Files
vectorcraft/crates/effects/src/lighting.rs
T

374 lines
17 KiB
Rust

//! Shared conversion and vector paint shading for the 3D effects' directional lights.
use serde_json::Value;
use vectorcraft_doc::color::{Color, Paint};
use vectorcraft_doc::{AppearanceItem, FillLayer};
fn parse(v: &Value) -> Option<Color> {
let s = v.as_str()?;
// Match the command's opaque RGB contract, before any parsing or allocation.
(s.len() == 7 && s.starts_with('#') && s.as_bytes().iter().skip(1).all(u8::is_ascii_hexdigit)).then(|| Color::from_hex(s)).flatten()
}
pub(crate) fn light_color(p: &Value) -> [f64; 3] {
p.get("lightColor").and_then(parse).unwrap_or(Color::WHITE).to_rgb_uncalibrated().map(f64::from)
}
pub(crate) fn validate(p: &Value) -> Result<(), String> {
if p.get("lightColor").is_some_and(|v| parse(v).is_none()) {
return Err("lightColor must be an opaque RGB color in #rrggbb form".into());
}
if let Some(list) = p.get("lights").filter(|v| !v.is_null()) {
parse_lights(list)?;
}
Ok(())
}
pub(crate) fn lights(p: &Value) -> Option<vectorcraft_three_d::Lights> {
p.get("lights").filter(|v| !v.is_null()).and_then(|v| parse_lights(v).ok())
}
fn parse_lights(v: &Value) -> Result<vectorcraft_three_d::Lights, String> {
use vectorcraft_three_d::{Light, Lights, MAX_LIGHTS};
let list = v.as_array().filter(|v| !v.is_empty() && v.len() <= MAX_LIGHTS).ok_or("lights must contain one to ten lights")?;
let mut out = Vec::with_capacity(list.len());
for item in list {
let item = item.as_object().ok_or("each light must be an object")?;
if item.keys().any(|key| !["color", "intensity", "rotation", "height", "softness", "behind"].contains(&key.as_str())) {
return Err("unknown light setting: use color, intensity, rotation, height, softness or behind".into());
}
let defaults = Light::default();
let number = |key: &str, default: f64, min: f64, max: f64| -> Result<f64, String> {
match item.get(key) {
None => Ok(default),
Some(v) => v
.as_f64()
.filter(|n| n.is_finite() && *n >= min && *n <= max)
.ok_or_else(|| format!("light {key} must be a number from {min} to {max}")),
}
};
let color = match item.get("color") {
None => [1.0; 3],
Some(v) => parse(v).ok_or("light color must use opaque #rrggbb")?.to_rgb_uncalibrated().map(f64::from),
};
let behind = item.get("behind").map_or(Ok(false), |v| v.as_bool().ok_or("light behind must be true or false"))?;
out.push(Light {
color,
behind,
intensity: number("intensity", defaults.intensity * 100.0, 0.0, 100.0)? / 100.0,
rotation: number("rotation", defaults.rotation, -180.0, 180.0)?,
height: number("height", defaults.height, 0.0, 90.0)?,
softness: number("softness", defaults.softness * 100.0, 0.0, 100.0)? / 100.0,
});
}
Lights::new(&out)
}
pub(crate) fn shade(c: Color, rgb: [f64; 3]) -> Color {
let [r, g, b] = c.to_rgb();
Color::rgb(r * rgb[0] as f32, g * rgb[1] as f32, b * rgb[2] as f32)
}
pub(crate) fn smooth_paint(g: vectorcraft_three_d::LightGradient, color: Color) -> Paint {
use vectorcraft_doc::color::{Gradient, GradientGeom, GradientKind, GradientPaint, GradientStop};
let stops = g.stops().into_iter().map(|(at, rgb)| GradientStop::new(at, shade(color, rgb))).collect();
let mut p = GradientPaint::new(Gradient::new(GradientKind::Linear, stops));
p.geom = Some(GradientGeom { start: g.diffuse.start, end: g.diffuse.end, aspect: 1.0, focal: None });
Paint::Gradient(Box::new(p))
}
/// Multiply two independently placed vector gradients before applying the face's coverage
/// once. Separately antialiasing the source and light along each triangle edge leaves seams.
pub(crate) fn gradient_art(
id: vectorcraft_doc::NodeId,
path: &vectorcraft_geom::PathData,
paint: &Paint,
light: vectorcraft_three_d::LightGradient,
) -> vectorcraft_doc::Node {
composed_art(id, path, paint, Ramp::Single(light), 0.75)
}
pub(crate) fn rgb_gradient_art(
id: vectorcraft_doc::NodeId,
path: &vectorcraft_geom::PathData,
paint: &Paint,
light: vectorcraft_three_d::RgbGradient,
) -> vectorcraft_doc::Node {
composed_art(id, path, paint, Ramp::Rgb(light), 0.75)
}
/// Smooth Inflate triangles keep the seam within their narrow projected footprint.
