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Six raster effects on the pixel-filter pipeline (vectorcraft_effects::pixel::texture), under a new Effect › Texture submenu between Sharpen and Video in the Raster Effects section: - Craquelure (crackSpacing pt 2..100, default 15; crackDepth 0..10, 6; crackBrightness 0..10, 9): the object on relief plaster that cracks into plates about Crack Spacing apart (a Voronoi network over jittered points) and along the quarter, half and three-quarter contours of its softened tones. Depth sets how dark and wide the cracks are and how high the plates' bevels and the tones stand (lit from the top left); Brightness how brightly the surface is lit. - Grain (intensity 0..100, 40; contrast 0..100, 50 = unchanged; grainType Regular, Soft, Sprinkles, Clumped, Contrasty, Enlarged, Stippled, Horizontal, Vertical, Speckle; default Regular): coloured 1-point grains, smooth ones, clumps, 2-point grains, streaks along rows or columns, dark specks; Sprinkles and Stippled use the background colour, white. - Mosaic Tiles (tileSize pt 2..100, 12; groutWidth 1..15, 3; lightenGrout 0..10, 9): irregular tiles bevelled at their edges, with sunken grout half a point wide per step, lightened as Lighten Grout says. - Patchwork (squareSize pt 0..10, 4; relief 0..25, 8): squares filled with the colour around their centres, raised to heights that follow the highlights and shadows, a little more or less at random. - Stained Glass (cellSize pt 2..50, 10; borderThickness 1..20, 4; lightIntensity 0..10, 3): single-coloured panes leaded in the foreground colour (black, half a point per step), lit from behind at the object's centre and fading out towards its corners (PixelSpace gains `extent`). - Texturizer (texture Brick, Burlap, Canvas, Sandstone, default Canvas; scaling % 50..200, 100; relief 0..50, 4; lightDirection Bottom, Bottom Left, Left, Top Left, Top, Top Right, Right, Bottom Right, default Top; invert): the object on a surface in relief. The four surfaces are height fields generated in code (bricks in stretcher bond, plain weaves coarse and fine, octaves of smooth noise); no image files. Load Texture is left out. Every pattern lies in document space around the object's centre, so the result is the same at any zoom or raster resolution, moves with the object and is identical on every redraw (hash noise of cell indices); slopes are taken in document units. Work per pixel is bounded (a 5 x 5 cell search, four or five height samples, box blurs); parameters are clamped to their ranges and finite-checked. The Pixelate helpers (Place, the cell search, the softened colours) are shared, Mezzotint uses the shared smooth noise, and the effect dialogs' dropdowns translate their labels in an "effect" context where the plain word means something else (Soft, Horizontal and Vertical are type settings in Japanese and Chinese). Catalogue rows with parameter docs, outsets and reaches, menu entries, dropdowns (Grain Type, Texture, Light Direction), translations, tests (parameters and clamping, cracks and contours, ten distinct grains, tiles and grout, squares in relief, leaded panes and the centre light, the textures lit and inverted, the same at twice the resolution and when moved, canvas, multithreaded, PDF and SVG, the command sweep with junk parameters, the dialogs and the menu) and ROADMAP. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
577 lines
24 KiB
Rust
577 lines
24 KiB
Rust
//! Texture › Craquelure, Grain, Mosaic Tiles, Patchwork, Stained Glass and Texturizer.
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//!
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//! Like the Pixelate filters' patterns, theirs (cracks, grain, tiles, squares, panes and the
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//! Texturizer's surfaces, all generated here, no image files) lie in document space around the
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//! object's centre: the same at any zoom or resolution, moving with the object, and the same on
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//! every redraw (hash noise of the pattern's cell indices). Surfaces in relief are height fields
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//! whose slopes, taken in document units, are lit from one side.
