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
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
// ---------------------------------------------------------------------------
// Primitive kinds (must match shaders/overlay.wgsl)
// ---------------------------------------------------------------------------
pub const KIND_LINE: u32 = 0;
pub const KIND_CIRCLE: u32 = 1;
pub const KIND_RECT: u32 = 2;
pub const KIND_DASHED_LINE: u32 = 3;
pub const KIND_FILLED_RECT: u32 = 4;
pub const KIND_FILLED_CIRCLE: u32 = 5;
pub const KIND_ELLIPSE: u32 = 6;
pub const KIND_FILLED_ELLIPSE: u32 = 7;
/// Rotated rect sampled from the bound mask texture. Coverage comes from the
/// mask's red channel — greyscale softness, speckles, textured tips all work
/// by construction. p0 = center, p1 = half-extent, rotation in radians.
pub const KIND_MASKED_STAMP: u32 = 8;
pub const FLAG_CANVAS_SPACE: u32 = 1;
pub const FLAG_INVERT_COLOR: u32 = 2;
pub const FLAG_SOFT_CONTRAST: u32 = 4;
/// Mask of flags that require snapshot-texture sampling (shared pipeline).
const FLAG_SNAPSHOT_MASK: u32 = FLAG_INVERT_COLOR | FLAG_SOFT_CONTRAST;
// ---------------------------------------------------------------------------
// GPU structs (must match shaders/overlay.wgsl layout exactly)
// ---------------------------------------------------------------------------
/// 64-byte SDF primitive descriptor, uploaded to a storage buffer.
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct OverlayPrimitive {
pub color: [f32; 4],
pub p0: [f32; 2],
pub p1: [f32; 2],
pub thickness: f32,
pub dash_len: f32,
pub dash_offset: f32,
pub corner_radius: f32,
pub kind: u32,
pub flags: u32,
/// Mode-dependent scalar parameter. For FLAG_SOFT_CONTRAST: tint strength
/// in [0, 1] (typical 0.15); ignored otherwise.
pub mode_param: f32,
/// Rotation in radians. Used by KIND_MASKED_STAMP to orient the mask UVs.
pub rotation: f32,
}
impl OverlayPrimitive {
pub fn new(kind: u32, flags: u32, p0: [f32; 2], p1: [f32; 2]) -> Self {
OverlayPrimitive {
color: [1.0, 1.0, 1.0, 1.0],
p0,
p1,
thickness: 1.0,
dash_len: 0.0,
dash_offset: 0.0,
corner_radius: 0.0,
kind,
flags,
mode_param: 0.0,
rotation: 0.0,
}
}
}
/// Uniform block for overlay rendering (must match shader).
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct OverlayUniforms {
screen_size: [f32; 2],
time: f32,
/// Multiplier applied to KIND_MASKED_STAMP sampled coverage. Lifts
/// attenuated brushes (paper × shape masks) to the same apparent
/// visibility as natural full-coverage brushes — the cursor-follow
/// analogue of the dab-tile auto-brighten that used to live in
/// `frame_dab_thumbnail`. Set per cursor-preview re-compile via
/// `set_preview_coverage_scale`; defaults to 1.0 (no boost).
preview_coverage_scale: f32,
fwd_row0: [f32; 4],
fwd_row1: [f32; 4],
fwd_row2: [f32; 4],
inv_row0: [f32; 4],
inv_row1: [f32; 4],
inv_row2: [f32; 4],
}
// ---------------------------------------------------------------------------
// ToolOverlay
// ---------------------------------------------------------------------------
pub struct ToolOverlay {
solid_pipeline: wgpu::RenderPipeline,
/// Snapshot-sampling pipeline: handles invert + soft-contrast primitives.
snapshot_pipeline: wgpu::RenderPipeline,
bind_group_layout: wgpu::BindGroupLayout,
uniform_buf: wgpu::Buffer,
prim_buf: wgpu::Buffer,
prim_capacity: usize,
sampler: wgpu::Sampler,
/// 1×1 dummy texture — bound when no snapshot-sampling primitives are
/// present, avoiding allocation of a viewport-sized snapshot texture.
dummy_view: wgpu::TextureView,
/// Viewport-sized snapshot for snapshot-sampling primitives (allocated on demand).
snapshot: Option<wgpu::Texture>,
snapshot_view: Option<wgpu::TextureView>,
snapshot_size: (u32, u32),
/// 1×1 white fallback mask — bound when the user hasn't uploaded one.
