runmat-plot 0.3.2

GPU-accelerated and static plotting for RunMat with WGPU and Plotters
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//! Image export (PNG, JPEG, etc.)
//!
//! Static image export functionality.

use crate::core::{
    plot_renderer::{PlotRenderConfig, PlotRenderer},
    Camera,
};
use crate::plots::Figure;
#[cfg(feature = "gui")]
use egui::{Align2, Color32, FontId, Pos2};
#[cfg(feature = "gui")]
use egui_wgpu;
use futures::channel::oneshot;
use std::io::Cursor;
use std::path::Path;
use std::sync::Arc;
use wgpu::{Device, Queue, TextureFormat};

/// High-performance image exporter using GPU rendering
pub struct ImageExporter {
    /// GPU device for rendering
    device: Arc<Device>,
    /// Command queue
    queue: Arc<Queue>,
    /// Surface format
    #[allow(dead_code)]
    format: TextureFormat,
    /// Export settings
    settings: ImageExportSettings,
}

/// Image export configuration
#[derive(Debug, Clone)]
pub struct ImageExportSettings {
    /// Output width in pixels
    pub width: u32,
    /// Output height in pixels  
    pub height: u32,
    /// Samples for anti-aliasing (1, 4, 8, 16)
    pub samples: u32,
    /// Background color [R, G, B, A] (0.0-1.0)
    pub background_color: [f32; 4],
    /// Image quality (0.0-1.0) for lossy formats
    pub quality: f32,
    /// Include metadata in output
    pub include_metadata: bool,
}

/// Supported image formats
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum ImageFormat {
    Png,
    Jpeg,
    WebP,
    Bmp,
}

impl Default for ImageExportSettings {
    fn default() -> Self {
        Self {
            width: 800,
            height: 600,
            samples: 4,                             // 4x MSAA
            background_color: [1.0, 1.0, 1.0, 1.0], // White background
            quality: 0.95,
            include_metadata: true,
        }
    }
}

impl ImageExporter {
    /// Create a new image exporter with GPU acceleration
    pub async fn new() -> Result<Self, String> {
        Self::with_settings(ImageExportSettings::default()).await
    }

    /// Create exporter with custom settings
    pub async fn with_settings(settings: ImageExportSettings) -> Result<Self, String> {
        if let Some(ctx) = crate::context::shared_wgpu_context() {
            return Ok(Self {
                device: ctx.device,
                queue: ctx.queue,
                format: TextureFormat::Rgba8UnormSrgb,
                settings,
            });
        }

        // Initialize GPU context for headless rendering
        let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::default());

        let adapter = instance
            .request_adapter(&wgpu::RequestAdapterOptions {
                power_preference: wgpu::PowerPreference::HighPerformance,
                compatible_surface: None,
                force_fallback_adapter: false,
            })
            .await
            .ok_or("Failed to find suitable GPU adapter")?;

        let (device, queue) = adapter
            .request_device(&wgpu::DeviceDescriptor::default(), None)
            .await
            .map_err(|e| format!("Failed to create device: {e}"))?;

        Ok(Self {
            device: Arc::new(device),
            queue: Arc::new(queue),
            format: TextureFormat::Rgba8UnormSrgb,
            settings,
        })
    }

    /// Export figure to PNG file using the same PlotRenderer pipeline (headless)
    pub async fn export_png<P: AsRef<Path>>(
        &self,
        figure: &mut Figure,
        path: P,
    ) -> Result<(), String> {
        let pixels = self.render_rgba(figure, None).await?;
        self.save_png(&pixels, path).await
    }

    /// Render figure into a PNG buffer (RGBA data encoded as PNG bytes)
    pub async fn render_png_bytes(&self, figure: &mut Figure) -> Result<Vec<u8>, String> {
        let pixels = self.render_rgba(figure, None).await?;
        self.encode_png_bytes(&pixels)
    }

    /// Render figure into raw RGBA8 bytes.
    pub async fn render_rgba_bytes(&self, figure: &mut Figure) -> Result<Vec<u8>, String> {
        self.render_rgba(figure, None).await
    }

