Part of gap 2: Effect › Texture (Craquelure, Grain, Mosaic Tiles, Patchwork, Stained Glass, Texturizer)

Six raster effects on the pixel-filter pipeline
(vectorcraft_effects::pixel::texture), under a new Effect › Texture
submenu between Sharpen and Video in the Raster Effects section:

- Craquelure (crackSpacing pt 2..100, default 15; crackDepth 0..10, 6;
  crackBrightness 0..10, 9): the object on relief plaster that cracks into
  plates about Crack Spacing apart (a Voronoi network over jittered points)
  and along the quarter, half and three-quarter contours of its softened
  tones. Depth sets how dark and wide the cracks are and how high the
  plates' bevels and the tones stand (lit from the top left); Brightness
  how brightly the surface is lit.
- Grain (intensity 0..100, 40; contrast 0..100, 50 = unchanged; grainType
  Regular, Soft, Sprinkles, Clumped, Contrasty, Enlarged, Stippled,
  Horizontal, Vertical, Speckle; default Regular): coloured 1-point grains,
  smooth ones, clumps, 2-point grains, streaks along rows or columns, dark
  specks; Sprinkles and Stippled use the background colour, white.
- Mosaic Tiles (tileSize pt 2..100, 12; groutWidth 1..15, 3; lightenGrout
  0..10, 9): irregular tiles bevelled at their edges, with sunken grout half
  a point wide per step, lightened as Lighten Grout says.
- Patchwork (squareSize pt 0..10, 4; relief 0..25, 8): squares filled with
  the colour around their centres, raised to heights that follow the
  highlights and shadows, a little more or less at random.
- Stained Glass (cellSize pt 2..50, 10; borderThickness 1..20, 4;
  lightIntensity 0..10, 3): single-coloured panes leaded in the foreground
  colour (black, half a point per step), lit from behind at the object's
  centre and fading out towards its corners (PixelSpace gains `extent`).
- Texturizer (texture Brick, Burlap, Canvas, Sandstone, default Canvas;
  scaling % 50..200, 100; relief 0..50, 4; lightDirection Bottom, Bottom
  Left, Left, Top Left, Top, Top Right, Right, Bottom Right, default Top;
  invert): the object on a surface in relief. The four surfaces are height
  fields generated in code (bricks in stretcher bond, plain weaves coarse
  and fine, octaves of smooth noise); no image files. Load Texture is left
  out.

Every pattern lies in document space around the object's centre, so the
result is the same at any zoom or raster resolution, moves with the object
and is identical on every redraw (hash noise of cell indices); slopes are
taken in document units. Work per pixel is bounded (a 5 x 5 cell search,
four or five height samples, box blurs); parameters are clamped to their
ranges and finite-checked. The Pixelate helpers (Place, the cell search,
the softened colours) are shared, Mezzotint uses the shared smooth noise,
and the effect dialogs' dropdowns translate their labels in an "effect"
context where the plain word means something else (Soft, Horizontal and
Vertical are type settings in Japanese and Chinese).

Catalogue rows with parameter docs, outsets and reaches, menu entries,
dropdowns (Grain Type, Texture, Light Direction), translations, tests
(parameters and clamping, cracks and contours, ten distinct grains, tiles
and grout, squares in relief, leaded panes and the centre light, the
textures lit and inverted, the same at twice the resolution and when
moved, canvas, multithreaded, PDF and SVG, the command sweep with junk
parameters, the dialogs and the menu) and ROADMAP.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
bflatastic 2026-10-10 19:30:26 +07:00
parent 32a688d68b
commit 30ba774e6f
24 changed files with 1515 additions and 77 deletions

File diff suppressed because one or more lines are too long

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@ -130,6 +130,10 @@ fn lengths_of(id: &str) -> Lengths {
"stylize.glowingEdges" => always(&["edgeWidth", "smoothness"]),
"pixelate.colorHalftone" => always(&["maxRadius"]),
"pixelate.crystallize" | "pixelate.pointillize" => always(&["cellSize"]),
"texture.craquelure" => always(&["crackSpacing"]),
"texture.mosaicTiles" => always(&["tileSize"]),
"texture.patchwork" => always(&["squareSize"]),
"texture.stainedGlass" => always(&["cellSize"]),
_ => Lengths::default(),
}
}
@ -144,6 +148,7 @@ const WARP: &[&str] = &["Effect", "Warp"];
const BLUR: &[&str] = &["Effect", "Blur"];
const SHARPEN: &[&str] = &["Effect", "Sharpen"];
const PIXELATE: &[&str] = &["Effect", "Pixelate"];
const TEXTURE: &[&str] = &["Effect", "Texture"];
const VIDEO: &[&str] = &["Effect", "Video"];
const PATHFINDER: &[&str] = &["Effect", "Pathfinder"];
const PLUGINS: &[&str] = &["Effect", "Plug-ins"];
@ -332,6 +337,48 @@ pub fn effect_catalog() -> Vec<EffectInfo> {
"{cellSize: pt 3..300 (5)} redraws the object as randomly placed dots of its colours on a white canvas",
json!({"cellSize": 5.0}),
),
r(
"texture.craquelure",
"Craquelure…",
TEXTURE,
"{crackSpacing: pt 2..100 (15; how far apart the cracks are), crackDepth: 0..10 (6; how deep and wide the cracks are, and how high the plates and the tones stand), crackBrightness: 0..10 (9; how brightly the plaster is lit)} paints the object on relief plaster cracked into plates and along the contours of its tones",
json!({"crackSpacing": 15.0, "crackDepth": 6.0, "crackBrightness": 9.0}),
),
r(
"texture.grain",
"Grain…",
TEXTURE,
"{intensity: 0..100 (40), contrast: 0..100 (50; the image's contrast, 50 leaves it as it is), grainType: \"regular\"|\"soft\"|\"sprinkles\"|\"clumped\"|\"contrasty\"|\"enlarged\"|\"stippled\"|\"horizontal\"|\"vertical\"|\"speckle\" (\"regular\")} adds grain in 1 pt grains (2 pt Enlarged, clumps Clumped, streaks Horizontal and Vertical); Sprinkles and Stippled use the background colour, white",
json!({"intensity": 40.0, "contrast": 50.0, "grainType": "regular"}),
),
r(
"texture.mosaicTiles",
"Mosaic Tiles…",
TEXTURE,
"{tileSize: pt 2..100 (12), groutWidth: 1..15 (3; the grout is half a point wide per step), lightenGrout: 0..10 (9; how light the grout is)} lays the object in irregular tiles bevelled at their edges, with sunken grout between them",
json!({"tileSize": 12.0, "groutWidth": 3.0, "lightenGrout": 9.0}),
),
r(
"texture.patchwork",
"Patchwork…",
TEXTURE,
"{squareSize: pt 0..10 (4; 0 draws 1 pt squares), relief: 0..25 (8)} redraws the object in squares of the colour around their centres, raised to heights that follow its highlights and shadows, a little more or less at random, lit from the top left",
json!({"squareSize": 4.0, "relief": 8.0}),
),
r(
"texture.stainedGlass",
"Stained Glass…",
TEXTURE,
"{cellSize: pt 2..50 (10), borderThickness: 1..20 (4; the lead between the panes, half a point wide per step, in the foreground colour: black), lightIntensity: 0..10 (3; a light behind the object's centre, fading out towards its corners)} redraws the object as single-coloured panes around random points about cellSize apart",
json!({"cellSize": 10.0, "borderThickness": 4.0, "lightIntensity": 3.0}),
),
r(
"texture.texturizer",
"Texturizer…",
TEXTURE,
"{texture: \"brick\"|\"burlap\"|\"canvas\"|\"sandstone\" (\"canvas\"; surfaces made in code), scaling: % 50..200 (100), relief: 0..50 (4), lightDirection: \"bottom\"|\"bottomLeft\"|\"left\"|\"topLeft\"|\"top\"|\"topRight\"|\"right\"|\"bottomRight\" (\"top\"), invert: bool (false; turns the surface's heights over)} paints the object on a surface in relief",
json!({"texture": "canvas", "scaling": 100.0, "relief": 4.0, "lightDirection": "top", "invert": false}),
),
r(
"video.deinterlace",
"De-Interlace…",