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use std::f64::consts::{FRAC_1_SQRT_2, PI};
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use vectorcraft_geom::{Point, Vec2};
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use super::pixelate::{AROUND, Around, Place, Soft, cell, gap, point_in, rand, value_noise};
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use super::{PixelSpace, blur_plane, pick};
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/// Grain's types, in its Grain Type menu's order: (label, parameter value).
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pub const GRAIN_TYPES: [(&str, &str); 10] = [
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("Regular", "regular"),
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("Soft", "soft"),
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("Sprinkles", "sprinkles"),
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("Clumped", "clumped"),
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("Contrasty", "contrasty"),
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("Enlarged", "enlarged"),
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("Stippled", "stippled"),
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("Horizontal", "horizontal"),
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("Vertical", "vertical"),
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("Speckle", "speckle"),
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];
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/// A Grain type ([`GRAIN_TYPES`]).
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub enum Grain {
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Regular,
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Soft,
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Sprinkles,
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Clumped,
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Contrasty,
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Enlarged,
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Stippled,
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Horizontal,
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Vertical,
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Speckle,
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}
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impl Grain {
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const ALL: [Grain; 10] = [
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Grain::Regular,
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Grain::Soft,
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Grain::Sprinkles,
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Grain::Clumped,
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Grain::Contrasty,
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Grain::Enlarged,
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Grain::Stippled,
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Grain::Horizontal,
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Grain::Vertical,
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Grain::Speckle,
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];
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/// The type of Grain Type `value` (a [`GRAIN_TYPES`] value, any case); Regular otherwise.
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pub fn parse(value: &str) -> Self {
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pick(&GRAIN_TYPES, &Self::ALL, value, Grain::Regular)
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}
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}
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/// Texturizer's textures, in its Texture menu's order: (label, parameter value).
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pub const TEXTURES: [(&str, &str); 4] = [("Brick", "brick"), ("Burlap", "burlap"), ("Canvas", "canvas"), ("Sandstone", "sandstone")];
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/// A Texturizer surface ([`TEXTURES`]), made in code.
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub enum Texture {
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Brick,
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Burlap,
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Canvas,
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Sandstone,
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}
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impl Texture {
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const ALL: [Texture; 4] = [Texture::Brick, Texture::Burlap, Texture::Canvas, Texture::Sandstone];
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/// The texture of `value` (a [`TEXTURES`] value, any case); Canvas otherwise.
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pub fn parse(value: &str) -> Self {
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pick(&TEXTURES, &Self::ALL, value, Texture::Canvas)
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}
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/// The surface's height at `p` (points at 100 %), in points: slopes of about 1 at most.
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fn height(self, p: Point) -> f64 {
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match self {
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Texture::Brick => brick(p),
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Texture::Burlap => weave(p, 7.0, true),
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Texture::Canvas => weave(p, 4.0, false),
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Texture::Sandstone => sandstone(p),
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}
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}
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}
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/// Texturizer's light directions, in its Light menu's order: (label, parameter value).
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pub const LIGHT_DIRECTIONS: [(&str, &str); 8] = [
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("Bottom", "bottom"),
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("Bottom Left", "bottomLeft"),
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("Left", "left"),
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("Top Left", "topLeft"),
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("Top", "top"),
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("Top Right", "topRight"),
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("Right", "right"),
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("Bottom Right", "bottomRight"),
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];
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/// Where a surface is lit from ([`LIGHT_DIRECTIONS`]), on the page.
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub enum Light {
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Bottom,
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BottomLeft,
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Left,
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TopLeft,
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Top,
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TopRight,
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Right,
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BottomRight,
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}
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impl Light {
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const ALL: [Light; 8] =
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[Light::Bottom, Light::BottomLeft, Light::Left, Light::TopLeft, Light::Top, Light::TopRight, Light::Right, Light::BottomRight];
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/// The direction of `value` (a [`LIGHT_DIRECTIONS`] value, any case); Top otherwise.
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pub fn parse(value: &str) -> Self {
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pick(&LIGHT_DIRECTIONS, &Self::ALL, value, Light::Top)
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}
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/// The unit vector towards the light (document axes, y down).