    /// Render figure into a PNG buffer using an explicit camera override.
    pub async fn render_png_bytes_with_camera(
        &self,
        figure: &mut Figure,
        camera: &Camera,
    ) -> Result<Vec<u8>, String> {
        let pixels = self.render_rgba(figure, Some(camera)).await?;
        self.encode_png_bytes(&pixels)
    }

    /// Render figure into raw RGBA8 bytes using an explicit camera override.
    pub async fn render_rgba_bytes_with_camera(
        &self,
        figure: &mut Figure,
        camera: &Camera,
    ) -> Result<Vec<u8>, String> {
        self.render_rgba(figure, Some(camera)).await
    }

    /// Render figure into a PNG buffer using per-axes camera overrides.
    pub async fn render_png_bytes_with_axes_cameras(
        &self,
        figure: &mut Figure,
        axes_cameras: &[Camera],
    ) -> Result<Vec<u8>, String> {
        let pixels = self
            .render_rgba_with_axes_cameras(figure, axes_cameras)
            .await?;
        self.encode_png_bytes(&pixels)
    }

    /// Render figure into raw RGBA8 bytes using per-axes camera overrides.
    pub async fn render_rgba_bytes_with_axes_cameras(
        &self,
        figure: &mut Figure,
        axes_cameras: &[Camera],
    ) -> Result<Vec<u8>, String> {
        self.render_rgba_with_axes_cameras(figure, axes_cameras)
            .await
    }

    async fn render_rgba(
        &self,
        figure: &mut Figure,
        camera_override: Option<&Camera>,
    ) -> Result<Vec<u8>, String> {
        self.render_rgba_internal(figure, camera_override, None)
            .await
    }

    async fn render_rgba_with_axes_cameras(
        &self,
        figure: &mut Figure,
        axes_cameras: &[Camera],
    ) -> Result<Vec<u8>, String> {
        self.render_rgba_internal(figure, None, Some(axes_cameras))
            .await
    }

    async fn render_rgba_internal(
        &self,
        figure: &mut Figure,
        camera_override: Option<&Camera>,
        axes_camera_overrides: Option<&[Camera]>,
    ) -> Result<Vec<u8>, String> {
        // Create an offscreen texture as color target
        let sc_desc = wgpu::SurfaceConfiguration {
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
            format: self.format,
            width: self.settings.width,
            height: self.settings.height,
            present_mode: wgpu::PresentMode::Fifo,
            alpha_mode: wgpu::CompositeAlphaMode::Opaque,
            view_formats: vec![],
            desired_maximum_frame_latency: 1,
        };

        // Build a WgpuRenderer and PlotRenderer without a surface
        // WgpuRenderer::new expects Arc<Device> and Arc<Queue> we already own Device/Queue;
        // create fresh Arcs by moving clones into Arcs (Device/Queue implement Clone in wgpu 0.19)
        let device: Arc<wgpu::Device> = self.device.clone();
        let queue: Arc<wgpu::Queue> = self.queue.clone();
        let mut plot_renderer = PlotRenderer::new(device.clone(), queue.clone(), sc_desc)
            .await
            .map_err(|e| format!("plot renderer init failed: {e}"))?;

        plot_renderer.set_figure(figure.clone());
        if let Some(overrides) = axes_camera_overrides {
            for (idx, camera) in overrides.iter().enumerate() {
                if let Some(target) = plot_renderer.axes_camera_mut(idx) {
                    *target = camera.clone();
                }
            }
        }

        // Render into an offscreen texture
        let mut encoder = self
            .device
            .create_command_encoder(&wgpu::CommandEncoderDescriptor {
                label: Some("image_export_encoder"),
            });
        // Use single-sample textures for readback compatibility
        let color_texture = self.device.create_texture(&wgpu::TextureDescriptor {
            label: Some("export_color"),
            size: wgpu::Extent3d {
                width: self.settings.width,
                height: self.settings.height,
                depth_or_array_layers: 1,
            },
            mip_level_count: 1,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format: self.format,
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
            view_formats: &[],
        });
        let color_view = color_texture.create_view(&wgpu::TextureViewDescriptor::default());