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@ -1,6 +1,7 @@
//! Photoshop-style raster effects (Effect › Blur › Radial Blur and Smart Blur, Pixelate › Color
//! Halftone, Crystallize, Mezzotint and Pointillize, Sharpen › Unsharp Mask, Stylize › Glowing
//! Edges, and Video › De-Interlace and NTSC Colors): filters over premultiplied RGBA8 pixels.
//! Edges, Texture › Craquelure, Grain, Mosaic Tiles, Patchwork, Stained Glass and Texturizer, and
//! Video › De-Interlace and NTSC Colors): filters over premultiplied RGBA8 pixels.
//!
//! - Every distance is in document units (points) and becomes pixels through the raster's
//! [`PixelSpace::px`], so an effect looks the same at any zoom and at any Document Raster Effects
@ -13,17 +14,19 @@ mod blur;
mod edges;
mod pixelate;
mod sharpen;
mod texture;
mod video;
use serde_json::Value;
use vectorcraft_geom::{Affine, Point, Rect};
use crate::util::{num, text};
use crate::util::{flag, num, text};
pub use pixelate::{MEZZOTINT_TYPES, Mezzotint};
pub use texture::{GRAIN_TYPES, Grain, LIGHT_DIRECTIONS, Light, TEXTURES, Texture};
/// The Photoshop-style effect ids (all raster effects, see [`crate::is_raster`]).
pub const PIXEL_EFFECTS: [&str; 10] = [
pub const PIXEL_EFFECTS: [&str; 16] = [
"blur.radial",
"blur.smart",
"pixelate.colorHalftone",
@ -32,6 +35,12 @@ pub const PIXEL_EFFECTS: [&str; 10] = [
"pixelate.pointillize",
"sharpen.unsharpMask",
"stylize.glowingEdges",
"texture.craquelure",
"texture.grain",
"texture.mosaicTiles",
"texture.patchwork",
"texture.stainedGlass",
"texture.texturizer",
"video.deinterlace",
"video.ntscColors",
];
@ -62,6 +71,24 @@ pub enum PixelFx {
/// Pixelate › Pointillize: random dots about `cell` across of the object's colours on a white
/// canvas.
Pointillize { cell: f64 },
/// Texture › Craquelure: cracked relief plaster, plates about `spacing` apart, cracks as deep
/// as `depth` (0..10), lit as brightly as `brightness` (0..10).
Craquelure { spacing: f64, depth: f64, brightness: f64 },
/// Texture › Grain: noise of `kind` as strong as `intensity` (0..100), the image's contrast
/// set by `contrast` (0..100, 50 leaves it).
Grain { intensity: f64, contrast: f64, kind: Grain },
/// Texture › Mosaic Tiles: irregular tiles about `tile` across with sunken grout `grout` / 2
/// wide (1..15), lightened by `lighten` (0..10).
MosaicTiles { tile: f64, grout: f64, lighten: f64 },
/// Texture › Patchwork: squares `square` across of the colour around their centres, raised by
/// up to `relief` (0..25).
Patchwork { square: f64, relief: f64 },
/// Texture › Stained Glass: panes about `cell` across leaded `border` / 2 wide (1..20) in
/// black, lit at the centre by `light` (0..10).
StainedGlass { cell: f64, border: f64, light: f64 },
/// Texture › Texturizer: a `texture` surface scaled by `scaling` (0.5..2), in relief as strong
/// as `relief` (0..50), lit from `light`, its heights turned over when `invert`.
Texturizer { texture: Texture, scaling: f64, relief: f64, light: Light, invert: bool },
/// Video › De-Interlace: the odd (or `even`) field lines made again from the others, by
/// duplication or, with `interpolate`, by averaging.
DeInterlace { even: bool, interpolate: bool },
@ -100,6 +127,9 @@ pub struct PixelSpace {
/// The height of a line of the document's raster grid (document units: 72 / Document Raster
/// Effects Settings › Resolution), the fields De-Interlace works on.
pub line: f64,
/// How far the corners of the object's bounds lie from its centre (document units): Stained
/// Glass's light fades out over it.
pub extent: f64,
}
/// Effect `id`'s parameters `p` (defaults merged in) as a [`PixelFx`]; `None` for other effects.
@ -137,6 +167,36 @@ pub(crate) fn parse(id: &str, p: &Value) -> Option<PixelFx> {
"pixelate.crystallize" => PixelFx::Crystallize { cell: num(p, "cellSize", 10.0).clamp(3.0, 300.0) },
"pixelate.mezzotint" => PixelFx::Mezzotint { kind: Mezzotint::parse(text(p, "type", "fineDots")) },
"pixelate.pointillize" => PixelFx::Pointillize { cell: num(p, "cellSize", 5.0).clamp(3.0, 300.0) },
"texture.craquelure" => PixelFx::Craquelure {
spacing: num(p, "crackSpacing", 15.0).clamp(2.0, 100.0),
depth: num(p, "crackDepth", 6.0).clamp(0.0, 10.0),
brightness: num(p, "crackBrightness", 9.0).clamp(0.0, 10.0),
},
"texture.grain" => PixelFx::Grain {
intensity: num(p, "intensity", 40.0).clamp(0.0, 100.0),
contrast: num(p, "contrast", 50.0).clamp(0.0, 100.0),
kind: Grain::parse(text(p, "grainType", "regular")),
},
"texture.mosaicTiles" => PixelFx::MosaicTiles {
tile: num(p, "tileSize", 12.0).clamp(2.0, 100.0),
grout: num(p, "groutWidth", 3.0).clamp(1.0, 15.0),
lighten: num(p, "lightenGrout", 9.0).clamp(0.0, 10.0),
},
"texture.patchwork" => {
PixelFx::Patchwork { square: num(p, "squareSize", 4.0).clamp(0.0, 10.0), relief: num(p, "relief", 8.0).clamp(0.0, 25.0) }
}
"texture.stainedGlass" => PixelFx::StainedGlass {
cell: num(p, "cellSize", 10.0).clamp(2.0, 50.0),
border: num(p, "borderThickness", 4.0).clamp(1.0, 20.0),
light: num(p, "lightIntensity", 3.0).clamp(0.0, 10.0),
},
"texture.texturizer" => PixelFx::Texturizer {
texture: Texture::parse(text(p, "texture", "canvas")),
scaling: num(p, "scaling", 100.0).clamp(50.0, 200.0) / 100.0,
relief: num(p, "relief", 4.0).clamp(0.0, 50.0),
light: Light::parse(text(p, "lightDirection", "top")),
invert: flag(p, "invert", false),
},
"video.deinterlace" => PixelFx::DeInterlace {
even: text(p, "eliminate", "odd").eq_ignore_ascii_case("even"),
interpolate: text(p, "create", "duplication").eq_ignore_ascii_case("interpolation"),
@ -159,9 +219,18 @@ impl PixelFx {
PixelFx::SmartBlur { radius, .. } => radius,
PixelFx::UnsharpMask { .. } => 0.0,
PixelFx::GlowingEdges { width, smoothness, .. } => width.max(smoothness * 3.0),
PixelFx::ColorHalftone { .. } | PixelFx::Mezzotint { .. } | PixelFx::DeInterlace { .. } | PixelFx::NtscColors => 0.0,
// A crystal's or dot's point inside the object reaches out by up to its cell.
PixelFx::Crystallize { cell } | PixelFx::Pointillize { cell } => 1.5 * cell,
PixelFx::ColorHalftone { .. }
| PixelFx::Mezzotint { .. }
| PixelFx::Craquelure { .. }
| PixelFx::Grain { .. }
| PixelFx::MosaicTiles { .. }
| PixelFx::Texturizer { .. }
| PixelFx::DeInterlace { .. }
| PixelFx::NtscColors => 0.0,
// A crystal's, dot's or pane's point inside the object reaches out by up to its cell.
PixelFx::Crystallize { cell } | PixelFx::Pointillize { cell } | PixelFx::StainedGlass { cell, .. } => 1.5 * cell,
// A square whose centre is on the object is drawn whole.
PixelFx::Patchwork { square, .. } => square.max(1.0),
}
}
@ -179,6 +248,12 @@ impl PixelFx {
PixelFx::Mezzotint { .. } => Some(0.0),
// The dots' points, and the softened colour around them.
PixelFx::Pointillize { cell } => Some(2.5 * cell),
// The softened tones around the pixel.
PixelFx::Craquelure { spacing, .. } => Some(3.0 * texture::CONTOUR_SOFTNESS * spacing),
PixelFx::Grain { .. } | PixelFx::MosaicTiles { .. } | PixelFx::Texturizer { .. } => Some(0.0),
// The square's or pane's point, and the softened colour around it.
PixelFx::Patchwork { square, .. } => Some(2.0 * square.max(1.0)),
PixelFx::StainedGlass { cell, .. } => Some(2.5 * cell),
// The lines above and below.
PixelFx::DeInterlace { .. } => Some(video::MAX_LINE),
PixelFx::NtscColors => Some(0.0),
@ -199,12 +274,26 @@ impl PixelFx {
PixelFx::Crystallize { cell } => pixelate::crystallize(px, w, h, space, cell),
PixelFx::Mezzotint { kind } => pixelate::mezzotint(px, w, h, space, kind),
PixelFx::Pointillize { cell } => pixelate::pointillize(px, w, h, space, cell),
PixelFx::Craquelure { spacing, depth, brightness } => texture::craquelure(px, w, h, space, spacing, depth, brightness),
PixelFx::Grain { intensity, contrast, kind } => texture::grain(px, w, h, space, intensity, contrast, kind),
PixelFx::MosaicTiles { tile, grout, lighten } => texture::mosaic_tiles(px, w, h, space, tile, grout, lighten),
PixelFx::Patchwork { square, relief } => texture::patchwork(px, w, h, space, square, relief),
PixelFx::StainedGlass { cell, border, light } => texture::stained_glass(px, w, h, space, cell, border, light),
PixelFx::Texturizer { texture, scaling, relief, light, invert } => {
texture::texturizer(px, w, h, space, texture, scaling, relief, light, invert)
}
PixelFx::DeInterlace { even, interpolate } => video::deinterlace(px, w, h, space, even, interpolate),
PixelFx::NtscColors => video::ntsc(px),
}
}
}
/// The entry of `all` whose value in `table` (the same order) is `value`, any case; `default`
/// otherwise.
fn pick<T: Copy>(table: &[(&str, &str)], all: &[T], value: &str, default: T) -> T {
table.iter().zip(all).find(|((_, v), _)| v.eq_ignore_ascii_case(value)).map_or(default, |(_, t)| *t)
}
/// `data` as `w` × `h` RGBA pixels, `None` when it isn't that size (or is empty).
fn pixels(data: &mut [u8], w: usize, h: usize) -> Option<&mut [[u8; 4]]> {
let (px, rest) = data.as_chunks_mut::<4>();

View File

@ -8,7 +8,7 @@ use std::sync::OnceLock;
use vectorcraft_geom::{Affine, Point};
use super::{Channels, PixelSpace, gaussian, to16};
use super::{Channels, PixelSpace, Px16, gaussian, pick, to16};
use crate::util::noise;
/// Mezzotint's patterns, in its Type menu's order: (label, parameter value).
@ -62,7 +62,7 @@ impl Mezzotint {
/// The pattern of Type `value` (a [`MEZZOTINT_TYPES`] value, any case); Fine Dots otherwise.
pub fn parse(value: &str) -> Self {
MEZZOTINT_TYPES.iter().zip(MEZZOTINT_KINDS).find(|((_, v), _)| v.eq_ignore_ascii_case(value)).map_or(Self::FINE_DOTS, |(_, kind)| kind)
pick(&MEZZOTINT_TYPES, &MEZZOTINT_KINDS, value, Self::FINE_DOTS)
}
}
@ -70,48 +70,48 @@ impl Mezzotint {
const SEED: u64 = 0x5049_5845_4C41_5445;
/// A random number in [0, 1) for cell (`i`, `j`) of pattern `salt`; `k` picks one of several.
fn rand(salt: u64, i: i64, j: i64, k: u64) -> f64 {
pub(super) fn rand(salt: u64, i: i64, j: i64, k: u64) -> f64 {
0.5 * (noise(SEED ^ salt, i as u64, j as u64, k) + 1.0)
}
/// The cell holding coordinate `v` (in cells); `None` far beyond any raster (or not finite).
fn cell(v: f64) -> Option<i64> {
pub(super) fn cell(v: f64) -> Option<i64> {
let f = v.floor();
(f.abs() < 1e15).then_some(f as i64)
}
/// Where a raster's pixels lie relative to the object's centre, in document units.
struct Place {
pub(super) struct Place {
/// Pixel coordinates → document coordinates relative to the centre.
to_rel: Affine,
pub(super) to_rel: Affine,
/// The other way.
to_px: Affine,
pub(super) to_px: Affine,
/// A pixel's size in document units.
px: f64,
pub(super) px: f64,
w: usize,
h: usize,
}
impl Place {
fn new(space: &PixelSpace, w: usize, h: usize) -> Option<Self> {
pub(super) fn new(space: &PixelSpace, w: usize, h: usize) -> Option<Self> {
let to_rel = Affine::translate(-space.center.to_vec2()) * space.to_doc;
let to_px = to_rel.inverse();
(to_rel.is_finite() && to_px.is_finite() && space.px.is_finite() && space.px > 0.0).then_some(Self { to_rel, to_px, px: space.px, w, h })
}
/// The centre of pixel (`x`, `y`).
fn at(&self, x: usize, y: usize) -> Point {
pub(super) fn at(&self, x: usize, y: usize) -> Point {
self.to_rel * Point::new(x as f64 + 0.5, y as f64 + 0.5)
}
/// The index of the pixel holding point `p`; `None` outside the raster.
fn index(&self, p: Point) -> Option<usize> {
pub(super) fn index(&self, p: Point) -> Option<usize> {
let q = self.to_px * p;
(q.x >= 0.0 && q.y >= 0.0 && q.x < self.w as f64 && q.y < self.h as f64).then(|| q.y as usize * self.w + q.x as usize)
}
/// Run `f(x, y, pixel)` on every pixel.
fn each(&self, px: &mut [[u8; 4]], mut f: impl FnMut(usize, usize, &mut [u8; 4])) {
pub(super) fn each(&self, px: &mut [[u8; 4]], mut f: impl FnMut(usize, usize, &mut [u8; 4])) {
for (y, row) in px.chunks_exact_mut(self.w.max(1)).enumerate().take(self.h) {
for (x, p) in row.iter_mut().enumerate() {
f(x, y, p);
@ -122,7 +122,7 @@ impl Place {
/// The cells around a pixel's cell, in the order they can hold its nearest random point: the
/// cell itself, its 8 neighbours, then the ring around them.
const AROUND: [(i64, i64); 25] = [
pub(super) const AROUND: [(i64, i64); 25] = [
(0, 0),
(-1, 0),
(1, 0),
@ -152,18 +152,18 @@ const AROUND: [(i64, i64); 25] = [
/// What the cells [`AROUND`] one cell hold, made when first asked for and kept while consecutive
/// pixels stay in that cell.
struct Around<T> {
pub(super) struct Around<T> {
cell: Option<(i64, i64)>,
items: [Option<T>; 25],
}
impl<T: Copy> Around<T> {
fn new() -> Self {
pub(super) fn new() -> Self {
Self { cell: None, items: [None; 25] }
}
/// Item `k` of [`AROUND`] cell (`i`, `j`): `make(cell i', j')`.
fn get(&mut self, (i, j): (i64, i64), k: usize, make: impl FnOnce(i64, i64) -> T) -> Option<T> {
pub(super) fn get(&mut self, (i, j): (i64, i64), k: usize, make: impl FnOnce(i64, i64) -> T) -> Option<T> {
if self.cell != Some((i, j)) {
self.cell = Some((i, j));
self.items = [None; 25];
@ -175,10 +175,26 @@ impl<T: Copy> Around<T> {
}
/// The random point of cell (`i`, `j`) of pattern `salt`, in cells.
fn point_in(salt: u64, i: i64, j: i64) -> Point {
pub(super) fn point_in(salt: u64, i: i64, j: i64) -> Point {
Point::new(i as f64 + rand(salt, i, j, 0), j as f64 + rand(salt, i, j, 1))
}
/// How far cell `c` lies from coordinate `t` (in cells) along one axis.
pub(super) fn gap(c: i64, t: f64) -> f64 {
(c as f64 - t).max(t - c as f64 - 1.0).max(0.0)
}
/// Smooth random values in [0, 1) of pattern `salt` at whole coordinates, blended between them.
pub(super) fn value_noise(salt: u64, x: f64, y: f64) -> f64 {
let (Some(i), Some(j)) = (cell(x), cell(y)) else { return 0.5 };
let smooth = |t: f64| t * t * (3.0 - 2.0 * t);
let (fx, fy) = (smooth(x - i as f64), smooth(y - j as f64));
let at = |di: i64, dj: i64| rand(salt, i.wrapping_add(di), j.wrapping_add(dj), 0);
let top = at(0, 0) + (at(1, 0) - at(0, 0)) * fx;
let bottom = at(0, 1) + (at(1, 1) - at(0, 1)) * fx;
top + (bottom - top) * fy
}
/// Crystallize: every pixel takes the colour at the nearest of one random point per `cell` ×
/// `cell` square (a Voronoi diagram over a jittered grid): polygon crystals of solid colour.
pub(super) fn crystallize(px: &mut [[u8; 4]], w: usize, h: usize, space: &PixelSpace, cell_size: f64) {
@ -188,8 +204,6 @@ pub(super) fn crystallize(px: &mut [[u8; 4]], w: usize, h: usize, space: &PixelS
}
let src = px.to_vec();
let mut around = Around::new();
// How far cell `c` lies from coordinate `t` (in cells) along one axis.
let gap = |c: i64, t: f64| (c as f64 - t).max(t - c as f64 - 1.0).max(0.0);
place.each(px, |x, y, out| {
let q = place.at(x, y);
let (u, v) = (q.x / cell_size, q.y / cell_size);
@ -215,6 +229,34 @@ pub(super) fn crystallize(px: &mut [[u8; 4]], w: usize, h: usize, space: &PixelS
});
}
/// The object's colours softened by a Gaussian of `sigma` pixels, with its coverage as it is: what
/// the cell filters (Pointillize, Patchwork, Stained Glass) fill their cells with.
pub(super) struct Soft {
colour: Vec<Px16>,
alpha: Vec<u8>,
}
impl Soft {
pub(super) fn new(px: &[[u8; 4]], w: usize, sigma: f64) -> Self {
let mut colour = to16(px);
gaussian(&mut colour, w, sigma);
Self { colour, alpha: px.iter().map(|p| p[3]).collect() }
}
/// The colour around pixel `k` (premultiplied, 0..1), as opaque as the object is at `k`; clear
/// outside the raster.
pub(super) fn at(&self, k: Option<usize>) -> [f32; 4] {
let a = k.and_then(|k| self.alpha.get(k)).map_or(0.0, |a| f32::from(*a) / 255.0);
match k.and_then(|k| self.colour.get(k)) {
Some(p) if p[3] > 0 => {
let s = a / f32::from(p[3]);
[f32::from(p[0]) * s, f32::from(p[1]) * s, f32::from(p[2]) * s, a]
}
_ => [0.0; 4],
}
}
}
/// One of Pointillize's dots: where (in cells), its radius (document units), its stacking order
/// and its colour (premultiplied, 0..1).
#[derive(Clone, Copy)]
@ -237,20 +279,10 @@ pub(super) fn pointillize(px: &mut [[u8; 4]], w: usize, h: usize, space: &PixelS
}
// Each dot takes the colour around its centre, not of a single pixel there, and is as opaque
// as the object at its centre (whole dots on the object, none beside it).
let alpha: Vec<u8> = px.iter().map(|p| p[3]).collect();
let mut soft = to16(px);
gaussian(&mut soft, w, cell_size / place.px / 4.0);
let soft = Soft::new(px, w, cell_size / place.px / 4.0);
let dot = |i: i64, j: i64| {
let at = point_in(2, i, j);
let k = place.index(Point::new(at.x * cell_size, at.y * cell_size));
let a = k.and_then(|k| alpha.get(k)).map_or(0.0, |a| f32::from(*a) / 255.0);
let colour = match k.and_then(|k| soft.get(k)) {
Some(p) if p[3] > 0 => {
let s = a / f32::from(p[3]);
[f32::from(p[0]) * s, f32::from(p[1]) * s, f32::from(p[2]) * s, a]
}
_ => [0.0; 4],
};
let colour = soft.at(place.index(Point::new(at.x * cell_size, at.y * cell_size)));
Dot { at, radius: (DOT_RADIUS.0 + DOT_RADIUS.1 * rand(2, i, j, 2)) * cell_size, z: rand(2, i, j, 3), colour }
};
let mut around = Around::new();
@ -499,19 +531,6 @@ pub(super) fn mezzotint(px: &mut [[u8; 4]], w: usize, h: usize, space: &PixelSpa
/// Mezzotint's threshold in [0, 1) at point `q` (document units around the centre) of pattern
/// `salt`.
fn threshold(kind: Mezzotint, salt: u64, q: Point) -> f64 {
let smooth = |t: f64| t * t * (3.0 - 2.0 * t);
// Random values at whole coordinates, blended smoothly between them along x (and y).
let blend = |x: f64, y: f64, along_y: bool| {
let (Some(i), Some(j)) = (cell(x), cell(y)) else { return 0.5 };
let (fx, fy) = (smooth(x - i as f64), smooth(y - j as f64));
let at = |di: i64, dj: i64| rand(salt, i.wrapping_add(di), j.wrapping_add(dj), 0);
let top = at(0, 0) + (at(1, 0) - at(0, 0)) * fx;
if !along_y {
return top;
}
let bottom = at(0, 1) + (at(1, 1) - at(0, 1)) * fx;
top + (bottom - top) * fy
};
let grain = |size: f64| match (cell(q.x / size), cell(q.y / size)) {
(Some(i), Some(j)) => rand(salt, i, j, 1),
_ => 0.5,
@ -520,12 +539,10 @@ fn threshold(kind: Mezzotint, salt: u64, q: Point) -> f64 {
Mezzotint::Dots { size, smooth: false, .. } => grain(f64::from(size)),
Mezzotint::Dots { size, grainy, .. } => {
let s = f64::from(size);
let blob = blend(q.x / s, q.y / s, true);
let blob = value_noise(salt, q.x / s, q.y / s);
if grainy { 0.5 * (blob + grain(1.0)) } else { blob }
}
Mezzotint::Lines { length, width } => {
let row = (q.y / f64::from(width)).floor();
blend(q.x / f64::from(length), row, false)
}
// Blended along x only: whole rows.
Mezzotint::Lines { length, width } => value_noise(salt, q.x / f64::from(length), (q.y / f64::from(width)).floor()),
}
}