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fn toward(self) -> Vec2 {
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let d = FRAC_1_SQRT_2;
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match self {
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Light::Bottom => Vec2::new(0.0, 1.0),
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Light::BottomLeft => Vec2::new(-d, d),
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Light::Left => Vec2::new(-1.0, 0.0),
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Light::TopLeft => Vec2::new(-d, -d),
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Light::Top => Vec2::new(0.0, -1.0),
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Light::TopRight => Vec2::new(d, -d),
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Light::Right => Vec2::new(1.0, 0.0),
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Light::BottomRight => Vec2::new(d, d),
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}
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}
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}
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/// Seeds of the Texture filters' patterns (Pixelate's use smaller salts).
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const SALT_CRACKS: u64 = 64;
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const SALT_GRAIN: u64 = 72;
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const SALT_TILES: u64 = 88;
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const SALT_PATCH: u64 = 96;
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const SALT_GLASS: u64 = 104;
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const SALT_SURFACE: u64 = 112;
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/// How soft Craquelure's tones are, as a share of the crack spacing: their contours become cracks.
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pub(super) const CONTOUR_SOFTNESS: f64 = 1.0 / 6.0;
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/// A pixel's straight colour (0..1).
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fn straight(p: [u8; 4]) -> [f32; 3] {
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let a = f32::from(p[3]);
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[p[0], p[1], p[2]].map(|v| if a > 0.0 { (f32::from(v) / a).min(1.0) } else { 0.0 })
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}
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/// The pixel of straight colour `c` at coverage `alpha` (0..1), premultiplied.
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fn premultiply(c: [f32; 3], alpha: f32) -> [u8; 4] {
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let a = (alpha.clamp(0.0, 1.0) * 255.0).round();
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let [r, g, b] = c.map(|v| (v.clamp(0.0, 1.0) * a).round().min(a) as u8);
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[r, g, b, a as u8]
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}
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/// Colour `c` lit by `s`: darkened towards black below 0, lightened towards white above.
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fn lit(c: [f32; 3], s: f64) -> [f32; 3] {
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let s = if s.is_finite() { s.clamp(-1.0, 1.0) as f32 } else { 0.0 };
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c.map(|v| if s < 0.0 { v * (1.0 + s) } else { v + (1.0 - v) * s })
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}
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/// How a surface whose height rises along `slope` (height per length) faces a light from
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/// `toward`: 0 flat, positive facing it, negative turned away.
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fn facing(slope: Vec2, toward: Vec2) -> f64 {
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-slope.dot(toward)
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}
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/// The share of a pixel `px` wide that lies within `d` of a line (negative `d`: beyond it).
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fn cover(d: f64, px: f64) -> f64 {
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(d / px + 0.5).clamp(0.0, 1.0)
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}
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/// The luma of colour `c` (Rec. 601 weights).
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fn luma(c: [f32; 3]) -> f32 {
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0.299 * c[0] + 0.587 * c[1] + 0.114 * c[2]
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}
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/// The two random points nearest to (`u`, `v`) (in cells), `point(i, j)` being cell (`i`, `j`)'s,
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/// found among the cells [`AROUND`] the one holding it.
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fn nearest_two(u: f64, v: f64, around: &mut Around<Point>, point: impl Fn(i64, i64) -> Point) -> Option<(Point, Point)> {
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let (i, j) = (cell(u)?, cell(v)?);
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let mut best: [(f64, Option<Point>); 2] = [(f64::INFINITY, None); 2];
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for (k, (di, dj)) in AROUND.iter().enumerate() {
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// A cell farther than the second point so far can't hold a nearer one.
