Files
figcraft/crates/render/src/glass_cut_tests.rs
RealtaNuaandClaude Opus 5.5 44128f7e97 fix(render): the rim light fades out at its reach instead of stopping (#256)
Where the 512 px cap held the light short of half a level, it dropped to 0
in one pixel: a ring 512 px inside a deep pane (46 levels at depth 300,
splay 1, 200%). The falloff now reaches 0 at the reach. Where the cap
doesn't bite this moves the light by at most half a level.

Cut tests now also cover rounded corners and a look under the cap.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 23:18:45 +07:00

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//! Glass renders the same however a render is cut: a band or a canvas patch whose edge runs
//! through a pane shows exactly the pixels of the whole render.
use figcraft_color::{Color, Paint};
use figcraft_doc::{Document, Effect, EffectKind, Glass, NodeId, NodeKind};
use figcraft_geom::Affine;
use tiny_skia::Pixmap;
use crate::{Options, View, render_view_single};
/// Stripes under a 600 × 360 pane at (300, 220) with corner `radius` and `g`: (document, page, pane).
fn pane_over_stripes(g: Glass, radius: f64) -> (Document, NodeId, NodeId) {
let mut d = Document::new("glass");
let p = d.first_page().unwrap();
let colours = ["E03030", "2040E0", "20C060", "F0C830"].map(|h| Color::from_hex(h).unwrap());
for i in 0..24u32 {
let s = d.create(p, NodeKind::Rectangle, "Stripe", f64::from(i) * 50.0, 0.0, 50.0, 800.0).unwrap();
d.get_mut(s).unwrap().fills = vec![Paint::solid(colours[i as usize % 4])];
}
let pane = d.create(p, NodeKind::Rectangle, "Glass", 0.0, 0.0, 600.0, 360.0).unwrap();
let n = d.get_mut(pane).unwrap();
n.transform = Affine::translate((300.0, 220.0));
n.corners.radii = [radius; 4];
n.fills = vec![Paint::solid(Color { a: 0.1, ..Color::WHITE })];
n.effects = vec![Effect { kind: EffectKind::Glass(g), visible: true }];
(d, p, pane)
}
/// Rows `y0..` of `full` (as wide as `part`) equal `part`, byte for byte: the largest channel
/// difference and how many bytes differ.
fn diff_rows(full: &Pixmap, y0: u32, part: &Pixmap) -> (u8, usize) {
let row = full.width() as usize * 4;
let a = &full.data()[y0 as usize * row..][..part.data().len()];
a.iter().zip(part.data()).fold((0, 0), |(m, n), (x, y)| (m.max(x.abs_diff(*y)), n + usize::from(x != y)))
}
/// A strong, wide light and nothing that blurs or bends: the light reaches furthest in, and the
/// backdrop effects read nothing past the layer, so a cut through the pane gets no margin.
fn wide_light() -> Glass {
Glass { splay: 1.0, frost: 0.0, refraction: 0.0, light_intensity: 1.0, ..Glass::default() }
}
/// The largest channel difference and bytes differing between the whole render of `d` and renders
/// cut 50 to 80 px inside the pane's top edge (y = 440 px), as bands and canvas patches cut it:
/// rendered with the backdrop reach as a margin above and below, keeping 400 rows from the cut.
fn cut_diffs(d: &Document, p: NodeId) -> Vec<(u32, (u8, usize))> {
let opts = Options::default();
let full = render_view_single(d, p, &View { origin: (0.0, 0.0), scale: 2.0, width: 2400, height: 1600 }, &opts).unwrap();
let margin = crate::backdrop_reach(crate::max_backdrop_blur(d), 2.0).ceil() as u32 + 1;
[490u32, 505, 520]
.into_iter()
.map(|cut| {
let top = cut - margin;
let v = View { origin: (0.0, f64::from(top) / 2.0), scale: 2.0, width: 2400, height: 400 + 2 * margin };
let part = render_view_single(d, p, &v, &opts).unwrap();
let kept = part.clone_rect(tiny_skia::IntRect::from_xywh(0, margin as i32, 2400, 400).unwrap()).unwrap();
(cut, diff_rows(&full, cut, &kept))
})
.collect()
}
/// A pane deeper than the light may reach, over black and lit from the left: across its middle row
/// each pixel is the light alone. It fades out smoothly where it stops, with no ring.