/// With it, KIND_MASKED_STAMP degrades to a solid rectangle.
dummy_white_mask_view: wgpu::TextureView,
/// User-uploaded mask texture (set via set_mask_texture). Sampled by
/// KIND_MASKED_STAMP primitives to get the stamp shape + softness.
mask: Option<wgpu::Texture>,
mask_view: Option<wgpu::TextureView>,
/// Preview mask texture owned by the overlay and used as a render
/// target by brush nodes' `render_preview`. Separate from `mask` so
/// CPU uploads and GPU renders don't stomp each other. Allocated on
/// demand via `ensure_cursor_preview_mask`.
cursor_preview_mask: Option<wgpu::Texture>,
cursor_preview_mask_view: Option<wgpu::TextureView>,
cursor_preview_mask_size: (u32, u32),
surface_format: wgpu::TextureFormat,
primitives: Vec<OverlayPrimitive>,
time: f32,
/// Live coverage scale for the KIND_MASKED_STAMP preview-mask path.
/// Updated by the engine after each brush re-compile via
/// `set_preview_coverage_scale`; uploaded into the overlay uniform on
/// every `prepare()`.
preview_coverage_scale: f32,
/// Cached bind group from prepare(), valid until next prepare() call.
bind_group: Option<wgpu::BindGroup>,
/// Partition counts set by prepare().
solid_count: u32,
snapshot_count: u32,
}
impl ToolOverlay {
pub fn new(
device: &wgpu::Device,
queue: &wgpu::Queue,
surface_format: wgpu::TextureFormat,
) -> Self {
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("overlay-bgl"),
entries: &[
// 0: uniforms
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// 1: primitives storage buffer
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// 2: snapshot texture (surface copy for background readback)
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
// 3: sampler (shared by snapshot + mask)
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
// 4: mask texture (stamp shape + softness)
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("overlay-layout"),
bind_group_layouts: &[Some(&bind_group_layout)],
immediate_size: 0,
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("overlay-shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../../shaders/overlay.wgsl").into()),
});
let vertex_state = wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: Default::default(),
};
// Both pipelines use standard premultiplied alpha blending.
let alpha_blend = wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
};
let solid_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("overlay-solid"),
layout: Some(&pipeline_layout),
vertex: vertex_state.clone(),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_solid"),
targets: &[Some(wgpu::ColorTargetState {
format: surface_format,
blend: Some(alpha_blend),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
let snapshot_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("overlay-snapshot"),
layout: Some(&pipeline_layout),
vertex: vertex_state,
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_snapshot"),
targets: &[Some(wgpu::ColorTargetState {
format: surface_format,
blend: Some(alpha_blend),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("overlay-uniforms"),
size: std::mem::size_of::<OverlayUniforms>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let initial_cap = 64;
let prim_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("overlay-prims"),
size: (initial_cap * std::mem::size_of::<OverlayPrimitive>()) as u64,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("overlay-sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
..Default::default()
});
// 1×1 dummy texture — always available for solid-only bind groups.
let dummy_tex = device.create_texture(&wgpu::TextureDescriptor {
label: Some("overlay-dummy"),
size: wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: surface_format,
usage: wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let dummy_view = dummy_tex.create_view(&wgpu::TextureViewDescriptor::default());
// 1×1 white fallback mask — used when no user mask is set. The red
// channel samples as 1.0 so KIND_MASKED_STAMP becomes a solid rect.
use wgpu::util::DeviceExt;
let dummy_mask = device.create_texture_with_data(
queue,
&wgpu::TextureDescriptor {
label: Some("overlay-dummy-mask"),
size: wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
},
wgpu::util::TextureDataOrder::LayerMajor,
&[255u8, 255, 255, 255],
);
let dummy_white_mask_view = dummy_mask.create_view(&wgpu::TextureViewDescriptor::default());
ToolOverlay {
solid_pipeline,
snapshot_pipeline,
bind_group_layout,
uniform_buf,
prim_buf,
prim_capacity: initial_cap,
sampler,
dummy_view,
snapshot: None,
snapshot_view: None,
snapshot_size: (0, 0),
dummy_white_mask_view,
mask: None,
mask_view: None,
cursor_preview_mask: None,
cursor_preview_mask_view: None,
cursor_preview_mask_size: (0, 0),
surface_format,
primitives: Vec::new(),
time: 0.0,
preview_coverage_scale: 1.0,
bind_group: None,
solid_count: 0,
snapshot_count: 0,
}
}
/// Replace the current set of overlay primitives.
