//! Live effects in the renderer. //! //! Geometry effects (object-level, then per fill/stroke) rewrite the path before painting via //! `vectorcraft-effects`. Raster effects use vello_cpu filter layers. Those only work in //! single-threaded contexts, so on the multithreaded pipeline each filter layer is rendered //! offscreen on the calling thread (cropped to its reach) and composited back with the same blend //! mode and opacity ([`Renderer::with_filters`]): //! //! - Drop Shadow / Outer Glow: the object's silhouette in a `DropShadowOnly` filter layer, painted //! below the object with the effect's blend mode and opacity; //! - Gaussian Blur: the object painted inside a Gaussian filter layer; //! - Feather: like Gaussian Blur but clipped to the shape, so the edge fades inward; //! - Inner Glow: a blurred inverse silhouette (Edge) or the blurred silhouette (Center), clipped //! to the shape and painted above it. use vectorcraft_doc::{AppearanceItem, Effect, Node, NodeKind}; use vectorcraft_effects::{self as effects, GeomContext, RasterFx}; use vectorcraft_geom::{Affine, BezPath, FillRule, Rect, Shape}; use vello_common::filter_effects::{EdgeMode, Filter, FilterPrimitive}; use vello_cpu::RenderContext; use vello_cpu::peniko; use crate::{Frame, Renderer, blend_mode, fill_rule, paint}; fn visible(effects: &[Effect]) -> bool { effects.iter().any(|e| e.visible) } /// Does this node need the effects path (a path or compound path with visible effects)? pub(crate) fn has_fx(n: &Node) -> bool { if !matches!(n.kind, NodeKind::Path { guide: false, .. } | NodeKind::Compound { .. }) { return false; } visible(&n.appearance.effects) || n.appearance.items.iter().any(|i| match i { AppearanceItem::Fill(f) => visible(&f.effects), AppearanceItem::Stroke(s) => visible(&s.effects), }) } fn node_bezpath(n: &Node) -> Option { match &n.kind { NodeKind::Path { path, .. } => Some(path.to_bezpath()), NodeKind::Compound { children, .. } => { let mut bp = BezPath::new(); for c in children { if let Some(p) = c.path_data() { bp.extend(p.to_bezpath()); } } Some(bp) } _ => None, } } fn geom_ctx(n: &Node) -> GeomContext { let w = n.appearance.stroke_width(); GeomContext { stroke_width: if w > 0.0 { w } else { 1.0 } } } fn apply(effects: &[Effect], bp: &BezPath, ctx: &GeomContext) -> BezPath { if !effects::has_geometry(effects) || bp.elements().is_empty() { return bp.clone(); } effects::apply_geometry_bez(effects, bp, bp.bounding_box(), ctx) } /// The object-level effected geometry of `n` (base path `bp`). pub(crate) fn effected_path(n: &Node, bp: &BezPath) -> BezPath { apply(&n.appearance.effects, bp, &geom_ctx(n)) } fn item_effects(item: &AppearanceItem) -> &[Effect] { match item { AppearanceItem::Fill(f) => &f.effects, AppearanceItem::Stroke(s) => &s.effects, } } /// Visual bounds including geometry effects, stroke outsets and shadows/glows. pub(crate) fn visual_bounds(n: &Node) -> Option { let bp = node_bezpath(n)?; let ctx = geom_ctx(n); let g = effected_path(n, &bp); let mut r: Option = (!g.elements().is_empty()).then(|| g.bounding_box()); for item in &n.appearance.items { let fx = item_effects(item); if effects::has_geometry(fx) { let