//! The Whimsy look (see the vision's K-UI note): a wallpaper glowing with //! the theme's orbs, and glass panels over it, the wallpaper blurred and //! tinted through them. Both are made once per theme and window size, at //! half the size each way (they are soft, and an app's memory is small), //! by plain integer code; a frame only copies from them, each pixel //! doubled, so it costs about what clearing the window does. use alloc::vec; use alloc::vec::Vec; use crate::layout::Rect; use crate::pixels::{between_corners, blend, corner_row, cover, height, span}; use crate::theme::{Rgba, Theme}; /// The backdrop is made at 1 / `SCALE` of the window, each way. const SCALE: usize = 2; /// Where the orbs sit, as fractions of the window, and how big they are /// (of its larger side). const ORBS: [(f32, f32, f32); 3] = [(0.18, 0.22, 0.38), (0.82, 0.38, 0.32), (0.45, 0.92, 0.42)]; /// An orb is at full strength out to this fraction of its radius, then /// fades: a shape with an edge, which the blur softens behind the glass. const ORB_CORE: f32 = 0.6; /// An image in pixels of the bytes R, G, B, A (opaque). struct Image { w: usize, h: usize, px: Vec<[u8; 4]>, } /// The wallpaper, and the glass over it (blurred, tinted), for one theme /// and window size. pub struct Backdrop { key: (Rgba, Rgba, [Rgba; 3], u8, u8, usize, usize), wall: Image, glass: Image, } /// `a` moved toward `b` by `k` 256ths. fn mix(a: [u8; 4], b: Rgba, k: u32) -> [u8; 4] { let m = |x: u8, y: u8| ((x as u32 * (256 - k) + y as u32 * k) >> 8) as u8; [m(a[0], b.0), m(a[1], b.1), m(a[2], b.2), 255] } /// How strongly an orb shows (256ths) at a squared distance of `i`/`FALL_STEPS` /// of its radius squared. const FALL_STEPS: usize = 256; fn falloff() -> [u32; FALL_STEPS + 1] { let mut t = [0u32; FALL_STEPS + 1]; for (i, k) in t.iter_mut().enumerate() { let d = libm::sqrtf(i as f32 / FALL_STEPS as f32); *k = (((1.0 - d) / (1.0 - ORB_CORE)).clamp(0.0, 1.0) * theme::ORB_STRENGTH * 256.0) as u32; } t } impl Backdrop { /// The backdrop for `t` in a window `w` by `h`: `cached` if it still is. pub fn for_window(cached: Option, t: &Theme, w: u32, h: u32) -> Option { let (w, h) = (w as usize, h as usize); let key = (t.background, t.surface, t.orbs, t.blur_radius, t.panel_opacity, w, h); if let Some(b) = cached.filter(|b| b.key == key) { return Some(b); } let (sw, sh) = (w.div_ceil(SCALE).max(1), h.div_ceil(SCALE).max(1)); let bg = [t.background.0, t.background.1, t.background.2, 255]; let mut wall = Image { w: sw, h: sh, px: vec![bg; sw * sh] }; let big = sw.max(sh) as f32; let fall = falloff(); for (orb, (fx, fy, fr)) in t.orbs.iter().zip(ORBS) { let (cx, cy, r) = ((fx * sw as f32) as i64, (fy * sh as f32) as i64, ((fr * big) as i64).max(1)); let r2 = r * r; let rows = (cy - r).max(0) as usize..((cy + r + 1) as usize).min(sh); let cols = (cx - r).max(0) as usize..((cx + r + 1) as usize).min(sw); for y in rows { let dy2 = (y as i64 - cy) * (y as i64 - cy); for x in cols.clone() { let d2 = (x as i64 - cx) * (x as i64 - cx) + dy2; if d2 < r2 { let p = &mut wall.px[y * sw + x]; *p = mix(*p, *orb, fall[(d2 * FALL_STEPS as i64 / r2) as usize]); } } } } // Blurred at half this size again (it is soft), then brought back. let mut small = halve(&wall); blur(&mut small, (t.blur_radius as usize).div_ceil(2 * SCALE)); let mut glass = double(&small, sw, sh); let opacity = t.panel_opacity as u32 * 256 / 100; for p in &mut glass.px { *p = mix(*p, t.surface, opacity); } Some(Backdrop { key, wall, glass }) } /// The wallpaper over `part` of the window's pixels `pm` /// (premultiplied RGBA, `width` pixels a row). pub fn wall(&self, pm: &mut [u8], width: usize, part: Rect) { copy(&self.wall, pm, width, part, 0.0); } /// `part` of `pm` moved back toward the wallpaper by `k` 256ths: what /// is drawn there fading in. pub fn fade(&self, pm: &mut [u8], width: usize, part: Rect, k: u32) { let (cols, rows) = span(part, width, height(pm, width)); for y in rows { let src = &self.wall.px[(y / SCALE).min(self.wall.h - 1) * self.wall.w..][..self.wall.w]; let row = pm[(y * width + cols.start) * 4..