View File

@ -5,9 +5,17 @@ use vectorcraft_geom::{Affine, Point, Rect};
use super::*;
use crate::{RasterFx, raster_effects};
/// A `w` × `h` raster whose pixels are document points (origin top-left).
/// A `w` × `h` raster whose pixels are document points (origin top-left), of an object that fills it.
fn space(w: usize, h: usize) -> PixelSpace {
PixelSpace { to_doc: Affine::IDENTITY, px: 1.0, center: Point::new(w as f64 / 2.0, h as f64 / 2.0), channels: Channels::Rgb, line: 1.0 }
let (w, h) = (w as f64, h as f64);
PixelSpace {
to_doc: Affine::IDENTITY,
px: 1.0,
center: Point::new(w / 2.0, h / 2.0),
channels: Channels::Rgb,
line: 1.0,
extent: 0.5 * w.hypot(h),
}
}
fn image(w: usize, h: usize, f: impl Fn(usize, usize) -> [u8; 4]) -> Vec<u8> {
@ -224,8 +232,14 @@ fn lengths_are_document_units() {
let edge = |scale: usize| image(40 * scale, 4, move |x, _| grey(if x < 20 * scale { 100 } else { 150 }));
let run = |scale: usize| {
let mut d = edge(scale);
let s =
PixelSpace { to_doc: Affine::scale(1.0 / scale as f64), px: 1.0 / scale as f64, center: Point::ZERO, channels: Channels::Rgb, line: 1.0 };
let s = PixelSpace {
to_doc: Affine::scale(1.0 / scale as f64),
px: 1.0 / scale as f64,
center: Point::ZERO,
channels: Channels::Rgb,
line: 1.0,
extent: 0.0,
};
fx("sharpen.unsharpMask", json!({"amount": 100, "radius": 2})).apply(&mut d, 40 * scale, 4, &s);
(0..40 * scale).filter(|x| at(&d, 40 * scale, *x, 2)[0] < 99).count()
};
@ -254,7 +268,7 @@ fn gaussian_and_plane_blurs_keep_their_mass() {
fn pixel_timings() {
let (w, h) = (2000, 2000);
let src = image(w, h, |x, y| [(x % 256) as u8, (y % 256) as u8, ((x ^ y) % 256) as u8, 255]);
let s = PixelSpace { to_doc: Affine::IDENTITY, px: 1.0, center: Point::new(1000.0, 1000.0), channels: Channels::Rgb, line: 1.0 };
let s = PixelSpace { to_doc: Affine::IDENTITY, px: 1.0, center: Point::new(1000.0, 1000.0), channels: Channels::Rgb, line: 1.0, extent: 0.0 };
let cases = [
("blur.radial", json!({"quality": "draft"})),
("blur.radial", json!({"quality": "good"})),
@ -268,6 +282,14 @@ fn pixel_timings() {
("pixelate.mezzotint", json!({"type": "grainyDots"})),
("pixelate.pointillize", json!({"cellSize": 3})),
("pixelate.pointillize", json!({"cellSize": 300})),
("texture.craquelure", json!({"crackSpacing": 2})),
("texture.craquelure", json!({"crackSpacing": 100})),
("texture.grain", json!({"grainType": "clumped"})),
("texture.mosaicTiles", json!({"tileSize": 2})),
("texture.patchwork", json!({"squareSize": 0})),
("texture.stainedGlass", json!({"cellSize": 2})),
("texture.texturizer", json!({"texture": "sandstone", "scaling": 50})),
("texture.texturizer", json!({"texture": "burlap"})),
];
for (id, p) in cases {
let mut d = src.clone();
@ -525,3 +547,282 @@ fn ntsc_colors_tame_only_colours_too_strong_for_the_signal() {
assert!((luma(a) - luma(b)).abs() < 3.0, "{x}: as bright {a:?} {b:?}");
}
}
#[test]
fn texture_params_take_defaults_and_stay_in_range() {
assert_eq!(fx("texture.craquelure", json!({})), PixelFx::Craquelure { spacing: 15.0, depth: 6.0, brightness: 9.0 });
assert_eq!(
fx("texture.craquelure", json!({"crackSpacing": 1e9, "crackDepth": -1, "crackBrightness": "x"})),
PixelFx::Craquelure { spacing: 100.0, depth: 0.0, brightness: 9.0 }
);
assert_eq!(fx("texture.grain", json!({})), PixelFx::Grain { intensity: 40.0, contrast: 50.0, kind: Grain::Regular });
assert_eq!(
fx("texture.grain", json!({"intensity": 1e300, "contrast": -5, "grainType": "SPECKLE"})),
PixelFx::Grain { intensity: 100.0, contrast: 0.0, kind: Grain::Speckle }
);
assert_eq!(fx("texture.mosaicTiles", json!({})), PixelFx::MosaicTiles { tile: 12.0, grout: 3.0, lighten: 9.0 });
assert_eq!(
fx("texture.mosaicTiles", json!({"tileSize": 0, "groutWidth": 99, "lightenGrout": 11})),
PixelFx::MosaicTiles { tile: 2.0, grout: 15.0, lighten: 10.0 }
);
assert_eq!(fx("texture.patchwork", json!({})), PixelFx::Patchwork { square: 4.0, relief: 8.0 });
assert_eq!(fx("texture.patchwork", json!({"squareSize": -1, "relief": 26})), PixelFx::Patchwork { square: 0.0, relief: 25.0 });
assert_eq!(fx("texture.stainedGlass", json!({})), PixelFx::StainedGlass { cell: 10.0, border: 4.0, light: 3.0 });
assert_eq!(
fx("texture.stainedGlass", json!({"cellSize": 1, "borderThickness": 21, "lightIntensity": "1e999"})),
PixelFx::StainedGlass { cell: 2.0, border: 20.0, light: 3.0 }
);
let canvas = PixelFx::Texturizer { texture: Texture::Canvas, scaling: 1.0, relief: 4.0, light: Light::Top, invert: false };
assert_eq!(fx("texture.texturizer", json!({})), canvas);
assert_eq!(
fx("texture.texturizer", json!({"texture": "Brick", "scaling": 10, "relief": 60, "lightDirection": "bottomRight", "invert": true})),
PixelFx::Texturizer { texture: Texture::Brick, scaling: 0.5, relief: 50.0, light: Light::BottomRight, invert: true }
);
assert_eq!(
fx("texture.texturizer", json!({"texture": 3, "lightDirection": "up", "scaling": 1e9})),
PixelFx::Texturizer { texture: Texture::Canvas, scaling: 2.0, relief: 4.0, light: Light::Top, invert: false }
);
assert_eq!(fx("texture.grain", json!({"grainType": ["x"]})), fx("texture.grain", json!({})));
// Every menu value is documented in the catalogue and parses to a choice of its own.
for (id, key, table) in [
("texture.grain", "grainType", GRAIN_TYPES.as_slice()),
("texture.texturizer", "texture", TEXTURES.as_slice()),
("texture.texturizer", "lightDirection", LIGHT_DIRECTIONS.as_slice()),
] {
let doc = crate::effect_info(id).unwrap().params;
let parsed: Vec<PixelFx> = table.iter().map(|(_, v)| fx(id, json!({ key: v }))).collect();
for (i, (_, v)) in table.iter().enumerate() {
assert!(doc.contains(&format!("\"{v}\"")), "{id} {v}");
assert!(parsed.iter().skip(i + 1).all(|p| *p != parsed[i]), "{id} {v}");
}
}
// Panes and squares reach beyond the object; the surfaces stay on it.
let b = Rect::new(0.0, 0.0, 100.0, 50.0);
assert_eq!(fx("texture.stainedGlass", json!({"cellSize": 20})).outset(b), 30.0);
assert_eq!(fx("texture.patchwork", json!({"squareSize": 0})).outset(b), 1.0);
for id in ["texture.craquelure", "texture.grain", "texture.mosaicTiles", "texture.texturizer"] {
assert_eq!(fx(id, json!({})).outset(b), 0.0, "{id}");
}
assert_eq!(fx("texture.grain", json!({})).reach(), Some(0.0));
assert_eq!(fx("texture.craquelure", json!({"crackSpacing": 12})).reach(), Some(6.0));
}
/// The pixels of `d` (`w` wide) in the square `lo..hi` on both axes.
fn square(d: &[u8], w: usize, lo: usize, hi: usize) -> Vec<[u8; 4]> {
(lo..hi).flat_map(|y| (lo..hi).map(move |x| (x, y))).map(|(x, y)| at(d, w, x, y)).collect()
}
/// A `w`-square raster of one colour.
fn flat(w: usize, c: [u8; 4]) -> Vec<u8> {
image(w, w, |_, _| c)
}
#[test]
fn craquelure_cracks_plates_and_contours() {
let w = 96;
let tan = [180, 150, 110, 255];
let mut d = flat(w, tan);
fx("texture.craquelure", json!({"crackBrightness": 10})).apply(&mut d, w, w, &space(w, w));
let px = square(&d, w, 16, 80);
let dark = px.iter().filter(|p| p[0] < 120).count() as f64 / px.len() as f64;
assert!((0.03..0.4).contains(&dark), "a network of dark cracks: {dark}");
assert!(px.iter().all(|p| p[3] == 255 && p[0] >= p[1] && p[1] >= p[2]), "the colour stays, darkened or lit");
assert!(px.iter().any(|p| p[0] > 182), "plate edges catch the light");
// Without depth there are no cracks and no relief; brightness lights the surface.
let mut flat_lit = flat(w, tan);
fx("texture.craquelure", json!({"crackDepth": 0, "crackBrightness": 10})).apply(&mut flat_lit, w, w, &space(w, w));
assert_eq!(flat_lit, flat(w, tan));
let mut dim = flat(w, tan);
fx("texture.craquelure", json!({"crackDepth": 0, "crackBrightness": 0})).apply(&mut dim, w, w, &space(w, w));
assert_eq!(at(&dim, w, 40, 40), [90, 75, 55, 255]);
// A dark half and a light half: a crack follows the contour between them, straight down (a
// dark line between lighter pixels in nearly every row), where one tone has none.
let craquelure = fx("texture.craquelure", json!({"crackSpacing": 100, "crackBrightness": 10}));
let rows_cracked = |src: Vec<u8>| {
let mut d = src;
craquelure.apply(&mut d, w, w, &space(w, w));
let v = |x: usize, y: usize| i32::from(at(&d, w, x, y)[0]);
(20..76).filter(|y| (26..35).any(|x| v(x, *y) + 8 < v(x - 2, *y) && v(x, *y) + 8 < v(x + 2, *y))).count()
};
let (contour, plain) = (rows_cracked(image(w, w, |x, _| grey(if x < 30 { 60 } else { 200 }))), rows_cracked(flat(w, grey(200))));
assert!(contour >= 48 && contour >= plain + 25, "{contour} rows cracked along the contour, {plain} without one");
}
#[test]
fn grain_types_each_add_their_own_noise() {
let w = 48;
let mid = grey(128);
let mut seen: Vec<Vec<u8>> = Vec::new();
for (_, kind) in GRAIN_TYPES {
let mut d = flat(w, mid);
fx("texture.grain", json!({ "grainType": kind })).apply(&mut d, w, w, &space(w, w));
assert_ne!(d, flat(w, mid), "{kind} adds grain");
assert!(d.as_chunks::<4>().0.iter().all(|p| p[3] == 255), "{kind}: coverage stays");
assert!(!seen.contains(&d), "{kind}: a grain of its own");
seen.push(d);
}
// Regular grain is 1-point grains of every colour around the image's own.
let mut d = flat(w, mid);
