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vectorcraft/crates/render/src/fx/tests.rs
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use serde_json::json;
use vectorcraft_doc::color::{Color, Paint};
use vectorcraft_doc::{Appearance, Document, Effect, Node};
use vectorcraft_geom::{Affine, Rect, shapes};
use super::{DRAG_PIXEL_BUDGET, Drawn, PIXEL_BUDGET, drag_scale, filter_region, filter_region_within, pan_margin};
use crate::tests_fontchange::fonts_steady;
use crate::{RenderOptions, Rendered, Renderer};
/// #1706: the raster a shadow or glow is filtered in stays within the pixel budget however
/// far the blur spreads at the zoom (it was up to 65535 pixels a side: 16 GB).
#[test]
fn a_wide_blur_at_a_high_zoom_is_filtered_within_the_pixel_budget() {
// A 100 pt square at 3200 % and at 6400 %, blurred by 1000 pt, in a 1600 × 1000 view.
for zoom in [32.0, 64.0] {
let reach = Rect::new(0.0, 0.0, 100.0 * zoom, 100.0 * zoom);
let (x0, y0, w, h, k) = filter_region(reach, (1600, 1000), 1000.0 * zoom).unwrap();
assert!(f64::from(w) * f64::from(h) <= PIXEL_BUDGET, "{w} × {h}");
assert!(k < 1.0 && x0 < 0.0 && y0 < 0.0);
// It still covers the view and the blur's spread around it, at that scale.
assert!(f64::from(w) / k >= 1600.0 + 1500.0 * zoom && f64::from(h) / k >= 1000.0 + 1500.0 * zoom);
}
// A small blur is filtered at full size, cropped to what can show.
assert_eq!(filter_region(Rect::new(10.0, 20.0, 110.0, 70.0), (1600, 1000), 4.0), Some((2.0, 12.0, 116, 66, 1.0)));
assert_eq!(filter_region(Rect::new(5000.0, 0.0, 5100.0, 100.0), (1600, 1000), 4.0), None, "off the view");
assert_eq!(filter_region(Rect::new(0.0, 0.0, 100.0, 100.0), (1600, 1000), f64::NAN).map(|r| r.4), Some(1.0));
}
/// #2558: while dragging, content and a shadow's region over the drag's budget at their scale
/// render at a lower scale, within the budget; otherwise their scale stays as it is.
#[test]
fn a_drag_lowers_the_scale_of_rasters_over_its_budget() {
let d = drag_scale(true, (2560.0, 1440.0), 1.0).unwrap();
assert!(d < 1.0 && (2560.0 * d) * (1440.0 * d) <= DRAG_PIXEL_BUDGET * (1.0 + 1e-9), "{d}");
assert_eq!(drag_scale(false, (2560.0, 1440.0), 1.0), None, "not dragging");
assert_eq!(drag_scale(true, (1000.0, 800.0), 1.0), None, "within the budget");
// At a scale already lowered to 0.5, 1280 × 720 raster pixels: within the budget.
assert_eq!(drag_scale(true, (2560.0, 1440.0), 0.5), None);
// A 2000 × 1500 pixel square blurred by 20 pixels in a 1600 × 1000 view.
let reach = Rect::new(-200.0, -200.0, 1800.0, 1300.0);
let (x0, y0, w, h, k) = filter_region_within(reach, (1600, 1000), 20.0, DRAG_PIXEL_BUDGET).unwrap();
assert!(f64::from(w) * f64::from(h) <= DRAG_PIXEL_BUDGET && k < 1.0, "{w} × {h} at {k}");
// It covers the same pixels as the full-size region, at that scale.
let full = filter_region(reach, (1600, 1000), 20.0).unwrap();
assert_eq!((x0, y0, full.4), (full.0, full.1, 1.0));
assert!((f64::from(w) / k - f64::from(full.2)).abs() <= 1.0 / k && (f64::from(h) / k - f64::from(full.3)).abs() <= 1.0 / k);
let small = Rect::new(10.0, 20.0, 110.0, 70.0);
assert_eq!(filter_region_within(small, (1600, 1000), 4.0, DRAG_PIXEL_BUDGET), filter_region(small, (1600, 1000), 4.0));
}
/// The margin a raster cropped to the view is made again with keeps it within the pixel budget,
/// a pixel of rounding on each edge included, and within the side limit; it is at most half the
/// view's longer side, and 0 when the view and its spread alone fill the budget.
#[test]
fn the_margin_for_pans_stays_within_the_pixel_budget() {
for ((w, h), m, want) in [((2560.0, 1440.0), 32.0, 441.0), ((640.0, 360.0), 32.0, 320.0), ((3840.0, 2160.0), 32.0, 0.0)] {
let e = pan_margin((w, h), m, PIXEL_BUDGET, 8192.0);
assert_eq!(e, want, "{w} × {h}");
let (rw, rh) = (w + 2.0 * (m + e) + 2.0, h + 2.0 * (m + e) + 2.0);
assert!(e == 0.0 || rw * rh <= PIXEL_BUDGET, "{w} × {h}: {rw} × {rh}");
}
assert_eq!(pan_margin((2000.0, 10.0), 0.0, 1e9, 3000.0), 498.0, "within the side limit");
assert_eq!(pan_margin((2000.0, 10.0), f64::NAN, PIXEL_BUDGET, 8192.0), 0.0);
}
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;
/// A page of objects with object-level and item-level geometry effects (Offset Path, Roughen,
/// Warp, Outline Stroke, Transform) under drop shadows and in groups.
fn effects_page() -> Document {
let mut d = Document::new(200.0, 200.0);
let l = d.layers[0].id;
let fx = |id: &str, p: serde_json::Value| Effect { id: id.into(), params: p, visible: true };
for i in 0..24 {
let (x, y) = (10.0 + (i % 6) as f64 * 30.0, 10.0 + (i / 6) as f64 * 45.0);
let id = d.alloc_id();
let r = Rect::new(x, y, x + 20.0, y + 30.0);
let shape = if i % 2 == 0 { shapes::ellipse(r) } else { shapes::star(r.center(), 12.0, 5.0, 5, 0.0) };
let mut n = Node::path(id, shape, Appearance::basic(Paint::solid(Color::rgb(0.2, 0.4, 0.9)), Paint::solid(Color::BLACK), 1.5));
n.appearance.effects = match i % 4 {
0 => vec![fx("path.offsetPath", json!({"offset": 3}))],
1 => vec![fx("distort.roughen", json!({"size": 4, "relative": true})), fx("stylize.dropShadow", json!({}))],
2 => vec![fx("warp.arc", json!({"bend": 30})), fx("path.outlineStroke", json!({}))],
_ => vec![fx("path.offsetPath", json!({"offset": -2})), fx("distort.transform", json!({"moveH": 4, "rotate": 10}))],
};
if let Some(f) = n.appearance.fill_mut() {
f.effects.push(fx("path.offsetPath", json!({"offset": 2})));
}
d.insert(Some(l), usize::MAX, n).unwrap();
}
d
}
/// Cached live-effect geometry draws exactly what computing it afresh draws: a second (warm)
/// frame, a frame after panning, and a fresh renderer all give the same pixels, and an edited
/// object (a new node) draws its new geometry, not the cached one.