pub fn set_primitives(&mut self, prims: Vec<OverlayPrimitive>) {
self.primitives = prims;
}
/// Clear all overlay primitives.
pub fn clear_primitives(&mut self) {
self.primitives.clear();
self.solid_count = 0;
self.snapshot_count = 0;
}
/// Upload the stamp mask sampled by KIND_MASKED_STAMP primitives.
/// Expects RGBA8 pixel data in row-major order (width*height*4 bytes). The
/// red channel is used as grayscale coverage; other channels are ignored.
/// Replaces any previously uploaded mask.
pub fn set_mask_texture(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
width: u32,
height: u32,
rgba: &[u8],
) {
assert_eq!(
rgba.len(),
(width * height * 4) as usize,
"overlay mask: expected {} bytes for {width}x{height} RGBA8, got {}",
width * height * 4,
rgba.len(),
);
use wgpu::util::DeviceExt;
let tex = device.create_texture_with_data(
queue,
&wgpu::TextureDescriptor {
label: Some("overlay-mask"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
},
wgpu::util::TextureDataOrder::LayerMajor,
rgba,
);
self.mask_view = Some(tex.create_view(&wgpu::TextureViewDescriptor::default()));
self.mask = Some(tex);
}
/// Clear the user-uploaded mask, falling back to the 1×1 white default.
pub fn clear_mask_texture(&mut self) {
self.mask = None;
self.mask_view = None;
}
/// Ensure the preview-mask texture exists at the given dimensions, then
/// return a view a brush node can render into. Reallocates only when
/// size changes; otherwise returns the existing view.
///
/// Allocated with RENDER_ATTACHMENT + TEXTURE_BINDING usage (RGBA8Unorm)
/// so nodes can render into it and the overlay can sample it as a mask.
pub fn ensure_cursor_preview_mask(
&mut self,
device: &wgpu::Device,
width: u32,
height: u32,
) -> &wgpu::TextureView {
if self.cursor_preview_mask_size != (width, height) || self.cursor_preview_mask.is_none() {
let tex = device.create_texture(&wgpu::TextureDescriptor {
label: Some("overlay-preview-mask"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let view = tex.create_view(&wgpu::TextureViewDescriptor::default());
self.cursor_preview_mask = Some(tex);
self.cursor_preview_mask_view = Some(view);
self.cursor_preview_mask_size = (width, height);
}
self.cursor_preview_mask_view.as_ref().unwrap()
}
/// Point the overlay's mask binding at the preview-mask texture so
/// subsequent `prepare()` calls bind it as the KIND_MASKED_STAMP source.
pub fn use_cursor_preview_mask_as_mask(&mut self) {
if let Some(view) = &self.cursor_preview_mask_view {
self.mask_view = Some(view.clone());
// Drop any CPU-uploaded texture — preview-mask is now authoritative.
self.mask = None;
}
}
/// Stop using the preview mask as the overlay mask source (falls back
/// to the 1×1 white default). Does not free the preview texture.
/// Also resets `preview_coverage_scale` to 1.0 so a stale boost can't
/// leak into a subsequent CPU-uploaded mask render.
pub fn clear_cursor_preview_mask(&mut self) {
self.mask = None;
self.mask_view = None;
self.preview_coverage_scale = 1.0;
}
/// Set the coverage scale applied to KIND_MASKED_STAMP samples. Used
/// by the engine to normalize attenuated cursor-preview masks (e.g.
/// charcoal's paper × shape product) up to natural full-coverage
/// visibility — the GPU-resident analogue of the dab-tile auto-bright
/// that used to live in `frame_dab_thumbnail`. Set to 1.0 to disable.
pub fn set_preview_coverage_scale(&mut self, scale: f32) {
self.preview_coverage_scale = scale;
}
/// Read the currently-applied coverage scale. Test-only — the
/// production overlay shader reads this from the uniform buffer.