ig = apply(fx, &g, &ctx); if !ig.elements().is_empty() { let b = ig.bounding_box(); r = Some(r.map_or(b, |r| r.union(b))); } } } let o = n.appearance.outset() + effects::outset(&n.appearance.effects); r.map(|r| r.inflate(o, o)) } /// Bounds used for culling: like `Node::visual_bounds`, but aware of live effects anywhere in /// the subtree (a shadow can reach the view while its object is outside it). pub(crate) fn cull_bounds(n: &Node) -> Option { match &n.kind { NodeKind::Layer { children, .. } | NodeKind::Group { children, clip: false } => { children.iter().fold(None, |acc, c| vectorcraft_geom::union_opt(acc, cull_bounds(c))) } _ if has_fx(n) => visual_bounds(n), _ => n.visual_bounds(), } } fn shadow_filter(dx: f64, dy: f64, blur: f64, color: peniko::Color) -> Filter { Filter::from_primitive(FilterPrimitive::DropShadowOnly { dx: dx as f32, dy: dy as f32, std_deviation: (blur / 2.0).max(0.0) as f32, color, edge_mode: EdgeMode::None, }) } fn blur_filter(sigma: f64) -> Filter { Filter::from_primitive(FilterPrimitive::GaussianBlur { std_deviation: sigma.max(0.0) as f32, edge_mode: EdgeMode::None }) } fn pcolor(c: &vectorcraft_doc::color::Color) -> peniko::Color { let [r, g, b] = c.to_rgb(); peniko::Color::new([r, g, b, 1.0]) } /// A cached shadow / glow raster: premultiplied, already tinted and faded, positioned relative to /// the view-space position of `anchor` (a document point). pub(crate) struct ShadowEntry { node: Node, linear: [u64; 4], anchor: vectorcraft_geom::Point, /// Pixel offset of the raster's top-left from the anchor's view position. rel: (f64, f64), image: std::sync::Arc, pub(crate) stamp: u64, } /// Box sizes approximating a Gaussian of `sigma` with three box blurs. fn gauss_boxes(sigma: f64) -> [usize; 3] { let n = 3.0; let w_ideal = (12.0 * sigma * sigma / n + 1.0).sqrt(); let mut wl = w_ideal.floor() as i64; if wl % 2 == 0 { wl -= 1; } let wu = wl + 2; let m_ideal = (12.0 * sigma * sigma - n * (wl * wl) as f64 - 4.0 * n * wl as f64 - 3.0 * n) / (-4.0 * wl as f64 - 4.0); let m = m_ideal.round() as i64; let r = |i: i64| (((if i < m { wl } else { wu }) - 1) / 2).max(0) as usize; [r(0), r(1), r(2)] } /// One horizontal box-blur pass of radius `r` over rows of `w` (running sum, edges as zero). fn box_blur_h(src: &[f32], dst: &mut [f32], w: usize, h: usize, r: usize) { if r == 0 { dst.copy_from_slice(src); return; } let norm = 1.0 / (2 * r + 1) as f32; for y in 0..h { let row = &src[y * w..(y + 1) * w]; let out = &mut dst[y * w..(y + 1) * w]; let mut acc: f32 = row.iter().take(r + 1).sum(); for x in 0..w { out[x] = acc * norm; if x + r + 1 < w { acc += row[x + r + 1]; } if x >= r { acc -= row[x - r]; } } } } fn transpose(src: &[f32], dst: &mut [f32], w: usize, h: usize) { for y in 0..h { for x in 0..w { dst[x * h + y] = src[y * w + x]; } } } /// Gaussian-blur an alpha plane in place (three box passes per axis). fn blur_alpha(a: &mut Vec, w: usize, h: usize, sigma: f64) { if sigma < 0.2 { return; } let boxes = gauss_boxes(sigma); let mut tmp = vec![0.0; a.len()]; for r in boxes { box_blur_h(a, &mut tmp, w, h, r); std::mem::swap(a, &mut tmp); } transpose(a, &mut tmp, w, h); std::mem::swap(a, &mut