#[test]
fn cached_effect_geometry_draws_the_same_pixels() {
let d = effects_page();
let opts = RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() };
let view = Affine::scale(2.0);
let mut r = Renderer::new();
let cold = r.render(&d, 400, 400, view, &opts);
let warm = r.render(&d, 400, 400, view, &opts);
assert!(cold.pixels == warm.pixels, "a warm frame differs from the cold one");
let _ = r.render(&d, 400, 400, Affine::translate((15.0, 0.0)) * view, &opts);
assert!(r.render(&d, 400, 400, view, &opts).pixels == cold.pixels, "after a pan");
assert!(Renderer::new().render(&d, 400, 400, view, &opts).pixels == cold.pixels, "a fresh renderer");
// Edit one object's effect: the warm renderer must draw the new result.
let mut e = d.clone();
let id = e.layers[0].children().unwrap()[0].id;
e.node_mut(id).unwrap().appearance.effects = vec![Effect { id: "path.offsetPath".into(), params: json!({"offset": 9}), visible: true }];
let edited = r.render(&e, 400, 400, view, &opts);
assert!(edited.pixels != cold.pixels, "the edit shows");
assert!(edited.pixels == Renderer::new().render(&e, 400, 400, view, &opts).pixels, "and matches a fresh render");
}
/// Shadow rasters of objects in the tree are matched by the node's `Arc` (kept alive), not by
/// comparing nodes; over the byte budget the least recently drawn go first.
#[test]
fn shadow_rasters_keep_their_node_and_a_byte_budget() {
let d = effects_page();
let opts = RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() };
let mut r = Renderer::new();
let first = r.render(&d, 400, 400, Affine::scale(2.0), &opts);
assert!(!r.shadows.is_empty() && r.shadows.values().all(|e| matches!(e.node, Drawn::Shared(_))));
// A frame of other objects makes rasters of its own; the older ones go first.
let _ = r.render(&effects_page(), 400, 400, Affine::scale(2.0), &opts);
let newest = r.stamp;
let bytes = |r: &Renderer| r.shadows.values().map(|e| e.bytes()).sum::<usize>();
let latest = r.shadows.values().filter(|e| e.stamp == newest).map(|e| e.bytes()).sum::<usize>();
assert!(bytes(&r) > latest);
r.trim_fx_rasters(latest);
assert_eq!(bytes(&r), latest);
assert!(r.shadows.values().all(|e| e.stamp == newest));
assert!(r.render(&d, 400, 400, Affine::scale(2.0), &opts).pixels == first.pixels, "made again alike");
}
/// An Outer Glow whose whole reach is over the budget is made coarser over that whole reach and
/// kept for any pan: its grid starts at the reach's first whole device pixel, which a pan by whole
/// pixels moves with the art, so the raster drawn after the pan is the one a fresh renderer makes,
/// also for pans that aren't multiples of the raster's scale. A pan by a fraction of a pixel
/// places the raster at the nearest whole pixel, as a full-size raster kept whole is placed, and
/// here draws as a fresh renderer draws too. A 100 pt glow at 500% (scale 2) and a 2 pt glow
/// round the page at 800% (scale 3, near the narrowest blur made coarser).
#[test]
fn a_coarser_glow_kept_whole_draws_after_a_pan_as_made_again() {
let size = (640, 360);
for (rect, blur, zoom, center, scale) in [
(Rect::new(200.0, 300.0, 400.0, 500.0), 100.0, 5.0, (440.0, 400.0), 2.0),
(Rect::new(0.0, 0.0, 595.0, 842.0), 2.0, 8.0, (595.0, 421.0), 3.0),
] {
let mut d = Document::new(595.0, 842.0);
let layer = d.layers[0].id;
let mut n =
Node::path(d.alloc_id(), shapes::rectangle(rect), Appearance::basic(Paint::solid(Color::rgb(0.1, 0.3, 0.9)), Paint::None, 0.0));
n.appearance.effects = vec![Effect { id: "stylize.outerGlow".into(), params: json!({"blur": blur}), visible: true }];
d.insert(Some(layer), 0, n).unwrap();
let base = Affine::translate((320.0, 180.0)) * Affine::scale(zoom) * Affine::translate((-center.0, -center.1));
let opts = RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() };
let mut r = Renderer::new();
r.threads = 2;
r.render(&d, size.0, size.1, base, &opts);
let image = |r: &Renderer| r.shadows.values().map(|e| std::sync::Arc::as_ptr(&e.image)).collect::<Vec<_>>();
let kept = image(&r);
assert!(r.shadows.values().all(|e| e.scale == scale && e.view.is_none()), "blur {blur}: coarser, over the whole reach");
for pan in [(37.0, -21.0), (1.0, 0.0), (-3.0, 5.0), (0.5, 0.0), (37.3, -21.6)] {
let xf = Affine::translate(pan) * base;
let panned = r.render(&d, size.0, size.1, xf, &opts);
assert_eq!(image(&r), kept, "blur {blur}, pan {pan:?}: the raster kept is drawn");
let mut fresh = Renderer::new();
fresh.threads = 2;
assert!(panned.pixels == fresh.render(&d, size.0, size.1, xf, &opts).pixels, "blur {blur}, pan {pan:?}");
}
}
}
/// The multithreaded rasterizer draws the same pixels with any number of workers, so the
/// automatic thread count can follow the machine.