fx("texture.grain", json!({})).apply(&mut d, w, w, &space(w, w));
let px = d.as_chunks::<4>().0;
let mean = px.iter().map(|p| f64::from(p[0])).sum::<f64>() / px.len() as f64;
assert!((mean - 128.0).abs() < 8.0, "{mean}");
assert!(px.iter().any(|p| p[0] != p[1]), "coloured grains");
// Horizontal grain runs in streaks along the rows.
let mut d = flat(w, mid);
fx("texture.grain", json!({"grainType": "horizontal", "intensity": 100})).apply(&mut d, w, w, &space(w, w));
let along = (0..w - 1).map(|x| u32::from(at(&d, w, x, 10)[0].abs_diff(at(&d, w, x + 1, 10)[0]))).sum::<u32>();
let across = (0..w - 1).map(|y| u32::from(at(&d, w, 10, y)[0].abs_diff(at(&d, w, 10, y + 1)[0]))).sum::<u32>();
assert!(along * 3 < across, "{along} along, {across} across");
// No intensity at neutral contrast leaves the image; contrast spreads its tones.
let ramp = image(w, w, |x, _| grey((x * 5) as u8));
let mut d = ramp.clone();
fx("texture.grain", json!({"intensity": 0})).apply(&mut d, w, w, &space(w, w));
assert_eq!(d, ramp);
fx("texture.grain", json!({"intensity": 0, "contrast": 100})).apply(&mut d, w, w, &space(w, w));
assert!(at(&d, w, 2, 0)[0] < at(&ramp, w, 2, 0)[0] && at(&d, w, 45, 0)[0] > at(&ramp, w, 45, 0)[0]);
// Sprinkles are the background colour, white.
let mut d = flat(w, [0, 0, 160, 255]);
fx("texture.grain", json!({"grainType": "sprinkles", "intensity": 100})).apply(&mut d, w, w, &space(w, w));
assert!(d.as_chunks::<4>().0.iter().any(|p| p[0] > 200 && p[2] > 240));
}
#[test]
fn mosaic_tiles_lay_tiles_in_light_grout() {
let w = 96;
let blue = [40, 60, 160, 255];
let mut d = flat(w, blue);
fx("texture.mosaicTiles", json!({})).apply(&mut d, w, w, &space(w, w));
let px = square(&d, w, 8, 88);
let grout = px.iter().filter(|p| p[0] > 170).count() as f64 / px.len() as f64;
assert!((0.08..0.5).contains(&grout), "light grout between the tiles: {grout}");
assert!(px.iter().filter(|p| **p == blue).count() > px.len() / 10, "tile faces keep the colour");
// Dark grout without lightening.
let mut d = flat(w, blue);
fx("texture.mosaicTiles", json!({"lightenGrout": 0})).apply(&mut d, w, w, &space(w, w));
let px = square(&d, w, 8, 88);
let grout = px.iter().filter(|p| p[2] < 100).count() as f64 / px.len() as f64;
assert!((0.08..0.5).contains(&grout) && px.iter().all(|p| p[0] < 170), "dark grout: {grout}");
// Transparency around the object stays.
let mut d = image(w, w, |x, _| if x < 48 { blue } else { [0; 4] });
fx("texture.mosaicTiles", json!({})).apply(&mut d, w, w, &space(w, w));
assert!((0..w).all(|y| (48..w).all(|x| at(&d, w, x, y) == [0; 4])));
}
#[test]
fn patchwork_fills_squares_with_one_colour_in_relief() {
let w = 64;
let src = image(w, w, |x, y| [(x * 4) as u8, (y * 4) as u8, 90, 255]);
let mut d = src.clone();
fx("texture.patchwork", json!({"squareSize": 8, "relief": 0})).apply(&mut d, w, w, &space(w, w));
// Squares of 8 points (the object's centre is a corner), each one colour.
for (i, j) in [(1, 1), (2, 5), (6, 3)] {
let first = at(&d, w, 8 * i, 8 * j);
assert!((0..8).all(|y| (0..8).all(|x| at(&d, w, 8 * i + x, 8 * j + y) == first)), "square {i} {j}");
}
assert_ne!(at(&d, w, 8, 8), at(&d, w, 16, 8));
// In relief, the squares' sides catch the light from the top left and fall into shade.
let mut lit = src.clone();
fx("texture.patchwork", json!({"squareSize": 8, "relief": 25})).apply(&mut lit, w, w, &space(w, w));
let (face, top, bottom) = (at(&lit, w, 28, 28)[1], at(&lit, w, 28, 24)[1], at(&lit, w, 28, 31)[1]);
assert!(top > face && bottom < face, "{top} {face} {bottom}");
// Squares around the object's edge are drawn whole.
let mut d = image(w, w, |x, _| if x < 30 { [200, 0, 0, 255] } else { [0; 4] });
fx("texture.patchwork", json!({"squareSize": 8, "relief": 0})).apply(&mut d, w, w, &space(w, w));
assert!((0..w).all(|y| at(&d, w, 31, y)[3] == 255 && at(&d, w, 33, y)[3] == 0));
}
#[test]
fn stained_glass_leads_panes_and_lights_the_centre() {
let w = 96;
let src = image(w, w, |x, y| [(40 + x) as u8, (40 + y) as u8, 120, 255]);
let mut d = src.clone();
fx("texture.stainedGlass", json!({"lightIntensity": 0})).apply(&mut d, w, w, &space(w, w));
let px = square(&d, w, 16, 80);
let lead = px.iter().filter(|p| p[0] == 0 && p[1] == 0 && p[2] == 0).count() as f64 / px.len() as f64;
assert!((0.1..0.6).contains(&lead), "black lead: {lead}");
let same = (16..80).flat_map(|y| (16..79).map(move |x| (x, y))).filter(|(x, y)| at(&d, w, *x, *y) == at(&d, w, x + 1, *y)).count();
assert!(same * 5 > 2 * 64 * 63, "single-coloured panes: {same}");
assert!(px.iter().all(|p| p[3] == 255));
// The light shines through the middle, not the corners.
let mut lit = src.clone();
fx("texture.stainedGlass", json!({"lightIntensity": 10})).apply(&mut lit, w, w, &space(w, w));
let brighter = |x: usize, y: usize| i32::from(at(&lit, w, x, y)[2]) - i32::from(at(&d, w, x, y)[2]);
let centre = (44..52).flat_map(|y| (44..52).map(move |x| (x, y))).map(|(x, y)| brighter(x, y)).max().unwrap();
let corner = (0..6).flat_map(|y| (0..6).map(move |x| (x, y))).map(|(x, y)| brighter(x, y)).max().unwrap();
assert!(centre > 40 && corner * 3 < centre, "{centre} at the centre, {corner} in the corner");
// Panes beyond the object stay clear; lead outlines it.
let mut d = image(w, w, |x, y| if (24..72).contains(&x) && (24..72).contains(&y) { [200, 40, 40, 255] } else { [0; 4] });
fx("texture.stainedGlass", json!({})).apply(&mut d, w, w, &space(w, w));
assert!((0..6).all(|y| (0..w).all(|x| at(&d, w, x, y) == [0; 4])));
assert!(d.as_chunks::<4>().0.iter().all(|p| p[0] <= p[3] && p[1] <= p[3] && p[2] <= p[3]));
}
#[test]
fn texturizer_lights_each_surface_from_its_side() {
let w = 64;
let mid = grey(150);
let run = |p: serde_json::Value| {
let mut d = flat(w, mid);
fx("texture.texturizer", p).apply(&mut d, w, w, &space(w, w));
d
};
let mut seen: Vec<Vec<u8>> = Vec::new();
for (_, texture) in TEXTURES {
let d = run(json!({ "texture": texture, "relief": 20 }));
assert_ne!(d, flat(w, mid), "{texture}");
assert!(!seen.contains(&d), "{texture}: a surface of its own");
// Inverted, the lit slopes are the shaded ones, and the other way round.
let inv = run(json!({ "texture": texture, "relief": 20, "invert": true }));
let shift = |d: &[u8]| d.as_chunks::<4>().0.iter().map(|p| i32::from(p[0]) - 150).collect::<Vec<_>>();
let (a, b) = (shift(&d), shift(&inv));
let opposite = a.iter().zip(&b).filter(|(a, b)| a.abs() > 4 && b.abs() > 4 && a.signum() != b.signum()).count();
let lit_or_shaded = a.iter().filter(|a| a.abs() > 4).count();
assert!(lit_or_shaded > 100 && opposite * 10 > lit_or_shaded * 8, "{texture}: {opposite} of {lit_or_shaded}");
// From the other side as well.
assert_ne!(run(json!({ "texture": texture, "relief": 20, "lightDirection": "bottom" })), d, "{texture}");
// No relief, no change.
assert_eq!(run(json!({ "texture": texture, "relief": 0 })), flat(w, mid), "{texture}");
seen.push(d);
}
// Scaling enlarges the surface: 200 % at 2 points a pixel draws as 100 % at 1.
let mut big = flat(w, mid);
let coarse = PixelSpace { to_doc: Affine::scale(2.0), px: 2.0, center: Point::new(64.0, 64.0), ..space(w, w) };
fx("texture.texturizer", json!({"texture": "brick", "scaling": 200, "relief": 20})).apply(&mut big, w, w, &coarse);
assert_eq!(big, run(json!({"texture": "brick", "relief": 20})));
}
/// The Texture filters' patterns lie in document space around the object's centre: the same at
/// twice the resolution, and moving with the object.
#[test]
fn texture_patterns_follow_the_object_at_any_resolution() {
let (w, h) = (48, 48);
let art = |x: f64, y: f64| -> [u8; 4] {
if (8.0..40.0).contains(&x) && (8.0..40.0).contains(&y) { [(x * 5.0) as u8, (y * 5.0) as u8, 120, 255] } else { [0; 4] }
};
for (id, p) in [
("texture.craquelure", json!({"crackSpacing": 8})),
("texture.grain", json!({"grainType": "enlarged"})),
("texture.mosaicTiles", json!({"tileSize": 8, "groutWidth": 2})),
("texture.patchwork", json!({"squareSize": 6})),
("texture.stainedGlass", json!({"cellSize": 8, "borderThickness": 2})),
("texture.texturizer", json!({"texture": "sandstone", "relief": 10})),
] {
let f = fx(id, p);
let mut one = image(w, h, |x, y| art(x as f64 + 0.5, y as f64 + 0.5));
f.apply(&mut one, w, h, &space(w, h));
let mut two = image(2 * w, 2 * h, |x, y| art((x as f64 + 0.5) / 2.0, (y as f64 + 0.5) / 2.0));
let fine = PixelSpace { to_doc: Affine::scale(0.5), px: 0.5, ..space(w, h) };
f.apply(&mut two, 2 * w, 2 * h, &fine);
let down = image(w, h, |x, y| {
let q = [(0, 0), (1, 0), (0, 1), (1, 1)].map(|(dx, dy)| at(&two, 2 * w, 2 * x + dx, 2 * y + dy));
std::array::from_fn(|c| (q.iter().map(|p| u32::from(p[c])).sum::<u32>() / 4) as u8)
});
let diff = one.iter().zip(&down).map(|(a, b)| f64::from(a.abs_diff(*b))).sum::<f64>() / one.len() as f64;
assert!(diff < 12.0, "{id}: {diff}");
let moved = PixelSpace { to_doc: Affine::translate((7.0, 3.0)), center: Point::new(31.0, 27.0), ..space(w, h) };
let mut shifted = image(w, h, |x, y| art(x as f64 + 0.5, y as f64 + 0.5));
f.apply(&mut shifted, w, h, &moved);
assert_eq!(shifted, one, "{id}");
}
}