tmp); for r in boxes { box_blur_h(a, &mut tmp, h, w, r); std::mem::swap(a, &mut tmp); } transpose(a, &mut tmp, h, w); std::mem::swap(a, &mut tmp); } impl Renderer { /// Drop shadow / outer glow `fx` (index `i` in the object's raster effects) from a cached raster: /// the silhouette is rendered once into a small crop, blurred and tinted on the CPU, and reused /// while the object and the zoom/rotation are unchanged (pans only move it). Returns false when /// the effect isn't a shadow/glow or the raster would be too large (caller falls back). #[allow(clippy::too_many_arguments)] fn draw_shadow_cached( &mut self, ctx: &mut RenderContext, f: &Frame, n: &Node, i: usize, fx: &RasterFx, g: &BezPath, rule: FillRule, gctx: &GeomContext, reach: Rect, ) -> bool { let (mode, opacity, dx, dy, blur, color) = match fx { RasterFx::DropShadow { mode, opacity, dx, dy, blur, color } => (*mode, *opacity, *dx, *dy, *blur, *color), RasterFx::OuterGlow { mode, opacity, blur, color } => (*mode, *opacity, 0.0, 0.0, *blur, *color), _ => return false, }; let c = f.view.as_coeffs(); let linear = [c[0].to_bits(), c[1].to_bits(), c[2].to_bits(), c[3].to_bits()]; let key = (n as *const Node as usize, i); let stamp = self.stamp; let hit = self.shadows.get_mut(&key).filter(|e| e.linear == linear && e.node == *n); let (image, x, y) = match hit { Some(e) => { e.stamp = stamp; let p = f.view * e.anchor; (e.image.clone(), (p.x + e.rel.0).round(), (p.y + e.rel.1).round()) } None => { let spread = blur.max(0.0) * 1.5 / f.px + 2.0; let reach = reach + vectorcraft_geom::Vec2::new(dx, dy); let r = f.view.transform_rect_bbox(reach).inflate(spread, spread); let (x0, y0) = (r.x0.floor(), r.y0.floor()); let (w, h) = (r.x1.ceil() - x0, r.y1.ceil() - y0); if !(1.0..=8192.0).contains(&w) || !(1.0..=8192.0).contains(&h) || w * h > 4.0e6 { return false; } let (w, h) = (w as u16, h as u16); // Silhouette (the object's painted alpha), offset by the shadow distance. let mut off = crate::single_threaded_context(w, h); let shifted = Frame { mt: false, view: Affine::translate((-x0, -y0)) * f.view * Affine::translate((dx, dy)), ..*f }; self.paint_items(&mut off, &shifted, n, g, rule, gctx); off.flush(); let mut pm = vello_cpu::Pixmap::new(w, h); off.render(&mut pm, &mut self.resources); let (wu, hu) = (w as usize, h as usize); let mut a: Vec = pm.data().iter().map(|p| p.a as f32).collect(); blur_alpha(&mut a, wu, hu, blur / 2.0 / f.px); let [cr, cg, cb] = color.to_rgb(); let tint = |v: f32, ch: f32| (v * ch).round().clamp(0.0, 255.0) as u8; for (px, av) in pm.data_mut().iter_mut().zip(&a) { let al = (av * opacity).clamp(0.0, 255.0); *px = vello_cpu::color::PremulRgba8 { r: tint(al, cr), g: tint(al, cg), b: tint(al, cb), a: al.round() as u8 }; } let image = std::sync::Arc::new(pm); let anchor = reach.origin(); let p = f.view * anchor; self.shadows.insert(key, ShadowEntry { node: n.clone(), linear, anchor, rel: (x0 - p.x, y0 - p.y), image: image.clone(), stamp }); (image, x0, y0) } }; // The blend mode applies per draw: a blend layer would be a full-viewport compositing pass // per shadow. The raster sits on whole pixels, so the cheapest sampler is