#[test]
fn pixels_do_not_depend_on_the_thread_count() {
let mut d = effects_page();
// Overlapping translucent and blended objects on top of the effects.
let l = d.layers[0].id;
for i in 0..400 {
let id = d.alloc_id();
let (x, y) = ((i * 37 % 190) as f64, (i * 53 % 190) as f64);
let mut n = Node::path(
id,
shapes::ellipse(Rect::new(x, y, x + 14.0, y + 9.0)),
Appearance::basic(Paint::solid(Color::rgb(0.9, 0.3, 0.1)), Paint::solid(Color::BLACK), 0.7),
);
n.opacity = 0.6;
d.insert(Some(l), usize::MAX, n).unwrap();
}
let opts = RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() };
let mut frames = vec![];
// The test sets each renderer's count. `set_default_threads` would also change the count of the
// renderers that other tests create while this one runs.
for threads in [0, 1, 4, 8] {
let mut r = Renderer::new();
r.threads = threads;
frames.push(r.render(&d, 1200, 900, Affine::scale(6.0), &opts).pixels);
}
assert!(frames.windows(2).all(|w| w[0] == w[1]), "the thread count changed pixels");
}
#[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).into();
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);
}
/// A red square's drop shadow at Darkness `darkness` (%), opaque and sharp, 10 pt down and
/// right; `shade` "color" or "darkness".
fn shaded_doc(mode: vectorcraft_doc::ColorMode, fill: Color, shade: &str, darkness: f64) -> Document {
let mut d = doc_with(
Rect::new(20.0, 20.0, 60.0, 60.0),
fill,
vec![(
"stylize.dropShadow",
json!({"x": 10, "y": 10, "blur": 0, "opacity": 100, "mode": "normal", "shade": shade, "darkness": darkness}),
)],
);
d.color_mode = mode;
d
}
/// Darkness: the shadow is the object's own color, each channel times 1 − darkness in an RGB
/// document (the reference app's guide gives the object's color at 0%,
/// <https://help.adobe.com/archive/en/illustrator/cc/2014/illustrator_reference.pdf> page 428), in the cached
/// raster and, at 6000 %, in the filter layer that a raster too large to cache is drawn with.
#[test]
fn drop_shadow_darkness_darkens_the_objects_own_color() {
let rgb = vectorcraft_doc::ColorMode::Rgb;
let red = Color::rgb(1.0, 0.0, 0.0);
// At 6000 %, the view's center is (65, 65), where only the shadow lies.
let zoomed = Affine::translate((50.0, 50.0)) * Affine::scale(60.0) * Affine::translate((-65.0, -65.0));
for (darkness, want) in [(0.0, 255), (50.0, 128), (100.0, 0)] {
let d = shaded_doc(rgb, red, "darkness", darkness);
let px = render(&d).pixel(66, 66);
assert!(px[0].abs_diff(want) <= 1 && px[1] == 0 && px[2] == 0, "{darkness}%: {px:?}");
let opts = RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() };
let px = Renderer::new().render(&d, 100, 100, zoomed, &opts).pixel(50, 50);
assert!(px[0].abs_diff(want) <= 1 && px[1] == 0 && px[2] == 0, "{darkness}% at 6000 %: {px:?}");
}
}
/// In a CMYK document Darkness adds black ink and keeps the object's cyan, magenta and yellow
/// (same page of the guide: at 100% an object with colors other than black gets a shadow of those colors under
/// full black, and a black object's shadow is 100% black).
#[test]
fn drop_shadow_darkness_adds_black_in_a_cmyk_document() {
let cmyk = vectorcraft_doc::ColorMode::Cmyk;
let inks = |d: &Document| {
let i = Renderer::new().render_region_inks(d, Rect::new(0.0, 0.0, 100.0, 100.0), 1.0, &RenderOptions::default());
let at = (66 * 100 + 66) * 4;
[i[at], i[at + 1], i[at + 2], i[at + 3]]
};
let red = Color::cmyk(0.0, 1.0, 1.0, 0.0);
for (darkness, k) in [(0.0, 0), (50.0, 128), (100.0, 255)] {
let got = inks(&shaded_doc(cmyk, red, "darkness", darkness));
assert!(got[0] == 0 && got[1] == 255 && got[2] == 255 && got[3].abs_diff(k) <= 1, "{darkness}%: {got:?}");
}
// Half black ink, darkened by half: K 50 + 50 × 50% = K 75.
let got = inks(&shaded_doc(cmyk, Color::cmyk(0.0, 0.0, 0.0, 0.5), "darkness", 50.0));
assert!(got[..3] == [0, 0, 0] && got[3].abs_diff(191) <= 1, "{got:?}");
let got = inks(&shaded_doc(cmyk, Color::cmyk(0.0, 0.0, 0.0, 1.0), "darkness", 100.0));
assert_eq!(got, [0, 0, 0, 255]);
}
/// Color stays the default: a shadow without the new keys, and one with Color chosen and a
/// Darkness value, draw the same pixels, which a shadow with Darkness does not.
#[test]
fn a_drop_shadow_with_color_draws_as_before() {
let rgb = vectorcraft_doc::ColorMode::Rgb;
let red = Color::rgb(1.0, 0.0, 0.0);
let old = doc_with(
Rect::new(20.0, 20.0, 60.0, 60.0),
red,
vec![("stylize.dropShadow", json!({"x": 10, "y": 10, "blur": 0, "opacity": 100, "mode": "normal"}))],
);
let before = render(&old).pixels;
assert_eq!(render(&shaded_doc(rgb, red, "color", 40.0)).pixels, before);
assert_ne!(render(&shaded_doc(rgb, red, "darkness", 40.0)).pixels, before);
}
#[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<u32> = (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 an_outer_glow_blurs_a_solid_silhouette_of_faint_art() {
// GUARDS: the glow's strength comes from where the art is, not how opaque it is (a glow round a glow relies on it).
let r = Rect::new(30.0, 30.0, 70.0, 70.0);
let glow = |fill_opacity: f32| {
let mut d =
doc_with(r, Color::BLACK, vec![("stylize.outerGlow", json!({"color": "#ff0000", "mode": "normal", "opacity": 100, "blur": 4}))]);
let id = d.layers[0].children().unwrap()[0].id;
d.node_mut(id).unwrap().appearance.fill_mut().unwrap().opacity = fill_opacity;
render(&d).pixel(29, 50)
};
let (faint, opaque) = (glow(0.2), glow(1.0));
assert_eq!(faint[1], opaque[1], "faint {faint:?}, opaque {opaque:?}");
assert!(faint[1] < 210, "the glow reaches past the edge: {faint:?}");
}
#[test]
fn an_outer_glow_grows_its_silhouette_by_a_quarter_raster_pixel() {
// GUARDS: the glows AI files export measure as the solid silhouette grown by a quarter of a pixel
// of the document's raster grid, then blurred: a quarter point at 72 ppi, next to nothing at 720.
let r = Rect::new(30.0, 30.0, 70.0, 70.0);
let green_outside = |ppi: f64| {
let mut d =
doc_with(r, Color::BLACK, vec![("stylize.outerGlow", json!({"color": "#ff0000", "mode": "normal", "opacity": 100, "blur": 4}))]);
d.raster_effects_ppi = ppi;
render(&d).pixel(27, 50)[1]
};
let (coarse, fine) = (green_outside(72.0), green_outside(720.0));
assert!(coarse + 3 < fine, "the red glow is stronger at 72 ppi: 72 ppi {coarse}, 720 ppi {fine}");
}
#[test]
fn a_glow_glows_round_the_glows_before_it_in_the_stack() {
// GUARDS: the second glow is of the art with the first glow, not of the bare art, as AI files and the SVG export draw it.