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//! Texture › Craquelure, Grain, Mosaic Tiles, Patchwork, Stained Glass and Texturizer.
//!
//! Like the Pixelate filters' patterns, theirs (cracks, grain, tiles, squares, panes and the
//! Texturizer's surfaces, all generated here, no image files) lie in document space around the
//! object's centre: the same at any zoom or resolution, moving with the object, and the same on
//! every redraw (hash noise of the pattern's cell indices). Surfaces in relief are height fields
//! whose slopes, taken in document units, are lit from one side.
use std::f64::consts::{FRAC_1_SQRT_2, PI};
use vectorcraft_geom::{Point, Vec2};
use super::pixelate::{AROUND, Around, Place, Soft, cell, gap, point_in, rand, value_noise};
use super::{PixelSpace, blur_plane, pick};
/// Grain's types, in its Grain Type menu's order: (label, parameter value).
pub const GRAIN_TYPES: [(&str, &str); 10] = [
("Regular", "regular"),
("Soft", "soft"),
("Sprinkles", "sprinkles"),
("Clumped", "clumped"),
("Contrasty", "contrasty"),
("Enlarged", "enlarged"),
("Stippled", "stippled"),
("Horizontal", "horizontal"),
("Vertical", "vertical"),
("Speckle", "speckle"),
];
/// A Grain type ([`GRAIN_TYPES`]).
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Grain {
Regular,
Soft,
Sprinkles,
Clumped,
Contrasty,
Enlarged,
Stippled,
Horizontal,
Vertical,
Speckle,
}
impl Grain {
const ALL: [Grain; 10] = [
Grain::Regular,
Grain::Soft,
Grain::Sprinkles,
Grain::Clumped,
Grain::Contrasty,
Grain::Enlarged,
Grain::Stippled,
Grain::Horizontal,
Grain::Vertical,
Grain::Speckle,
];
/// The type of Grain Type `value` (a [`GRAIN_TYPES`] value, any case); Regular otherwise.
pub fn parse(value: &str) -> Self {
pick(&GRAIN_TYPES, &Self::ALL, value, Grain::Regular)
}
}
/// Texturizer's textures, in its Texture menu's order: (label, parameter value).
pub const TEXTURES: [(&str, &str); 4] = [("Brick", "brick"), ("Burlap", "burlap"), ("Canvas", "canvas"), ("Sandstone", "sandstone")];
/// A Texturizer surface ([`TEXTURES`]), made in code.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Texture {
Brick,
Burlap,
Canvas,
Sandstone,
}
impl Texture {
const ALL: [Texture; 4] = [Texture::Brick, Texture::Burlap, Texture::Canvas, Texture::Sandstone];
/// The texture of `value` (a [`TEXTURES`] value, any case); Canvas otherwise.
pub fn parse(value: &str) -> Self {
pick(&TEXTURES, &Self::ALL, value, Texture::Canvas)
}
/// The surface's height at `p` (points at 100 %), in points: slopes of about 1 at most.
fn height(self, p: Point) -> f64 {
match self {
Texture::Brick => brick(p),
Texture::Burlap => weave(p, 7.0, true),
Texture::Canvas => weave(p, 4.0, false),
Texture::Sandstone => sandstone(p),
}
}
}
/// Texturizer's light directions, in its Light menu's order: (label, parameter value).
pub const LIGHT_DIRECTIONS: [(&str, &str); 8] = [
("Bottom", "bottom"),
("Bottom Left", "bottomLeft"),
("Left", "left"),
("Top Left", "topLeft"),
("Top", "top"),
("Top Right", "topRight"),
("Right", "right"),
("Bottom Right", "bottomRight"),
];
/// Where a surface is lit from ([`LIGHT_DIRECTIONS`]), on the page.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Light {
Bottom,
BottomLeft,
Left,
TopLeft,
Top,
TopRight,
Right,
BottomRight,
}
impl Light {
const ALL: [Light; 8] =
[Light::Bottom, Light::BottomLeft, Light::Left, Light::TopLeft, Light::Top, Light::TopRight, Light::Right, Light::BottomRight];
/// The direction of `value` (a [`LIGHT_DIRECTIONS`] value, any case); Top otherwise.
pub fn parse(value: &str) -> Self {
pick(&LIGHT_DIRECTIONS, &Self::ALL, value, Light::Top)
}
/// The unit vector towards the light (document axes, y down).
fn toward(self) -> Vec2 {
let d = FRAC_1_SQRT_2;
match self {
Light::Bottom => Vec2::new(0.0, 1.0),
Light::BottomLeft => Vec2::new(-d, d),
Light::Left => Vec2::new(-1.0, 0.0),
Light::TopLeft => Vec2::new(-d, -d),
Light::Top => Vec2::new(0.0, -1.0),
Light::TopRight => Vec2::new(d, -d),
Light::Right => Vec2::new(1.0, 0.0),
Light::BottomRight => Vec2::new(d, d),
}
}
}
/// Seeds of the Texture filters' patterns (Pixelate's use smaller salts).
const SALT_CRACKS: u64 = 64;
const SALT_GRAIN: u64 = 72;
const SALT_TILES: u64 = 88;
const SALT_PATCH: u64 = 96;
const SALT_GLASS: u64 = 104;
const SALT_SURFACE: u64 = 112;
/// How soft Craquelure's tones are, as a share of the crack spacing: their contours become cracks.
pub(super) const CONTOUR_SOFTNESS: f64 = 1.0 / 6.0;
/// A pixel's straight colour (0..1).
fn straight(p: [u8; 4]) -> [f32; 3] {
let a = f32::from(p[3]);
[p[0], p[1], p[2]].map(|v| if a > 0.0 { (f32::from(v) / a).min(1.0) } else { 0.0 })
}
/// The pixel of straight colour `c` at coverage `alpha` (0..1), premultiplied.
fn premultiply(c: [f32; 3], alpha: f32) -> [u8; 4] {
let a = (alpha.clamp(0.0, 1.0) * 255.0).round();
let [r, g, b] = c.map(|v| (v.clamp(0.0, 1.0) * a).round().min(a) as u8);
[r, g, b, a as u8]
}
/// Colour `c` lit by `s`: darkened towards black below 0, lightened towards white above.
fn lit(c: [f32; 3], s: f64) -> [f32; 3] {
let s = if s.is_finite() { s.clamp(-1.0, 1.0) as f32 } else { 0.0 };
c.map(|v| if s < 0.0 { v * (1.0 + s) } else { v + (1.0 - v) * s })
}
/// How a surface whose height rises along `slope` (height per length) faces a light from
/// `toward`: 0 flat, positive facing it, negative turned away.
fn facing(slope: Vec2, toward: Vec2) -> f64 {
-slope.dot(toward)
}
/// The share of a pixel `px` wide that lies within `d` of a line (negative `d`: beyond it).
fn cover(d: f64, px: f64) -> f64 {
(d / px + 0.5).clamp(0.0, 1.0)
}
/// The luma of colour `c` (Rec. 601 weights).
fn luma(c: [f32; 3]) -> f32 {
0.299 * c[0] + 0.587 * c[1] + 0.114 * c[2]
}
/// The two random points nearest to (`u`, `v`) (in cells), `point(i, j)` being cell (`i`, `j`)'s,
/// found among the cells [`AROUND`] the one holding it.
fn nearest_two(u: f64, v: f64, around: &mut Around<Point>, point: impl Fn(i64, i64) -> Point) -> Option<(Point, Point)> {
let (i, j) = (cell(u)?, cell(v)?);
let mut best: [(f64, Option<Point>); 2] = [(f64::INFINITY, None); 2];
for (k, (di, dj)) in AROUND.iter().enumerate() {
// A cell farther than the second point so far can't hold a nearer one.
if gap(i.wrapping_add(*di), u).hypot(gap(j.wrapping_add(*dj), v)) >= best[1].0 {
continue;
}
let Some(p) = around.get((i, j), k, &point) else { continue };
let d = (p.x - u).hypot(p.y - v);
if d < best[0].0 {
best = [(d, Some(p)), best[0]];
} else if d < best[1].0 {
best[1] = (d, Some(p));
}
}
Some((best[0].1?, best[1].1?))
}
/// How far (`u`, `v`) lies from the border between the cells of `near` and `next` (its nearest
/// points, [`nearest_two`]), and the way away from it (unit), in cells.
fn edge(u: f64, v: f64, near: Point, next: Point) -> (f64, Vec2) {
let q = Point::new(u, v);
let apart = near - next;
let len = apart.hypot();
if !(len.is_finite() && len > 1e-12) {
return (0.0, Vec2::ZERO);
}
(((q - next).hypot2() - (q - near).hypot2()) / (2.0 * len), apart / len)
}
/// The slope of a rise of 1 over `width` from a border at distance `d` (smooth at both ends).
fn bevel(d: f64, width: f64) -> f64 {
if !(width.is_finite() && width > 0.0) {
return 0.0;
}
let t = (d / width).clamp(0.0, 1.0);
6.0 * t * (1.0 - t)
}
/// The object's straight luminance (0..1) softened by a Gaussian of `sigma` pixels, weighted by
/// coverage so the transparency around it doesn't darken its edges.
struct Tones {
v: Vec<f32>,
w: usize,
h: usize,
}
impl Tones {
fn new(px: &[[u8; 4]], w: usize, h: usize, sigma: f64) -> Self {
let mut l: Vec<f32> = px.iter().map(|p| luma([p[0], p[1], p[2]].map(f32::from)) / 255.0).collect();
let mut a: Vec<f32> = px.iter().map(|p| f32::from(p[3]) / 255.0).collect();
blur_plane(&mut l, w, h, sigma);
blur_plane(&mut a, w, h, sigma);
let v = l.iter().zip(&a).map(|(l, a)| if *a > 1e-4 { (l / a).clamp(0.0, 1.0) } else { 0.0 }).collect();
Self { v, w, h }
}
fn get(&self, x: usize, y: usize) -> f64 {
let (x, y) = (x.min(self.w.saturating_sub(1)), y.min(self.h.saturating_sub(1)));
self.v.get(y * self.w + x).map_or(0.0, |v| f64::from(*v))
}
/// The tone at pixel (`x`, `y`) and its slope per document unit along the document's axes.
fn slope(&self, x: usize, y: usize, place: &Place) -> (f64, Vec2) {
let gx = 0.5 * (self.get(x + 1, y) - self.get(x.saturating_sub(1), y));
let gy = 0.5 * (self.get(x, y + 1) - self.get(x, y.saturating_sub(1)));
// Per pixel → per document unit: through the transpose of the document → pixel map.
let [a, b, c, d, _, _] = place.to_px.as_coeffs();
(self.get(x, y), Vec2::new(gx * a + gy * b, gx * c + gy * d))
}
}
/// Craquelure: the object painted on relief plaster that cracks into plates about `spacing` apart
/// and along the contours of its tones. `depth` (0..10) sets how deep and wide the cracks are and
/// how high the plates and the tones stand; `brightness` (0..10) how brightly the surface is lit.
pub(super) fn craquelure(px: &mut [[u8; 4]], w: usize, h: usize, space: &PixelSpace, spacing: f64, depth: f64, brightness: f64) {
let Some(place) = Place::new(space, w, h) else { return };
if !(spacing.is_finite() && spacing > 0.0) {
return;
}
let depth = (depth / 10.0).clamp(0.0, 1.0);
let light = (0.5 + 0.05 * brightness.clamp(0.0, 10.0)) as f32;
let soft = CONTOUR_SOFTNESS * spacing;
let tones = Tones::new(px, w, h, soft / place.px);
let half = (0.15 + 0.6 * depth).min(0.15 * spacing);
let rise = (3.0 * half).max(0.12 * spacing);
let toward = Light::TopLeft.toward();
let mut around = Around::new();
place.each(px, |x, y, p| {
if p[3] == 0 {
return;
}
let q = place.at(x, y);
let (u, v) = (q.x / spacing, q.y / spacing);
// The cracks between the plates; each plate's edge bevels down into them.
let (mut crack, mut slope) = (0.0, Vec2::ZERO);
if let Some((near, next)) = nearest_two(u, v, &mut around, |i, j| point_in(SALT_CRACKS, i, j)) {
let (e, away) = edge(u, v, near, next);
crack = cover(half - e * spacing, place.px);
slope = away * (0.6 * bevel(e * spacing - half, rise));
}
// The cracks along the tones' contours (quarter, half and three-quarter tone).
let (tone, grad) = tones.slope(x, y, &place);
let steep = grad.hypot();
if steep > 1e-4 {
let level = (tone * 4.0).round().clamp(1.0, 3.0) / 4.0;
crack = crack.max(cover(0.8 * half - (tone - level).abs() / steep, place.px));
}
slope += grad * (0.8 * soft);
let c = lit(straight(*p), 0.5 * depth * facing(slope, toward));
let dark = (1.0 - 0.85 * crack * depth) as f32;
*p = premultiply(c.map(|v| v * light * dark), f32::from(p[3]) / 255.0);
});
}
/// A random value in [-1, 1) for the `size`-point cell holding `q`; `k` picks one of several.
fn cell_noise(salt: u64, q: Point, size: f64, k: u64) -> f64 {
match (cell(q.x / size), cell(q.y / size)) {
(Some(i), Some(j)) => 2.0 * rand(salt, i, j, k) - 1.0,
_ => 0.0,
}
}
/// [`value_noise`] in [-1, 1) over cells `size` points wide.
fn smooth_noise(salt: u64, q: Point, size: f64) -> f64 {
2.0 * value_noise(salt, q.x / size, q.y / size) - 1.0
}
/// Grain: noise of `kind` over the object in 1-point grains (2 for Enlarged, clumps for Clumped),