exact. let (w, h) = (image.width() as f64, image.height() as f64); ctx.set_transform(Affine::translate((x, y))); ctx.set_blend_mode(blend_mode(mode)); let sampler = peniko::ImageSampler { quality: peniko::ImageQuality::Low, ..Default::default() }; ctx.set_paint(vello_cpu::Image { image: vello_cpu::ImageSource::Pixmap(image), sampler }); ctx.fill_rect(&Rect::new(0.0, 0.0, w, h)); ctx.set_blend_mode(blend_mode(vectorcraft_doc::color::BlendMode::Normal)); ctx.set_transform(Affine::IDENTITY); true } /// `draw_shape` for nodes with live effects. pub(crate) fn draw_shape_fx(&mut self, ctx: &mut RenderContext, f: &Frame, n: &Node, bp: &BezPath, rule: FillRule) { let g = effected_path(n, bp); if g.elements().is_empty() { return; } if f.opts.outline { self.hairline(ctx, f, &g, [0, 0, 0, 255]); return; } let gctx = geom_ctx(n); let rfx = effects::raster_effects(&n.appearance.effects); // Document-space reach of the painted geometry (strokes, arrowheads…). let outset = n.appearance.outset(); let reach = g.bounding_box().inflate(outset, outset); // Below the object: shadows and outer glows. for (i, fx) in rfx.iter().enumerate().filter(|(_, x)| x.is_below()) { if self.draw_shadow_cached(ctx, f, n, i, fx, &g, rule, &gctx, reach) { continue; } // The offset is applied to the geometry rather than in the filter: vello_cpu drops // layer content that lies entirely outside the viewport before filtering. let (mode, opacity, dx, dy, blur, filter) = match fx { RasterFx::DropShadow { mode, opacity, dx, dy, blur, color } => { (*mode, *opacity, *dx, *dy, *blur, shadow_filter(0.0, 0.0, *blur, pcolor(color))) } RasterFx::OuterGlow { mode, opacity, blur, color } => { (*mode, *opacity, 0.0, 0.0, *blur, shadow_filter(0.0, 0.0, *blur, pcolor(color))) } _ => continue, }; let mut gs = g.clone(); gs.apply_affine(Affine::translate((dx, dy))); let reach = reach + vectorcraft_geom::Vec2::new(dx, dy); self.with_filters(ctx, f, reach, blur, Some((mode, opacity)), |r, c, fr, comp| { c.set_transform(fr.view); c.push_layer(None, comp.map(|m| blend_mode(m.0)), comp.map(|m| m.1), None, Some(filter)); r.paint_items(c, fr, n, &gs, rule, &gctx); c.pop_layer(); }); } // The object itself (blurred / feathered). let blur: f64 = rfx .iter() .map(|fx| match fx { RasterFx::Feather { radius } | RasterFx::GaussianBlur { radius } => radius.max(0.0), _ => 0.0, }) .sum(); if blur > 0.0 { self.with_filters(ctx, f, reach, blur, None, |r, c, fr, _| { let mut layers = 0; for fx in &rfx { match fx { RasterFx::Feather { radius } if *radius > 0.0 => { c.set_transform(fr.view); c.set_fill_rule(fill_rule(rule)); c.push_clip_layer(&g); c.push_layer(None, None, None, None, Some(blur_filter(radius / 2.0))); layers += 2; } RasterFx::GaussianBlur { radius } if *radius > 0.0 => { c.set_transform(fr.view); c.push_layer(None, None, None, None, Some(blur_filter(radius / 2.0))); layers += 1; } _ => {} } } r.paint_items(c, fr, n, &g, rule, &gctx); for _ in 0..layers { c.pop_layer(); } }); } else { self.paint_items(ctx, f, n, &g, rule, &gctx); } // Above the object: inner glows, clipped to the shape. for fx in &rfx { let RasterFx::InnerGlow { mode, opacity, blur, color, center } = fx else { continue }; let filter = shadow_filter(0.0, 0.0, *blur, pcolor(color)); self.with_filters(ctx, f, g.bounding_box(), *blur, Some((*mode, *opacity)), |_, c, fr, comp| { // The blend layer goes outside the clip: a clip layer is isolated, so a blend // inside it would mix with nothing instead of the object below. if let Some((m, o)) = comp { c.set_transform(Affine::IDENTITY); c.push_layer(None, Some(blend_mode(m)), Some(o), None, None); } c.set_transform(fr.view); c.set_fill_rule(fill_rule(rule)); c.push_clip_layer(&g); c.push_layer(None, None, None, None, Some(filter)); c.set_paint(peniko::Color::BLACK); if *center { c.set_fill_rule(fill_rule(rule)); c.fill_path(&g); } else { // Everything outside the shape, so the glow bleeds in from the edges. let pad = blur * 2.0 + 4.0 * fr.px; let mut inv = g.bounding_box().inflate(pad, pad).to_path(0.1); inv.extend(g.iter()); c.set_fill_rule(peniko::Fill::EvenOdd); c.fill_path(&inv); } c.pop_layer(); c.pop_layer(); if comp.is_some() { c.pop_layer(); } }); } ctx.set_transform(Affine::IDENTITY); } /// Run `draw`, which pushes filter layers. Single-threaded contexts draw directly and `draw` /// applies `composite` (blend mode, opacity) on its filter layer. On a multithreaded context /// the layer is drawn into an offscreen single-threaded context covering `reach` (document /// space) plus the blur's spread, then composited back with `composite`. fn with_filters( &mut self, ctx: &mut RenderContext, f: &Frame, reach: Rect, blur: f64, composite: Option<(vectorcraft_doc::color::BlendMode, f32)>, draw: impl FnOnce(&mut Self, &mut RenderContext, &Frame, Option<(vectorcraft_doc::color::BlendMode, f32)>), ) { if !f.mt { return draw(self, ctx, f, composite); } // 3σ of the Gaussian (σ = blur / 2) in pixels, plus a pixel of antialiasing. let spread = blur.max(0.0) * 1.5 / f.px + 2.0; let screen = Rect::new(0.0, 0.0, ctx.width() as f64, ctx.height() as f64).inflate(spread, spread); let r = f.view.transform_rect_bbox(reach).inflate(spread, spread).intersect(screen); let (x0, y0) = (r.x0.floor(), r.y0.floor()); let (w, h) = ((r.x1.ceil() - x0).min(u16::MAX as f64), (r.y1.ceil() - y0).min(u16::MAX as f64)); if w < 1.0 || h < 1.0 { return; } let (w, h) = (w as u16, h as u16); let mut off = crate::single_threaded_context(w, h); let shifted = Frame { mt: false, view: Affine::translate((-x0, -y0)) * f.view, ..*f }; draw(self, &mut off, &shifted, None); off.flush(); let mut pm = vello_cpu::Pixmap::new(w, h); off.render(&mut pm, &mut self.resources); let layered = composite.is_some_and(|(m, o)| m != vectorcraft_doc::color::BlendMode::Normal || o < 1.0); if let Some((m, o)) = composite.filter(|_| layered) { ctx.set_transform(Affine::IDENTITY); ctx.push_layer(None, Some(blend_mode(m)), Some(o), None, None); } ctx.set_transform(Affine::translate((x0, y0))); ctx.set_paint(vello_cpu::Image { image: vello_cpu::ImageSource::Pixmap(std::sync::Arc::new(pm)), sampler: peniko::ImageSampler::default() }); ctx.fill_rect(&Rect::new(0.0, 0.0, w as f64, h as f64)); if layered { ctx.pop_layer(); } ctx.set_transform(Affine::IDENTITY); } /// Paint the fills and strokes of `n` on geometry `g`, applying