What That Claude DO?! Screenshot tooling. Also there is a visual bug when creating a screenshot when moving
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//! Post-capture image effects: rounded corners and drop shadow.
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//!
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//! Pipeline:
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//! RgbaImage (captured)
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//! → apply_rounded_corners() – clips corners to transparent via tiny-skia mask
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//! → apply_drop_shadow() – composites a blurred shadow beneath the image
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//! → final RgbaImage (may be larger when shadow is added)
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//!
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//! Performance notes:
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//! - Box blur uses a sliding-window algorithm: O(W*H) regardless of radius.
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//! Three passes of the box filter approximate a Gaussian.
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//! - Pixel format conversions between RgbaImage and tiny-skia Pixmap are done
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//! with a single pass each way.
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//! - This module is called from a background thread in review.rs so the UI
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//! never blocks.
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use crate::config::EffectsConfig;
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use image::RgbaImage;
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use tiny_skia::{
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BlendMode, Color, FillRule, Paint, Path, PathBuilder, Pixmap, PixmapPaint, Transform,
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};
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/// Apply all configured effects in order. Returns a new image.
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pub fn apply_effects(img: RgbaImage, cfg: &EffectsConfig) -> RgbaImage {
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let img = if cfg.rounded_corners {
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apply_rounded_corners(img, cfg.corner_radius)
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} else {
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img
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};
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if cfg.drop_shadow {
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apply_drop_shadow(
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img,
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cfg.shadow_blur_radius,
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cfg.shadow_offset_x,
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cfg.shadow_offset_y,
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cfg.shadow_color,
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)
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} else {
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img
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}
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}
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// ─── Rounded corners ─────────────────────────────────────────────────────────
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pub fn apply_rounded_corners(img: RgbaImage, radius: f32) -> RgbaImage {
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let (w, h) = img.dimensions();
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let mut mask = Pixmap::new(w, h).expect("mask pixmap");
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let path = rounded_rect_path(0.0, 0.0, w as f32, h as f32, radius);
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let mut paint = Paint::default();
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paint.set_color(Color::WHITE);
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paint.anti_alias = true;
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mask.fill_path(&path, &paint, FillRule::Winding, Transform::identity(), None);
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let mut pixmap = rgba_image_to_pixmap(&img);
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let mut dst_paint = PixmapPaint::default();
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dst_paint.blend_mode = BlendMode::DestinationIn;
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pixmap.draw_pixmap(0, 0, mask.as_ref(), &dst_paint, Transform::identity(), None);
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pixmap_to_rgba_image(pixmap)
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}
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// ─── Drop shadow ─────────────────────────────────────────────────────────────
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pub fn apply_drop_shadow(
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img: RgbaImage,
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blur_radius: f32,
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offset_x: f32,
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offset_y: f32,
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shadow_color: [u8; 4],
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) -> RgbaImage {
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let (iw, ih) = img.dimensions();
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let br = blur_radius.ceil() as u32;
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let extra_left = br.saturating_sub((-offset_x).max(0.0) as u32);
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let extra_top = br.saturating_sub((-offset_y).max(0.0) as u32);
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let extra_right = br + offset_x.max(0.0) as u32;
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let extra_bottom = br + offset_y.max(0.0) as u32;
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let canvas_w = iw + extra_left + extra_right;
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let canvas_h = ih + extra_top + extra_bottom;
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// 1. Place the image silhouette at the shadow position.
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let mut shadow_pixmap = Pixmap::new(canvas_w, canvas_h).expect("shadow pixmap");
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let img_pixmap = rgba_image_to_pixmap(&img);
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let shadow_x = (extra_left as f32 + offset_x) as i32;
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let shadow_y = (extra_top as f32 + offset_y) as i32;
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let mut sp = PixmapPaint::default();
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sp.blend_mode = BlendMode::Source;
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shadow_pixmap.draw_pixmap(shadow_x, shadow_y, img_pixmap.as_ref(), &sp, Transform::identity(), None);
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// 2. Tint the silhouette with the shadow colour.
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tint_pixmap_as_shadow(&mut shadow_pixmap, shadow_color);
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// 3. Blur the shadow (sliding-window box blur, 3 passes).
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let shadow_img = pixmap_to_rgba_image(shadow_pixmap);
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let blurred = box_blur_rgba(&shadow_img, br);
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let blurred_pixmap = rgba_image_to_pixmap(&blurred);
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// 4. Composite: shadow first, image on top.
