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designcraft/crates/render/tests/effects.rs
T
moppeeer 58b9950fb6 feat(effects): Inner Glow mode and technique; Basic Feather choke and corners
InDesign's Effects dialog sets an Inner Glow's blend Mode (Screen by
default) and Technique (Softer or Precise), and a Basic Feather's Choke
and Corners (Sharp, Rounded, Diffused). LYH Studio episode 14 shows them
at 12:05–12:20 (Screen 75 %, Softer, 0.25 in; 0.0625 in, Diffused).

- doc: InnerGlow.mode and .technique (GlowTechnique), Effects.
  feather_options (FeatherOptions: choke %, FeatherCorners), with
  InDesign's defaults; old documents read as before.
- render: the glow uses its mode; Precise keeps it nearer the edge; the
  feather's choke shortens the fade, Sharp and Rounded corners follow
  the shape more tightly or softly than Diffused (unchanged, so the
  goldens stay).
- render fix: an inner glow's (and a bevel's) blend mode was applied
  inside the clip layer, against its empty backdrop, so Screen and
  Multiply acted as Normal; the blend layer now wraps the finished edge
  and mixes with the object below.
- engine: choke clamped to 0–100; the params documented.
- Effects dialog: Mode and Technique on Inner Glow; Choke and Corners on
  Basic Feather; strings translated.

Builds on #643 (the Effects dialog).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit a3b971654f)
2026-10-13 19:33:40 +00:00

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//! Golden images for the soft object effects (drop shadow, outer glow, inner shadow, feather),
//! plus property checks and a multithreaded == single-threaded check.
//!
//! Goldens live in `tests/golden/*.png` and are compared with a tolerance (antialiasing and blur
//! rounding may differ by a few levels between SIMD levels). Regenerate them after an intended
//! change with `DESIGNCRAFT_BLESS=1 cargo test -p designcraft-render --test effects`.
use designcraft_compose::Cache;
use designcraft_doc::build::NewDocument;
use designcraft_doc::{Document, Fill, Item, ItemId, ParaFormat, Shape, SpreadRef};
use designcraft_geom::{Affine, Rect, Vec2, shapes};
use designcraft_render::{Placed, RenderOptions, Rendered, Renderer};
const SIZE: u32 = 160;
fn doc() -> Document {
Document::new(&NewDocument { width: 160.0, height: 160.0, facing_pages: false, ..Default::default() })
}
fn rect_item(d: &mut Document, r: Rect, swatch: &str) -> ItemId {
let id = ItemId(d.alloc());
let lid = d.default_layer();
let mut it = Item::new(id, lid, Shape::Rectangle, shapes::rectangle(r));
it.fill = Fill::swatch(swatch);
d.insert_item(SpreadRef::Doc(0), it, None).unwrap();
id
}
fn render_with(d: &Document, threads: u16) -> Rendered {
let mut r = Renderer::new();
r.threads = threads;
let opts = RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() };
r.render(d, &Cache::new(), &[Placed { spread: SpreadRef::Doc(0), xf: Affine::translate(Vec2::ZERO) }], SIZE, SIZE, Affine::IDENTITY, &opts)
}
fn render(d: &Document) -> Rendered {
render_with(d, 0)
}
fn lum(p: [u8; 4]) -> u32 {
p[0] as u32 + p[1] as u32 + p[2] as u32
}
const WHITE: u32 = 765;
/// Tolerant comparison with `tests/golden/{name}.png` (written when missing or when blessing).