/// as strong as `intensity` (0..100); `contrast` (0..100, 50 leaves it) sets the image's
/// contrast. Sprinkles and Stippled use the background colour, white.
pub(super) fn grain(px: &mut [[u8; 4]], w: usize, h: usize, space: &PixelSpace, intensity: f64, contrast: f64, kind: Grain) {
let Some(place) = Place::new(space, w, h) else { return };
let a = (intensity / 100.0).clamp(0.0, 1.0);
let k = (0.5 + contrast / 100.0).clamp(0.5, 1.5) as f32;
let s = SALT_GRAIN;
place.each(px, |x, y, p| {
if p[3] == 0 {
return;
}
let q = place.at(x, y);
let mut c = straight(*p).map(|v| (v - 0.5) * k + 0.5);
let chance = 0.5 * (cell_noise(s, q, 1.0, 3) + 1.0);
match kind {
Grain::Regular => add(&mut c, |ch| cell_noise(s, q, 1.0, ch), 0.5 * a),
Grain::Soft => add(&mut c, |ch| smooth_noise(s + ch, q, 1.0), 0.4 * a),
Grain::Clumped => add(&mut c, |ch| 0.65 * smooth_noise(s + ch, q, 3.0) + 0.35 * cell_noise(s, q, 1.0, ch), 0.6 * a),
Grain::Enlarged => add(&mut c, |ch| 0.5 * (smooth_noise(s + ch, q, 2.0) + cell_noise(s, q, 2.0, ch)), 0.5 * a),
Grain::Contrasty => {
c = c.map(|v| (v - 0.5) * 1.4 + 0.5);
add(&mut c, |_| cell_noise(s, q, 1.0, 4), 0.6 * a);
}
Grain::Horizontal | Grain::Vertical => {
// Streaks one point thick: a value per row (column) drifting along it.
let (along, across) = if kind == Grain::Horizontal { (q.x, q.y) } else { (q.y, q.x) };
let line = cell(across).unwrap_or(0);
let n = 0.6 * (2.0 * rand(s, 0, line, 6) - 1.0) + 0.4 * (2.0 * value_noise(s + 7, along / 12.0, line as f64) - 1.0);
add(&mut c, |_| n, 0.5 * a);
}
Grain::Sprinkles => {
if chance < 0.35 * a {
c = c.map(|v| v + (1.0 - v) * 0.9);
}
}
Grain::Speckle => {
if chance < 0.25 * a {
c = c.map(|v| v * 0.25);
} else {
add(&mut c, |_| cell_noise(s, q, 1.0, 5), 0.1 * a);
}
}
Grain::Stippled => {
// Dots of the colour where it is dark, the background between them.
let dots = f64::from(1.0 - luma(c).clamp(0.0, 1.0)) * (0.35 + 0.65 * a);
c = if chance < dots { c.map(|v| v * 0.6) } else { [1.0; 3] };
}
}
*p = premultiply(c, f32::from(p[3]) / 255.0);
});
}
/// Add noise `n(channel)` (-1..1) times `amount` to colour `c`.
fn add(c: &mut [f32; 3], n: impl Fn(u64) -> f64, amount: f64) {
for (ch, v) in c.iter_mut().enumerate() {
*v += (amount * n(ch as u64)) as f32;
}
}
/// A random point of cell (`i`, `j`) of pattern `salt` within `jitter` (0..1, a share of the
/// cell) of its centre, in cells.
fn jittered(salt: u64, i: i64, j: i64, jitter: f64) -> Point {
Point::new(i as f64 + 0.5 + jitter * (rand(salt, i, j, 0) - 0.5), j as f64 + 0.5 + jitter * (rand(salt, i, j, 1) - 0.5))
}
/// Mosaic Tiles: the object laid in irregular tiles about `tile` across, bevelled at their edges,
/// with sunken grout between them half a point wide per step of `grout` (1..15), as light as
/// `lighten` (0..10) says.
pub(super) fn mosaic_tiles(px: &mut [[u8; 4]], w: usize, h: usize, space: &PixelSpace, tile: f64, grout: f64, lighten: f64) {
let Some(place) = Place::new(space, w, h) else { return };
if !(tile.is_finite() && tile > 0.0 && grout.is_finite()) {
return;
}
let half = (0.25 * grout).clamp(0.0, 0.225 * tile);
let rise = (1.2 * half).max(0.08 * tile);
let lighten = (0.08 * lighten.clamp(0.0, 10.0)) as f32;
let toward = Light::TopLeft.toward();
let mut around = Around::new();
place.each(px, |x, y, p| {
if p[3] == 0 {
return;
}
let q = place.at(x, y);
let (u, v) = (q.x / tile, q.y / tile);
let Some((near, next)) = nearest_two(u, v, &mut around, |i, j| jittered(SALT_TILES, i, j, 0.5)) else { return };
let (e, away) = edge(u, v, near, next);
let e = e * tile;
let c = straight(*p);
let face = lit(c, 0.35 * facing(away * bevel(e - half, rise), toward));
// Sunk in shade, then lightened.
let sunk = c.map(|v| 0.5 * v + (1.0 - 0.5 * v) * lighten);
let g = cover(half - e, place.px) as f32;
let mut out = face;
for (o, s) in out.iter_mut().zip(sunk) {
*o = *o * (1.0 - g) + s * g;
}
*p = premultiply(out, f32::from(p[3]) / 255.0);
});
}
/// Patchwork: the object in squares `square` points across, each filled with the colour around
/// its centre and raised to a height of its own (brighter squares stand higher, each a little
/// more or less at random), its bevelled sides lit from the top left as strongly as `relief`
/// (0..25) says.
pub(super) fn patchwork(px: &mut [[u8; 4]], w: usize, h: usize, space: &PixelSpace, square: f64, relief: f64) {
let Some(place) = Place::new(space, w, h) else { return };
let side = square.max(1.0);
if !side.is_finite() {
return;
}
let soft = Soft::new(px, w, side / 3.0 / place.px);
let relief = (relief / 25.0).clamp(0.0, 1.0);
let rise = 0.25 * side;
let toward = Light::TopLeft.toward();
place.each(px, |x, y, p| {
let q = place.at(x, y);
let (Some(i), Some(j)) = (cell(q.x / side), cell(q.y / side)) else { return };
let (x0, y0) = (i as f64 * side, j as f64 * side);
let [r, g, b, alpha] = soft.at(place.index(Point::new(x0 + 0.5 * side, y0 + 0.5 * side)));
if alpha <= 0.0 {
*p = [0; 4];
return;
}
let c = [r, g, b].map(|v| v / alpha);
let height = relief * (0.35 + 0.65 * (0.5 * rand(SALT_PATCH, i, j, 0) + 0.5 * f64::from(luma(c))));
// The bevels rise inwards from each side.
let (fx, fy) = (q.x - x0, q.y - y0);
let ramp = |d: f64| cover(rise - d, place.px);
let slope = Vec2::new(ramp(fx) - ramp(side - fx), ramp(fy) - ramp(side - fy)) * (1.5 * height);
*p = premultiply(lit(c, 0.9 * facing(slope, toward)), alpha);
});
}
/// Stained Glass: the object as panes of single colours around random points about `cell_size`
/// apart, leaded in the foreground colour (black) half a point wide per step of `border` (1..20),
/// lit from behind at its centre as strongly as `light` (0..10) says, fading out towards its
/// corners.
pub(super) fn stained_glass(px: &mut [[u8; 4]], w: usize, h: usize, space: &PixelSpace, cell_size: f64, border: f64, light: f64) {
let Some(place) = Place::new(space, w, h) else { return };
if !(cell_size.is_finite() && cell_size > 0.0 && border.is_finite()) {
return;
}
let soft = Soft::new(px, w, cell_size / place.px / 4.0);
let half = (0.25 * border).clamp(0.0, 0.25 * cell_size);
let light = (light / 10.0).clamp(0.0, 1.0);
let extent = space.extent;
let mut around = Around::new();
place.each(px, |x, y, p| {
let q = place.at(x, y);
let (u, v) = (q.x / cell_size, q.y / cell_size);
let Some((near, next)) = nearest_two(u, v, &mut around, |i, j| point_in(SALT_GLASS, i, j)) else { return };
let pane = |at: Point| soft.at(place.index(Point::new(at.x * cell_size, at.y * cell_size)));
let (glass, other) = (pane(near), pane(next));
let (e, _) = edge(u, v, near, next);
let lead = cover(half - e * cell_size, place.px) as f32;
let glow = if extent.is_finite() && extent > 0.0 { light * (1.0 - (q.to_vec2().hypot() / extent).powi(2)).max(0.0) } else { 0.0 };
let [r, g, b, a] = glass;
let c = if a > 0.0 { lit([r, g, b].map(|v| v / a), 0.6 * glow) } else { [0.0; 3] };
// The lead holds the panes on both sides of it, as opaque as the more opaque one.
let alpha = a * (1.0 - lead) + a.max(other[3]) * lead;
let rgb = c.map(|v| v * a * (1.0 - lead));
*p = if alpha > 0.0 { premultiply(rgb.map(|v| v / alpha), alpha) } else { [0; 4] };
});
}
/// Brick in stretcher bond (bricks 20 × 8 points, 1.5-point mortar): each brick raised with
/// 1-point bevels and a little higher or lower than the next, rough faced, the mortar sandy.
fn brick(p: Point) -> f64 {
const LENGTH: f64 = 20.0;
const COURSE: f64 = 8.0;
const MORTAR: f64 = 1.5;
let Some(row) = cell(p.y / COURSE) else { return 0.0 };
let x = p.x + if row.rem_euclid(2) == 1 { 0.5 * LENGTH } else { 0.0 };
let Some(col) = cell(x / LENGTH) else { return 0.0 };
let (fx, fy) = (x - col as f64 * LENGTH, p.y - row as f64 * COURSE);
let edge = fx.min(LENGTH - fx).min(fy).min(COURSE - fy) - 0.5 * MORTAR;
if edge <= 0.0 {
return 0.2 * value_noise(SALT_SURFACE, p.x / 0.6, p.y / 0.6);
}
edge.min(1.0) + 0.4 * rand(SALT_SURFACE, col, row, 2) + 0.3 * value_noise(SALT_SURFACE + 1, p.x / 1.5, p.y / 1.5)
}
/// A plain weave of threads `period` points apart, each passing over one thread and under the
/// next; `coarse` threads (burlap) wander and are hairy, fine ones (canvas) are even.
fn weave(p: Point, period: f64, coarse: bool) -> f64 {
let (wander, hair) = if coarse { (0.35, 0.35) } else { (0.08, 0.12) };
let drift = |salt: u64, t: f64| wander * (2.0 * value_noise(salt, t / (4.0 * period), 0.5) - 1.0);
let x = p.x / period + drift(SALT_SURFACE + 3, p.y);
let y = p.y / period + drift(SALT_SURFACE + 4, p.x);
let (Some(i), Some(j)) = (cell(x), cell(y)) else { return 0.0 };
let (fx, fy) = (x - i as f64, y - j as f64);
// Each thread is round across and rises and falls along its length, over one crossing thread
// and under the next; the higher of the two threads shows.
let profile = |t: f64| (PI * t).sin().max(0.0).sqrt();
let over = if i.wrapping_add(j).rem_euclid(2) == 0 { 0.5 } else { -0.5 };
let down = profile(fx) * (0.5 + over * (PI * fy).sin());
let across = profile(fy) * (0.5 - over * (PI * fx).sin());
let thread = down.max(across);
let fibres = hair * value_noise(SALT_SURFACE + 5, p.x / (0.25 * period), p.y / (0.25 * period));
(thread + fibres) * period / PI
}
/// Sandstone: four octaves of smooth noise (8 down to 1 point) over a fine sandy grain.
fn sandstone(p: Point) -> f64 {
let (mut h, mut size, mut amp) = (0.0, 8.0, 1.6);
for octave in 0..4 {
h += amp * value_noise(SALT_SURFACE + 8 + octave, p.x / size, p.y / size);
size *= 0.5;
amp *= 0.5;
}
h + 0.06 * cell_noise(SALT_SURFACE + 12, p, 0.5, 0)
}
/// Texturizer: the object on a `texture` surface scaled by `scaling` (0.5..2), in relief as
/// strong as `relief` (0..50) and lit from `light`; `invert` turns the surface's heights over.
#[allow(clippy::too_many_arguments)] // the effect's five options
pub(super) fn texturizer(
px: &mut [[u8; 4]],
w: usize,
h: usize,
space: &PixelSpace,
texture: Texture,
scaling: f64,
relief: f64,
light: Light,
invert: bool,
) {
let Some(place) = Place::new(space, w, h) else { return };
if !(scaling.is_finite() && scaling > 0.0) {
return;
}
// Slopes over a quarter point of the texture, or half a pixel where pixels are larger.
let step = (0.25f64).max(0.5 * place.px / scaling);
let strength = 0.1 * relief.clamp(0.0, 50.0) * if invert { -1.0 } else { 1.0 };
let toward = light.toward();
place.each(px, |x, y, p| {
if p[3] == 0 {
return;
}
let q = place.at(x, y);
let t = Point::new(q.x / scaling, q.y / scaling);
if !(t.x.is_finite() && t.y.is_finite()) {
return;
}
let at = |dx: f64, dy: f64| texture.height(Point::new(t.x + dx, t.y + dy));
let (left, right, up, down) = (at(-step, 0.0), at(step, 0.0), at(0.0, -step), at(0.0, step));
let slope = Vec2::new(right - left, down - up) / (2.0 * step);
// Ridges catch some light from any side and hollows stay in shade, so the surface shows
// whichever way it runs.
let ridge = (at(0.0, 0.0) - 0.25 * (left + right + up + down)) / step;
*p = premultiply(lit(straight(*p), strength * (facing(slope, toward) + ridge)), f32::from(p[3]) / 255.0);
});
}