pub(crate) fn facet_art(
id: vectorcraft_doc::NodeId,
path: &vectorcraft_geom::PathData,
paint: &Paint,
light: vectorcraft_three_d::RgbGradient,
seam: f64,
) -> vectorcraft_doc::Node {
let [r, g, b] = light.channels;
if r == g && g == b {
let light = vectorcraft_three_d::LightGradient { diffuse: r, ambient: 0.0, color: [1.0; 3] };
if let Some(color) = paint.color() {
let paint = smooth_paint(light, color);
let mut edge = vectorcraft_doc::StrokeLayer::new(paint.clone(), seam);
edge.join = vectorcraft_doc::LineJoin::Round;
return vectorcraft_doc::Node::path(
id,
path.clone(),
vectorcraft_doc::Appearance {
items: vec![AppearanceItem::Fill(FillLayer::new(paint)), AppearanceItem::Stroke(edge)],
..Default::default()
},
);
}
return composed_art(id, path, paint, Ramp::Single(light), seam);
}
composed_art(id, path, paint, Ramp::Rgb(light), seam)
}
/// Composite smooth solid-fill facets with one clip and three channel groups per surface.
/// Black channel backdrops keep shared edges opaque before the final coverage is applied.
pub(crate) fn solid_surface(id: vectorcraft_doc::NodeId, facets: &[vectorcraft_three_d::Facet], paint: &Paint) -> vectorcraft_doc::Node {
use kurbo::Shape;
use std::sync::Arc;
use vectorcraft_doc::color::BlendMode;
use vectorcraft_doc::{Appearance, Node, NodeKind, StrokeLayer};
use vectorcraft_geom::{BezPath, PathData, Rect, shapes};
let mut boundary = BezPath::new();
let mut bounds = None;
for face in facets {
let path = face.path();
if let Some(b) = path.bounds() {
bounds = Some(bounds.map_or(b, |r: Rect| r.union(b)));
}
let mut contour = path.to_bezpath();
if contour.area() < 0.0 {
contour = contour.reverse_subpaths();
}
boundary.extend(contour.iter());
}
let clip = Node::path(id, PathData::from_bezpath(&boundary), Appearance::default());
let bounds = bounds.unwrap_or(Rect::ZERO).inflate(1.0, 1.0);
let cover = |paint| Node::path(id, shapes::rectangle(bounds), Appearance::basic(paint, Paint::None, 0.0));
let channels = (0..3)
.map(|channel| {
let mut color = [0.0; 3];
if let Some(value) = color.get_mut(channel) {
*value = 1.0;
}
let mut children = vec![Arc::new(cover(Paint::solid(Color::BLACK)))];
children.extend(facets.iter().map(|face| {
let paint = if let Some(ramp) = face.rgb_gradient {
smooth_paint(vectorcraft_three_d::LightGradient { diffuse: ramp.channels[channel], ambient: 0.0, color }, Color::WHITE)
} else {
Paint::solid(shade(Color::WHITE, color.map(|c| c * face.illumination[channel])))
};
let mut edge = StrokeLayer::new(paint.clone(), (face.thickness() / 2.0).clamp(0.05, 0.75));
edge.join = vectorcraft_doc::LineJoin::Round;
Arc::new(Node::path(
id,
face.path(),
Appearance { items: vec![AppearanceItem::Fill(FillLayer::new(paint)), AppearanceItem::Stroke(edge)], ..Default::default() },
))
}));
let mut group = Node::group(id, children);
group.isolate = true;
group.blend = BlendMode::Screen;
Arc::new(group)
})
.collect();
let mut light = Node::group(id, channels);
light.isolate = true;
light.blend = BlendMode::Multiply;
let mut colors = Node::group(id, vec![Arc::new(cover(paint.clone())), Arc::new(light)]);
colors.isolate = true;
Node::new(id, NodeKind::Group { children: vec![Arc::new(clip), Arc::new(colors)], clip: true })
}
enum Ramp {
Single(vectorcraft_three_d::LightGradient),
Rgb(vectorcraft_three_d::RgbGradient),
}
/// Separate a gradient's color and coverage so a tessellated surface can apply its opacity
/// once, instead of building opacity at the overlapping seam strokes of adjacent faces.