fn golden(name: &str, img: &Rendered) {
let path = format!("{}/tests/golden/{name}.png", env!("CARGO_MANIFEST_DIR"));
let bless = std::env::var_os("DESIGNCRAFT_BLESS").is_some();
let Ok(bytes) = std::fs::read(&path).map_err(|_| ()).and_then(|b| if bless { Err(()) } else { Ok(b) }) else {
std::fs::create_dir_all(format!("{}/tests/golden", env!("CARGO_MANIFEST_DIR"))).unwrap();
std::fs::write(&path, img.to_png()).unwrap();
eprintln!("wrote golden {path}");
return;
};
let want = image::load_from_memory(&bytes).unwrap().to_rgba8();
assert_eq!((want.width(), want.height()), (img.width, img.height), "{name}: size");
let got = img.to_straight();
let (mut bad, mut sum, mut worst) = (0usize, 0u64, 0u8);
for (a, b) in got.as_chunks::<4>().0.iter().zip(want.as_raw().as_chunks::<4>().0) {
let d = a.iter().zip(b).map(|(x, y)| x.abs_diff(*y)).max().unwrap();
sum += d as u64;
worst = worst.max(d);
if d > 8 {
bad += 1;
}
}
let n = (img.width * img.height) as usize;
let mean = sum as f64 / n as f64;
if bad * 200 > n || mean > 1.0 {
let out = std::env::temp_dir().join(format!("designcraft-golden-{name}.png"));
let _ = std::fs::write(&out, img.to_png());
panic!("{name}: {bad} pixels differ by > 8 (worst {worst}, mean {mean:.2}); got {}", out.display());
}
}
fn shadow_doc(spread: f64) -> Document {
let mut d = doc();
let id = rect_item(&mut d, Rect::new(30.0, 30.0, 100.0, 100.0), "C=100 M=0 Y=0 K=0");
let ds = &mut d.item_mut(id).unwrap().effects.drop_shadow;
ds.on = true;
ds.distance = 12.0;
ds.angle = 135.0;
ds.size = 10.0;
ds.spread = spread;
ds.opacity = 0.8;
d
}
#[test]
fn drop_shadow_is_soft_offset_and_under_the_object() {
let img = render(&shadow_doc(0.0));
golden("drop-shadow", &img);
// The object is unchanged on top.
let c = img.pixel(60, 60);
assert!(c[0] < 60 && c[2] > 200, "object on top: {c:?}");
// Below-right is shadowed, above-left is not.
assert!(lum(img.pixel(104, 70)) < 500, "shadow below-right: {:?}", img.pixel(104, 70));
assert_eq!(lum(img.pixel(22, 22)), WHITE);
// Soft: the shadow fades out gradually past its hard edge (100 + 8.5 offset).
let row: Vec<u32> = (104..130).map(|x| lum(img.pixel(x, 80))).collect();
let mid = row.iter().filter(|&&v| v > 60 && v < 700).count();
assert!(mid >= 6, "gradual falloff: {row:?}");
assert!(row.windows(2).all(|w| w[1] + 2 >= w[0]), "monotonic: {row:?}");
}
#[test]
fn drop_shadow_spread_hardens_and_grows() {
let soft = render(&shadow_doc(0.0));
let hard = render(&shadow_doc(100.0));
golden("drop-shadow-spread", &hard);
// Full spread: no blur, the silhouette grows by `size` → solid well past the offset edge.
let x = 100 + 8 + 6;
assert!(lum(hard.pixel(x, 80)) < lum(soft.pixel(x, 80)), "spread grows the shadow");
assert_eq!(lum(hard.pixel(126, 80)), WHITE, "hard edge");
}
#[test]
fn drop_shadow_of_text_follows_the_glyphs() {
let mut d = doc();
let lid = d.default_layer();
let (fid, sid) = d.add_text_frame(SpreadRef::Doc(0), Rect::new(10.0, 10.0, 150.0, 150.0), lid, "Shadow", ParaFormat::default()).unwrap();
d.story_mut(sid).unwrap().format_chars(0..6, |f| f.over.size = Some(40.0));
let ds = &mut d.item_mut(fid).unwrap().effects.drop_shadow;
ds.on = true;
ds.angle = 135.0;
ds.distance = 4.0;
ds.size = 3.0;
let img = render(&d);
golden("drop-shadow-text", &img);
// No frame-shaped shadow: the bottom-right of the (unfilled) frame is clear.
assert_eq!(lum(img.pixel(140, 140)), WHITE);
}
#[test]
fn outer_glow_surrounds_the_object() {
let mut d = doc();
let id = rect_item(&mut d, Rect::new(50.0, 50.0, 110.0, 110.0), "[Black]");
let g = &mut d.item_mut(id).unwrap().effects.outer_glow;
g.on = true;
g.size = 12.0;
g.color = "C=0 M=100 Y=0 K=0".into();
g.opacity = 1.0;
let img = render(&d);
golden("outer-glow", &img);
for (x, y) in [(46, 80), (114, 80), (80, 46), (80, 114)] {
let p = img.pixel(x, y);
assert!(p[1] < 200 && p[0] > p[1] + 40, "magenta glow at {x},{y}: {p:?}");
}
assert_eq!(lum(img.pixel(10, 10)), WHITE);
}
#[test]
fn inner_shadow_darkens_inside_the_lit_edge() {
let mut d = doc();
let id = rect_item(&mut d, Rect::new(30.0, 30.0, 130.0, 130.0), "C=0 M=0 Y=100 K=0");
let s = &mut d.item_mut(id).unwrap().effects.inner_shadow;
s.on = true;
s.angle = 135.0;
s.distance = 8.0;
s.size = 8.0;
s.opacity = 1.0;
let img = render(&d);
golden("inner-shadow", &img);
// Light from the top-left: the shadow sits inside the top-left edges.