#[test]
fn the_light_fades_out_where_it_stops() {
let mut d = Document::new("glass");
let p = d.first_page().unwrap();
let back = d.create(p, NodeKind::Rectangle, "Back", 0.0, 0.0, 700.0, 700.0).unwrap();
d.get_mut(back).unwrap().fills = vec![Paint::solid(Color::BLACK)];
let pane = d.create(p, NodeKind::Rectangle, "Glass", 50.0, 50.0, 600.0, 600.0).unwrap();
let g = Glass { depth: 300.0, splay: 1.0, light_angle: -90.0, light_intensity: 1.0, frost: 0.0, refraction: 0.0, ..Glass::default() };
let n = d.get_mut(pane).unwrap();
n.fills.clear();
n.effects = vec![Effect { kind: EffectKind::Glass(g), visible: true }];
let full = render_view_single(&d, p, &View { origin: (0.0, 0.0), scale: 2.0, width: 1400, height: 1400 }, &Options::default()).unwrap();
let row = &full.data()[700 * 1400 * 4..][..1400 * 4];
let red: Vec<u8> = row.chunks(4).map(|px| px[0]).skip(101).take(598).collect();
let step = red.windows(2).map(|w| w[0].abs_diff(w[1])).max().unwrap();
assert!(step <= 2, "the light jumps {step} levels between neighbouring pixels");
assert!(red[0] > 200 && red[597] < red[0], "lit at the edge, fading in: {} … {}", red[0], red[597]);
}
/// Digests of glass renders over a spread of settings, scales and corners: compare two builds'
/// output with `cargo test --release -p figcraft-render --lib glass_digests -- --ignored --nocapture`.
#[test]
#[ignore = "prints digests to compare builds"]
fn glass_digests() {
use std::hash::{DefaultHasher, Hash, Hasher};
let looks = [
Glass::default(),
wide_light(),
Glass { splay: 0.5, frost: 0.0, refraction: 0.0, ..Glass::default() },
Glass { refraction: 1.0, dispersion: 1.0, frost: 10.0, depth: 60.0, light_intensity: 0.0, ..Glass::default() },
Glass { depth: 1.0, splay: 0.3, light_angle: 120.0, ..Glass::default() },
];
let mut all = DefaultHasher::new();
for (i, g) in looks.into_iter().enumerate() {
for radius in [0.0, 40.0] {
let (d, p, _) = pane_over_stripes(g.clone(), radius);
for scale in [1.0, 1.37, 2.0] {
let v = View { origin: (100.0, 100.0), scale, width: (1000.0 * scale) as u32, height: (700.0 * scale) as u32 };
let pix = render_view_single(&d, p, &v, &Options::default()).unwrap();
let mut h = DefaultHasher::new();
pix.data().hash(&mut h);
println!("glass {i} radius {radius} scale {scale}: {:016x}", h.finish());
pix.data().hash(&mut all);
}
}
}
println!("all: {:016x}", all.finish());
}
#[test]
fn a_cut_through_the_pane_matches_the_whole_render() {
// The last look is deep enough that the light is held to `MAX_LIGHT_PX`.
let looks = [
wide_light(),
Glass::default(),
Glass { splay: 0.5, frost: 0.0, refraction: 0.0, ..Glass::default() },
Glass { depth: 300.0, ..wide_light() },
];
// Rounded corners without the pane's fill: a fill's curved edge rasters 1–2 levels apart in a
// cut, and that is the fill, not the glass.
for radius in [0.0, 40.0] {
for g in &looks {
let (mut d, p, pane) = pane_over_stripes(g.clone(), radius);
if radius > 0.0 {
d.get_mut(pane).unwrap().fills.clear();
}
for (cut, diff) in cut_diffs(&d, p) {
assert_eq!(diff, (0, 0), "cut at {cut} px, radius {radius}, with {g:?}");
}
}
}
}