let r = Rect::new(30.0, 30.0, 70.0, 70.0);
let d = doc_with(
r,
Color::BLACK,
vec![
("stylize.outerGlow", json!({"color": "#ff0000", "mode": "normal", "opacity": 100, "blur": 8})),
("stylize.outerGlow", json!({"color": "#0000ff", "mode": "normal", "opacity": 100, "blur": 2})),
],
);
let p = render(&d).pixel(22, 50);
assert!(p[2] > p[0] + 100, "8 pt out, the tight blue glow round the red one shows: {p:?}");
}
#[test]
fn a_glow_too_large_for_a_full_size_raster_keeps_its_solid_silhouette() {
// GUARDS: at 40× the glow's raster passes the 4 Mpx budget and is made coarser instead of falling back to the
// filter layer, which blurs the faint alpha.
let r = Rect::new(30.0, 30.0, 70.0, 70.0);
let opts = RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() };
let view = Affine::translate((-1100.0, -1900.0)) * Affine::scale(40.0);
let glow = |fill_opacity: f32| {
let mut d =
doc_with(r, Color::BLACK, vec![("stylize.outerGlow", json!({"color": "#ff0000", "mode": "normal", "opacity": 100, "blur": 4}))]);
let id = d.layers[0].children().unwrap()[0].id;
d.node_mut(id).unwrap().appearance.fill_mut().unwrap().opacity = fill_opacity;
Renderer::new().render(&d, 200, 200, view, &opts).pixel(60, 100)
};
let (faint, opaque) = (glow(0.2), glow(1.0));
assert!(faint[1].abs_diff(opaque[1]) <= 2, "faint {faint:?}, opaque {opaque:?}");
assert!(faint[1] < 210, "the glow reaches past the edge: {faint:?}");
}
#[test]
fn thirty_stacked_glows_draw_quickly_cached_or_not() {
// GUARDS: each glow is of the content with the glows before it; drawing those again for every glow costs 2^n.
// A shape draws through the shadow cache, a symbol instance without it (the filter layers).
let glows: Vec<(&str, serde_json::Value)> =
(0..30).map(|k| ("stylize.outerGlow", json!({"color": "#ff0000", "mode": "normal", "opacity": 20, "blur": 1 + k % 4}))).collect();
let shape = doc_with(Rect::new(30.0, 30.0, 70.0, 70.0), Color::BLACK, glows.clone());
let mut instanced = Document::new(100.0, 100.0);
let art = Node::path(
instanced.alloc_id(),
shapes::rectangle(Rect::new(0.0, 0.0, 40.0, 40.0)),
Appearance::basic(Paint::solid(Color::BLACK), Paint::None, 0.0),
);
instanced.symbols.push(vectorcraft_doc::Symbol { name: "Square".into(), art: std::sync::Arc::new(art) });
let mut instance = Node::new(
instanced.alloc_id(),
vectorcraft_doc::NodeKind::SymbolInstance { symbol: "Square".into(), xf: Affine::translate((30.0, 30.0)) },
);
instance.appearance.effects = glows.into_iter().map(|(id, p)| Effect { id: id.into(), params: p, visible: true }).collect();
let l = instanced.layers[0].id;
instanced.insert(Some(l), 0, instance).unwrap();
for d in [&shape, &instanced] {
let start = std::time::Instant::now();
let p = render(d).pixel(25, 50);
assert!(start.elapsed() < std::time::Duration::from_secs(20), "{:?}", start.elapsed());
assert!(p[1] < 250, "the glows show: {p:?}");
}
}
#[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(&d.symbol_boxes(), 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}");
}
}
#[test]
fn photoshop_filters_draw_and_follow_a_pan_from_the_cache() {
let d = doc_with(Rect::new(30.0, 30.0, 70.0, 70.0), Color::BLACK, vec![("blur.radial", json!({"amount": 40, "quality": "draft"}))]);
let opts = RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() };
let mut r = Renderer::new();
let a = r.render(&d, 100, 100, Affine::IDENTITY, &opts);
assert!(lum(a.pixel(31, 31)) > 60, "the spin softens the corners: {:?}", a.pixel(31, 31));
assert_eq!(lum(a.pixel(50, 50)), 0, "the centre stays");
assert!(lum(a.pixel(50, 28)) < WHITE, "turned corners reach past the sides");
// Panned: the cached raster moves with the view.
let b = r.render(&d, 100, 100, Affine::translate((10.0, 3.0)), &opts);
for (x, y) in [(31, 31), (50, 28), (69, 50), (40, 66)] {
assert_eq!(a.pixel(x, y), b.pixel(x + 10, y + 3), "({x}, {y})");
}
// A fresh renderer draws the panned view the same.
let c = Renderer::new().render(&d, 100, 100, Affine::translate((10.0, 3.0)), &opts);
assert_eq!(b.pixels, c.pixels);
}
/// A blurred image that can't be decoded: every frame that draws it counts the failure
/// ([`crate::paint::decode_failures`]), from a new raster or from the raster kept.
#[test]
fn cached_effect_rasters_count_the_images_they_could_not_decode() {
use vectorcraft_doc::{ImageBlob, ImageObject, NodeKind};
let mut d = Document::new(100.0, 100.0);
// A PNG signature with nothing after it.
d.images.insert("cut".into(), ImageBlob::new("image/png", b"\x89PNG\r\n\x1a\n".to_vec()));
let im = ImageObject {
key: "cut".into(),
width: 40,
height: 40,
xf: Affine::translate((30.0, 30.0)),
link: None,
placement: Default::default(),
pixels: None,
};
let mut n = Node::new(d.alloc_id(), NodeKind::Image(Box::new(im)));
n.appearance.effects = vec![Effect { id: "blur.gaussian".into(), params: json!({"radius": 4.0}), visible: true }];
d.insert(Some(d.layers[0].id), 0, n).unwrap();
let opts = RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() };
let mut r = Renderer::new();
for frame in 0..3 {
let before = crate::paint::decode_failures();
r.render(&d, 100, 100, Affine::IDENTITY, &opts);
assert!(crate::paint::decode_failures() > before, "frame {frame}");
}
assert_eq!(r.pixel_fx.len(), 1, "the later frames draw from the raster kept");
}
/// An image that can't be decoded, with Rasterize, a drop shadow and a blur: the shadow draws
/// the Rasterize image first, and the blurred content draws the image kept from that draw
/// ([`super::Kept`]). Every frame counts the failure, also when the shadow and the blurred
/// content are drawn from the rasters kept.