#[cfg(any(test, feature = "testing"))]
pub fn preview_coverage_scale(&self) -> f32 {
self.preview_coverage_scale
}
/// Current preview mask dimensions (0,0 if never allocated).
pub fn cursor_preview_mask_size(&self) -> (u32, u32) {
self.cursor_preview_mask_size
}
/// Access the preview-mask texture (for engines that need the Texture,
/// not just the view, e.g. for a BrushGpuContext's canvas_texture slot).
pub fn cursor_preview_mask_texture(&self) -> Option<&wgpu::Texture> {
self.cursor_preview_mask.as_ref()
}
/// Returns true if the overlay has content to render.
pub fn has_content(&self) -> bool {
!self.primitives.is_empty()
}
/// Returns true if any primitive uses the snapshot-sampling pipeline
/// (invert or soft-contrast modes).
pub fn has_snapshot(&self) -> bool {
self.snapshot_count > 0
}
/// Returns true if any primitive is animating (dashed lines).
pub fn needs_animation(&self) -> bool {
self.primitives
.iter()
.any(|p| p.kind == KIND_DASHED_LINE && p.dash_len > 0.0)
}
/// Advance overlay animation time by the given delta.
/// Called by the compositor's frame scheduler on overlay-scheduled frames.
/// No throttle — the frame scheduler handles rate limiting.
pub fn advance_time(&mut self, dt: f32) {
self.time += dt;
}
/// Ensure the snapshot texture exists at the given viewport size.
fn ensure_snapshot(&mut self, device: &wgpu::Device, w: u32, h: u32) {
if self.snapshot_size == (w, h) && self.snapshot.is_some() {
return;
}
let tex = device.create_texture(&wgpu::TextureDescriptor {
label: Some("overlay-snapshot"),
size: wgpu::Extent3d {
width: w,
height: h,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: self.surface_format,
usage: wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let view = tex.create_view(&wgpu::TextureViewDescriptor::default());
self.snapshot = Some(tex);
self.snapshot_view = Some(view);
self.snapshot_size = (w, h);
}
// -----------------------------------------------------------------------
// Split rendering: prepare() → draw_solid() / encode_snapshot()
//
// Solid primitives are drawn inside the caller's render pass (no extra
// LoadOp::Load). Snapshot-sampling primitives (invert + soft-contrast)
// get their own pass with a surface→snapshot copy.
// -----------------------------------------------------------------------
/// CPU-side work: partition, upload buffers, build bind group.
/// Must be called once per frame before draw_solid() or encode_snapshot().
/// `plane_fwd` / `plane_inv` are the **plane**-space forward (plane→screen)
/// and inverse (screen→plane) matrices — derived by the caller from the
/// present view transform + `canvas_origin`. The overlay stays frame-agnostic:
/// `FLAG_CANVAS_SPACE` primitives are pushed in plane coords, so feeding the
/// plane forward (not window-local) is what keeps the cursor preview aligned
/// with the paint path across a crop/resize.
pub fn prepare(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
plane_fwd: &[[f32; 4]; 3],
plane_inv: &[[f32; 4]; 3],
viewport_w: u32,
viewport_h: u32,
) {
if self.primitives.is_empty() {
self.solid_count = 0;
self.snapshot_count = 0;
self.bind_group = None;
return;
}
// Partition: solid first, snapshot-sampling (invert + soft) second.
self.primitives
.sort_by_key(|p| (p.flags & FLAG_SNAPSHOT_MASK) != 0);
self.solid_count = self
.primitives
.iter()
.filter(|p| p.flags & FLAG_SNAPSHOT_MASK == 0)
.count() as u32;
self.snapshot_count = self.primitives.len() as u32 - self.solid_count;
// Grow primitive buffer if needed.
let count = self.primitives.len();
if count > self.prim_capacity {
let new_cap = count.next_power_of_two();
self.prim_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("overlay-prims"),
size: (new_cap * std::mem::size_of::<OverlayPrimitive>()) as u64,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
self.prim_capacity = new_cap;
}
// Upload primitives.
queue.write_buffer(&self.prim_buf, 0, bytemuck::cast_slice(&self.primitives));
// Upload uniforms.
