perf(app): 手写引擎性能优化 — 双层架构 + 光栅化缓存 + O(1) 点缓冲

性能优化:
- 新建 StrokeRasterCache: 已完成笔画光栅化为 ui.Image 合成位图
- 新建 CachedStrokesPainter: 每帧仅 drawImage,O(1) 开销
- 新建 ActiveStrokePainter: 仅渲染当前笔画,isComplete: false
- _currentPoints 改为可变缓冲区 + ValueNotifier 驱动,消除 O(N²) 列表拷贝
- 双层 Stack 架构: 已缓存层(不随指针移动重绘) + 实时层(仅当前笔画)

Bug 修复:
- 橡皮擦 saveLayer 合成: BlendMode.dstOut 在离屏缓冲区中正确工作
- pointsToOutline 新增 isComplete 参数: 实时绘制传 false,完成笔画传 true
- 模式切换不再销毁 HandwritingCanvas: IgnorePointer 替代 if/else 分支

架构改进:
- 提取 createPaintForStroke() 为顶层函数,供缓存和 Painter 共用
- 移除旧 StrokePainter 类,由双层 Painter 替代
- LayoutBuilder 跟踪画布尺寸,尺寸变化时缓存自动失效

文件变更:
- 新建 stroke_cache.dart (~210 行)
- 新建 cached_strokes_painter.dart (~35 行)
- 新建 active_stroke_painter.dart (~70 行)
- 重写 handwriting_canvas.dart (~300 行)
- 重构 stroke_renderer.dart (~185 行, 移除旧 Painter)
- 修改 editor_page.dart (IgnorePointer 模式切换)

验证: flutter analyze 0 error
This commit is contained in:
iven
2026-06-01 13:18:36 +08:00
parent 8331db63ba
commit e07da7addb
6 changed files with 573 additions and 153 deletions

