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An Infinite Canvas Tutorial

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What is an Infinite Canvas? The term "infinite" in infinitecanvas is described as follows:

  • High scalability. Users can freely organize content structures in a non-linear fashion.
  • Zooming. Emulates the "zoom in" to get an overview and "zoom out" to observe details as in the real world.
  • Direct manipulation. Provides intuitive editing capabilities for basic shapes, including moving, grouping, and modifying styles.

The infinitecanvas showcases numerous examples ranging from design tools to creative boards, including some well-known products such as: Figma, Modyfi, Motiff, rnote, tldraw, excalidraw and so on.

As a front-end developer, I am very interested in the rendering technologies involved. Although tldraw, excalidraw, and others generally use more user-friendly technologies like Canvas2D/SVG, there are also many editors and design tools in the JS and Rust ecosystems that use more low-level rendering technologies for 2D graphics with GPU acceleration to achieve better performance and experience:

  • Figma uses a tile-based rendering engine written in C++, compiled into WASM and then calls WebGL for rendering.
  • Motiff also uses a tile-based rendering engine with WebGL.
  • Modyfi uses wgpu from the Rust ecosystem, also compiled into WASM and then calls WebGL2 for rendering.
  • Zed uses GPUI to render rectangles, shadows, text, images, and other UI elements.
  • Vello and xilem experimentally use Compute Shader for 2D rendering.

Therefore, in this tutorial, I hope to implement the following features:

  • Use @antv/g-device-api as a hardware abstraction layer, supporting WebGL1/2 and WebGPU.
  • Referencing mapbox and Figma, attempt to use tile-based rendering.
  • Use SDF (Signed Distance Field) rendering for circles, ellipses, rectangles, etc.
  • GPU-accelerated text and Bezier curve rendering.
  • Use rough.js to support hand-drawn styles.
  • Use CRDT (Conflict-free Replicated Data Type) to support collaborative Yjs.

I hope to rewrite the rendering part of the canvas with Rust in the future, but the current project completion is still relatively low:

  • wgpu is a very reliable hardware abstraction layer, which can even implement the backend for piet.
  • Shaders can basically be reused.
  • Hand-drawn styles can use rough-rs.
  • y-crdt is the Rust implementation of Yjs.

Let's get started!

Getting Started

The course project uses pnpm workspace, so you need to install pnpm first.

pnpm i

After entering the course directory, run Vite devserver:

cd packages/lesson_001
pnpm run dev

Or you can run the site locally:

pnpm run build
cd packages/site
pnpm run dev

Lesson 1 - Initialize canvas 🔗

  • A hardware abstraction layer based on WebGL1/2 and WebGPU.
  • Canvas API design.
  • Implementing a simple plugin system.
  • Implementing a rendering plugin based on the hardware abstraction layer.

Lesson 2 - Draw a circle 🔗

  • Adding shapes to the canvas.
  • Drawing a circle using SDF.
  • Anti Aliasing.
  • Dirty flag design pattern.

Lesson 3 - Scene graph and transform 🔗

  • Transformations. Make shapes support pan, zoom, rotate, and skew transformations.
  • Scene graph.

Lesson 3

Lesson 4 - Camera 🔗

  • What is a Camera?
  • Projection transformation.
  • Camera transformation.
  • Camera animation. Using Landmark transition between different camera states.

Lesson 5 - Grid 🔗

  • Drawing straight lines using Line Geometry or screen-space techniques.
  • Drawing dots grid.
  • Drawing wireframe for Geometry.

Lesson 5 grids

Lesson 5 wireframe

Lesson 6 - Event system 🔗

  • Implement an event system compatible with DOM Event API.
  • How to pick a circle.
  • Implement a drag-and-drop plugin based on our event system.
  • Support for pinch zoom gestures.

Lesson 7 - Web UI 🔗

  • Developing Web UI with Lit and Shoelace
  • Implementing a canvas component
  • Implementing a zoom toolbar component

Lesson 8 - Optimize performance 🔗

  • What is a draw call
  • Reducing draw calls with culling
  • Reducing draw calls by combining batches
  • Using spatial indexing to improve pickup efficiency

Lesson 8

Lesson 9 - Draw ellipse and rectangle 🔗

  • How to derive the SDF representation of an ellipse or rounded rectangle
  • Render drop-shadow and inner shadow for SDF
  • How to determine if a point is inside an ellipse or rounded rectangle

Lesson 9 - drop shadow

Lesson 9 - inner shadow

Lesson 10 - Import and export images 🔗

  • Exporting canvas content to PNG, JPEG and SVG formats
  • Rendering images in the canvas
  • Extending the capabilities of SVG, using stroke-alignment as an example

Lesson 10 - import and export images

Lesson 11 - Test and server-side rendering 🔗

  • Jest-based test environment setup, including local and CI environments
  • Using unit tests to improve code coverage
  • Visual regression testing
    • Server-side rendering based on headless-gl, targets WebGL1
    • E2E testing base on Playwright, targets WebGL2 & WebGPU
  • E2E UI testing
  • Browser Compatibility Test based on BrowserStack
  • Render in WebWorker

Lesson 12 - Draw polyline 🔗

  • Why not just use gl.LINES?
  • Building Mesh in the CPU or Shader
  • Building segments, caps and joints, antialiasing, and drawing dashed lines in shader
  • How to calculate its bounding box?

Lesson 12 - polyline

Lesson 13 - Draw path and hand-drawn shapes 🔗

  • Experimenting with SDF
  • Trying to draw fills using some triangulating methods and strokes using polylines
  • Draw some hand-drawn shapes

Lesson 13 - path

Lesson 14 - Canvas mode and auxiliary UI 🔗

  • Implement zIndex and sizeAttenuation
  • Add more canvas modes, e.g. move and select and shapes

Lesson 14 - canvas mode

Lesson 15 - Draw text 🔗

  • What's TextMetrics and how to get it in server and browser side
  • What's shaping
  • Paragraph layout, wordbreak, BiDi and cluster
  • How to generate SDF atlas and use it to draw
  • How to handle emoji