# BitMappery ## So you are rebuilding Photoshop in the browser ? No, I'm building a tool that does the bare minimum of what I require and what I don't find in other open source tools (or rather: _not entirely to my preference_). That doesn't mean of course that contributions related to Photoshop-esque features aren't welcomed ;-) ### All hand-written ? Yep, but as the author has worked in the photo software industry, BitMappery had a head start as certain challenges had been tackled before. Also, BitMappery is reusing igorski's [zCanvas](https://github.com/igorski/zCanvas) under the hood for rendering and bitmap blitting. The application is written on top of [Vue](https://github.com/vuejs/vue) using [Vuex](https://github.com/vuejs/vuex) for state management. ## The [Issue Tracker](https://github.com/igorski/bitmappery/issues) is your point of contact Bug reports, feature requests, questions and discussions are welcome on the GitHub Issue Tracker, please do not send e-mails through the development website. However, please search before posting to avoid duplicates, and limit to one issue per post. Please vote on feature requests by using the Thumbs Up/Down reaction on the first post. ## Model BitMappery works with entities known as a `Document`. A Document contains several `Layer`s, each of which define their content, transformation, `Filters`, etc. Each of the nested entity properties has its own factory (see `src/model/factories`). The Document is managed by the Vuex `document-module.ts`. The types for each of these are defined in the `src/model/types` folder. ## Document rendering and interactions The Document is rendered one layer at a time onto a Canvas element, using [zCanvas](https://github.com/igorski/zCanvas). Both the rendering and interaction handling is performed by dedicated "Sprite" classes, which function as _renderers_ for the Documents _actors_. In other words: _renderers represent the Document visually and handle interactions modifying the Document state_. All layer rendering and layer interactions are handled by `src/rendering/actors/layer-renderer.ts`. Note that the purpose of the renderer is solely to delegate interactions events to the Layer entity. The renderer should represent the properties of the Layer, the Layer should never reverse-engineer from the onscreen content (especially as different window size and scaling factor will greatly complicate these matters when performed two-way). All interactions that work across layers (viewport panning, layer selection by clicking on non-transparent pixels and drawing of selections) is handled by a single top level Sprite that covers the entire zCanvas area. This Sprite is `src/rendering/actors/interaction-pane.ts`. Interactions that start/end from _outside the canvas_ (for instance the opening/closing of a selection or the drawing of a brush stroke outside of the canvas area) are handled by `document-canvas.vue` where the global DOM coordinates are translated to coordinates relative to the canvas document before being forwarded to the zCanvas event handler. See "Rendering concepts" below for more details on screen-to-document coordinates. Rendering of transformations, text and filters is an asynchronous operation handled by `src/services/render-service.ts`. The purpose of this service is to perform and cache repeated operations and eventually maintain the source bitmap represented by the LayerRenderer. The LayerRenderer invokes the rendering service whenever Layer content changes and manages its own cache. All types related to the editor are either defined in `src/definitions/editor.ts` or the more specifically named files. ### Rendering concepts BitMappery follows the concepts of the display list as listed in the zCanvas wiki, where BitMappery's document layers are visualized as separate Sprites which can be manipulated as separate interactive on-screen elements. BitMappery additionally adds additional logic related to the viewing of large scale content in smaller fragments. The zCanvas' DOM element (an _HTMLCanvasElement_ instance) is basically as large as the available area inside the DOM window allows. The BitMappery document displayed inside may however be larger or smaller than the canvas itself (depending on the _zoom level_ which is - not yet - standardized in the zCanvas package and custom written for BitMappery using the `ZoomableCanvas` and `ZoomableSprite` classes). What determines the visible area of the zoomed document is the _viewport_. As such, interactions with the zCanvas element must be _translated_ from global DOM coordinates to a point relative to the BitMappery document, taking into account the current scaling factor and viewport offset. This is handled automatically by all event handlers delegated through zCanvas and the renderers, but needs care when performing rendering operations (such as drawing) and translating these to (non-zoomed and non-panned) source bitmaps. ## State history Mutations can be registered in state history (Vuex `history-module.ts`) in order to provide undo and redo of operations. In order to prevent storing a lot of changes of the same property (for instance when dragging a slider), the storage of a new state is deferred through a queue. This is why history states are enqueued by _propertyName_: When enqueuing a new state while there is an existing one enqueued for the same property name, the first state is updated so its redo will match that of the newest state, the undo remaining unchanged. The second state will not be added to the queue. It is