per-item geometry effects. fn paint_items(&mut self, ctx: &mut RenderContext, f: &Frame, n: &Node, g: &BezPath, rule: FillRule, gctx: &GeomContext) { let bounds = g.bounding_box(); for item in &n.appearance.items { let ig = apply(item_effects(item), g, gctx); let ib = if effects::has_geometry(item_effects(item)) && !ig.elements().is_empty() { ig.bounding_box() } else { bounds }; match item { AppearanceItem::Fill(fl) => { if !fl.visible || fl.paint.is_none() { continue; } let layered = fl.opacity < 1.0 || fl.blend != vectorcraft_doc::color::BlendMode::Normal; if layered { ctx.set_transform(Affine::IDENTITY); ctx.push_layer(None, Some(blend_mode(fl.blend)), Some(fl.opacity), None, None); } ctx.set_transform(f.view); if paint::set_paint(ctx, &fl.paint, ib, f.doc) { ctx.set_fill_rule(fill_rule(rule)); ctx.fill_path(&ig); } if layered { ctx.pop_layer(); } } AppearanceItem::Stroke(st) => { if !st.visible || st.paint.is_none() || st.width <= 0.0 { continue; } // Brushed strokes keep their brush art under effects (e.g. a glowing scatter brush). if st.brush.is_some() && self.draw_brush(ctx, f, n, &ig, st) { continue; } self.draw_stroke(ctx, f, &ig, rule, st, ib); } } } } } #[cfg(test)] mod tests { use serde_json::json; use vectorcraft_doc::color::{Color, Paint}; use vectorcraft_doc::{Appearance, Document, Effect, Node}; use vectorcraft_geom::{Affine, Rect, shapes}; use crate::{RenderOptions, Rendered, Renderer}; fn doc_with(r: Rect, fill: Color, effects: Vec<(&str, serde_json::Value)>) -> Document { let mut d = Document::new(100.0, 100.0); let id = d.alloc_id(); let mut n = Node::path(id, shapes::rectangle(r), Appearance::basic(Paint::solid(fill), Paint::None, 0.0)); n.appearance.effects = effects.into_iter().map(|(id, p)| Effect { id: id.into(), params: p, visible: true }).collect(); let l = d.layers[0].id; d.insert(Some(l), 0, n).unwrap(); d } fn render(d: &Document) -> Rendered { Renderer::new().render(d, 100, 100, Affine::IDENTITY, &RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() }) } fn lum(p: [u8; 4]) -> u32 { p[0] as u32 + p[1] as u32 + p[2] as u32 } const WHITE: u32 = 765; #[test] fn thumbnails_of_glowing_objects_render_without_panicking() { // Regression: thumbnails used vello's default (multithreaded) context, which panics on filters. let d = doc_with( Rect::new(20.0, 20.0, 60.0, 60.0), Color::BLACK, vec![("stylize.outerGlow", json!({"color": "#ff0000", "opacity": 100, "blur": 6}))], ); let id = d.layers[0].children().unwrap()[0].id; let t = Renderer::new().render_thumbnail(&d, id, 48).unwrap(); assert_eq!((t.width, t.height), (48, 48)); } #[test] fn per_stroke_raster_effects_use_the_single_threaded_pipeline() { let mut d = doc_with(Rect::new(20.0, 20.0, 60.0, 60.0), Color::BLACK, vec![]); let l = d.layers[0].id; let id = d.layers[0].children().unwrap()[0].id; let mut n = (*d.node(id).unwrap()).clone(); n.appearance = Appearance::basic(Paint::None, Paint::solid(Color::BLACK), 4.0); if let Some(vectorcraft_doc::AppearanceItem::Stroke(s)) = n.appearance.items.iter_mut().find(|i| matches!(i, vectorcraft_doc::AppearanceItem::Stroke(_))) { s.effects = vec![Effect { id: "stylize.outerGlow".into(), params: json!