Files
paint-ui/tools/dodge-burn-tool.ts
Sebastian Krüger 7f4d574c64 feat(tools): implement advanced brush tools - Clone Stamp, Smudge, and Dodge/Burn
Added three professional-grade image manipulation tools to complete Feature 4:

Clone Stamp Tool (Shortcut: 8)
- Sample from source location with Alt+Click
- Paint sampled content to destination
- Maintains relative offset for natural cloning
- Supports soft/hard brush with hardness setting

Smudge Tool (Shortcut: 9)
- Creates realistic paint-smearing effects
- Progressively blends colors for natural smudging
- Uses flow setting to control smudge strength
- Soft brush falloff for smooth blending

Dodge/Burn Tool (Shortcut: 0)
- Dodge mode: Lightens image areas (default)
- Burn mode: Darkens image areas (Alt key)
- Professional photography exposure adjustment
- Respects hardness setting for precise control

All tools:
- Fully integrated with tool palette and keyboard shortcuts
- Support smooth interpolation for fluid strokes
- Use existing tool settings (size, opacity, hardness, flow, spacing)
- Lazy-loaded via code splitting system
- Icons from Lucide React (Stamp, Droplet, Sun)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-21 16:27:02 +01:00

161 lines
4.5 KiB
TypeScript

import { BaseTool } from './base-tool';
import type { PointerState, ToolSettings } from '@/types';
import { distance } from '@/lib/utils';
/**
* Dodge/Burn Tool - Lighten or darken specific areas
* Hold Alt to switch between Dodge (lighten) and Burn (darken)
*/
export class DodgeBurnTool extends BaseTool {
private lastX = 0;
private lastY = 0;
private mode: 'dodge' | 'burn' = 'dodge';
constructor() {
super('Dodge/Burn');
}
onPointerDown(
pointer: PointerState,
ctx: CanvasRenderingContext2D,
settings: ToolSettings
): void {
this.isDrawing = true;
this.lastX = pointer.x;
this.lastY = pointer.y;
// Alt key switches to burn mode
this.mode = pointer.altKey ? 'burn' : 'dodge';
// Apply initial effect
this.applyEffect(pointer.x, pointer.y, ctx, settings);
}
onPointerMove(
pointer: PointerState,
ctx: CanvasRenderingContext2D,
settings: ToolSettings
): void {
if (!this.isDrawing) return;
// Update mode based on Alt key
this.mode = pointer.altKey ? 'burn' : 'dodge';
// Calculate distance from last point
const dist = distance(this.lastX, this.lastY, pointer.x, pointer.y);
const spacing = settings.size * settings.spacing;
if (dist >= spacing) {
// Interpolate between points for smooth stroke
const steps = Math.ceil(dist / spacing);
for (let i = 1; i <= steps; i++) {
const t = i / steps;
const x = this.lastX + (pointer.x - this.lastX) * t;
const y = this.lastY + (pointer.y - this.lastY) * t;
this.applyEffect(x, y, ctx, settings);
}
this.lastX = pointer.x;
this.lastY = pointer.y;
}
}
onPointerUp(
pointer: PointerState,
ctx: CanvasRenderingContext2D,
settings: ToolSettings
): void {
this.isDrawing = false;
}
/**
* Apply dodge or burn effect
*/
private applyEffect(
x: number,
y: number,
ctx: CanvasRenderingContext2D,
settings: ToolSettings
): void {
const size = Math.ceil(settings.size);
const halfSize = Math.floor(size / 2);
// Clamp to canvas bounds
const sx = Math.max(0, Math.floor(x - halfSize));
const sy = Math.max(0, Math.floor(y - halfSize));
const sw = Math.min(size, ctx.canvas.width - sx);
const sh = Math.min(size, ctx.canvas.height - sy);
if (sw <= 0 || sh <= 0) return;
// Get image data
const imageData = ctx.getImageData(sx, sy, sw, sh);
const data = imageData.data;
// Calculate effect parameters
const strength = settings.flow; // Use flow as effect strength
const hardness = settings.hardness;
const centerX = sw / 2;
const centerY = sh / 2;
const maxRadius = Math.min(centerX, centerY);
// Apply effect to each pixel
for (let py = 0; py < sh; py++) {
for (let px = 0; px < sw; px++) {
const i = (py * sw + px) * 4;
// Calculate distance from center for soft brush effect
const dx = px - centerX;
const dy = py - centerY;
const distFromCenter = Math.sqrt(dx * dx + dy * dy);
const normalizedDist = Math.min(distFromCenter / maxRadius, 1);
// Apply hardness to create soft/hard brush
let falloff = 1;
if (normalizedDist > hardness) {
falloff = 1 - (normalizedDist - hardness) / (1 - hardness);
falloff = Math.max(0, Math.min(1, falloff));
}
const effectiveStrength = strength * falloff;
// Get current RGB values
const r = data[i];
const g = data[i + 1];
const b = data[i + 2];
if (this.mode === 'dodge') {
// Dodge: Lighten the image
// Formula: result = color + (255 - color) * strength
data[i] = Math.min(255, r + (255 - r) * effectiveStrength);
data[i + 1] = Math.min(255, g + (255 - g) * effectiveStrength);
data[i + 2] = Math.min(255, b + (255 - b) * effectiveStrength);
} else {
// Burn: Darken the image
// Formula: result = color - color * strength
data[i] = Math.max(0, r - r * effectiveStrength);
data[i + 1] = Math.max(0, g - g * effectiveStrength);
data[i + 2] = Math.max(0, b - b * effectiveStrength);
}
// Alpha channel remains unchanged
}
}
// Put modified image data back
ctx.putImageData(imageData, sx, sy);
}
getCursor(settings: ToolSettings): string {
return 'crosshair';
}
/**
* Get current mode for UI display
*/
getMode(): 'dodge' | 'burn' {
return this.mode;
}
}