(y * width + cols.end) * 4].as_chunks_mut::<4>().0; for (i, d) in row.iter_mut().enumerate() { blend(d, src[((cols.start + i) / SCALE).min(self.wall.w - 1)], k); } } } /// A glass panel over `r`, its corners rounded by `radius`. pub fn glass(&self, pm: &mut [u8], width: usize, r: Rect, radius: f32) { copy(&self.glass, pm, width, r, radius); } } /// Copies `img` (scaled up) into `r` of `pm`, the corners rounded by /// `radius` and anti-aliased there. fn copy(img: &Image, pm: &mut [u8], width: usize, r: Rect, radius: f32) { let radius = radius.min(r.w / 2.0).min(r.h / 2.0).max(0.0); let (cols, rows) = span(r, width, height(pm, width)); let mid = between_corners(r, radius, &cols); let (x0, x1) = (cols.start, cols.end); let mut copied: Option = None; for y in rows { let corner = corner_row(r, radius, y); let at = y * width * 4; // A row made from the same source row as the one above: the same. if let Some(above) = copied.filter(|a| *a + 1 == y && a / SCALE == y / SCALE && !corner) { let from = above * width * 4; pm.copy_within(from + x0 * 4..from + x1 * 4, at + x0 * 4); copied = Some(y); continue; } let src = &img.px[(y / SCALE).min(img.h - 1) * img.w..][..img.w]; let straight = if corner { mid.clone() } else { cols.clone() }; let row = &mut pm[at + straight.start * 4..at + straight.end * 4]; for (i, d) in row.as_chunks_mut::<4>().0.iter_mut().enumerate() { *d = src[((straight.start + i) / SCALE).min(img.w - 1)]; } if corner { let row = pm[at..at + width * 4].as_chunks_mut::<4>().0; for x in (x0..mid.start).chain(mid.end..x1) { let s = src[(x / SCALE).min(img.w - 1)]; match cover(r, radius, x, y) { 256 => row[x] = s, 0 => {} k => blend(&mut row[x], s, k), } } } copied = (!corner).then_some(y); } } /// `img` at half the size each way, each pixel the average of four. fn halve(img: &Image) -> Image { let (w, h) = (img.w.div_ceil(2), img.h.div_ceil(2)); let mut px = vec![[0u8; 4]; w * h]; for y in 0..h { let (r0, r1) = (2 * y, (2 * y + 1).min(img.h - 1)); for x in 0..w { let (c0, c1) = (2 * x, (2 * x + 1).min(img.w - 1)); let mut sum = [0u32; 4]; for p in [img.px[r0 * img.w + c0], img.px[r0 * img.w + c1], img.px[r1 * img.w + c0], img.px[r1 * img.w + c1]] { add(&mut sum, p); } px[y * w + x] = sum.map(|s| (s / 4) as u8); } } Image { w, h, px } } /// The average of two pixels, all four bytes at once. fn mid(a: [u8; 4], b: [u8; 4]) -> [u8; 4] { let (a, b) = (u32::from_le_bytes(a), u32::from_le_bytes(b)); ((a & b) + (((a ^ b) & 0xfefe_fefe) >> 1)).to_le_bytes() } /// `img` at twice the size (cut to `w` by `h`), the new pixels between /// the old ones the average of their neighbours: the even rows from the /// source rows, the odd ones from the rows either side. fn double(img: &Image, w: usize, h: usize) -> Image { let mut px = vec![[0u8; 4]; w * h]; for y in (0..h).step_by(2) { let src = &img.px[(y / 2).min(img.h - 1) * img.w..][..img.w]; let out = &mut px[y * w..(y + 1) * w]; for (x, o) in out.iter_mut().enumerate() { let s = src[(x / 2).min(img.w - 1)]; *o = if x % 2 == 0 { s } else { mid(s, src[(x / 2 + 1).min(img.w - 1)]) }; } } for y in (1..h).step_by(2) { let below = if y + 1 < h { y + 1 } else { y - 1 }; for x in 0..w { px[y * w + x] = mid(px[(y - 1) * w + x], px[below * w + x]); } } Image { w, h, px } } /// A box blur run three times over (close to a Gaussian), `r` pixels each /// way: along each row, then down every column at once, so memory is /// walked in order. fn blur(img: &mut Image, r: usize) { if r == 0 { return; } let mut line = vec![[0u8; 4]; img.w]; let mut sums = vec![[0u32; 4]; img.w]; for _ in 0..3 { for y in 0..img.h { across(&mut img.px[y * img.w..