({"color": "#ff0000", "opacity": 100, "blur": 6}), visible: true }]; } d.remove(id).unwrap(); d.insert(Some(l), 0, n).unwrap(); let mut r = Renderer::new(); r.threads = 4; let _ = r.render(&d, 100, 100, Affine::IDENTITY, &RenderOptions::default()); } #[test] fn drop_shadow_darkens_outside_the_shape() { let r = Rect::new(20.0, 20.0, 60.0, 60.0); let plain = render(&doc_with(r, Color::rgb(1.0, 0.0, 0.0), vec![])); assert_eq!(lum(plain.pixel(66, 66)), WHITE); let d = doc_with(r, Color::rgb(1.0, 0.0, 0.0), vec![("stylize.dropShadow", json!({"x": 10, "y": 10, "blur": 2, "opacity": 100}))]); let img = render(&d); assert!(lum(img.pixel(66, 66)) < 200, "shadow below-right: {:?}", img.pixel(66, 66)); // The object stays on top and unshadowed; the far side has no shadow. assert_eq!(img.pixel(40, 40), [255, 0, 0, 255]); assert_eq!(lum(img.pixel(15, 15)), WHITE); } #[test] fn shadow_of_offscreen_object_is_not_culled() { let d = doc_with( Rect::new(-60.0, 20.0, -5.0, 60.0), Color::WHITE, vec![("stylize.dropShadow", json!({"x": 30, "y": 0, "blur": 0, "opacity": 100}))], ); let img = render(&d); let row: Vec = (0..10).map(|i| lum(img.pixel(i * 10, 40))).collect(); assert!(lum(img.pixel(10, 40)) < 100, "{row:?}"); } #[test] fn geometry_effect_is_rendered() { let r = Rect::new(30.0, 30.0, 70.0, 70.0); let d = doc_with(r, Color::BLACK, vec![("path.offsetPath", json!({"offset": 10}))]); let img = render(&d); assert_eq!(lum(img.pixel(25, 50)), 0, "offset grows the fill"); let d = doc_with(r, Color::BLACK, vec![("distort.transform", json!({"moveH": -25}))]); let img = render(&d); assert_eq!(lum(img.pixel(10, 50)), 0); assert_eq!(lum(img.pixel(60, 50)), WHITE); } #[test] fn per_fill_effects_apply_to_that_fill_only() { let mut d = doc_with(Rect::new(30.0, 30.0, 70.0, 70.0), Color::BLACK, vec![]); let id = d.layers[0].children().unwrap()[0].id; let n = d.node_mut(id).unwrap(); n.appearance.fill_mut().unwrap().effects.push(Effect { id: "distort.transform".into(), params: json!({"moveH": 20}), visible: true }); let img = render(&d); assert_eq!(lum(img.pixel(85, 50)), 0); assert_eq!(lum(img.pixel(40, 50)), WHITE); } #[test] fn blur_glow_and_feather_soften() { let r = Rect::new(30.0, 30.0, 70.0, 70.0); let blur = render(&doc_with(r, Color::BLACK, vec![("blur.gaussian", json!({"radius": 6}))])); let edge = lum(blur.pixel(29, 50)); assert!(edge > 0 && edge < WHITE, "blur spreads over the edge: {edge}"); let glow = render(&doc_with(r, Color::BLACK, vec![("stylize.outerGlow", json!({"color": "#ff0000", "mode": "normal", "opacity": 100, "blur": 4}))])); let g = glow.pixel(27, 50); assert!(g[0] > g[1] + 20, "outer glow is red: {g:?}"); let inner = render(&doc_with(r, Color::BLACK, vec![("stylize.innerGlow", json!({"color": "#ffffff", "mode": "normal", "opacity": 100, "blur": 4}))])); assert!(lum(inner.pixel(31, 50)) > 60, "inner glow lightens the edge: {:?}", inner.pixel(31, 50)); assert!(lum(inner.pixel(50, 50)) < 30, "centre stays dark"); let feather = render(&doc_with(r, Color::BLACK, vec![("stylize.feather", json!({"radius": 8}))])); assert!(lum(feather.pixel(31, 50)) > 20, "feather fades the edge inward"); assert_eq!