        // Depth texture for 3D plots if needed
        let depth_texture = self.device.create_texture(&wgpu::TextureDescriptor {
            label: Some("export_depth"),
            size: wgpu::Extent3d {
                width: self.settings.width,
                height: self.settings.height,
                depth_or_array_layers: 1,
            },
            mip_level_count: 1,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format: wgpu::TextureFormat::Depth24Plus,
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
            view_formats: &[],
        });
        let _depth_view = depth_texture.create_view(&wgpu::TextureViewDescriptor::default());

        // Clear background
        {
            let mut clear_pass =
                self.device
                    .create_command_encoder(&wgpu::CommandEncoderDescriptor {
                        label: Some("export_clear_encoder"),
                    });
            {
                let rp = clear_pass.begin_render_pass(&wgpu::RenderPassDescriptor {
                    label: Some("export_clear_pass"),
                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                        view: &color_view,
                        resolve_target: None,
                        ops: wgpu::Operations {
                            load: wgpu::LoadOp::Clear(wgpu::Color {
                                r: self.settings.background_color[0] as f64,
                                g: self.settings.background_color[1] as f64,
                                b: self.settings.background_color[2] as f64,
                                a: self.settings.background_color[3] as f64,
                            }),
                            store: wgpu::StoreOp::Store,
                        },
                    })],
                    depth_stencil_attachment: None,
                    occlusion_query_set: None,
                    timestamp_writes: None,
                });
                // nothing drawn; just clear
                drop(rp);
            }
            self.queue.submit(Some(clear_pass.finish()));
        }

        // Render via camera-viewport path. If subplot grid is present, compose per-axes into their viewports.
        let mut cfg = PlotRenderConfig {
            width: self.settings.width,
            height: self.settings.height,
            ..Default::default()
        };
        // Use 1x sample when writing directly to readback texture; MSAA would require resolve.
        cfg.msaa_samples = 1;

        let (rows, cols) = plot_renderer.figure_axes_grid();
        if rows * cols > 1 {
            // Compute simple grid with small gaps
            let hgap: u32 = 8;
            let vgap: u32 = 8;
            let total_hgap = hgap * (cols.saturating_sub(1) as u32);
            let total_vgap = vgap * (rows.saturating_sub(1) as u32);
            let cell_w = (self.settings.width.saturating_sub(total_hgap)) / (cols as u32);
            let cell_h = (self.settings.height.saturating_sub(total_vgap)) / (rows as u32);
            let mut viewports: Vec<(u32, u32, u32, u32)> = Vec::with_capacity(rows * cols);
            for r in 0..rows {
                for c in 0..cols {
                    let x = c as u32 * (cell_w + hgap);
                    let y = r as u32 * (cell_h + vgap);
                    viewports.push((x, y, cell_w.max(1), cell_h.max(1)));
                }
            }
            plot_renderer
                .render_axes_to_viewports(&mut encoder, &color_view, &viewports, 1, &cfg)
                .map_err(|e| format!("render subplot failed: {e}"))?;
        } else {
            let viewport = (0u32, 0u32, self.settings.width, self.settings.height);
            let cam = camera_override
                .cloned()
                .unwrap_or_else(|| plot_renderer.camera().clone());
            plot_renderer
                .render_camera_to_viewport(&mut encoder, &color_view, viewport, &cfg, &cam)
                .map_err(|e| format!("render failed: {e}"))?;
        }

