vectorcraft/crates/effects/src/pixel/texture.rs

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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.
pub(super) 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).
pub(super) 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.
pub(super) 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).
pub(super) fn luma(c: [f32; 3]) -> f32 {
0.299 * c[0] + 0.587 * c[1] + 0.114 * c[2]
}
/// Strict distance ordering, with the original hypot comparison at rounding/tie boundaries.
fn distance_less(a2: f64, b2: f64, exact: impl FnOnce() -> (f64, f64)) -> bool {
// Cell distances are small and finite. Preserve hypot's ordering at rounding/tie
// boundaries, without computing it for every candidate of every pixel.
if b2.is_finite() && (a2 - b2).abs() <= 8.0 * f64::EPSILON * (a2 + b2) {
let (a, b) = exact();
a < b
} else {
a2 < b2
}
}
/// 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.
let (gx, gy) = (gap(i.wrapping_add(*di), u), gap(j.wrapping_add(*dj), v));
let exact = |p: Option<Point>| p.map_or(f64::INFINITY, |p| (p.x - u).hypot(p.y - v));
if !distance_less(gx * gx + gy * gy, best[1].0, || (gx.hypot(gy), exact(best[1].1))) {
continue;
}
let Some(p) = around.get((i, j), k, &point) else { continue };
let d2 = (p.x - u) * (p.x - u) + (p.y - v) * (p.y - v);
if distance_less(d2, best[0].0, || (exact(Some(p)), exact(best[0].1))) {
best = [(d2, Some(p)), best[0]];
} else if distance_less(d2, best[1].0, || (exact(Some(p)), exact(best[1].1))) {
best[1] = (d2, 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.
pub(super) struct Tones {
v: Vec<f32>,
w: usize,
h: usize,
}
impl Tones {
pub(super) 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 }
}
pub(super) 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.
pub(super) 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.
pub(super) 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);
});
}
#[cfg(test)]
mod nearest_tests {
use super::*;
/// Compare with all 25 candidates, without the production distance-pruning shortcut.
fn brute_force(u: f64, v: f64, point: &impl Fn(i64, i64) -> Point) -> Option<(Point, Point)> {
let (i, j) = (cell(u)?, cell(v)?);
let mut candidates: Vec<_> = AROUND
.iter()
.map(|(di, dj)| {
let p = point(i.wrapping_add(*di), j.wrapping_add(*dj));
((p.x - u).hypot(p.y - v), p)
})
.collect();
candidates.sort_by(|a, b| a.0.total_cmp(&b.0));
Some((candidates.first()?.1, candidates.get(1)?.1))
}
#[test]
fn nearest_points_match_all_candidates_at_cell_and_rounding_boundaries() {
let mut queries = vec![];
for y in -20..=20 {
for x in -24..=24 {
queries.push((f64::from(x) / 13.0, f64::from(y) / 11.0));
}
}
queries.extend([
(0.0, 0.0),
(0.5, 0.5),
(1.0 - f64::EPSILON, -1.0),
(1.0 + f64::EPSILON, -1.0 - f64::EPSILON),
(4.0e6, -4.0e6),
(1.0e14 + 0.25, -1.0e14 + 0.5),
(f64::INFINITY, 0.0),
(f64::NAN, 0.0),
]);
for pattern in 0..3 {
let point = |i: i64, j: i64| match pattern {
0 => point_in(SALT_CRACKS, i, j),
1 => Point::new(i as f64 + 0.5, j as f64 + 0.5),
_ => Point::new(i as f64, j as f64),
};
let mut around = Around::new();
for &(u, v) in &queries {
assert_eq!(nearest_two(u, v, &mut around, point), brute_force(u, v, &point), "pattern {pattern} at ({u}, {v})");
}
}
}
}