Graphite is an image editor which is centred around a node based editing workflow, which allows operations to be visually connected in a graph. This is flexible as it allows all operations to be viewed or modified at any time without losing original data. The node system has been designed to be as general as possible with all data types being representable and a broad selection of nodes for a variety of use cases being planned.
The graph that is presented to users in the editor is known as the document graph. Each node that has been placed in this graph has the following properties:
pub struct DocumentNode {
// An identifier used to display in the editor and to display the appropriate properties.
pub name: String,
// A NodeId (number), a value, or a specifier that this node is in a nested network and receives input from the outer network
pub inputs: Vec<NodeInput>,
// A nested document network or a proto-node identifier
pub implementation: DocumentNodeImplementation,
// Contains the position of the node
pub metadata: DocumentNodeMetadata,
}
You can define your own type of document node in editor/src/messages/portfolio/document/node_graph/node_graph_message_handler/document_node_types.rs
. We currently just store document node types in a static slice but this will become dynamic in future. A sample document node type definition for the opacity node is shown:
DocumentNodeType {
name: "Opacity",
category: "Image Adjustments",
identifier: NodeImplementation::proto("graphene_core::raster::OpacityNode<_>"),
inputs: vec![
DocumentInputType::value("Image", TaggedValue::Image(Image::empty()), true),
DocumentInputType::value("Factor", TaggedValue::F64(100.), false),
],
outputs: vec![DocumentOutputType::new("Image", FrontendGraphDataType::Raster)],
properties: node_properties::multiply_opacity,
},
The identifier here must be the same as that of the proto-node which will be discussed soon and is usually the path to the node implementation.
The input names are shown in the graph when an input is exposed (with a dot in the properties panel). The default input is used when a node is first created or when a link is disconnected. An input is comprised from a TaggedValue
(allowing serialisation of a dynamic type with serde) in addition to an exposed boolean, which defines if the input is shown as a dot in the node graph UI by default. In the opacity node, the "Color" input is shown but the "Factor" input is hidden from the graph by default, allowing for a less cluttered graph.
The properties field is a function that defines a number input, which can be seen by selecting the gamma node in the graph. The code for this property is shown below:
pub fn multiply_opacity(document_node: &DocumentNode, node_id: NodeId, _context: &mut NodePropertiesContext) -> Vec<LayoutGroup> {
let factor = number_widget(document_node, node_id, 1, "Factor", NumberInput::default().min(0.).max(100.).unit("%"), true);
vec![LayoutGroup::Row { widgets: factor }]
}
Defining the actual implementation for a node is done by implementing the Node
trait. The Node
trait has one function called eval
that takes one generic input. A node implementation for the opacity node is seen below:
#[derive(Debug, Clone, Copy)]
pub struct OpacityNode<O> {
opacity_multiplier: O,
}
impl<'i, N: Node<'i, (), Output = f64> + 'i> Node<'i, Color> for OpacityNode<N> {
type Output = Color;
fn eval<'s: 'i>(&'s self, color: Color) -> Color {
let opacity_multiplier = self.opacity_multiplier.eval(()) as f32 / 100.;
Color::from_rgbaf32_unchecked(color.r(), color.g(), color.b(), color.a() * opacity_multiplier)
}
}
impl<N> OpacityNode<N> {
pub fn new(node: N) -> Self {
Self { opacity_multiplier: node }
}
}
The eval
function can only take one input. To support more than one input, the node struct can contain references to other nodes (it is the references that implement the Node
trait). If the input is a value, then a node that simply evaluates to its field will be referenced. If the input is a node, then the relevant proto-node will be referenced. To use these secondary inputs in the implementation, they are evaluated with the input of ()
to give an output an f64
as specified by the generics. A helper function to create a new node struct is also defined here.
This process can be made more concise using the node_macro
macro, which can be applied to a function like image_opacity
with an attribute of the name of the node:
#[derive(Debug, Clone, Copy)]
pub struct OpacityNode<O> {
opacity_multiplier: O,
}
#[node_macro::node_fn(OpacityNode)]
fn image_opacity(color: Color, opacity_multiplier: f64) -> Color {
let opacity_multiplier = opacity_multiplier as f32 / 100.;
Color::from_rgbaf32_unchecked(color.r(), color.g(), color.b(), color.a() * opacity_multiplier)
}
When the document graph is executed, it is first converted to a proto-graph, which has all of the nested node graphs flattened as well as separating out the primary input from the secondary inputs. The secondary inputs are stored as a list of node ids in the construction arguments field of the ProtoNode
. The newly created ProtoNode
s are then converted into the corresponding dynamic rust functions using the mapping defined in node-graph/interpreted-executor/src/node_registry.rs
. The resolved functions are then stored in a BorrowTree
, which allows previous proto-nodes to be referenced as inputs by later nodes. The BorrowTree
ensures nodes can't be removed while being referenced by other nodes.
raster_node!(graphene_core::raster::OpacityNode<_>, params: [f64]),
Nodes in the borrow stack take a Box<dyn DynAny>
as input and output another Box<dyn DynAny>
, to allow for any type. To use this as the field for our OpacityNode
, we must downcast these types so the input is a ()
and the output is a f64
. This can be achieved by the DowncastBothNode
.
The new OpacityNode
that has been constructed must then be made to have a dynamic input and output using the DynAnyNode
.
If the primary input to the node comes from the output of another node, then the ProtoNodeInput
will be set to a node id. This node is found and then chained with the opacity node using the .then()
function. If there is no primary input then we simply return the node.
Finally we call .into_type_erased()
on the result and that is inserted into the borrow stack.
Defining some basic nodes to allow for a simple image editing workflow would be invaluable. Currently defining nodes is quite a laborious process however efforts at simplification are being discussed. Any contributions you might have would be greatly appreciated. If any parts of this guide are outdated or difficult to understand, please feel free to ask for help in the Graphite Discord. We are very happy to answer any questions :)