View File

@ -1,5 +1,6 @@
//! The Photoshop-style raster effects (Effect › Blur › Radial Blur and Smart Blur, Pixelate ›
//! Color Halftone, Crystallize, Mezzotint and Pointillize, Sharpen › Unsharp Mask): applied and
//! Color Halftone, Crystallize, Mezzotint and Pointillize, Sharpen › Unsharp Mask, Texture ›
//! Craquelure, Grain, Mosaic Tiles, Patchwork, Stained Glass and Texturizer, Video): applied and
//! edited as commands, listed in the catalogue, drawn on the canvas, and written to PDF and SVG
//! as images of the effected object.
@ -21,6 +22,16 @@ const EFFECTS: [(&str, &str); 3] = [
const PIXELATE: [(&str, &str); 4] =
[("pixelate.colorHalftone", "{}"), ("pixelate.crystallize", "{}"), ("pixelate.mezzotint", "{}"), ("pixelate.pointillize", "{}")];
/// Effect › Texture, at their defaults.
const TEXTURE: [(&str, &str); 6] = [
("texture.craquelure", "{}"),
("texture.grain", "{}"),
("texture.mosaicTiles", "{}"),
("texture.patchwork", "{}"),
("texture.stainedGlass", "{}"),
("texture.texturizer", "{}"),
];
/// Effect › Video (NTSC Colors leaves the striped art's legal colours as they are: see
/// `ntsc_colors_draws_saturated_yellow_safer`).
const VIDEO: [(&str, &str); 1] = [("video.deinterlace", r#"{"create": "interpolation"}"#)];
@ -61,7 +72,12 @@ fn listed_applied_edited_and_undone() {
let menus: Vec<Value> =
EFFECTS.iter().map(|(id, _)| list["catalog"].as_array().unwrap().iter().find(|e| e["id"] == *id).unwrap()["menu"].clone()).collect();
assert_eq!(menus, [json!(["Effect", "Blur"]), json!(["Effect", "Blur"]), json!(["Effect", "Sharpen"])]);
for (group, menu) in [(PIXELATE.as_slice(), "Pixelate"), (VIDEO.as_slice(), "Video"), ([("video.ntscColors", "{}")].as_slice(), "Video")] {
for (group, menu) in [
(PIXELATE.as_slice(), "Pixelate"),
(TEXTURE.as_slice(), "Texture"),
(VIDEO.as_slice(), "Video"),
([("video.ntscColors", "{}")].as_slice(), "Video"),
] {
for (id, _) in group {
let e = list["catalog"].as_array().unwrap().iter().find(|e| e["id"] == *id).unwrap_or_else(|| panic!("{id} listed"));
assert_eq!((&e["raster"], &e["menu"]), (&json!(true), &json!(["Effect", menu])), "{id}");
@ -86,7 +102,7 @@ fn listed_applied_edited_and_undone() {
#[test]
fn each_effect_changes_the_canvas_and_draws_the_same_twice() {
for (id, params) in EFFECTS.into_iter().chain(PIXELATE).chain(VIDEO) {
for (id, params) in EFFECTS.into_iter().chain(PIXELATE).chain(TEXTURE).chain(VIDEO) {
let (mut s, g) = striped();
let plain = render(&s);
let params: Value = serde_json::from_str(params).unwrap();
@ -115,7 +131,7 @@ fn spin_blur_reaches_past_the_corners() {
#[test]
fn pdf_and_svg_write_the_effected_object_as_an_image() {
for (id, params) in EFFECTS.into_iter().chain(PIXELATE).chain(VIDEO) {
for (id, params) in EFFECTS.into_iter().chain(PIXELATE).chain(TEXTURE).chain(VIDEO) {
let (mut s, g) = striped();
let params: Value = serde_json::from_str(params).unwrap();
s.execute("effect.apply", &json!({"effect": id, "ids": [g], "params": params})).unwrap();

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@ -296,6 +296,15 @@ fn structured_junk() {
("effect.apply", json!({"effect": "pixelate.crystallize", "params": {"cellSize": -1e308}})),
("effect.apply", json!({"effect": "pixelate.mezzotint", "params": {"type": 5}})),
("effect.apply", json!({"effect": "pixelate.pointillize", "params": {"cellSize": "NaN"}})),
("effect.apply", json!({"effect": "texture.craquelure", "params": {"crackSpacing": -1e308, "crackDepth": "NaN", "crackBrightness": 1e308}})),
("effect.apply", json!({"effect": "texture.grain", "params": {"intensity": 1e308, "contrast": [1], "grainType": 7}})),
("effect.apply", json!({"effect": "texture.mosaicTiles", "params": {"tileSize": "1e999", "groutWidth": -1, "lightenGrout": null}})),
("effect.apply", json!({"effect": "texture.patchwork", "params": {"squareSize": 1e308, "relief": -1e308}})),
("effect.apply", json!({"effect": "texture.stainedGlass", "params": {"cellSize": 0, "borderThickness": 1e308, "lightIntensity": "x"}})),
(
"effect.apply",
json!({"effect": "texture.texturizer", "params": {"texture": {}, "scaling": -1e308, "relief": 1e308, "lightDirection": 3, "invert": "yes"}}),
),
("effect.apply", json!({"effect": "video.deinterlace", "params": {"eliminate": 7, "create": ["x"]}})),
("effect.apply", json!({"effect": "video.ntscColors", "params": {"junk": 1e308}})),
("effect.apply", json!({"effect": "no.such.effect"})),

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@ -603,7 +603,8 @@ impl Renderer {
};
// De-Interlace's field lines: the rows of the document's raster grid (1 to 2400 ppi).
let ppi = Some(f.doc.raster_effects_ppi).filter(|v| v.is_finite()).unwrap_or(72.0).clamp(1.0, 2400.0);
let space = effects::PixelSpace { to_doc, px, center: content.reach.center(), channels, line: 72.0 / ppi };
let (center, extent) = (content.reach.center(), 0.5 * content.reach.width().hypot(content.reach.height()));
let space = effects::PixelSpace { to_doc, px, center, channels, line: 72.0 / ppi, extent };
let (wz, hz) = (wu as usize, hu as usize);
for fx in chain {
match fx {

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@ -160,6 +160,9 @@ fn choices(effect: &str, key: &str) -> Option<form::Choices> {
("blur.radial", "quality") => Some(&[("Draft", "draft"), ("Good", "good"), ("Best", "best")]),
("blur.smart", "quality") => Some(&[("Low", "low"), ("Medium", "medium"), ("High", "high")]),
("pixelate.mezzotint", "type") => Some(&vectorcraft_effects::pixel::MEZZOTINT_TYPES),
("texture.grain", "grainType") => Some(&vectorcraft_effects::pixel::GRAIN_TYPES),
("texture.texturizer", "texture") => Some(&vectorcraft_effects::pixel::TEXTURES),
("texture.texturizer", "lightDirection") => Some(&vectorcraft_effects::pixel::LIGHT_DIRECTIONS),
("video.deinterlace", "eliminate") => Some(&[("Odd Fields", "odd"), ("Even Fields", "even")]),
("video.deinterlace", "create") => Some(&[("Duplication", "duplication"), ("Interpolation", "interpolation")]),
("path.offsetPath", "joins") => Some(&[("Miter", "miter"), ("Round", "round"), ("Bevel", "bevel")]),

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@ -232,10 +232,13 @@ pub(super) fn param_fields(
continue;
}
if let Some(options) = choices(&k) {
// In the "effect" context: some languages read the plain Soft, Horizontal and
// Vertical (Grain's types) as type settings.
let shown = |label: &'static str| crate::i18n::tr_ctx(crate::i18n::current(), "effect", label);
let cur = v.as_str().unwrap_or_default();
let label = options.iter().find(|(_, value)| *value == cur).map_or(cur, |(l, _)| *l);
let labels: Vec<&str> = options.iter().map(|(l, _)| *l).collect();
if let Some((_, value)) = crate::widgets::dropdown(ui, ("fx-choice", &k), label, &labels, 140.0).and_then(|i| options.get(i)) {
let label = options.iter().find(|(_, value)| *value == cur).map_or(cur, |(l, _)| shown(l));
let labels: Vec<&str> = options.iter().map(|(l, _)| shown(l)).collect();
if let Some((_, value)) = crate::widgets::dropdown_names(ui, ("fx-choice", &k), label, &labels, 140.0).and_then(|i| options.get(i)) {
d.fields.insert(k, json!(value));
changed = true;
}

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@ -176,6 +176,12 @@ fn raster_filter_dialogs_preview_and_apply() {
("pixelate.crystallize", "cellSize", "20"),
("pixelate.mezzotint", "type", "longLines"),
("pixelate.pointillize", "cellSize", "12"),
("texture.craquelure", "crackDepth", "9"),
("texture.grain", "grainType", "stippled"),
("texture.mosaicTiles", "tileSize", "20"),
("texture.patchwork", "relief", "20"),
("texture.stainedGlass", "borderThickness", "2"),
("texture.texturizer", "lightDirection", "bottomLeft"),
] {
let mut app = app();
let id = app.run("shape.rectangle", json!({"x": 10, "y": 10, "width": 50, "height": 50})).unwrap()["id"].as_u64().unwrap();
@ -203,6 +209,10 @@ fn raster_filter_dialogs_preview_and_apply() {
assert_eq!(super::form::humanize("maxRadius"), "Max. Radius:");
assert_eq!(super::form::humanize("channel3"), "Channel 3:");
assert_eq!(super::form::humanize("cellSize"), "Cell Size:");
assert_eq!(super::form::humanize("lightDirection"), "Light Direction:");
let doc = vectorcraft_effects::effect_info("texture.texturizer").unwrap().params;
let ranks: Vec<usize> = ["texture", "scaling", "relief", "lightDirection", "invert"].iter().map(|k| super::effect::doc_rank(doc, k)).collect();
assert!(ranks.windows(2).all(|w| w[0] < w[1]) && ranks[4] < usize::MAX, "{ranks:?}");
}
#[test]

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@ -663,3 +663,10 @@
RGB: RGB:
CMYK: CMYK:
CMYK CMYK
Texture Textura
Craquelure… Krakelování…
Grain… Zrno…
Mosaic Tiles… Mozaikové dlaždice…
Patchwork… Patchwork…
Stained Glass… Vitráž…
Texturizer… Texturovač…

Can't render this file because it contains an unexpected character in line 2 and column 73.

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@ -3931,3 +3931,43 @@ axis Both Ambos
@msg Imported library {name} Biblioteca {name} importada
RGB: RGB:
CMYK: CMYK:
Texture Textura
Craquelure… Craquelado…
Grain… Granulado…
Mosaic Tiles… Azulejos de mosaico…
Patchwork… Retazos…
Stained Glass… Vidriera…
Texturizer… Texturizador…
Craquelure Craquelado
Grain Granulado
Mosaic Tiles Azulejos de mosaico
Patchwork Retazos
Stained Glass Vidriera
Texturizer Texturizador
Crack Spacing Espaciado de grietas
Crack Depth Profundidad de grietas
Crack Brightness Brillo de grietas
Intensity Intensidad
Grain Type Tipo de granulado
Tile Size Tamaño de azulejo
Grout Width Anchura de la junta
Lighten Grout Aclarar junta
Square Size Tamaño de cuadrado
Relief Relieve
Border Thickness Grosor del borde
Light Intensity Intensidad de luz
Light Direction Dirección de la luz
Sprinkles Espolvoreado
Clumped Agrupado
Contrasty Contrastado
Enlarged Ampliado
Stippled Punteado
Speckle Moteado
Brick Ladrillo
Burlap Arpillera
Canvas Lienzo
Sandstone Arenisca
Bottom Left Abajo a la izquierda
Top Left Arriba a la izquierda
Top Right Arriba a la derecha
Bottom Right Abajo a la derecha

Can't render this file because it contains an unexpected character in line 2 and column 73.