assert!(lum(img.pixel(33, 80)) + 100 < lum(img.pixel(126, 80)), "{:?} vs {:?}", img.pixel(33, 80), img.pixel(126, 80));
assert!(lum(img.pixel(80, 33)) + 100 < lum(img.pixel(80, 126)));
// Nothing outside the shape.
assert_eq!(lum(img.pixel(26, 80)), WHITE);
}
#[test]
fn feather_fades_the_edge_inward() {
let mut d = doc();
let id = rect_item(&mut d, Rect::new(30.0, 30.0, 130.0, 130.0), "[Black]");
d.item_mut(id).unwrap().effects.feather = 16.0;
let img = render(&d);
golden("feather", &img);
d.item_mut(id).unwrap().effects.feather = 0.0;
let solid = lum(render(&d).pixel(80, 80));
let edge = lum(img.pixel(30, 80));
let mid = lum(img.pixel(38, 80));
let inside = lum(img.pixel(80, 80));
assert!(edge > 600, "nearly transparent at the path: {edge}");
assert!(mid > solid + 60 && mid < 650, "half way: {mid}");
assert!(inside <= solid + 6, "solid inside: {inside} vs {solid}");
assert_eq!(lum(img.pixel(27, 80)), WHITE, "nothing outside");
}
#[test]
fn shadow_of_an_object_outside_the_view_still_reaches_it() {
let mut d = doc();
let id = rect_item(&mut d, Rect::new(-60.0, 40.0, -2.0, 120.0), "[Paper]");
let ds = &mut d.item_mut(id).unwrap().effects.drop_shadow;
ds.on = true;
ds.angle = 180.0;
ds.distance = 20.0;
ds.size = 2.0;
ds.opacity = 1.0;
let img = render(&d);
assert!(lum(img.pixel(8, 80)) < 200, "{:?}", img.pixel(8, 80));
}
/// Multithreaded contexts draw effects offscreen; the result must match single-threaded.
#[test]
fn multithreaded_effects_match_single_threaded() {
let mut docs = vec![shadow_doc(0.0), shadow_doc(40.0)];
let mut d = doc();
rect_item(&mut d, Rect::new(0.0, 0.0, 160.0, 160.0), "C=0 M=30 Y=60 K=0");
let id = rect_item(&mut d, Rect::new(30.0, 30.0, 130.0, 130.0), "C=100 M=0 Y=0 K=0");
{
let it = d.item_mut(id).unwrap();
it.effects.feather = 10.0;
it.effects.inner_shadow.on = true;
it.effects.outer_glow.on = true;
it.effects.drop_shadow.on = true;
it.opacity = 0.8;
}
docs.push(d);
for (i, d) in docs.iter().enumerate() {
let a = render_with(d, 0);
let b = render_with(d, 3);
let worst = a.pixels.iter().zip(&b.pixels).map(|(x, y)| x.abs_diff(*y)).max().unwrap();
assert!(worst <= 4, "case {i}: max channel difference {worst}");
}
}
/// A frame (30..130) holding a pasted-in black square that overhangs it (Edit › Paste Into).
fn pasted_into(d: &mut Document) -> ItemId {
let id = rect_item(d, Rect::new(30.0, 30.0, 130.0, 130.0), "[None]");
let kid = Item {
fill: Fill::swatch("[Black]"),
..Item::new(ItemId(d.alloc()), d.default_layer(), Shape::Rectangle, shapes::rectangle(Rect::new(0.0, 0.0, 160.0, 160.0)))
};
d.item_mut(id).unwrap().content = designcraft_doc::Content::Group { items: vec![std::sync::Arc::new(kid)] };
assert!(d.item(id).unwrap().has_nested_items());
id
}
#[test]
fn effects_apply_to_a_frame_with_pasted_in_items() {
let mut d = doc();
let id = pasted_into(&mut d);
let plain = render(&d);
let black = lum(plain.pixel(80, 80));
assert!(black < 200 && lum(plain.pixel(31, 80)) <= black + 6, "the content fills the frame: {:?} {:?}", plain.pixel(31, 80), plain.pixel(80, 80));
assert_eq!(lum(plain.pixel(27, 80)), WHITE, "clipped by the frame");
// Basic Feather fades the frame's edge, content and all.