pub(crate) fn opaque_paint(paint: &Paint) -> (Paint, Option<Paint>) {
let mut base = paint.clone();
let mut mask = paint.clone();
let mut transparent = false;
if let (Paint::Gradient(b), Paint::Gradient(m)) = (&mut base, &mut mask) {
b.swatch = None;
m.swatch = None;
for (b, m) in b.gradient.stops.iter_mut().zip(&mut m.gradient.stops) {
transparent |= b.opacity != 1.0;
b.opacity = 1.0;
m.color = Color::WHITE;
m.swatch = None;
m.tint = 1.0;
}
if let (Some(b), Some(m)) = (&mut b.freeform, &mut m.freeform) {
for (b, m) in b.points.iter_mut().zip(&mut m.points) {
transparent |= b.opacity != 1.0;
b.opacity = 1.0;
m.color = Color::WHITE;
}
}
}
(base, transparent.then_some(mask))
}
fn composed_art(id: vectorcraft_doc::NodeId, path: &vectorcraft_geom::PathData, paint: &Paint, light: Ramp, seam: f64) -> vectorcraft_doc::Node {
use kurbo::Shape;
use std::sync::Arc;
use vectorcraft_doc::color::BlendMode;
use vectorcraft_doc::{Appearance, Node, NodeKind, OpacityMask};
use vectorcraft_geom::{Rect, shapes};
let (base, mask) = opaque_paint(paint);
// Clip once to the union of this single-contour face and its round seam stroke.
// Align their winding so the nonzero fill adds coverage instead of cancelling it.
let mut boundary = path.to_bezpath();
let mut footprint = kurbo::stroke(boundary.iter(), &kurbo::Stroke::new(seam).with_join(kurbo::Join::Round), &kurbo::StrokeOpts::default(), 0.05);
if boundary.area() * footprint.area() < 0.0 {
boundary = boundary.reverse_subpaths();
}
footprint.extend(boundary.iter());
let clip = Node::path(id, vectorcraft_geom::PathData::from_bezpath(&footprint), Appearance::default());
// Opaque rectangles cover the complete seam stroke, without separately antialiasing
// either ramp. Opaque sources need only vector clipping, not full-frame opacity masks.
let bounds = path.bounds().unwrap_or(Rect::ZERO).inflate(1.0, 1.0);
let cover = |paint| Node::path(id, shapes::rectangle(bounds), Appearance::basic(paint, Paint::None, 0.0));
let mut illumination = match light {
Ramp::Single(light) => cover(smooth_paint(light, Color::WHITE)),
Ramp::Rgb(light) => {
let channels = light
.channels
.iter()
.enumerate()
.map(|(channel, gradient)| {
let mut color = [0.0; 3];
if let Some(value) = color.get_mut(channel) {
*value = 1.0;
}
let mut layer = cover(smooth_paint(vectorcraft_three_d::LightGradient { diffuse: *gradient, ambient: 0.0, color }, Color::WHITE));
// Screen adds disjoint R, G and B channels exactly; no light is clamped
// separately. Each ramp already holds the sum of all directional lights.
layer.blend = BlendMode::Screen;
Arc::new(layer)
})
.collect();
let mut group = Node::group(id, channels);
group.isolate = true;
group
}
};
illumination.blend = BlendMode::Multiply;
let mut colors = Node::group(id, vec![Arc::new(cover(base)), Arc::new(illumination)]);
colors.isolate = true;
// Keep isolation inside the clip: the clip then applies to the finished colors,
// rather than separately antialiasing each of the two gradient drawings.
let mut face = Node::new(id, NodeKind::Group { children: vec![Arc::new(clip), Arc::new(colors)], clip: true });
if let Some(mask) = mask {
face.extras_mut().mask = Some(Box::new(OpacityMask::new(cover(mask), true)));
}
face
}
pub(crate) fn fills(paint: &Paint, rgb: [f64; 3], brightness: f64, colored: bool) -> Vec<AppearanceItem> {
let shade = |c: Color| shade(c, rgb);
if let Some(c) = paint.color() {
return vec![AppearanceItem::Fill(FillLayer::new(Paint::solid(shade(c))))];
}
// Keep the white-light gradient treatment identical to existing documents. Colored light
// shades the ramp itself, keeping placement, stops, midpoint and opacity as vector data.
if matches!(paint, Paint::Gradient(_)) && colored {
let mut shaded = paint.clone();
vectorcraft_doc::recolor::map_paint(&mut shaded, &shade);
if let Paint::Gradient(g) = &mut shaded {
g.swatch = None;
}
return vec![AppearanceItem::Fill(FillLayer::new(shaded))];
}
// Pattern tiles remain referenced artwork. Retain their existing neutral shadow
// approximation; tinting arbitrary pattern contents needs document-level evaluation.