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@ -3942,3 +3942,44 @@ axis Both Les deux
@msg Imported library {name} Bibliothèque {name} importée
RGB: RGB:
CMYK: CMYK:
Texture Texture
Craquelure… Craquelure…
Grain… Grain…
Mosaic Tiles… Carreaux de mosaïque…
Patchwork… Patchwork…
Stained Glass… Vitrail…
Texturizer… Placage de texture…
Craquelure Craquelure
Grain Grain
Mosaic Tiles Carreaux de mosaïque
Patchwork Patchwork
Stained Glass Vitrail
Texturizer Placage de texture
Crack Spacing Espacement des craquelures
Crack Depth Profondeur des craquelures
Crack Brightness Luminosité des craquelures
Intensity Intensité
Grain Type Type de grain
Tile Size Taille des carreaux
Grout Width Largeur des joints
Lighten Grout Éclaircir les joints
Square Size Taille des carrés
Relief Relief
Border Thickness Épaisseur de la bordure
Light Intensity Intensité de la lumière
Light Direction Direction de la lumière
Sprinkles Saupoudré
Clumped Agglutiné
Contrasty Contrasté
Enlarged Agrandi
Stippled Pointillé
Speckle Moucheté
Brick Brique
Burlap Toile de jute
Canvas Toile
Sandstone Grès
Bottom Left En bas à gauche
Top Left En haut à gauche
Top Right En haut à droite
Bottom Right En bas à droite
effect Soft Doux

Can't render this file because it contains an unexpected character in line 2 and column 73.

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@ -3931,3 +3931,45 @@ axis Both Entrambi
@msg Imported library {name} Libreria {name} importata
RGB: RGB:
CMYK: CMYK:
Texture Texture
Craquelure… Craquelé…
Grain… Granulosità…
Mosaic Tiles… Tessere di mosaico…
Patchwork… Patchwork…
Stained Glass… Vetro colorato…
Texturizer… Applica texture…
Craquelure Craquelé
Grain Granulosità
Mosaic Tiles Tessere di mosaico
Patchwork Patchwork
Stained Glass Vetro colorato
Texturizer Applica texture
Crack Spacing Spaziatura crepe
Crack Depth Profondità crepe
Crack Brightness Luminosità crepe
Intensity Intensità
Grain Type Tipo di granulosità
Tile Size Dimensione tessere
Grout Width Larghezza stuccatura
Lighten Grout Schiarisci stuccatura
Square Size Dimensione quadrati
Relief Rilievo
Border Thickness Spessore bordo
Light Intensity Intensità luce
Light Direction Direzione luce
Sprinkles Spruzzato
Clumped Raggruppato
Contrasty Contrastato
Enlarged Ingrandito
Stippled Punteggiato
Speckle Maculato
Brick Mattone
Burlap Tela di iuta
Canvas Tela
Sandstone Arenaria
Bottom Left In basso a sinistra
Top Left In alto a sinistra
Top Right In alto a destra
Bottom Right In basso a destra
effect Soft Morbido
effect Regular Normale

Can't render this file because it contains an unexpected character in line 2 and column 73.

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@ -3923,3 +3923,46 @@ theme Appearance 外観
@msg Imported library {name} ライブラリ {name} を読み込みました
RGB: RGB:
CMYK: CMYK:
Texture テクスチャ
Craquelure… クラッキング…
Grain… 粒状…
Mosaic Tiles… モザイクタイル…
Patchwork… パッチワーク…
Stained Glass… ステンドグラス…
Texturizer… テクスチャライザー…
Craquelure クラッキング
Grain 粒状
Mosaic Tiles モザイクタイル
Patchwork パッチワーク
Stained Glass ステンドグラス
Texturizer テクスチャライザー
Crack Spacing 溝の間隔
Crack Depth 溝の深さ
Crack Brightness 溝の明るさ
Intensity 強さ
Grain Type 粒子の種類
Tile Size タイルのサイズ
Grout Width 目地の幅
Lighten Grout 目地を明るく
Square Size 正方形のサイズ
Relief レリーフ
Border Thickness 境界線の太さ
Light Intensity 光の強さ
Light Direction 光源の方向
Sprinkles 散布
Clumped 集合
Contrasty 高コントラスト
Enlarged 拡大
Stippled スティップル
Speckle 斑点
Brick レンガ
Burlap 麻布
Canvas カンバス
Sandstone 砂岩
Bottom Left 左下
Top Left 左上
Top Right 右上
Bottom Right 右下
effect Soft ソフト
effect Horizontal 水平
effect Vertical 垂直

Can't render this file because it contains an unexpected character in line 2 and column 73.

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@ -2723,3 +2723,10 @@
NTSC Colors Cores NTSC
RGB: RGB:
CMYK: CMYK:
Texture Textura
Craquelure… Craquelê…
Grain… Granulação…
Mosaic Tiles… Ladrilhos de mosaico…
Patchwork… Colcha de retalhos…
Stained Glass… Vitral…
Texturizer… Texturizador…

Can't render this file because it contains an unexpected character in line 6 and column 47.

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@ -3929,3 +3929,43 @@ axis Both Оба
@msg Imported library {name} Импортирована библиотека {name}
RGB: RGB:
CMYK: CMYK:
Texture Текстура
Craquelure… Кракелюры…
Grain… Зерно…
Mosaic Tiles… Мозаичные фрагменты…
Patchwork… Цветная плитка…
Stained Glass… Витраж…
Texturizer… Текстуризатор…
Craquelure Кракелюры
Grain Зерно
Mosaic Tiles Мозаичные фрагменты
Patchwork Цветная плитка
Stained Glass Витраж
Texturizer Текстуризатор
Crack Spacing Интервал трещин
Crack Depth Глубина трещин
Crack Brightness Яркость трещин
Intensity Интенсивность
Grain Type Тип зерна
Tile Size Размер фрагментов
Grout Width Ширина швов
Lighten Grout Осветление швов
Square Size Размер квадратов
Relief Рельеф
Border Thickness Толщина границ
Light Intensity Интенсивность света
Light Direction Направление света
Sprinkles Брызги
Clumped Комки
Contrasty Контрастное
Enlarged Укрупнённое
Stippled Пунктир
Speckle Крапинки
Brick Кирпич
Burlap Мешковина
Canvas Холст
Sandstone Песчаник
Bottom Left Снизу слева
Top Left Сверху слева
Top Right Сверху справа
Bottom Right Снизу справа

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@ -3914,3 +3914,43 @@ axis Both Обидві
@msg Imported library {name} Імпортовано бібліотеку {name}
RGB: RGB:
CMYK: CMYK:
Texture Текстура
Craquelure… Кракелюри…
Grain… Зерно…
Mosaic Tiles… Мозаїчні фрагменти…
Patchwork… Клаптикова плитка…
Stained Glass… Вітраж…
Texturizer… Текстуризатор…
Craquelure Кракелюри
Grain Зерно
Mosaic Tiles Мозаїчні фрагменти
Patchwork Клаптикова плитка
Stained Glass Вітраж
Texturizer Текстуризатор
Crack Spacing Інтервал тріщин
Crack Depth Глибина тріщин
Crack Brightness Яскравість тріщин
Intensity Інтенсивність
Grain Type Тип зерна
Tile Size Розмір фрагментів
Grout Width Ширина швів
Lighten Grout Освітлення швів
Square Size Розмір квадратів
Relief Рельєф
Border Thickness Товщина меж
Light Intensity Інтенсивність світла
Light Direction Напрямок світла
Sprinkles Бризки
Clumped Грудки
Contrasty Контрастне
Enlarged Збільшене
Stippled Пунктир
Speckle Цятки
Brick Цегла
Burlap Мішковина
Canvas Полотно
Sandstone Пісковик
Bottom Left Знизу ліворуч
Top Left Вгорі ліворуч
Top Right Вгорі праворуч
Bottom Right Знизу праворуч

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@ -3559,3 +3559,46 @@ axis Both 两者
Even Fields 偶数场
Duplication 复制
Interpolation 插值
Texture 纹理
Craquelure… 龟裂缝…
Grain… 颗粒…
Mosaic Tiles… 马赛克拼贴…
Patchwork… 拼缀图…
Stained Glass… 染色玻璃…
Texturizer… 纹理化…
Craquelure 龟裂缝
Grain 颗粒
Mosaic Tiles 马赛克拼贴
Patchwork 拼缀图
Stained Glass 染色玻璃
Texturizer 纹理化
Crack Spacing 裂缝间距
Crack Depth 裂缝深度
Crack Brightness 裂缝亮度
Intensity 强度
Grain Type 颗粒类型
Tile Size 拼贴大小
Grout Width 缝隙宽度
Lighten Grout 加亮缝隙
Square Size 方形大小
Relief 凸现
Border Thickness 边框粗细
Light Intensity 光照强度
Light Direction 光照方向
Sprinkles 喷洒
Clumped 结块
Contrasty 强反差
Enlarged 扩大
Stippled 点刻
Speckle 斑点
Brick 砖形
Burlap 粗麻布
Canvas 画布
Sandstone 砂岩
Bottom Left 左下
Top Left 左上
Top Right 右上
Bottom Right 右下
effect Soft 柔和
effect Horizontal 水平
effect Vertical 垂直

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@ -3342,3 +3342,44 @@ axis Both 兩者
Interpolation 內插
RGB: RGB:
CMYK: CMYK:
Texture 紋理
Craquelure… 龜裂紋…
Grain… 顆粒…
Mosaic Tiles… 馬賽克拼貼…
Patchwork… 拼綴圖…
Stained Glass… 彩色玻璃…
Texturizer… 紋理化…
Craquelure 龜裂紋
Grain 顆粒
Mosaic Tiles 馬賽克拼貼
Patchwork 拼綴圖
Stained Glass 彩色玻璃
Texturizer 紋理化
Crack Spacing 裂紋間距
Crack Depth 裂紋深度
Crack Brightness 裂紋亮度
Intensity 強度
Grain Type 顆粒類型
Tile Size 拼貼大小
Grout Width 縫隙寬度
Lighten Grout 加亮縫隙
Square Size 方塊大小
Relief 浮雕
Border Thickness 邊框粗細
Light Intensity 光源強度
Light Direction 光源方向
Sprinkles 噴灑
Clumped 結塊
Contrasty 高反差
Enlarged 放大
Stippled 點刻
Speckle 斑點
Brick 磚塊
Burlap 粗麻布
Canvas 畫布
Sandstone 砂岩
Bottom Left 左下
Top Left 左上
Top Right 右上
Bottom Right 右下
effect Soft 柔和

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@ -3305,8 +3305,13 @@ fn font_items(english_names: bool) -> Vec<Item> {
/// The raster effects' submenus of the Effect menu (the Photoshop-style effects, below the
/// vector effects): (submenu, the catalogue's menu path of its effects).
const RASTER_MENUS: [(&str, &[&str]); 4] =
[("Blur", &["Effect", "Blur"]), ("Pixelate", &["Effect", "Pixelate"]), ("Sharpen", &["Effect", "Sharpen"]), ("Video", &["Effect", "Video"])];
const RASTER_MENUS: [(&str, &[&str]); 5] = [
("Blur", &["Effect", "Blur"]),
("Pixelate", &["Effect", "Pixelate"]),
("Sharpen", &["Effect", "Sharpen"]),
("Texture", &["Effect", "Texture"]),
("Video", &["Effect", "Video"]),
];
/// The Effect menu, built from the effects catalogue (vector effects), plus raster effects.
fn effect_menu() -> Vec<Item> {

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@ -78,6 +78,21 @@ fn effect_menu_lists_the_video_filters_last() {
assert!(at("Sharpen") < at("Video"));
}
/// Effect › Texture, between Sharpen and Video: each filter opens its dialog.
#[test]
fn effect_menu_lists_the_texture_filters_between_sharpen_and_video() {
let app = app();
let entries = menus::menu_entries(&app);
let texture: Vec<_> = entries.iter().filter(|e| e.path == ["Effect", "Texture"]).collect();
let labels: Vec<&str> = texture.iter().map(|e| e.label.as_str()).collect();
assert_eq!(labels, ["Craquelure…", "Grain…", "Mosaic Tiles…", "Patchwork…", "Stained Glass…", "Texturizer…"]);
assert!(texture.iter().all(|e| e.command.as_deref() == Some("effect.dialog")));
let raster: Vec<&str> =
entries.iter().filter_map(|e| e.path.get(1).filter(|_| e.path.len() == 2 && e.path[0] == "Effect")).map(String::as_str).collect();
let at = |name: &str| raster.iter().position(|s| *s == name).unwrap();
assert!(at("Sharpen") < at("Texture") && at("Texture") < at("Video"));
}
#[test]
fn library_submenus_are_disabled_placeholders() {
let app = app();