Vertex Buffer"),
size: (bytes.len() as u64 * 2).max(1024),
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
}));
}
if let Some(buffer) = &self.vertex_buffer {
queue.write_buffer(buffer, 0, bytes);
}
}
/// Wird die Textur `key` von einer sichtbaren Seite verwendet?
pub fn uses(&self, key: &str) -> bool {
self.all_quads().any(|(k, _)| k == key)
}
/// Gibt alle Texturen frei, deren Schlüssel `matches` erfüllt (sie werden beim nächsten
/// `prepare` neu angefordert).
pub fn forget_textures(&mut self, mut matches: impl FnMut(&str) -> bool) {
self.textures.retain(|key, _| !matches(key));
self.texture_bytes = self.textures.values().map(|(_, b)| b).sum();
}
/// Fehlen noch Texturen sichtbarer Seiten (z. B. PDF-Seite im Hintergrund-Rendering)?
pub fn is_waiting(&self) -> bool {
self.all_quads()
.any(|(key, _)| !self.textures.contains_key(key))
}
/// Zeichnet die Bilder einer Seite (Gruppe 0: aktuelle Seite). Bind Group 0 (Kamera der
/// Seite) muss gesetzt sein.
pub fn draw<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>, group: usize) {
let Some(buffer) = &self.vertex_buffer else {
return;
};
let Some(quads) = self.groups.get(group) else {
return;
};
if quads.is_empty() || self.vertices_dirty {
return;
}
let first: usize = self.groups[..group].iter().map(Vec::len).sum();
render_pass.set_pipeline(&self.pipeline);
render_pass.set_vertex_buffer(0, buffer.slice(..));
for (i, (asset, _)) in quads.iter().enumerate() {
let Some((bind_group, _)) = self.textures.get(asset) else {
continue;
};
render_pass.set_bind_group(1, bind_group, &[]);
let start = ((first + i) * 6) as u32;
render_pass.draw(start..start + 6, 0..1);
}
}
fn missing_texture(&mut self, device: &wgpu::Device, queue: &wgpu::Queue) -> wgpu::BindGroup {
// Hellgraue Fläche statt eines unsichtbaren Bildes
let gray = RgbaImage {
width: 1,
height: 1,
pixels: vec![200, 200, 200, 255],
};
self.upload_texture(device, queue, MISSING, &gray)
}
fn upload_texture(
&self,
device: &wgpu::Device,
queue: &wgpu::Queue,
label: &str,
image: &RgbaImage,
) -> wgpu::BindGroup {
let levels = mip_chain(image);
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some(label),
size: wgpu::Extent3d {
width: image.width,
height: image.height,
depth_or_array_layers: 1,
},
mip_level_count: levels.len() as u32,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
for (level, mip) in levels.iter().enumerate() {
queue.write_texture(
wgpu::ImageCopyTexture {
texture: &texture,
mip_level: level as u32,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&mip.pixels,
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: Some(4 * mip.width),
rows_per_image: Some(mip.height),
},
wgpu::Extent3d {
width: mip.width,
height: mip.height,
depth_or_array_layers: 1,
},
);
}
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Image Texture Bind Group"),
layout: &self.texture_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
],
})
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_quad_vertices_map_corners_to_texture_corners() {
let corners = [
glam::Vec2::new(10.0, 10.0),
glam::Vec2::new(50.0, 10.0),
glam::Vec2::new(50.0, 30.0),
glam::Vec2::new(10.0, 30.0),
];
let quad = quad_vertices(&corners);
for v in quad {
// Texturkoordinate entspricht der relativen Lage im Rechteck
let u = (v.position[0] - 10.0) / 40.0;
let w = (v.position[1] - 10.0) / 20.0;
assert_eq!(v.uv, [u, w]);
}
// Beide Dreiecke decken alle vier Ecken ab
for c in corners {
assert!(quad.iter().any(|v| v.position == c.to_array()));
}
}
#[test]
fn test_mip_chain_halves_down_to_one_pixel() {
let base = RgbaImage {
width: 8,
height: 3,
pixels: vec![128; 8 * 3 * 4],
};
let levels = mip_chain(&base);
let sizes: Vec<(u32, u32)> = levels.iter().map(|l| (l.width, l.height)).collect();
assert_eq!(sizes, vec![(8, 3), (4, 1), (2, 1), (1, 1)]);
for l in &levels {
assert_eq!(l.pixels.len(), (l.width * l.height * 4) as usize);
}
}
}