let uniforms = OverlayUniforms {
screen_size: [viewport_w as f32, viewport_h as f32],
time: self.time,
preview_coverage_scale: self.preview_coverage_scale,
fwd_row0: plane_fwd[0],
fwd_row1: plane_fwd[1],
fwd_row2: plane_fwd[2],
inv_row0: plane_inv[0],
inv_row1: plane_inv[1],
inv_row2: plane_inv[2],
};
queue.write_buffer(&self.uniform_buf, 0, bytemuck::bytes_of(&uniforms));
// Choose texture view: dummy for solid-only, real snapshot when any
// snapshot-sampling primitive (invert or soft-contrast) is present.
let tex_view = if self.snapshot_count > 0 {
self.ensure_snapshot(device, viewport_w, viewport_h);
self.snapshot_view.as_ref().unwrap()
} else {
&self.dummy_view
};
// Pick mask view: user-uploaded if present, else 1×1 white fallback.
let mask_view = self
.mask_view
.as_ref()
.unwrap_or(&self.dummy_white_mask_view);
// Build bind group.
self.bind_group = Some(device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("overlay-bg"),
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &self.uniform_buf,
offset: 0,
size: None,
}),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &self.prim_buf,
offset: 0,
size: None,
}),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::TextureView(tex_view),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
wgpu::BindGroupEntry {
binding: 4,
resource: wgpu::BindingResource::TextureView(mask_view),
},
],
}));
}
/// Draw solid overlay primitives into an existing render pass.
/// Call after prepare(). Does not create a render pass — the caller
/// provides one (e.g. the final present or veil-blit pass).
pub fn draw_solid<'a>(&'a self, rpass: &mut wgpu::RenderPass<'a>) {
if self.solid_count == 0 {
return;
}
let bg = self
.bind_group
.as_ref()
.expect("prepare() must be called before draw_solid()");
rpass.set_pipeline(&self.solid_pipeline);
rpass.set_bind_group(0, bg, &[]);
rpass.draw(0..6, 0..self.solid_count);
}
/// Encode a separate render pass for snapshot-sampling primitives
/// (invert + soft-contrast). Copies the current surface to the snapshot
/// texture and draws them on top. Only call when has_snapshot() is true.
pub fn encode_snapshot(
&self,
encoder: &mut wgpu::CommandEncoder,
surface_texture: &wgpu::Texture,
surface_view: &wgpu::TextureView,
viewport_w: u32,
viewport_h: u32,
) {
if self.snapshot_count == 0 {
return;
}
let bg = self
.bind_group
.as_ref()
.expect("prepare() must be called before encode_snapshot()");
// Copy surface → snapshot so fs_snapshot can sample the background.
encoder.copy_texture_to_texture(
surface_texture.as_image_copy(),
self.snapshot.as_ref().unwrap().as_image_copy(),
wgpu::Extent3d {
width: viewport_w,
height: viewport_h,
depth_or_array_layers: 1,
},
);
// Separate render pass for snapshot-sampling primitives.
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("tool-overlay-snapshot"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: surface_view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
})],
..Default::default()
});
rpass.set_pipeline(&self.snapshot_pipeline);
rpass.set_bind_group(0, bg, &[]);
rpass.draw(
0..6,
self.solid_count..(self.solid_count + self.snapshot_count),
);
}
/// CPU-side hit test: returns the index of the first primitive hit at the
/// given screen-space point, if any.
pub fn hit_test(&self, screen_x: f32, screen_y: f32) -> Option<usize> {
let p = [screen_x, screen_y];
for (i, prim) in self.primitives.iter().enumerate() {
// Only test screen-space primitives; canvas-space prims need the
// view transform which we don't cache here.