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if gap(i.wrapping_add(*di), u).hypot(gap(j.wrapping_add(*dj), v)) >= best[1].0 {
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continue;
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}
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let Some(p) = around.get((i, j), k, &point) else { continue };
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let d = (p.x - u).hypot(p.y - v);
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if d < best[0].0 {
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best = [(d, Some(p)), best[0]];
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} else if d < best[1].0 {
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best[1] = (d, Some(p));
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}
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}
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Some((best[0].1?, best[1].1?))
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}
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/// How far (`u`, `v`) lies from the border between the cells of `near` and `next` (its nearest
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/// points, [`nearest_two`]), and the way away from it (unit), in cells.
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fn edge(u: f64, v: f64, near: Point, next: Point) -> (f64, Vec2) {
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let q = Point::new(u, v);
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let apart = near - next;
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let len = apart.hypot();
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if !(len.is_finite() && len > 1e-12) {
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return (0.0, Vec2::ZERO);
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}
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(((q - next).hypot2() - (q - near).hypot2()) / (2.0 * len), apart / len)
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}
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/// The slope of a rise of 1 over `width` from a border at distance `d` (smooth at both ends).
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fn bevel(d: f64, width: f64) -> f64 {
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if !(width.is_finite() && width > 0.0) {
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return 0.0;
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}
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let t = (d / width).clamp(0.0, 1.0);
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6.0 * t * (1.0 - t)
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}
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/// The object's straight luminance (0..1) softened by a Gaussian of `sigma` pixels, weighted by
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/// coverage so the transparency around it doesn't darken its edges.
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struct Tones {
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v: Vec<f32>,
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w: usize,
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h: usize,
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}
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impl Tones {
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fn new(px: &[[u8; 4]], w: usize, h: usize, sigma: f64) -> Self {
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let mut l: Vec<f32> = px.iter().map(|p| luma([p[0], p[1], p[2]].map(f32::from)) / 255.0).collect();
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let mut a: Vec<f32> = px.iter().map(|p| f32::from(p[3]) / 255.0).collect();
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blur_plane(&mut l, w, h, sigma);
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blur_plane(&mut a, w, h, sigma);
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let v = l.iter().zip(&a).map(|(l, a)| if *a > 1e-4 { (l / a).clamp(0.0, 1.0) } else { 0.0 }).collect();
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Self { v, w, h }
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}
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fn get(&self, x: usize, y: usize) -> f64 {
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let (x, y) = (x.min(self.w.saturating_sub(1)), y.min(self.h.saturating_sub(1)));
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self.v.get(y * self.w + x).map_or(0.0, |v| f64::from(*v))
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}
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/// The tone at pixel (`x`, `y`) and its slope per document unit along the document's axes.
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fn slope(&self, x: usize, y: usize, place: &Place) -> (f64, Vec2) {
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let gx = 0.5 * (self.get(x + 1, y) - self.get(x.saturating_sub(1), y));
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let gy = 0.5 * (self.get(x, y + 1) - self.get(x, y.saturating_sub(1)));
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// Per pixel → per document unit: through the transpose of the document → pixel map.
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let [a, b, c, d, _, _] = place.to_px.as_coeffs();
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(self.get(x, y), Vec2::new(gx * a + gy * b, gx * c + gy * d))
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}
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}
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/// Craquelure: the object painted on relief plaster that cracks into plates about `spacing` apart
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/// and along the contours of its tones. `depth` (0..10) sets how deep and wide the cracks are and
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/// how high the plates and the tones stand; `brightness` (0..10) how brightly the surface is lit.
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pub(super) fn craquelure(px: &mut [[u8; 4]], w: usize, h: usize, space: &PixelSpace, spacing: f64, depth: f64, brightness: f64) {
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let Some(place) = Place::new(space, w, h) else { return };
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if !(spacing.is_finite() && spacing > 0.0) {
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return;
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}
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let depth = (depth / 10.0).clamp(0.0, 1.0);
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let light = (0.5 + 0.05 * brightness.clamp(0.0, 10.0)) as f32;
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let soft = CONTOUR_SOFTNESS * spacing;
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let tones = Tones::new(px, w, h, soft / place.px);
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let half = (0.15 + 0.6 * depth).min(0.15 * spacing);
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let rise = (3.0 * half).max(0.12 * spacing);
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let toward = Light::TopLeft.toward();
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let mut around = Around::new();
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place.each(px, |x, y, p| {
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if p[3] == 0 {
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return;
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}
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let q = place.at(x, y);
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let (u, v) = (q.x / spacing, q.y / spacing);
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// The cracks between the plates; each plate's edge bevels down into them.