#[test]
fn rasters_drawn_from_a_kept_rasterize_image_count_the_images_it_could_not_decode() {
use vectorcraft_doc::{ImageBlob, ImageObject, NodeKind};
let mut d = Document::new(100.0, 100.0);
// A PNG signature with nothing after it.
d.images.insert("cut".into(), ImageBlob::new("image/png", b"\x89PNG\r\n\x1a\n".to_vec()));
let im = ImageObject {
key: "cut".into(),
width: 40,
height: 40,
xf: Affine::translate((30.0, 30.0)),
link: None,
placement: Default::default(),
pixels: None,
};
let mut n = Node::new(d.alloc_id(), NodeKind::Image(Box::new(im)));
n.appearance.effects = [
("rasterize", json!({"background": "white"})),
("stylize.dropShadow", json!({"mode": "normal", "opacity": 100, "x": 2, "y": 2, "blur": 1, "color": "#0000ff"})),
("blur.gaussian", json!({"radius": 4.0})),
]
.into_iter()
.map(|(id, params)| Effect { id: id.into(), params, visible: true })
.collect();
d.insert(Some(d.layers[0].id), 0, n).unwrap();
let opts = RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() };
let mut r = Renderer::new();
for frame in 0..3 {
let before = crate::paint::decode_failures();
r.render(&d, 100, 100, Affine::IDENTITY, &opts);
assert!(crate::paint::decode_failures() > before, "frame {frame}");
}
assert_eq!((r.shadows.len(), r.pixel_fx.len()), (1, 1), "the later frames draw from the rasters kept");
}
/// While interacting, an object that only moved draws its drop shadow and filtered content
/// from the rasters of an earlier frame, at the nearest whole pixel, without running the
/// effects again (#1257). The frame after the interaction runs them again: it is what a fresh
/// renderer draws.
#[test]
fn moved_objects_draw_their_effect_rasters_while_interacting() {
let effects =
vec![("stylize.dropShadow", json!({"x": 4, "y": 3, "blur": 2, "opacity": 80})), ("texture.craquelure", json!({"crackSpacing": 6}))];
let base = doc_with(Rect::new(20.0, 20.0, 50.0, 46.0), Color::rgb(0.9, 0.4, 0.1), effects);
let id = base.layers[0].children().unwrap()[0].id;
// The object moved from where it started, as each frame of a drag moves it.
let moved = |dx: f64, dy: f64| {
let mut d = base.clone();
d.node_mut(id).unwrap().transform(Affine::translate((dx, dy)), false);
d
};
let (view, still) = (Affine::scale(2.0), RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() });
let live = RenderOptions { interacting: true, ..still.clone() };
let fresh = |d: &Document| Renderer::new().render(d, 200, 200, view, &still).pixels;
let mut r = Renderer::new();
assert!(r.render(&base, 200, 200, view, &still).pixels == fresh(&base));
assert_eq!(r.stats.moved, 0);
let (mut d, mut last) = (base.clone(), vec![]);
for (dx, dy) in [(3.0, 0.0), (3.3, 1.2), (5.15, 2.5), (6.3, 2.2)] {
d = moved(dx, dy);
last = r.render(&d, 200, 200, view, &live).pixels;
assert_eq!(r.stats.moved, 2, "the shadow and the filtered content moved by ({dx}, {dy})");
// At the nearest whole pixel (2 a point): what a fresh renderer draws there.
let whole = moved((dx * 2.0).round() / 2.0, (dy * 2.0).round() / 2.0);
assert!(last == fresh(&whole), "moved by ({dx}, {dy})");
}
// The frame after the drag, of the same document: the effects run again where the object is.
let after = r.render(&d, 200, 200, view, &still).pixels;
assert_eq!(r.stats.moved, 0);
assert!(after == fresh(&d), "the frame after the drag");
assert!(after != last, "6.3 is not on a whole pixel");
}
/// While dragging (#2558), filtered content and a drop shadow that the frame does not draw from a
/// raster of an earlier frame render within the drag's budget and keep no raster. At 6400% a
/// rectangle with Drop Shadow and Texturizer covers more than the raster budget, so the still
/// frame keeps rasters cropped to its view, which the moved rectangle can't take along, and a
/// 1600 × 1000 view near its corner needs more than the drag's budget. The
/// frame after the drag, of the same document, is what a fresh renderer draws, as is a frame
/// rendered while interacting without a drag (a dialog's preview).
#[test]
fn a_drag_renders_raster_effects_within_the_drag_budget() {
let effects = vec![("stylize.dropShadow", json!({"x": 4, "y": 3, "blur": 7, "opacity": 80})), ("texture.texturizer", json!({}))];
let base = doc_with(Rect::new(20.0, 20.0, 80.0, 76.0), Color::rgb(0.9, 0.4, 0.1), effects);
let id = base.layers[0].children().unwrap()[0].id;
let mut d = base.clone();
d.node_mut(id).unwrap().transform(Affine::translate((0.3, 0.2)), false);
// The view is centered 10 pt inside the rectangle's right and bottom edges, and shows the
// shadow beyond the right edge.
let view = Affine::translate((800.0, 500.0)) * Affine::scale(64.0) * Affine::translate((-70.0, -66.0));
let still = RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() };
let live = RenderOptions { interacting: true, ..still.clone() };
let drag = RenderOptions { dragging: true, ..live.clone() };
// Every renderer here has 3 threads on any machine. A drag renders drop shadows within its
// budget only with `threads` above 0.
let threaded = || {
let mut r = Renderer::new();
r.threads = 3;
r
};
let fresh = threaded().render(&d, 1600, 1000, view, &still).pixels;
let mut r = threaded();
let _ = r.render(&base, 1600, 1000, view, &still);
assert_eq!(r.stats.previewed, 0);
let dragged = r.render(&d, 1600, 1000, view, &drag).pixels;
assert_eq!(r.stats.previewed, 2, "the shadow and the filtered content");
assert_eq!(r.stats.moved, 2, "counted as moved: the frame after the drag renders them again");
assert!(r.pixel_fx.is_empty() && r.shadows.values().all(|e| e.stamp < r.stamp), "no raster kept");
assert!(dragged != fresh, "at the drag's lower resolution");
let after = r.render(&d, 1600, 1000, view, &still).pixels;
assert_eq!((r.stats.previewed, r.stats.moved), (0, 0));
assert!(after == fresh, "the frame after the drag");
assert!(r.render(&d, 1600, 1000, view, &live).pixels == fresh, "interacting without a drag");
assert_eq!(r.stats.previewed, 0);
// A drop shadow of about 2 million pixels at 4000%, within the shadow cache's limit: scaled
// by a drag, it can't take its raster along, and renders within the drag's budget.
