File size: 6,230 Bytes
0bd62e5
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
import {
	Container,
	type IRenderer,
	type DisplayObject,
	RenderTexture,
	Texture,
	Sprite,
	Filter
} from "pixi.js";

/**

 * GLSL Shader that takes two textures and erases the second texture from the first.

 */
export const erase_shader = `

precision highp float;



uniform sampler2D uDrawingTexture;

uniform sampler2D uEraserTexture;



varying vec2 vTextureCoord;



void main(void) {

	vec4 drawingColor = texture2D(uDrawingTexture,vTextureCoord);

	vec4 eraserColor = texture2D(uEraserTexture, vTextureCoord);



	// Use the alpha of the eraser to determine how much to "erase" from the drawing

	float alpha = 1.0 - eraserColor.a;

	gl_FragColor = vec4(drawingColor.rgb * alpha, drawingColor.a * alpha);

}`;

/**

 * Interface holding data for a layer

 */
export interface LayerScene {
	/**

	 * The texture used for tracking brush strokes.

	 */
	draw_texture: RenderTexture;
	/**

	 * The texture used for tracking eraser strokes.

	 */
	erase_texture: RenderTexture;
	/**

	 * The sprite used for displaying the composite of the draw and erase textures.

	 */
	composite: Sprite;
	/**

	 * The filter used for combining the draw and erase textures into a composite texture.

	 */
	filter?: Filter;
}

/**

 * Interface for managing layers.

 */
interface LayerManager {
	/**

	 * Adds a layer to the container.

	 * @param layer The container to add the layer to.

	 * @param renderer The renderer to use for the layer.

	 * @param width the width of the layer

	 * @param height the height of the layer

	 */
	add_layer(
		container: Container,
		renderer: IRenderer,
		width: number,
		height: number
	): [LayerScene, LayerScene[]];
	/**

	 * Swaps the layer with the layer above or below it.

	 * @param layer The index layer to swap.

	 * @param direction The direction to swap the layer.

	 */
	swap_layers(layer: number, direction: "up" | "down"): LayerScene;
	/**

	 * Changes the active layer.

	 * @param layer The index of the layer to make active.

	 */
	change_active_layer(layer: number): LayerScene;
	/**

	 * Resizes the layers.

	 * @param width The new width of the layers.

	 * @param height The new height of the layers.

	 */
	reset(): void;
	/**

	 * Gets the layers.

	 * @returns The layers.

	 */
	get_layers(): LayerScene[];

	add_layer_from_blob(
		container: Container,
		renderer: IRenderer,
		blob: Blob,
		view: HTMLCanvasElement
	): Promise<[LayerScene, LayerScene[]]>;
}

/**

 * Swaps two adjacent elements in an array.

 * @param array The array to swap elements in.

 * @param index The index of the first element to swap.

 */
function swap_adjacent(array: any[], index: number): void {
	if (index < 0 || index >= array.length - 1) {
		throw new Error("Index out of bounds");
	}

	[array[index], array[index + 1]] = [array[index + 1], array[index]];
}

/**

 * Creates a layer manager.

 * @param canvas_resize a function to resize the canvas

 * @returns a layer manager

 */
export function layer_manager(): LayerManager {
	let _layers: LayerScene[] = [];
	let current_layer = 0;
	let position = 0;

	return {
		add_layer: function (

			container: Container,

			renderer: IRenderer,

			width: number,

			height: number

		): [LayerScene, LayerScene[]] {
			const layer_container = new Container() as Container & DisplayObject;
			position++;
			layer_container.zIndex = position;

			const composite_texture = RenderTexture.create({
				width,
				height
			});

			const composite = new Sprite(composite_texture) as Sprite & DisplayObject;

			layer_container.addChild(composite);

			composite.zIndex = position;

			const layer_scene: LayerScene = {
				draw_texture: RenderTexture.create({
					width,
					height
				}),
				erase_texture: RenderTexture.create({
					width,
					height
				}),
				composite
			};

			const erase_filter = new Filter(undefined, erase_shader, {
				uEraserTexture: layer_scene.erase_texture,
				uDrawingTexture: layer_scene.draw_texture
			});

			composite.filters = [erase_filter];

			container.addChild(layer_container);

			_layers.push(layer_scene);

			return [layer_scene, _layers];
		},

		swap_layers: function (

			layer: number,

			direction: "up" | "down"

		): LayerScene {
			if (direction === "up") {
				swap_adjacent(_layers, layer);
			} else {
				swap_adjacent(_layers, layer - 1);
			}
			return _layers[layer];
		},

		change_active_layer: function (layer: number): LayerScene {
			current_layer = layer;
			return _layers[layer];
		},
		reset() {
			_layers.forEach((layer) => {
				layer.draw_texture.destroy(true);
				layer.erase_texture.destroy(true);
				layer.composite.destroy(true);
			});
			_layers = [];
			current_layer = 0;
			position = 0;
		},
		async add_layer_from_blob(

			container: Container,

			renderer: IRenderer,

			blob: Blob,

			view: HTMLCanvasElement

		) {
			const img = await createImageBitmap(blob);
			const bitmap_texture = Texture.from(img);

			const [w, h] = resize_to_fit(
				bitmap_texture.width,
				bitmap_texture.height,
				view.width,
				view.height
			);

			const sprite = new Sprite(bitmap_texture) as Sprite & DisplayObject;
			sprite.zIndex = 0;

			sprite.width = w;
			sprite.height = h;

			const [layer, layers] = this.add_layer(
				container,
				renderer,
				view.width,
				view.height
			);

			renderer.render(sprite, {
				renderTexture: layer.draw_texture
			});

			return [layer, layers];
		},
		get_layers() {
			return _layers;
		}
	};
}

function resize_to_fit(

	inner_width: number,

	inner_height: number,

	outer_width: number,

	outer_height: number

): [number, number] {
	if (inner_width <= outer_width && inner_height <= outer_height) {
		return [inner_width, inner_height];
	}

	const inner_aspect = inner_width / inner_height;
	const outer_aspect = outer_width / outer_height;

	let new_width, new_height;

	if (inner_aspect > outer_aspect) {
		new_width = outer_width;
		new_height = outer_width / inner_aspect;
	} else {
		new_height = outer_height;
		new_width = outer_height * inner_aspect;
	}

	return [new_width, new_height];
}