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let (mut crack, mut slope) = (0.0, Vec2::ZERO);
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if let Some((near, next)) = nearest_two(u, v, &mut around, |i, j| point_in(SALT_CRACKS, i, j)) {
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let (e, away) = edge(u, v, near, next);
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crack = cover(half - e * spacing, place.px);
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slope = away * (0.6 * bevel(e * spacing - half, rise));
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}
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// The cracks along the tones' contours (quarter, half and three-quarter tone).
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let (tone, grad) = tones.slope(x, y, &place);
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let steep = grad.hypot();
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if steep > 1e-4 {
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let level = (tone * 4.0).round().clamp(1.0, 3.0) / 4.0;
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crack = crack.max(cover(0.8 * half - (tone - level).abs() / steep, place.px));
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}
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slope += grad * (0.8 * soft);
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let c = lit(straight(*p), 0.5 * depth * facing(slope, toward));
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let dark = (1.0 - 0.85 * crack * depth) as f32;
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*p = premultiply(c.map(|v| v * light * dark), f32::from(p[3]) / 255.0);
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});
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}
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/// A random value in [-1, 1) for the `size`-point cell holding `q`; `k` picks one of several.
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fn cell_noise(salt: u64, q: Point, size: f64, k: u64) -> f64 {
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match (cell(q.x / size), cell(q.y / size)) {
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(Some(i), Some(j)) => 2.0 * rand(salt, i, j, k) - 1.0,
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_ => 0.0,
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}
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}
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/// [`value_noise`] in [-1, 1) over cells `size` points wide.
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fn smooth_noise(salt: u64, q: Point, size: f64) -> f64 {
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2.0 * value_noise(salt, q.x / size, q.y / size) - 1.0
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}
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/// Grain: noise of `kind` over the object in 1-point grains (2 for Enlarged, clumps for Clumped),
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/// as strong as `intensity` (0..100); `contrast` (0..100, 50 leaves it) sets the image's
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/// contrast. Sprinkles and Stippled use the background colour, white.
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pub(super) fn grain(px: &mut [[u8; 4]], w: usize, h: usize, space: &PixelSpace, intensity: f64, contrast: f64, kind: Grain) {
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let Some(place) = Place::new(space, w, h) else { return };
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let a = (intensity / 100.0).clamp(0.0, 1.0);
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let k = (0.5 + contrast / 100.0).clamp(0.5, 1.5) as f32;
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let s = SALT_GRAIN;
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place.each(px, |x, y, p| {
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if p[3] == 0 {
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return;
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}
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let q = place.at(x, y);
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let mut c = straight(*p).map(|v| (v - 0.5) * k + 0.5);
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let chance = 0.5 * (cell_noise(s, q, 1.0, 3) + 1.0);
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match kind {
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Grain::Regular => add(&mut c, |ch| cell_noise(s, q, 1.0, ch), 0.5 * a),
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Grain::Soft => add(&mut c, |ch| smooth_noise(s + ch, q, 1.0), 0.4 * a),
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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),
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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),
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Grain::Contrasty => {
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c = c.map(|v| (v - 0.5) * 1.4 + 0.5);
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add(&mut c, |_| cell_noise(s, q, 1.0, 4), 0.6 * a);
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}
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Grain::Horizontal | Grain::Vertical => {
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// Streaks one point thick: a value per row (column) drifting along it.
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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);
|
||
});
|
||
}
|