let shadowed = doc_with(Rect::new(20.0, 20.0, 50.0, 46.0), Color::rgb(0.9, 0.4, 0.1), vec![("stylize.dropShadow", json!({"blur": 2}))]);
let mut scaled = shadowed.clone();
let id = scaled.layers[0].children().unwrap()[0].id;
scaled.node_mut(id).unwrap().transform(Affine::scale_about(1.05, vectorcraft_geom::Point::new(35.0, 33.0)), false);
let view = Affine::translate((800.0, 500.0)) * Affine::scale(40.0) * Affine::translate((-35.0, -33.0));
let mut r = threaded();
let _ = r.render(&shadowed, 1600, 1000, view, &still);
let kept = r.shadows.len();
assert_eq!((kept, r.stats.previewed), (1, 0), "a still frame keeps the shadow's raster");
let _ = r.render(&scaled, 1600, 1000, view, &drag);
assert_eq!((r.shadows.len(), r.stats.previewed), (kept, 1), "the scaled shadow");
let after = r.render(&scaled, 1600, 1000, view, &still).pixels;
assert!(after == threaded().render(&scaled, 1600, 1000, view, &still).pixels, "the frame after the drag");
}
/// While interacting, a group holding a symbol instance whose art lies outside the 20 × 20
/// square around the origin draws its drop shadow from the raster of an earlier frame. The
/// shadow is made from the instance's art, which the renderer measures the group's content by.
#[test]
fn a_moved_group_draws_the_shadow_of_the_instance_art_in_it_while_interacting() {
let _fonts = fonts_steady();
let mut base = Document::new(100.0, 100.0);
let orange = Appearance::basic(Paint::solid(Color::rgb(0.9, 0.4, 0.1)), Paint::None, 0.0);
let art = Node::path(base.alloc_id(), shapes::rectangle(Rect::new(100.0, 100.0, 130.0, 126.0)), orange);
base.symbols.push(vectorcraft_doc::Symbol { name: "Far".into(), art: std::sync::Arc::new(art) });
// The instance draws the art from (20, 20) to (50, 46), and the 20 × 20 square around the
// origin from (-90, -90) to (-70, -70).
let xf = Affine::translate((-80.0, -80.0));
let instance = Node::new(base.alloc_id(), vectorcraft_doc::NodeKind::SymbolInstance { symbol: "Far".into(), xf });
let mut group = Node::group(base.alloc_id(), vec![std::sync::Arc::new(instance)]);
let shadow = json!({"x": 4, "y": 3, "blur": 2, "opacity": 80});
group.appearance.effects.push(Effect { id: "stylize.dropShadow".into(), params: shadow, visible: true });
let (id, l) = (group.id, base.layers[0].id);
base.insert(Some(l), 0, group).unwrap();
// The group moved from where it started, as each frame of a drag moves it.
let moved = |dx: f64, dy: f64| {
let mut d = base.clone();
d.node_mut(id).unwrap().transform(Affine::translate((dx, dy)), false);
d
};
let (view, still) = (Affine::scale(2.0), RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() });
let live = RenderOptions { interacting: true, ..still.clone() };
let fresh = |d: &Document| Renderer::new().render(d, 200, 200, view, &still);
let mut r = Renderer::new();
let first = r.render(&base, 200, 200, view, &still);
assert!(first.pixels == fresh(&base).pixels);
// The shadow, 4 pt right of the art's right edge at x 50, at (104, 70) in pixels.
assert!(lum(first.pixel(104, 70)) < WHITE, "{:?}", first.pixel(104, 70));
// Moves on whole pixels (2 a point): the moved shadow lies where a fresh renderer draws it.
for (dx, dy) in [(3.0, 0.0), (5.5, 2.0)] {
let d = moved(dx, dy);
let frame = r.render(&d, 200, 200, view, &live).pixels;
assert_eq!(r.stats.moved, 1, "the shadow moved by ({dx}, {dy})");
assert!(frame == fresh(&d).pixels, "moved by ({dx}, {dy})");
}
}
/// While interacting, a raster moves with its object only when the content's pixels (for a
/// shadow, their alpha) and the effects stayed the same (#1257): a new fill color under
/// Craquelure, other effect settings, a pattern fill that stays on the page, a resized object,
/// art added beyond the old raster, a changed Feather outline and De-Interlace run the effects
/// again. A shadow keeps its raster under a new fill color.
#[test]
fn moved_rasters_need_the_same_content_and_effects() {
let _fonts = fonts_steady();
let (view, still) = (Affine::scale(2.0), RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() });
let live = RenderOptions { interacting: true, ..still.clone() };
// `before` drawn, then `after` while interacting: the rasters drawn moved, and whether the
// frame is what a fresh renderer draws.
let drag = |before: &Document, after: &Document| {
let mut r = Renderer::new();
let _ = r.render(before, 200, 200, view, &still);
let frame = r.render(after, 200, 200, view, &live).pixels;
(r.stats.moved, frame == Renderer::new().render(after, 200, 200, view, &still).pixels)
};
// `d`'s object moved 5, 3 (10, 6 pixels), then changed by `edit`.
let moved = |d: &Document, patterns: bool, edit: &dyn Fn(&mut Node)| {
let mut d = d.clone();
let id = d.layers[0].children().unwrap()[0].id;
let n = d.node_mut(id).unwrap();
n.transform(Affine::translate((5.0, 3.0)), vectorcraft_doc::Scaling { patterns, ..Default::default() });
edit(n);
d
};
let cracks = || vec![("texture.craquelure", json!({"crackSpacing": 6}))];
let base = doc_with(Rect::new(20.0, 20.0, 50.0, 46.0), Color::rgb(0.9, 0.4, 0.1), cracks());
assert_eq!(drag(&base, &moved(&base, false, &|_| {})), (1, true), "moved");
let recolor = |n: &mut Node| n.appearance.fill_mut().unwrap().paint = Paint::solid(Color::rgb(0.1, 0.4, 0.9));
assert_eq!(drag(&base, &moved(&base, false, &recolor)), (0, true), "recolored");
let spacing = |n: &mut Node| n.appearance.effects[0].params = json!({"crackSpacing": 9});
assert_eq!(drag(&base, &moved(&base, false, &spacing)), (0, true), "other effect settings");
let resize = |n: &mut Node| n.transform(Affine::scale_about(1.5, vectorcraft_geom::Point::new(25.0, 23.0)), false);
assert_eq!(drag(&base, &moved(&base, false, &resize)), (0, true), "resized");
// A square added beyond the old raster leaves the content inside it as it was.