d.item_mut(id).unwrap().effects.feather = 16.0;
let img = render(&d);
assert!(lum(img.pixel(30, 80)) > 600, "nearly transparent at the path: {:?}", img.pixel(30, 80));
assert!(lum(img.pixel(80, 80)) <= black + 6, "solid inside");
assert_eq!(lum(img.pixel(27, 80)), WHITE, "still clipped");
// Inner Glow: white screened in from the edges.
d.item_mut(id).unwrap().effects.feather = 0.0;
let g = &mut d.item_mut(id).unwrap().effects.inner_glow;
g.on = true;
g.size = 12.0;
g.opacity = 1.0;
let img = render(&d);
assert!(lum(img.pixel(32, 80)) > black + 150, "lit at the edge: {:?}", img.pixel(32, 80));
assert!(lum(img.pixel(80, 80)) <= black + 6, "dark in the middle");
// Drop shadow: cast by the content's silhouette, outside the frame.
d.item_mut(id).unwrap().effects.inner_glow.on = false;
let ds = &mut d.item_mut(id).unwrap().effects.drop_shadow;
ds.on = true;
ds.angle = 180.0;
ds.global_light = false;
ds.distance = 12.0;
ds.size = 0.0;
ds.opacity = 1.0;
let img = render(&d);
assert!(lum(img.pixel(136, 80)) < 300, "the shadow to the right: {:?}", img.pixel(136, 80));
}
#[test]
fn inner_glow_mode_and_technique() {
let mut d = doc();
let id = rect_item(&mut d, Rect::new(30.0, 30.0, 130.0, 130.0), "[Paper]");
let g = &mut d.item_mut(id).unwrap().effects.inner_glow;
g.on = true;
g.color = "[Black]".into();
g.opacity = 1.0;
g.size = 20.0;
// Screen (the default) can't darken white paper; Multiply can.
let screen = render(&d);
assert!(lum(screen.pixel(32, 80)) > 740, "{:?}", screen.pixel(32, 80));
d.item_mut(id).unwrap().effects.inner_glow.mode = designcraft_color::BlendMode::Multiply;
let soft = render(&d);
assert!(lum(soft.pixel(32, 80)) + 150 < lum(screen.pixel(32, 80)), "a dark edge: {:?}", soft.pixel(32, 80));
// Precise keeps the glow nearer the edge than Softer.
d.item_mut(id).unwrap().effects.inner_glow.technique = designcraft_doc::GlowTechnique::Precise;
let precise = render(&d);
assert!(lum(precise.pixel(42, 80)) > lum(soft.pixel(42, 80)) + 30, "{:?} vs {:?}", precise.pixel(42, 80), soft.pixel(42, 80));
}
#[test]
fn feather_choke_and_corners() {
let mut d = doc();
let id = rect_item(&mut d, Rect::new(30.0, 30.0, 130.0, 130.0), "[Black]");
d.item_mut(id).unwrap().effects.feather = 16.0;
let diffused = render(&d);
golden("feather", &diffused);
// Choke: half the width stays opaque, so the fade is shorter.
d.item_mut(id).unwrap().effects.feather_options.choke = 50.0;
let choked = render(&d);
assert!(lum(choked.pixel(38, 80)) + 60 < lum(diffused.pixel(38, 80)), "{:?} vs {:?}", choked.pixel(38, 80), diffused.pixel(38, 80));
assert!(lum(choked.pixel(30, 80)) > 500, "still transparent at the path");
// Sharp corners keep more of the corner than Rounded ones (past the fade, near the corner).
d.item_mut(id).unwrap().effects.feather_options = designcraft_doc::FeatherOptions { choke: 0.0, corners: designcraft_doc::FeatherCorners::Sharp };
let sharp = render(&d);
d.item_mut(id).unwrap().effects.feather_options.corners = designcraft_doc::FeatherCorners::Rounded;
let rounded = render(&d);
assert!(lum(sharp.pixel(41, 41)) + 20 < lum(rounded.pixel(41, 41)), "{:?} vs {:?}", sharp.pixel(41, 41), rounded.pixel(41, 41));
}