(lum(feather.pixel(26, 50)), WHITE, "feather stays inside"); } #[test] fn hidden_effects_are_ignored_and_outline_mode_uses_effected_geometry() { let r = Rect::new(30.0, 30.0, 70.0, 70.0); let mut d = doc_with(r, Color::BLACK, vec![("distort.transform", json!({"moveH": -25}))]); let id = d.layers[0].children().unwrap()[0].id; let opts = RenderOptions { background: Some([255, 255, 255, 255]), outline: true, ..Default::default() }; let img = Renderer::new().render(&d, 100, 100, Affine::IDENTITY, &opts); assert!(lum(img.pixel(5, 50)) < 400, "outline follows the moved path"); d.node_mut(id).unwrap().appearance.effects[0].visible = false; let img = render(&d); assert_eq!(lum(img.pixel(50, 50)), 0); assert_eq!(lum(img.pixel(10, 50)), WHITE); } #[test] fn visual_bounds_include_shadow() { let d = doc_with(Rect::new(0.0, 0.0, 10.0, 10.0), Color::BLACK, vec![("stylize.dropShadow", json!({"x": 7, "y": 7, "blur": 5}))]); let n = &d.layers[0].children().unwrap()[0]; let b = super::visual_bounds(n).unwrap(); assert!(b.x1 >= 10.0 + 7.0 + 7.5 - 1e-9); } /// Multithreaded rendering filters each effect offscreen; it must match the single-threaded /// reference (blend modes against the real backdrop, objects partly off-screen, all effects). #[test] fn multithreaded_filters_match_single_threaded() { let cases: Vec<(Rect, Vec<(&str, serde_json::Value)>)> = vec![ (Rect::new(20.0, 20.0, 60.0, 60.0), vec![("stylize.dropShadow", json!({"x": 6, "y": 4, "blur": 5, "opacity": 75}))]), (Rect::new(20.0, 20.0, 60.0, 60.0), vec![("stylize.outerGlow", json!({"color": "#ff00aa", "blur": 8, "opacity": 90}))]), ( Rect::new(20.0, 20.0, 60.0, 60.0), vec![ ("stylize.innerGlow", json!({"blur": 6})), ("stylize.innerGlow", json!({"blur": 4, "source": "center", "mode": "multiply", "color": "#0044ff"})), ], ), (Rect::new(20.0, 20.0, 60.0, 60.0), vec![("stylize.feather", json!({"radius": 6}))]), (Rect::new(20.0, 20.0, 60.0, 60.0), vec![("blur.gaussian", json!({"radius": 4})), ("stylize.dropShadow", json!({"blur": 3}))]), // Partly outside the frame: the blur still spreads in from off-screen content. ( Rect::new(-30.0, 70.0, 30.0, 130.0), vec![("stylize.outerGlow", json!({"blur": 12, "mode": "normal"})), ("blur.gaussian", json!({"radius": 3}))], ), ]; for (r, fx) in cases { let name = format!("{fx:?}"); let mut d = doc_with(r, Color::rgb(0.2, 0.6, 0.3), fx); // A coloured backdrop so blend modes have something to blend with. let l = d.layers[0].id; let bid = d.alloc_id(); let bg = Node::path( bid, shapes::rectangle(Rect::new(0.0, 0.0, 100.0, 100.0)), Appearance::basic(Paint::solid(Color::rgb(0.9, 0.5, 0.1)), Paint::None, 0.0), ); d.insert(Some(l), 0, bg).unwrap(); let opts = RenderOptions::default(); let mut st = Renderer::new(); st.threads = 0; let mut mt = Renderer::new(); mt.threads = 3; let a = st.render(&d, 100, 100, Affine::IDENTITY, &opts); let b = mt.render(&d, 100, 100, Affine::IDENTITY, &opts); let worst = a.pixels.iter().zip(&b.pixels).map(|(x, y)| x.abs_diff(*y)).max().unwrap(); // The offscreen pass adds one 8-bit premultiplied round trip: a few levels of rounding. assert!(worst <= 4, "{name}: max channel difference {worst}"); } } }