//! 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::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]); } } } } let mut glass = Image { w: sw, h: sh, px: wall.px.clone() }; blur(&mut glass, (t.blur_radius as usize).div_ceil(SCALE)); 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); } /// 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); } } /// The pixels of `r` (whole ones) inside `pm`: columns and rows. fn span(r: Rect, width: usize, height: usize) -> (core::ops::Range, core::ops::Range) { let (x0, y0) = (r.x.max(0.0) as usize, r.y.max(0.0) as usize); let (x1, y1) = (((r.x + r.w).max(0.0) as usize).min(width), ((r.y + r.h).max(0.0) as usize).min(height)); (x0..x1.max(x0), y0..y1.max(y0)) } /// How much of pixel (`x`, `y`) is inside `r` with its corners rounded by /// `radius`, in 256ths: worked out only in the corners. fn cover(r: Rect, radius: f32, x: usize, y: usize) -> u32 { let (fx, fy) = (x as f32 + 0.5, y as f32 + 0.5); let dx = (r.x + radius - fx).max(fx - (r.x + r.w - radius)); let dy = (r.y + radius - fy).max(fy - (r.y + r.h - radius)); if dx <= 0.0 || dy <= 0.0 { return 256; } ((radius + 0.5 - libm::sqrtf(dx * dx + dy * dy)).clamp(0.0, 1.0) * 256.0) as u32 } fn blend(d: &mut [u8], s: [u8; 4], k: u32) { for (d, s) in d.iter_mut().zip(s) { *d = ((s as u32 * k + *d as u32 * (256 - k)) >> 8) as u8; } } /// 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, pm.len() / 4 / width.max(1)); let (x0, x1) = (cols.start, cols.end); let mut copied: Option = None; for y in rows { let corner = radius > 0.0 && ((y as f32) < r.y + radius || (y as f32 + 1.0) > r.y + r.h - radius); 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 row = &mut pm[at + x0 * 4..at + x1 * 4]; if corner { for (i, d) in row.as_chunks_mut::<4>().0.iter_mut().enumerate() { let s = src[((x0 + i) / SCALE).min(img.w - 1)]; match cover(r, radius, x0 + i, y) { 256 => d.copy_from_slice(&s), 0 => {} k => blend(d, s, k), } } copied = None; } else { for (i, d) in row.as_chunks_mut::<4>().0.iter_mut().enumerate() { d.copy_from_slice(&src[((x0 + i) / SCALE).min(img.w - 1)]); } copied = Some(y); } } } /// The wet highlight: white along the top of `r`, `alpha` (percent) at /// the edge and gone `depth` pixels down. pub fn gloss(pm: &mut [u8], width: usize, r: Rect, radius: f32, alpha: u8, depth: f32) { let radius = radius.min(r.w / 2.0).min(r.h / 2.0).max(0.0); let top = Rect { h: depth.min(r.h), ..r }; let (cols, rows) = span(top, width, pm.len() / 4 / width.max(1)); let white = [255u8; 4]; for y in rows { let fade = 1.0 - (y as f32 + 0.5 - r.y) / depth; let a = (fade.max(0.0) * alpha as f32 * 256.0 / 100.0) as u32; let row = &mut pm[y * width * 4..(y + 1) * width * 4]; for x in cols.clone() { let k = (cover(r, radius, x, y) * a) >> 8; if k > 0 { blend(&mut row[x * 4..x * 4 + 4], white, k); } } } } /// How far (`x`, `y`) is outside `r` with its corners rounded by `radius` /// (negative inside). fn outside(r: Rect, radius: f32, x: f32, y: f32) -> f32 { let (hw, hh) = (r.w / 2.0, r.h / 2.0); let qx = libm::fabsf(x - (r.x + hw)) - (hw - radius); let qy = libm::fabsf(y - (r.y + hh)) - (hh - radius); let (ox, oy) = (qx.max(0.0), qy.max(0.0)); let out = if ox > 0.0 && oy > 0.0 { libm::sqrtf(ox * ox + oy * oy) } else { ox.max(oy) }; out + qx.max(qy).min(0.0) - radius } /// A soft shadow under `r` (corners rounded by `radius`): cast `down` /// pixels below it, `dark` (percent) at its edge and gone `spread` out. /// Only where it shows is touched: what `r` covers is drawn over anyway. pub fn shadow(pm: &mut [u8], width: usize, r: Rect, radius: f32, down: f32, spread: f32, dark: u8) { let radius = radius.min(r.w / 2.0).min(r.h / 2.0).max(0.0); let caster = Rect { y: r.y + down, ..r }; let around = Rect { x: r.x - spread, y: r.y - spread, w: r.w + 2.0 * spread, h: r.h + down + 2.0 * spread }; let (cols, rows) = span(around, width, pm.len() / 4 / width.max(1)); // Well inside `r`: covered by it. let (in_x, in_y) = (r.x + radius..r.x + r.w - radius, r.y..r.y + r.h); for y in rows { let fy = y as f32 + 0.5; let row = &mut pm[y * width * 4..(y + 1) * width * 4]; for x in cols.clone() { let fx = x as f32 + 0.5; if in_x.contains(&fx) && in_y.contains(&fy) { continue; } let d = outside(caster, radius, fx, fy).max(0.0); let fade = (1.0 - d / spread).max(0.0); let k = (fade * fade * dark as f32 * 256.0 / 100.0) as u32; if k > 0 { blend(&mut row[x * 4..x * 4 + 4], [0, 0, 0, 255], k); } } } } /// A box blur run three times over (close to a Gaussian), `r` pixels each /// way, rows then columns. fn blur(img: &mut Image, r: usize) { if r == 0 { return; } let (w, h) = (img.w, img.h); let mut line = vec![[0u8; 4]; w.max(h)]; for _ in 0..3 { for y in 0..h { pass(&mut img.px, y * w, 1, w, r, &mut line); } for x in 0..w { pass(&mut img.px, x, w, h, r, &mut line); } } } /// One box pass along `n` pixels starting at `start`, `step` apart; the /// edges are held. fn pass(px: &mut [[u8; 4]], start: usize, step: usize, n: usize, r: usize, line: &mut [[u8; 4]]) { let at = |i: usize| start + i.min(n - 1) * step; let width = (2 * r + 1) as u32; for c in 0..4 { // The window centred on pixel 0, the edge held. let mut sum = px[at(0)][c] as u32 * (r as u32 + 1) + (1..=r).map(|i| px[at(i)][c] as u32).sum::(); for (i, out) in line.iter_mut().take(n).enumerate() { out[c] = (sum / width) as u8; sum = sum + px[at(i + r + 1)][c] as u32 - px[at(i.saturating_sub(r))][c] as u32; } } for (i, p) in line.iter().take(n).enumerate() { px[start + i * step] = *p; } } #[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"); } }