if prim.flags & FLAG_CANVAS_SPACE != 0 {
continue;
}
let dist = cpu_sdf(prim, p);
if dist <= prim.thickness * 0.5 + 4.0 {
return Some(i);
}
}
None
}
}
// ---------------------------------------------------------------------------
// CPU-side SDF for hit testing — delegates to shared sdf module
// ---------------------------------------------------------------------------
fn cpu_sdf(prim: &OverlayPrimitive, p: [f32; 2]) -> f32 {
use crate::sdf;
match prim.kind {
KIND_LINE | KIND_DASHED_LINE => {
sdf::sdf_segment(p[0], p[1], prim.p0[0], prim.p0[1], prim.p1[0], prim.p1[1])
}
KIND_CIRCLE => sdf::sdf_circle(p[0], p[1], prim.p0[0], prim.p0[1], prim.p1[0]).abs(),
KIND_FILLED_CIRCLE => sdf::sdf_circle(p[0], p[1], prim.p0[0], prim.p0[1], prim.p1[0]),
KIND_RECT | KIND_FILLED_RECT => {
let cx = (prim.p0[0] + prim.p1[0]) * 0.5;
let cy = (prim.p0[1] + prim.p1[1]) * 0.5;
let hw = (prim.p1[0] - prim.p0[0]) * 0.5;
let hh = (prim.p1[1] - prim.p0[1]) * 0.5;
let d = sdf::sdf_rounded_rect(p[0], p[1], cx, cy, hw, hh, prim.corner_radius);
if prim.kind == KIND_RECT {
d.abs()
} else {
d
}
}
KIND_ELLIPSE => {
// p0 = center, p1 = [rx, ry]
sdf::sdf_ellipse(p[0], p[1], prim.p0[0], prim.p0[1], prim.p1[0], prim.p1[1]).abs()
}
KIND_FILLED_ELLIPSE => {
// p0 = center, p1 = [rx, ry] — interior is signed-negative
sdf::sdf_ellipse(p[0], p[1], prim.p0[0], prim.p0[1], prim.p1[0], prim.p1[1])
}
_ => f32::MAX,
}
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use crate::gpu::test_utils::test_device;
use crate::gpu::view::ViewTransform;
fn make_overlay() -> ToolOverlay {
let (device, queue) = test_device();
ToolOverlay::new(&device, &queue, wgpu::TextureFormat::Rgba8Unorm)
}
#[test]
fn partition_groups_solid_and_snapshot() {
let (device, queue) = test_device();
let mut overlay = ToolOverlay::new(&device, &queue, wgpu::TextureFormat::Rgba8Unorm);
// Mix: one solid line, one invert rect, one soft-contrast filled ellipse.
// Deliberately interleave so the sort has work to do.
let solid = OverlayPrimitive::new(KIND_LINE, 0, [0.0, 0.0], [100.0, 0.0]);
let invert =
OverlayPrimitive::new(KIND_RECT, FLAG_INVERT_COLOR, [10.0, 10.0], [50.0, 50.0]);
let soft = {
let mut p = OverlayPrimitive::new(
KIND_FILLED_ELLIPSE,
FLAG_SOFT_CONTRAST,
[200.0, 200.0],
[40.0, 30.0],
);
p.mode_param = 0.15;
p
};
overlay.set_primitives(vec![soft, solid, invert]);
let vt = ViewTransform::identity();
let fwd = vt.plane_to_screen_matrix(0.0, 0.0);
let inv = vt.screen_to_plane_matrix(0.0, 0.0);
overlay.prepare(&device, &queue, &fwd, &inv, 512, 512);
assert_eq!(overlay.solid_count, 1, "one solid primitive");
assert_eq!(
overlay.snapshot_count, 2,
"invert + soft share the snapshot batch"
);
assert!(overlay.has_snapshot(), "snapshot pass required");
assert!(overlay.has_content());
// Partition ordering: solid first, snapshot-sampling second.
assert_eq!(overlay.primitives[0].flags & FLAG_SNAPSHOT_MASK, 0);
assert_ne!(overlay.primitives[1].flags & FLAG_SNAPSHOT_MASK, 0);
assert_ne!(overlay.primitives[2].flags & FLAG_SNAPSHOT_MASK, 0);
}
#[test]
fn partition_solid_only_skips_snapshot() {
let (device, queue) = test_device();
let mut overlay = ToolOverlay::new(&device, &queue, wgpu::TextureFormat::Rgba8Unorm);
overlay.set_primitives(vec![
OverlayPrimitive::new(KIND_LINE, 0, [0.0, 0.0], [1.0, 1.0]),
OverlayPrimitive::new(KIND_FILLED_RECT, 0, [0.0, 0.0], [10.0, 10.0]),
]);
let vt = ViewTransform::identity();
let fwd = vt.plane_to_screen_matrix(0.0, 0.0);
let inv = vt.screen_to_plane_matrix(0.0, 0.0);
overlay.prepare(&device, &queue, &fwd, &inv, 256, 256);
assert_eq!(overlay.solid_count, 2);
assert_eq!(overlay.snapshot_count, 0);
assert!(!overlay.has_snapshot());
assert!(
overlay.snapshot.is_none(),
"no snapshot texture allocated when unused"
);
}
#[test]
fn filled_ellipse_cpu_sdf_interior_vs_exterior() {
// Purely a CPU-side hit-test sanity check for the new kind.