let beyond = |n: &mut Node| {
if let vectorcraft_doc::NodeKind::Path { path, .. } = &mut n.kind {
path.subpaths.extend(shapes::rectangle(Rect::new(75.0, 30.0, 80.0, 35.0)).subpaths);
}
};
assert_eq!(drag(&base, &moved(&base, false, &beyond)), (0, true), "art added beyond the old raster");
// At 72 ppi, De-Interlace works on lines 1 point tall. The object moves 3 points down, so
// De-Interlace makes its other field again.
let fields = doc_with(Rect::new(20.0, 20.0, 50.0, 46.0), Color::rgb(0.9, 0.4, 0.1), vec![("video.deinterlace", json!({}))]);
assert_eq!(drag(&fields, &moved(&fields, false, &|_| {})), (0, true), "De-Interlace");
// A pattern fill: its tiles stay on the page unless they move with the object.
let mut tiled = base.clone();
let red = Node::path(
vectorcraft_doc::NodeId(900),
shapes::rectangle(Rect::new(0.0, 0.0, 3.0, 3.0)),
Appearance::basic(Paint::solid(Color::rgb(1.0, 0.0, 0.0)), Paint::None, 0.0),
);
let mut def = vectorcraft_doc::pattern::PatternDef::new("Dots", vec![std::sync::Arc::new(red)]);
def.tile = Rect::new(0.0, 0.0, 7.0, 7.0);
tiled.patterns.push(def);
let id = tiled.layers[0].children().unwrap()[0].id;
tiled.node_mut(id).unwrap().appearance.fill_mut().unwrap().paint = vectorcraft_doc::pattern::pattern_paint("Dots");
assert_eq!(drag(&tiled, &moved(&tiled, false, &|_| {})), (0, true), "tiles that stay on the page");
assert_eq!(drag(&tiled, &moved(&tiled, true, &|_| {})), (1, true), "tiles that move with the object");
// Feather clips to the outline: a notch in the top edge where the tiles paint nothing
// (x 29 to 33 and y 20 to 24 once moved) leaves the content's pixels as they were.
let mut feathered = tiled.clone();
feathered.node_mut(id).unwrap().appearance.effects =
vec![Effect { id: "stylize.feather".into(), params: json!({"radius": 3}), visible: true }];
assert_eq!(drag(&feathered, &moved(&feathered, true, &|_| {})), (1, true), "feathered");
let notch = |n: &mut Node| {
let mut bp = vectorcraft_geom::BezPath::new();
bp.move_to((25.0, 23.0));
for p in [(30.0, 23.0), (30.5, 23.6), (31.5, 23.6), (32.0, 23.0), (55.0, 23.0), (55.0, 49.0), (25.0, 49.0)] {
bp.line_to(p);
}
bp.close_path();
if let vectorcraft_doc::NodeKind::Path { path, .. } = &mut n.kind {
*path = vectorcraft_geom::PathData::from_bezpath(&bp);
}
};
assert_eq!(drag(&feathered, &moved(&feathered, true, &notch)), (0, true), "a notch in the feathered outline");
// A shadow is made from the silhouette's alpha: recolored, the object takes its shadow
// along; notched, the object makes its shadow again.
let shadowed =
doc_with(Rect::new(20.0, 20.0, 50.0, 46.0), Color::rgb(0.9, 0.4, 0.1), vec![("stylize.dropShadow", json!({"x": 4, "y": 3, "blur": 2}))]);
assert_eq!(drag(&shadowed, &moved(&shadowed, false, &recolor)), (1, true), "a shadow under a new color");
assert_eq!(drag(&shadowed, &moved(&shadowed, false, &notch)), (0, true), "a shadow under a notch");
// A shadow with Darkness is made from the object's colors: recolored, it is made again.
let shaded = doc_with(
Rect::new(20.0, 20.0, 50.0, 46.0),
Color::rgb(0.9, 0.4, 0.1),
vec![("stylize.dropShadow", json!({"x": 4, "y": 3, "blur": 2, "shade": "darkness", "darkness": 50}))],
);
assert_eq!(drag(&shaded, &moved(&shaded, false, &|_| {})), (1, true), "a shadow with Darkness, moved");
assert_eq!(drag(&shaded, &moved(&shaded, false, &recolor)), (0, true), "a shadow with Darkness under a new color");
}
/// A raster made over moved rasters counts as moved itself (#1257): a group with a drop shadow
/// and Gaussian Blur of its own, whose filtered member moves by parts of a pixel while the
/// other member stays, draws after the drag what a fresh renderer draws.
#[test]
fn rasters_made_over_moved_rasters_count_as_moved() {
let mut d = Document::new(100.0, 100.0);
let fill = |c: Color| Appearance::basic(Paint::solid(c), Paint::None, 0.0);
let (sid, mid, gid) = (d.alloc_id(), d.alloc_id(), d.alloc_id());
let still = Node::path(sid, shapes::rectangle(Rect::new(60.0, 60.0, 80.0, 80.0)), fill(Color::rgb(0.1, 0.5, 0.2)));
let mut member = Node::path(mid, shapes::rectangle(Rect::new(20.0, 20.0, 50.0, 46.0)), fill(Color::rgb(0.9, 0.4, 0.1)));
member.appearance.effects = vec![Effect { id: "texture.craquelure".into(), params: json!({"crackSpacing": 6}), visible: true }];
let mut group = Node::group(gid, vec![std::sync::Arc::new(still), std::sync::Arc::new(member)]);
group.appearance.effects = vec![
Effect { id: "stylize.dropShadow".into(), params: json!({"x": 4, "y": 3, "blur": 2}), visible: true },
Effect { id: "blur.gaussian".into(), params: json!({"radius": 1}), visible: true },
];
let l = d.layers[0].id;
d.insert(Some(l), 0, group).unwrap();
let (view, opts) = (Affine::scale(2.0), RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() });
let mut r = Renderer::new();
let _ = r.render(&d, 200, 200, view, &opts);
let mut moved = d.clone();
moved.node_mut(mid).unwrap().transform(Affine::translate((3.3, 1.2)), false);
let _ = r.render(&moved, 200, 200, view, &RenderOptions { interacting: true, ..opts.clone() });
assert!(r.stats.moved > 0, "the member's filtered content moved");
let after = r.render(&moved, 200, 200, view, &opts).pixels;
assert!(after == Renderer::new().render(&moved, 200, 200, view, &opts).pixels, "the frame after the drag");
}
/// Reproduce #1257's moving, filtered rectangle: the first frame renders as before a drag,
/// and the next eight render as the canvas renders a drag's frames (`interacting`). Then the
/// eighth position renders as the canvas renders the frame after the drag, and that frame
/// renders once more with every raster cached.