(y + 1) * img.w], r, &mut line); } down(img, r, &mut sums); } } /// Dividing a sum of `2r + 1` bytes by that, as a multiply and a shift: /// exact for such sums. fn reciprocal(r: usize) -> u32 { (65536 + 2 * r as u32) / (2 * r as u32 + 1) } fn add(sum: &mut [u32; 4], p: [u8; 4]) { sum[0] += p[0] as u32; sum[1] += p[1] as u32; sum[2] += p[2] as u32; sum[3] += p[3] as u32; } fn sub(sum: &mut [u32; 4], p: [u8; 4]) { sum[0] -= p[0] as u32; sum[1] -= p[1] as u32; sum[2] -= p[2] as u32; sum[3] -= p[3] as u32; } fn average(sum: &[u32; 4], inv: u32) -> [u8; 4] { [((sum[0] * inv) >> 16) as u8, ((sum[1] * inv) >> 16) as u8, ((sum[2] * inv) >> 16) as u8, ((sum[3] * inv) >> 16) as u8] } /// One pass along `row`, its ends held. fn across(row: &mut [[u8; 4]], r: usize, line: &mut [[u8; 4]]) { let n = row.len(); let line = &mut line[..n]; line.copy_from_slice(row); let inv = reciprocal(r); let mut sum = [0u32; 4]; for i in 0..=2 * r { add(&mut sum, line[i.saturating_sub(r).min(n - 1)]); } for (i, out) in row.iter_mut().enumerate() { *out = average(&sum, inv); add(&mut sum, line[(i + r + 1).min(n - 1)]); sub(&mut sum, line[i.saturating_sub(r)]); } } /// One pass down every column, a row at a time; the top and bottom held. fn down(img: &mut Image, r: usize, sums: &mut [[u32; 4]]) { let (w, h) = (img.w, img.h); let src = img.px.clone(); let row = |i: usize| &src[i.min(h - 1) * w..][..w]; let inv = reciprocal(r); sums.fill([0; 4]); for i in 0..=2 * r { for (s, p) in sums.iter_mut().zip(row(i.saturating_sub(r))) { add(s, *p); } } for y in 0..h { for (out, s) in img.px[y * w..(y + 1) * w].iter_mut().zip(sums.iter()) { *out = average(s, inv); } for ((s, a), b) in sums.iter_mut().zip(row(y + r + 1)).zip(row(y.saturating_sub(r))) { add(s, *a); sub(s, *b); } } } #[cfg(test)] mod tests { use super::*; fn image(w: usize, h: usize, c: [u8; 4]) -> Image { Image { w, h, px: vec![c; w * h] } } #[test] fn blur_spreads_a_shape_and_keeps_flat_colour_flat() { let mut img = image(40, 40, [10, 20, 30, 255]); blur(&mut img, 3); assert!(img.px.iter().all(|p| *p == [10, 20, 30, 255]), "nothing to blur, nothing changes"); for y in 15..25 { for x in 15..25 { img.px[y * 40 + x] = [250, 250, 250, 255]; } } blur(&mut img, 3); let red = |x: usize, y: usize| img.px[y * 40 + x][0]; assert!(red(20, 20) > 150, "the middle, {}", red(20, 20)); assert!((40..200).contains(&red(13, 20)), "just outside the edge: between, {}", red(13, 20)); assert_eq!(red(2, 2), 10, "far away: untouched"); } #[test] fn the_backdrop_is_made_once_per_theme_and_size_and_glass_is_tinted() { let t = Theme::WHIMSY_DARK; let b = Backdrop::for_window(None, &t, 100, 60).unwrap(); assert_eq!((b.wall.w, b.wall.h), (50, 30)); let flat = Theme { orbs: [t.background; 3], ..t }; let f = Backdrop::for_window(Some(b), &flat, 100, 60).unwrap(); let bg = [t.background.0, t.background.1, t.background.2, 255]; assert!(f.wall.px.iter().all(|p| *p == bg), "no orbs, no glow"); assert_eq!(f.glass.px[0], mix(bg, t.surface, t.panel_opacity as u32 * 256 / 100)); } #[test] fn a_panel_is_copied_with_round_soft_corners() { let t = Theme { orbs: [Rgba::rgb(0xffffff); 3], ..Theme::WHIMSY_DARK }; let b = Backdrop::for_window(None, &t, 40, 40).unwrap(); let mut pm = vec![0u8; 40 * 40 * 4]; b.glass(&mut pm, 40, Rect { x: 10.0, y: 10.0, w: 20.0, h: 20.0 }, 8.0); let at = |x: usize, y: usize| pm[(y * 40 + x) * 4 + 3]; assert_eq!(at(20, 20), 255, "inside"); assert_eq!(at(10, 10), 0, "the very corner is cut off"); assert!((1..255).contains(&at(12, 12)), "the corner's edge is soft: {}", at(12, 12)); assert_eq!(at(5, 20), 0, "outside"); } }