let mut prim = OverlayPrimitive::new(KIND_FILLED_ELLIPSE, 0, [100.0, 100.0], [30.0, 20.0]);
prim.thickness = 0.0;
let center = cpu_sdf(&prim, [100.0, 100.0]);
let edge_x = cpu_sdf(&prim, [130.0, 100.0]);
let outside = cpu_sdf(&prim, [200.0, 100.0]);
assert!(center < 0.0, "center is interior: {center}");
assert!(edge_x.abs() < 1.0, "edge is near zero: {edge_x}");
assert!(outside > 0.0, "outside is positive: {outside}");
}
#[test]
fn clear_primitives_resets_counts() {
let mut overlay = make_overlay();
overlay.set_primitives(vec![OverlayPrimitive::new(
KIND_LINE,
0,
[0.0, 0.0],
[10.0, 10.0],
)]);
overlay.solid_count = 1; // simulate post-prepare state
overlay.snapshot_count = 0;
overlay.clear_primitives();
assert_eq!(overlay.solid_count, 0);
assert_eq!(overlay.snapshot_count, 0);
assert!(!overlay.has_content());
}
#[test]
fn overlay_primitive_is_64_bytes() {
// The WGSL struct is declared 64 bytes, std430-aligned. Any deviation
// will cause a shader-side aliasing bug.
assert_eq!(std::mem::size_of::<OverlayPrimitive>(), 64);
}
/// GPU integration: render a soft-contrast filled ellipse over a pure
/// red surface and verify desaturation — the interior should shift
/// toward grey (R drops significantly, G and B rise from 0).
#[test]
fn soft_contrast_desaturates_bg() {
use crate::gpu::test_utils::{create_test_texture_with_format, readback_texture};
let (device, queue) = test_device();
let format = wgpu::TextureFormat::Rgba8Unorm;
let mut overlay = ToolOverlay::new(&device, &queue, format);
// Saturated red surface: only desaturation has anything to shift.
const W: u32 = 64;
const H: u32 = 16;
let mut pixels = vec![0u8; (W * H * 4) as usize];
for i in (0..pixels.len()).step_by(4) {
pixels[i] = 255; // R = 1
pixels[i + 1] = 0;
pixels[i + 2] = 0;
pixels[i + 3] = 255;
}
let (surface_tex, surface_view) =
create_test_texture_with_format(&device, &queue, W, H, &pixels, format);
// Full-strength desat over the center.
let mut prim = OverlayPrimitive::new(
KIND_FILLED_ELLIPSE,
FLAG_SOFT_CONTRAST,
[(W as f32) * 0.5, (H as f32) * 0.5],
[12.0, 6.0],
);
prim.mode_param = 1.0; // fully grey
overlay.set_primitives(vec![prim]);
let vt = ViewTransform::identity();
let fwd = vt.plane_to_screen_matrix(0.0, 0.0);
let inv = vt.screen_to_plane_matrix(0.0, 0.0);
overlay.prepare(&device, &queue, &fwd, &inv, W, H);
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("soft-contrast-desat-test"),
});
overlay.encode_snapshot(&mut encoder, &surface_tex, &surface_view, W, H);
queue.submit([encoder.finish()]);
let out = readback_texture(&device, &queue, &surface_tex, format, W, H);
let px = |x: u32, y: u32| -> [u8; 4] {
let i = ((y * W + x) * 4) as usize;
[out[i], out[i + 1], out[i + 2], out[i + 3]]
};
let inside = px(32, 8); // center of the ellipse
let outside = px(2, 8); // well outside
assert_eq!(
outside,
[255, 0, 0, 255],
"red bg unchanged outside ellipse"
);
// Combined shift at mode_param=1:
// lum_shift toward white (red has lum=0.21 < 0.5): mix(red, white, 1) = white
// desat toward bg_gray=(0.21..): mix(white, 0.21, 0.5) ≈ 0.605 = (154, 154, 154).