/// Run with `cargo test -p vectorcraft-render texture_drag_perf -- --ignored --nocapture`.
#[test]
#[ignore = "manual timing probe; wall-clock performance depends on machine load"]
fn texture_drag_perf() {
for effect in ["texture.craquelure", "texture.mosaicTiles", "texture.stainedGlass"] {
let mut base = Document::new(600.0, 500.0);
base.color_mode = vectorcraft_doc::ColorMode::Cmyk;
let (layer, id) = (base.layers[0].id, base.alloc_id());
let mut n = Node::path(
id,
shapes::rectangle(Rect::new(100.0, 100.0, 309.298, 370.938)),
Appearance::basic(Paint::solid(Color::cmyk(0.0, 1.0, 1.0, 0.0)), Paint::solid(Color::BLACK), 1.0),
);
n.appearance.effects = vec![
Effect { id: "stylize.roundCorners".into(), params: json!({"radius": 25.175}), visible: true },
Effect { id: effect.into(), params: json!({}), visible: true },
];
base.insert(Some(layer), 0, n).unwrap();
let opts = RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() };
let live = RenderOptions { interacting: true, ..opts.clone() };
let view = Affine::scale(1.9007 * 1.5);
let mut r = Renderer::new();
r.threads = crate::default_threads();
let (mut ms, mut doc) = (vec![], base.clone());
for frame in 0..9 {
doc = base.clone();
doc.node_mut(id).unwrap().transform(Affine::translate((3.0 + f64::from(frame) * 0.75, f64::from(frame) * 0.5)), false);
let start = std::time::Instant::now();
let image = r.render(&doc, 1800, 1500, view, if frame > 0 { &live } else { &opts });
let time = start.elapsed().as_secs_f64() * 1000.0;
if frame > 0 {
ms.push(time);
}
std::hint::black_box(image);
}
let mut time = |o: &RenderOptions| {
let start = std::time::Instant::now();
std::hint::black_box(r.render(&doc, 1800, 1500, view, o));
start.elapsed().as_secs_f64() * 1000.0
};
let (after, again) = (time(&opts), time(&opts));
ms.sort_by(f64::total_cmp);
println!(
"{effect}: moved CMYK rounded rectangle at 190.07%, DPI 1.5, 1800x1500: median {:.2} ms; samples {ms:?}; the frame after the drag {after:.2} ms, that frame again {again:.2} ms",
(ms[3] + ms[4]) * 0.5
);
}
}
/// Reproduce #2558's drag of a textured or blurred rectangle when zoomed in, in a 2560 × 1440
/// view centered on the rectangle: the first frame renders as before a drag, and the next eight
/// render as a drag's frames, once with `interacting` alone and once with `dragging` as well (as
/// the canvas renders them). Then the eighth position renders as the canvas renders the frame
/// after the drag. The hashes of that frame and of a fresh renderer's frame compare builds.
/// Run with `cargo test -p vectorcraft-render zoomed_drag_perf -- --ignored --nocapture`.
#[test]
#[ignore = "manual timing probe; wall-clock performance depends on machine load"]
fn zoomed_drag_perf() {
let sets: [(&str, Vec<(&str, serde_json::Value)>); 3] = [
("Texturizer", vec![("texture.texturizer", json!({}))]),
("Gaussian Blur 8 pt", vec![("blur.gaussian", json!({"radius": 8}))]),
("Drop Shadow and Craquelure", vec![("stylize.dropShadow", json!({"blur": 7})), ("texture.craquelure", json!({}))]),
];
let hash = |px: &[u8]| {
use std::hash::{Hash, Hasher};
let mut h = std::hash::DefaultHasher::new();
px.hash(&mut h);
h.finish()
};
for (name, effects) in sets {
for zoom in [1.0, 4.0, 16.0, 64.0] {
let base = doc_with(Rect::new(100.0, 100.0, 300.0, 250.0), Color::rgb(0.9, 0.4, 0.1), effects.clone());
let id = base.layers[0].children().unwrap()[0].id;
let opts = RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() };
let view = Affine::translate((1280.0, 720.0)) * Affine::scale(zoom) * Affine::translate((-200.0, -175.0));
for dragging in [false, true] {
let live = RenderOptions { interacting: true, dragging, ..opts.clone() };
let mut r = Renderer::new();
r.threads = crate::default_threads();
let (mut ms, mut doc) = (vec![], base.clone());
for frame in 0..9 {
doc = base.clone();
let by = (f64::from(frame) * 0.75 / zoom, f64::from(frame) * 0.5 / zoom);
doc.node_mut(id).unwrap().transform(Affine::translate(by), false);
let start = std::time::Instant::now();
std::hint::black_box(r.render(&doc, 2560, 1440, view, if frame > 0 { &live } else { &opts }));
if frame > 0 {
ms.push(start.elapsed().as_secs_f64() * 1000.0);
}
}
let previewed = r.stats.previewed;
let start = std::time::Instant::now();
let still = r.render(&doc, 2560, 1440, view, &opts);
let after = start.elapsed().as_secs_f64() * 1000.0;
let fresh = Renderer::new().render(&doc, 2560, 1440, view, &opts);
ms.sort_by(f64::total_cmp);
println!(
"{name} at {:.0}%, dragging {dragging}: drag frames median {:.1} ms (min {:.1}, max {:.1}), {previewed} previewed; the frame after the drag {after:.1} ms; hashes {:016x} {:016x}",
zoom * 100.0,
(ms[3] + ms[4]) * 0.5,
ms[0],
ms[7],
hash(&still.pixels),
hash(&fresh.pixels)
);
}
}
}
}
#[test]
fn photoshop_filters_on_content_larger_than_the_budget() {
// Zoomed in 200×: the 40 pt square covers 8000 × 8000 px around a 200 × 200 view.
let opts = RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() };
let view = Affine::translate((100.0, 100.0)) * Affine::scale(200.0) * Affine::translate((-70.0, -50.0));
for (id, p) in [("sharpen.unsharpMask", json!({"amount": 200})), ("blur.smart", json!({})), ("blur.radial", json!({"quality": "draft"}))] {
let d = doc_with(Rect::new(30.0, 30.0, 70.0, 70.0), Color::rgb(0.2, 0.4, 0.8), vec![(id, p)]);
let img = Renderer::new().render(&d, 200, 200, view, &opts);
// The view shows the square's right side half way down: inside left, outside right.
assert!(lum(img.pixel(40, 100)) < 600, "{id}: inside {:?}", img.pixel(40, 100));
// (Smart Blur's wide samples read a blurred copy: a faint fringe under its threshold.)
assert!(lum(img.pixel(190, 100)) >= WHITE - 3 * 25, "{id}: outside {:?}", img.pixel(190, 100));
}
}