let mut shadow = FillLayer::new(Paint::solid(Color::BLACK));
shadow.opacity = (1.0 - brightness) as f32;
vec![AppearanceItem::Fill(FillLayer::new(paint.clone())), AppearanceItem::Fill(shadow)]
}
#[cfg(test)]
mod tests {
use super::*;
use serde_json::json;
use vectorcraft_doc::color::{Gradient, GradientGeom, GradientKind, GradientPaint, GradientStop};
use vectorcraft_geom::Point;
#[test]
fn command_contract_is_strict_and_loaded_invalid_colors_fall_back_to_white() {
assert_eq!(light_color(&json!({})), [1.0; 3]);
assert_eq!(light_color(&json!({"lightColor":"#FF0000"})), [1.0, 0.0, 0.0]);
for v in [json!("#ff0"), json!("#ffffff80"), json!("blue"), json!("#gg0000"), json!(null), json!([1, 0, 0])] {
let p = json!({"lightColor":v});
assert!(validate(&p).is_err(), "{p}");
assert_eq!(light_color(&p), [1.0; 3]);
}
}
#[test]
fn malformed_loaded_lists_keep_the_legacy_light_and_valid_lists_override_it() {
for value in [json!([]), json!(vec![json!({}); 11]), json!([false]), json!([{"height": 91}]), json!([{"color":"#ff0"}])] {
let p = json!({"lights": value, "lightColor":"#ff0000"});
assert!(lights(&p).is_none());
assert_eq!(light_color(&p), [1.0, 0.0, 0.0]);
assert!(validate(&p).is_err());
}
let p = json!({"lights":[{}, {"color":"#0000ff","intensity":40}], "lightColor":"#ff0000"});
let list = lights(&p).unwrap();
assert_eq!(list.iter().count(), 2);
assert_eq!(*list.iter().next().unwrap(), vectorcraft_three_d::Light::default());
assert_eq!(list.iter().nth(1).unwrap().color, [0.0, 0.0, 1.0]);
}
#[test]
fn colored_gradient_keeps_placement_alpha_and_midpoints() {
let mut stop = GradientStop::new(0.0, Color::WHITE);
stop.opacity = 0.4;
stop.midpoint = 0.3;
let g = GradientPaint {
gradient: Gradient::new(GradientKind::Linear, vec![stop, GradientStop::new(1.0, Color::BLACK)]),
geom: Some(GradientGeom { start: Point::new(20.0, 30.0), end: Point::new(100.0, 30.0), aspect: 1.0, focal: None }),
angle: 0.0,
swatch: None,
freeform: None,
};
let paint = Paint::Gradient(Box::new(g.clone()));
let items = fills(&paint, [1.0, 0.25, 0.25], 1.0, true);
let Paint::Gradient(shaded) = items[0].paint() else { panic!("vector gradient") };
assert_eq!(shaded.geom, g.geom);
assert_eq!(shaded.gradient.stops[0].color.to_rgb(), [1.0, 0.25, 0.25]);
assert_eq!(shaded.gradient.stops[0].opacity, 0.4);
assert_eq!(shaded.gradient.stops[0].midpoint, 0.3);
assert_eq!(shaded.gradient.stops[1].color, Color::BLACK);
assert_eq!(paint, Paint::Gradient(Box::new(g)));
let white = fills(&paint, [0.4; 3], 0.4, false);
assert_eq!(white[0].paint(), &paint, "white retains the previous gradient treatment");
assert_eq!(white.len(), 2);
let unlit = fills(&paint, [0.25; 3], 0.25, true);
assert_eq!(unlit.len(), 1, "neutral ambient under colored light still tints once");
let mut freeform = if let Paint::Gradient(g) = paint { g } else { panic!("gradient") };
freeform.gradient.kind = GradientKind::Freeform;
freeform.gradient.stops = vec![GradientStop::new(0.0, Color::BLACK)];
freeform.swatch = Some("Original ramp".into());
freeform.freeform = Some(vectorcraft_doc::color::Freeform {
points: vec![vectorcraft_doc::color::FreeformPoint::new(Point::new(12.0, 18.0), Color::WHITE)],
..Default::default()
});
let original = Paint::Gradient(freeform);
let items = fills(&original, [1.0, 0.25, 0.25], 1.0, true);
let Paint::Gradient(shaded) = items[0].paint() else { panic!("freeform gradient") };
let point = shaded.freeform.as_ref().unwrap().points[0];
assert_eq!(point.at, Point::new(12.0, 18.0));
assert_eq!(point.color.to_rgb(), [1.0, 0.25, 0.25]);
assert_eq!(shaded.swatch, None, "a changed freeform point detaches the gradient swatch");
}
}