// Key property: R drops hard (dominant-channel desat) AND G/B rise.
assert!(
inside[0] < 200,
"R should drop substantially: got {inside:?}"
);
assert!(inside[1] > 100, "G should rise well off 0: got {inside:?}");
assert!(inside[2] > 100, "B should rise well off 0: got {inside:?}");
// All channels should land close (approximately grey).
let spread = (inside[0] as i32 - inside[1] as i32).abs();
assert!(spread < 15, "result should be near-grey: {inside:?}");
}
/// GPU integration: KIND_MASKED_STAMP — coverage comes from the uploaded
/// mask texture. Upload a mask with two clearly-separated regions (mostly
/// black left, mostly white right) and verify over a red surface that
/// the white-mask region gets desaturated (R drops, G/B rise) while
/// the black-mask region leaves the surface unchanged.
#[test]
fn masked_stamp_uses_mask_red_as_coverage() {
use crate::gpu::test_utils::{create_test_texture_with_format, readback_texture};
let (device, queue) = test_device();
let format = wgpu::TextureFormat::Rgba8Unorm;
let mut overlay = ToolOverlay::new(&device, &queue, format);
// Red surface: desaturation shifts R→0.21 gray, G/B rise from 0.
const W: u32 = 64;
const H: u32 = 16;
let mut bg = vec![0u8; (W * H * 4) as usize];
for i in (0..bg.len()).step_by(4) {
bg[i] = 255; // R
bg[i + 3] = 255; // A
}
let (surface_tex, surface_view) =
create_test_texture_with_format(&device, &queue, W, H, &bg, format);
// 16×1 mask: left half black (coverage 0), right half white (coverage 1).
// A wide mask avoids linear-filter bleed near the sample points.
let mut mask = vec![0u8; 16 * 4];
for x in 8..16 {
let i = x * 4;
mask[i] = 255;
mask[i + 1] = 255;
mask[i + 2] = 255;
mask[i + 3] = 255;
}
overlay.set_mask_texture(&device, &queue, 16, 1, &mask);
// Stamp in screen space; half-extent 20 × 6 → UV.x in [0, 1] across
// screen_x in [12, 52]. Sample at x=16 (far left, mask=0) and x=48
// (far right, mask=1).
let mut prim = OverlayPrimitive::new(
KIND_MASKED_STAMP,
FLAG_SOFT_CONTRAST,
[(W as f32) * 0.5, (H as f32) * 0.5],
[20.0, 6.0],
);
prim.mode_param = 0.6;
overlay.set_primitives(vec![prim]);
let vt = ViewTransform::identity();
let fwd = vt.plane_to_screen_matrix(0.0, 0.0);
let inv = vt.screen_to_plane_matrix(0.0, 0.0);
overlay.prepare(&device, &queue, &fwd, &inv, W, H);
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("masked-stamp-test"),
});
overlay.encode_snapshot(&mut encoder, &surface_tex, &surface_view, W, H);
queue.submit([encoder.finish()]);
let out = readback_texture(&device, &queue, &surface_tex, format, W, H);
let px = |x: u32, y: u32| -> [u8; 4] {
let i = ((y * W + x) * 4) as usize;
[out[i], out[i + 1], out[i + 2], out[i + 3]]
};
let left = px(16, 8); // inside stamp, mask ≈ 0 → coverage ≈ 0
let right = px(48, 8); // inside stamp, mask ≈ 1 → coverage ≈ 1
let outside = px(2, 8); // outside stamp bounds
assert_eq!(outside, [255, 0, 0, 255], "red bg unchanged outside stamp");
// Left half: mask=0 → no desaturation → still pure red.
assert!(
left[0] >= 250 && left[1] <= 5 && left[2] <= 5,
"left half (mask=0) should stay pure red: got {left:?}"
);
// Right half: mask=1 with strength=0.6 → 60% desat.
// R goes from 255 toward ~54 (red's gray point): 255*0.4 + 54*0.6 ≈ 134.
// G/B go from 0 toward ~54: 0*0.4 + 54*0.6 ≈ 32.
assert!(right[0] < 200, "R should fall: got {right:?}");
assert!(right[1] > 15, "G should rise from 0: got {right:?}");
assert!(right[2] > 15, "B should rise from 0: got {right:?}");
}
}