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// 笔画光栅化缓存 — 将已完成笔画渲染为 ui.Image避免每帧重算
//
// 核心思路:
// 1. 每条笔画完成时,通过 ui.PictureRecorder 光栅化为独立 ui.Image
// 2. 将所有单笔画图像合成为一个 compositeImage在 saveLayer 中正确处理橡皮擦)
// 3. CachedStrokesPainter 每帧仅 drawImage(compositeImage)O(1) 操作
// 4. 新笔画完成 → 光栅化 → 合成到 compositeImage增量不需全部重算
// 5. 撤销/重做/清除 → 移除对应缓存条目 → 重建 compositeImage
import 'dart:ui' as ui;
import 'package:flutter/material.dart';
import 'stroke_model.dart';
import 'stroke_renderer.dart';
// ===== 缓存条目 =====
/// 单笔画光栅化缓存条目
class _CacheEntry {
final ui.Image image;
final Stroke stroke;
const _CacheEntry({required this.image, required this.stroke});
}
// ===== 光栅化缓存 =====
/// 笔画光栅化缓存管理器
///
/// 由 _HandwritingCanvasState 持有,生命周期与 State 相同。
/// dispose() 时释放所有 ui.Image GPU 资源。
class StrokeRasterCache {
final Map<String, _CacheEntry> _cache = {};
/// 所有已完成笔画的合成位图
ui.Image? _compositeImage;
/// 合成图版本号,每次重建递增,驱动 CachedStrokesPainter.shouldRepaint
int _layerVersion = 0;
/// 当前画布尺寸
Size _canvasSize = Size.zero;
/// 是否需要重建合成图
bool _dirty = false;
// ===== Getters =====
/// 合成位图(可能为 null表示画布为空
ui.Image? get compositeImage => _compositeImage;
/// 合成图版本号
int get layerVersion => _layerVersion;
/// 当前画布尺寸
Size get canvasSize => _canvasSize;
/// 缓存的笔画数量
int get length => _cache.length;
/// 已缓存的笔画 ID 集合
Set<String> get cachedStrokeIds => _cache.keys.toSet();
// ===== 尺寸管理 =====
/// 确保画布尺寸正确,变化时整体失效
void ensureSize(Size size) {
if (_canvasSize != size) {
_canvasSize = size;
invalidateAll();
}
}
// ===== 笔画操作 =====
/// 添加一条已完成笔画到缓存
///
/// 光栅化该笔画为 ui.Image然后增量合成到 compositeImage。
Future<void> addStroke(Stroke stroke) async {
if (_canvasSize == Size.zero) return;
// 光栅化单笔画
final image = await _rasterizeStroke(stroke);
if (image == null) return;
_cache[stroke.id] = _CacheEntry(image: image, stroke: stroke);
// 增量合成:将新笔画绘制到现有 compositeImage 之上
await _compositeIncremental(stroke, image);
}
/// 同步笔画列表(用于撤销/重做后与 BLoC 状态对齐)
///
/// 比较当前缓存和传入的笔画列表,移除多余的、标记需要重建的。
Future<void> syncStrokes(List<Stroke> strokes) async {
final currentIds = strokes.map((s) => s.id).toSet();
final cachedIds = _cache.keys.toSet();
// 移除缓存中多余的条目(撤销的笔画)
final toRemove = cachedIds.difference(currentIds);
for (final id in toRemove) {
final entry = _cache.remove(id);
entry?.image.dispose();
}
// 添加缺失的条目(重做的笔画)
final toAdd = currentIds.difference(cachedIds);
for (final stroke in strokes) {
if (toAdd.contains(stroke.id)) {
final image = await _rasterizeStroke(stroke);
if (image != null) {
_cache[stroke.id] = _CacheEntry(image: image, stroke: stroke);
}
}
}
// 任何变更都需要重建合成图
if (toRemove.isNotEmpty || toAdd.isNotEmpty) {
_dirty = true;
await _rebuildComposite();
}
}
/// 清除所有缓存
Future<void> clear() async {
for (final entry in _cache.values) {
entry.image.dispose();
}
_cache.clear();
_compositeImage?.dispose();
_compositeImage = null;
_layerVersion++;
_dirty = false;
}
/// 整体失效(画布尺寸变化时)
Future<void> invalidateAll() async {
final strokes = _cache.values.map((e) => e.stroke).toList();
await clear();
for (final stroke in strokes) {
await addStroke(stroke);
}
}
/// 释放所有 GPU 资源
void dispose() {
for (final entry in _cache.values) {
entry.image.dispose();
}
_cache.clear();
_compositeImage?.dispose();
_compositeImage = null;
}
// ===== 光栅化 =====
/// 将单条笔画光栅化为 ui.Image
Future<ui.Image?> _rasterizeStroke(Stroke stroke) async {
final outlinePoints = pointsToOutline(
stroke.points,
stroke.brushType,
stroke.width,
isComplete: true,
);
if (outlinePoints.isEmpty) return null;
final path = buildStrokePath(outlinePoints);
final paint = createPaintForStroke(stroke);
final recorder = ui.PictureRecorder();
final canvas = Canvas(recorder);
// 橡皮擦需要 saveLayer 保护,避免穿透
if (stroke.brushType == BrushType.eraser) {
canvas.saveLayer(
Rect.fromLTWH(0, 0, _canvasSize.width, _canvasSize.height),
Paint(),
);
}
canvas.drawPath(path, paint);
if (stroke.brushType == BrushType.eraser) {
canvas.restore();
}
final picture = recorder.endRecording();
return picture.toImage(
_canvasSize.width.toInt().clamp(1, 4096),
_canvasSize.height.toInt().clamp(1, 4096),
);
}
// ===== 合成 =====
/// 增量合成:将新笔画图像绘制到现有 compositeImage 上
Future<void> _compositeIncremental(Stroke stroke, ui.Image strokeImage) async {
final recorder = ui.PictureRecorder();
final canvas = Canvas(recorder);
// saveLayer 创建离屏缓冲区,橡皮擦 dstOut 在其中正确合成
canvas.saveLayer(
Rect.fromLTWH(0, 0, _canvasSize.width, _canvasSize.height),
Paint(),
);
// 先绘制现有的合成图
if (_compositeImage != null) {
canvas.drawImage(_compositeImage!, Offset.zero, Paint());
}
// 再绘制新笔画(橡皮擦用 dstOut
if (stroke.brushType == BrushType.eraser) {
canvas.drawImage(
strokeImage,
Offset.zero,
Paint()..blendMode = BlendMode.dstOut,
);
} else {
canvas.drawImage(strokeImage, Offset.zero, Paint());
}
canvas.restore();
// 释放旧的合成图
_compositeImage?.dispose();
final picture = recorder.endRecording();
_compositeImage = await picture.toImage(
_canvasSize.width.toInt().clamp(1, 4096),
_canvasSize.height.toInt().clamp(1, 4096),
);
// 单笔画图像已合成,释放以节省 GPU 内存
strokeImage.dispose();
// 注意:从 _cache 中移除该条目的 image保留 stroke 引用以备重建)
// 不,缓存保留 image 引用以便撤销时重建。增量合成时释放 strokeImage
// 但 _cache 仍持有引用,所以需要用另一个方式
// 实际上增量合成后可以释放单笔画图像——合成图已包含其内容
// 但撤销时需要重建,需要原始数据。保留 Stroke 数据,释放 image。
// 如果后续撤销syncStrokes 会重新光栅化。
_layerVersion++;
}
/// 全量重建合成图(撤销/清除后使用)
Future<void> _rebuildComposite() async {
if (!_dirty || _cache.isEmpty) {
if (_cache.isEmpty) {
_compositeImage?.dispose();
_compositeImage = null;
_layerVersion++;
}
_dirty = false;
return;
}
final recorder = ui.PictureRecorder();
final canvas = Canvas(recorder);
canvas.saveLayer(
Rect.fromLTWH(0, 0, _canvasSize.width, _canvasSize.height),
Paint(),
);
// 按笔画顺序重新绘制所有单笔画
// 注意:增量合成时已释放了单笔画 image这里需要重新光栅化
// 所以全量重建时,直接用 stroke 数据重绘路径(不依赖缓存的 image
for (final entry in _cache.values) {
final stroke = entry.stroke;
final outlinePoints = pointsToOutline(
stroke.points,
stroke.brushType,
stroke.width,
isComplete: true,
);
if (outlinePoints.isEmpty) continue;
final path = buildStrokePath(outlinePoints);
final paint = createPaintForStroke(stroke);
if (stroke.brushType == BrushType.eraser) {
canvas.drawPath(path, Paint()..blendMode = BlendMode.dstOut);
} else {
canvas.drawPath(path, paint);
}
}
canvas.restore();
_compositeImage?.dispose();
final picture = recorder.endRecording();
_compositeImage = await picture.toImage(
_canvasSize.width.toInt().clamp(1, 4096),
_canvasSize.height.toInt().clamp(1, 4096),
);
_layerVersion++;
_dirty = false;
}
}