good to understand that the undo/redo for an action should be considered separate from the Vue component that is triggering the transaction, the reason being that the component can be unmounted at the moment the history state is changed (and the component is no longer active). That's why undo/redo handlers should either work on variables in a local scope, or on the Vuex store when mutating store properties. When relying on store state and getters, be sure to cache their values in the local scope to avoid conflicts (for instance in below example we cache _activeLayerIndex_ as it is used by the undo/redo methods to update a specific Layer. _activeLayerIndex_ can change during the application lifetime before the undo/redo handler fires which would otherwise lead to the _wrong Layer_ being updated. ```typescript import { enqueueState } from "@/model/factories/history-state-factory"; update( propertyName: string, newValue: T ): void { // cache the existing values of the property value we are about to mutate... const existingValue = this.getterForExistingValue; // ...and the layer index that is used to identify the layer containing the property const index = this.activeLayerIndex; const store: Store = this.$store; // define the method that will mutate the existing value to given newValue const commit = (): void => store.commit( "updateLayer", { index, opts: { newValue } }); // and perform the mutation directly commit(); // now define and enqueue undo/redo handlers to reverse and redo the commit mutation enqueueState( propertyName, { undo(): void { store.commit( "updateLayerTransform", { index, opts: { existingValue } }); }, redo(): void { commit(); }, }); } ``` ### State changing actions Whenever an action (that requires an undo state) can be triggered in multiple locations (for instance inside a component and as a keyboard shortcut in `src/services/keyboard-service`), you can create a custom handler inside `src/model/actions` to avoid code duplication. Creating a custom handler also creates a single source of truth and an isolated piece of code that can be covered more easily in tests. ## Third party storage integration Requires you to register a client id or access token in the developer portal of the third party storage provider. Currently, there is support for [Dropbox](https://www.dropbox.com/developers/apps), [Google Drive](https://console.cloud.google.com/) and S3 storage. You can enable each of these integrations by providing the required key values for your configuration by creating a local `.env.local`-file which will contain your custom configuration. You can create this file by duplicating the contents of the `.env`-file provided in the repository. ## Project setup The project setup is two-fold. You can get all the dependencies through NPM as usual: ``` npm install ``` after which you can run: * ```npm run dev``` to start a local development server with hot module reload * ```npm run build``` to compile a production package * ```npm run test``` to run the unit tests * ```npm run lint``` to run the linter on the source files The above will suffice when working solely on the JavaScript side of things. ## Docker based self hosted version #### Step 1 : Clone the BitMappery project into a local folder : ```bash git clone https://github.com/igorski/bitmappery.git ``` #### Step 2 : Build the image using the provided Dockerfile : ```bash docker build -t bitmappery . ``` #### Step 3 : Once the image is built, run the container and bind the ports : ```bash docker run -d -p 5173:5173 --name bitmappery-container bitmappery ``` Once the container is started, you can access BitMappery at `http://localhost:5173` ## WebAssembly BitMappery can also use WebAssembly to _potentially_ increase performance of image manipulation. WebAssembly filtering is a user controllable feature in the preferences pane, as long as the `.env` file has set support for `VITE_ENABLE_WASM_FILTERS` to true. The source code is C based and compiled to WASM using [Emscripten](https://github.com/emscripten-core/emscripten). Because this setup is a little more cumbersome, the repository contains precompiled binaries in the `src/wasm/bin`-folder meaning you can omit this setup if you don't intend to make changes to these sources. If you do wish to make contributions on this end, to compile the source (`src/wasm`) C-code to WASM, you will first need to prepare your environment (note the last _source_ call does not permanently update your paths): ```bash git clone https://github.com/emscripten-core/emsdk.git cd emsdk ./emsdk install latest ./emsdk activate latest source ./emsdk_env.sh ``` now you can compile all source files to WASM using: ``` npm run wasm ``` ### Benchmarks On a particular (deliberately low powered) configuration, running all filters at their heaviest setting on a particular source takes: * 7000+ ms in JavaScript * 558 ms in WebAssembly * 484 ms in JavaScript inside a Web Worker * 603 ms in WebAssembly inside a Web Worker Note that the WebAssembly Web Worker execution takes a performance hit when compared to its inline operation. This is due to messaging overhead when providing image buffers to the WASM memory inside the Worker context. This could benefit from further tweaking to see whether it gets closer to the JavaScript Web Worker performance. However, as in the current setup the JS solution alone is performant enough _and you would need to write the filter code twice_ (once in TypeScript in `src/rendering/filters` and once in C++ in `src/wasm`), the default for WASM is disabled.