        // Draw overlay text (title/x/y labels) using a minimal egui pass onto the target
        #[cfg(feature = "gui")]
        {
            let egui_ctx = egui::Context::default();
            let mut raw_input = egui::RawInput::default();
            raw_input.viewports.insert(
                egui::viewport::ViewportId::ROOT,
                egui::ViewportInfo {
                    native_pixels_per_point: Some(1.0),
                    ..Default::default()
                },
            );
            let full_output = egui_ctx.run(raw_input, |ctx| {
                egui::CentralPanel::default()
                    .frame(egui::Frame::none())
                    .show(ctx, |ui| {
                        if let Some(title) = &figure.title {
                            ui.painter().text(
                                Pos2::new(self.settings.width as f32 * 0.5, 24.0),
                                Align2::CENTER_CENTER,
                                title,
                                FontId::proportional(18.0),
                                Color32::BLACK,
                            );
                        }
                        let (rows, cols) = figure.axes_grid();
                        let hgap: f32 = 8.0;
                        let vgap: f32 = 8.0;
                        let total_hgap = hgap * (cols.saturating_sub(1) as f32);
                        let total_vgap = vgap * (rows.saturating_sub(1) as f32);
                        let cell_w = (self.settings.width as f32 - total_hgap).max(1.0)
                            / (cols.max(1) as f32);
                        let cell_h = (self.settings.height as f32 - total_vgap).max(1.0)
                            / (rows.max(1) as f32);
                        for r in 0..rows {
                            for c in 0..cols {
                                let vp_x = c as f32 * (cell_w + hgap);
                                let vp_y = r as f32 * (cell_h + vgap);
                                let vp_center_x = vp_x + cell_w * 0.5;
                                let vp_max_y = vp_y + cell_h;
                                let vp_center_y = vp_y + cell_h * 0.5;
                                let vp_min_x = vp_x;
                                if let Some(xl) = &figure.x_label {
                                    ui.painter().text(
                                        Pos2::new(vp_center_x, vp_max_y + 20.0),
                                        Align2::CENTER_CENTER,
                                        xl,
                                        FontId::proportional(12.0),
                                        Color32::BLACK,
                                    );
                                }
                                if let Some(yl) = &figure.y_label {
                                    ui.painter().text(
                                        Pos2::new(vp_min_x - 24.0, vp_center_y),
                                        Align2::CENTER_CENTER,
                                        yl,
                                        FontId::proportional(12.0),
                                        Color32::BLACK,
                                    );
                                }
                            }
                        }
                    });
            });

            let mut egui_renderer = egui_wgpu::Renderer::new(&self.device, self.format, None, 1);
            for (id, image_delta) in &full_output.textures_delta.set {
                egui_renderer.update_texture(&self.device, &self.queue, *id, image_delta);
            }
            let shapes = egui_ctx.tessellate(full_output.shapes, 1.0);
            let mut enc_overlay =
                self.device
                    .create_command_encoder(&wgpu::CommandEncoderDescriptor {
                        label: Some("image_overlay_encoder"),
                    });
            egui_renderer.update_buffers(
                &self.device,
                &self.queue,
                &mut enc_overlay,
                &shapes,
                &egui_wgpu::ScreenDescriptor {
                    size_in_pixels: [self.settings.width, self.settings.height],
                    pixels_per_point: 1.0,
                },
            );
            {
                let mut rp = enc_overlay.begin_render_pass(&wgpu::RenderPassDescriptor {
                    label: Some("image_overlay_pass"),
                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                        view: &color_view,
                        resolve_target: None,
                        ops: wgpu::Operations {
                            load: wgpu::LoadOp::Load,
                            store: wgpu::StoreOp::Store,
                        },
                    })],
                    depth_stencil_attachment: None,
                    occlusion_query_set: None,
                    timestamp_writes: None,
                });
                egui_renderer.render(
                    &mut rp,
                    &shapes,
                    &egui_wgpu::ScreenDescriptor {
                        size_in_pixels: [self.settings.width, self.settings.height],
                        pixels_per_point: 1.0,
                    },
                );
            }
            self.queue.submit(Some(enc_overlay.finish()));
            for id in &full_output.textures_delta.free {
                egui_renderer.free_texture(id);
            }
        }

        // Submit and copy to CPU buffer
        self.queue.submit(Some(encoder.finish()));

        // Read back the color texture to CPU via a staging buffer
        let bytes_per_pixel = 4u32;
        let padded_bytes_per_row = (self.settings.width * bytes_per_pixel).div_ceil(256) * 256;
        let output_buffer_size =
            (padded_bytes_per_row * self.settings.height) as wgpu::BufferAddress;
        let output_buffer = self.device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("export_readback"),
            size: output_buffer_size,
            usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
            mapped_at_creation: false,
        });

        let mut encoder2 = self
            .device
            .create_command_encoder(&wgpu::CommandEncoderDescriptor {
                label: Some("export_copy_encoder"),
            });
        encoder2.copy_texture_to_buffer(
            wgpu::ImageCopyTexture {
                texture: &color_texture,
                mip_level: 0,
                origin: wgpu::Origin3d::ZERO,
                aspect: wgpu::TextureAspect::All,
            },
            wgpu::ImageCopyBuffer {
                buffer: &output_buffer,
                layout: wgpu::ImageDataLayout {
                    offset: 0,
                    bytes_per_row: Some(padded_bytes_per_row),
                    rows_per_image: Some(self.settings.height),
                },
            },
            wgpu::Extent3d {
                width: self.settings.width,
                height: self.settings.height,
                depth_or_array_layers: 1,
            },
        );
        self.queue.submit(Some(encoder2.finish()));

        // Map and extract actual bytes (strip row padding)
        let buffer_slice = output_buffer.slice(..);
        // IMPORTANT (wasm): do not block the worker/event loop while waiting for map_async.
        // Blocking (Maintain::Wait + recv()) can deadlock on WebGPU because the completion
        // callback is delivered on the JS event loop.
        map_read_async(&self.device, &buffer_slice).await?;
        let data = buffer_slice.get_mapped_range();
        let mut pixels = vec![0u8; (self.settings.width * self.settings.height * 4) as usize];
        for y in 0..self.settings.height as usize {
            let src_start = y * padded_bytes_per_row as usize;
            let dst_start = y * (self.settings.width as usize) * 4;
            pixels[dst_start..dst_start + (self.settings.width as usize) * 4]
                .copy_from_slice(&data[src_start..src_start + (self.settings.width as usize) * 4]);
        }
        drop(data);
        output_buffer.unmap();

        Ok(pixels)
    }

    /// Save raw RGBA data as PNG
    async fn save_png<P: AsRef<Path>>(&self, data: &[u8], path: P) -> Result<(), String> {
        use image::{ImageBuffer, Rgba};

        let image = ImageBuffer::<Rgba<u8>, _>::from_raw(
            self.settings.width,
            self.settings.height,
            data.to_vec(),
        )
        .ok_or("Failed to create image buffer")?;

        image
            .save(path)
            .map_err(|e| format!("Failed to save PNG: {e}"))?;

        log::debug!(target: "runmat_plot", "png export completed");
        Ok(())
    }

    fn encode_png_bytes(&self, data: &[u8]) -> Result<Vec<u8>, String> {
        use image::{ImageBuffer, ImageOutputFormat, Rgba};

        let image = ImageBuffer::<Rgba<u8>, _>::from_raw(
            self.settings.width,
            self.settings.height,
            data.to_vec(),
        )
        .ok_or("Failed to create image buffer")?;

        let mut cursor = Cursor::new(Vec::new());
        image
            .write_to(&mut cursor, ImageOutputFormat::Png)
            .map_err(|e| format!("Failed to encode PNG: {e}"))?;
        Ok(cursor.into_inner())
    }

    /// Update export settings
    pub fn set_settings(&mut self, settings: ImageExportSettings) {
        self.settings = settings;
    }

    /// Get current export settings
    pub fn settings(&self) -> &ImageExportSettings {
        &self.settings
    }
}

async fn map_read_async(
    device: &wgpu::Device,
    slice: &wgpu::BufferSlice<'_>,
) -> Result<(), String> {
    let (tx, rx) = oneshot::channel();
    slice.map_async(wgpu::MapMode::Read, move |result| {
        let _ = tx.send(result);
    });

    // On native targets we can synchronously drive completion.
    #[cfg(not(target_arch = "wasm32"))]
    device.poll(wgpu::Maintain::Wait);

    // On wasm, Maintain::Wait can deadlock; Poll is a no-op or non-blocking.
    #[cfg(target_arch = "wasm32")]
    device.poll(wgpu::Maintain::Poll);

    rx.await
        .map_err(|_| "map failed".to_string())?
        .map_err(|_| "map error".to_string())?;
    Ok(())
}