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let mut canvas = Pixmap::new(canvas_w, canvas_h).expect("canvas pixmap");
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let mut p = PixmapPaint::default();
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p.blend_mode = BlendMode::Source;
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canvas.draw_pixmap(0, 0, blurred_pixmap.as_ref(), &p, Transform::identity(), None);
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let mut p2 = PixmapPaint::default();
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p2.blend_mode = BlendMode::SourceOver;
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canvas.draw_pixmap(extra_left as i32, extra_top as i32, img_pixmap.as_ref(), &p2, Transform::identity(), None);
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pixmap_to_rgba_image(canvas)
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}
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// ─── Helpers ─────────────────────────────────────────────────────────────────
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fn rounded_rect_path(x: f32, y: f32, w: f32, h: f32, r: f32) -> Path {
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let r = r.min(w / 2.0).min(h / 2.0);
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let mut pb = PathBuilder::new();
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pb.move_to(x + r, y);
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pb.line_to(x + w - r, y);
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pb.quad_to(x + w, y, x + w, y + r);
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pb.line_to(x + w, y + h - r);
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pb.quad_to(x + w, y + h, x + w - r, y + h);
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pb.line_to(x + r, y + h);
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pb.quad_to(x, y + h, x, y + h - r);
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pb.line_to(x, y + r);
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pb.quad_to(x, y, x + r, y);
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pb.close();
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pb.finish().expect("rounded rect path")
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}
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fn rgba_image_to_pixmap(img: &RgbaImage) -> Pixmap {
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let (w, h) = img.dimensions();
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let mut pixmap = Pixmap::new(w, h).expect("pixmap alloc");
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let pixels = pixmap.pixels_mut();
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for (i, px) in img.pixels().enumerate() {
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let [r, g, b, a] = px.0;
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let af = a as f32 / 255.0;
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pixels[i] = tiny_skia::PremultipliedColorU8::from_rgba(
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(r as f32 * af) as u8,
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(g as f32 * af) as u8,
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(b as f32 * af) as u8,
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a,
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)
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.unwrap_or(tiny_skia::PremultipliedColorU8::TRANSPARENT);
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}
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pixmap
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}
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fn pixmap_to_rgba_image(pixmap: Pixmap) -> RgbaImage {
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let (w, h) = (pixmap.width(), pixmap.height());
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let mut out = RgbaImage::new(w, h);
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for (i, px) in pixmap.pixels().iter().enumerate() {
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let x = (i as u32) % w;
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let y = (i as u32) / w;
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let a = px.alpha();
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let (r, g, b) = if a == 0 {
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(0, 0, 0)
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} else {
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let af = a as f32 / 255.0;
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(
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(px.red() as f32 / af).round().min(255.0) as u8,
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(px.green() as f32 / af).round().min(255.0) as u8,
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(px.blue() as f32 / af).round().min(255.0) as u8,
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)
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};
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out.put_pixel(x, y, image::Rgba([r, g, b, a]));
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}
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out
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}
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fn tint_pixmap_as_shadow(pixmap: &mut Pixmap, color: [u8; 4]) {
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let [sr, sg, sb, _] = color;
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for px in pixmap.pixels_mut() {
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let a = px.alpha();
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if a > 0 {
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let af = a as f32 / 255.0;
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*px = tiny_skia::PremultipliedColorU8::from_rgba(
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(sr as f32 * af) as u8,
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(sg as f32 * af) as u8,
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(sb as f32 * af) as u8,
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a,
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)
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.unwrap_or(tiny_skia::PremultipliedColorU8::TRANSPARENT);
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}
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}
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}
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// ─── Sliding-window box blur (O(W*H) regardless of radius) ───────────────────
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//
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// Classic algorithm: maintain a running sum over a window of (2r+1) pixels.
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// When the window slides by one pixel, subtract the pixel leaving the window
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// and add the pixel entering it. Three passes (H→V→H or H→V→H) approximate
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// a Gaussian kernel.
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fn box_blur_rgba(img: &RgbaImage, radius: u32) -> RgbaImage {
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if radius == 0 {
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return img.clone();
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}
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// Three passes of H+V to approximate a Gaussian.
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let mut buf = sliding_horizontal(img, radius);
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buf = sliding_vertical(&buf, radius);
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buf = sliding_horizontal(&buf, radius);
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buf = sliding_vertical(&buf, radius);
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buf
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}
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/// Horizontal sliding-window box blur, single pass.
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fn sliding_horizontal(img: &RgbaImage, radius: u32) -> RgbaImage {
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let (w, h) = img.dimensions();
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let r = radius as i32;
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let diam = (2 * r + 1) as u32;
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let mut out = RgbaImage::new(w, h);
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for y in 0..h {
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// Accumulator for the current window.
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let mut sr = 0u32;
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let mut sg = 0u32;
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let mut sb = 0u32;
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let mut sa = 0u32;
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// Seed the window around x=0.
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for dx in -r..=r {
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let sx = dx.clamp(0, w as i32 - 1) as u32;
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let p = img.get_pixel(sx, y).0;
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sr += p[0] as u32;
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sg += p[1] as u32;
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sb += p[2] as u32;
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sa += p[3] as u32;
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}
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for x in 0..w {
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out.put_pixel(x, y, image::Rgba([
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(sr / diam) as u8,
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(sg / diam) as u8,
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(sb / diam) as u8,
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(sa / diam) as u8,
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]));
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// Slide: remove left edge, add right edge.
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let remove_x = (x as i32 - r).clamp(0, w as i32 - 1) as u32;
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let add_x = (x as i32 + r + 1).clamp(0, w as i32 - 1) as u32;
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let rp = img.get_pixel(remove_x, y).0;
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let ap = img.get_pixel(add_x, y).0;
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sr = sr.saturating_sub(rp[0] as u32) + ap[0] as u32;
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sg = sg.saturating_sub(rp[1] as u32) + ap[1] as u32;
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sb = sb.saturating_sub(rp[2] as u32) + ap[2] as u32;
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sa = sa.saturating_sub(rp[3] as u32) + ap[3] as u32;
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}
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}
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out
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}
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/// Vertical sliding-window box blur, single pass.
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fn sliding_vertical(img: &RgbaImage, radius: u32) -> RgbaImage {
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let (w, h) = img.dimensions();
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let r = radius as i32;
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let diam = (2 * r + 1) as u32;
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let mut out = RgbaImage::new(w, h);
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for x in 0..w {
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let mut sr = 0u32;
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let mut sg = 0u32;
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let mut sb = 0u32;
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let mut sa = 0u32;
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for dy in -r..=r {
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let sy = dy.clamp(0, h as i32 - 1) as u32;
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let p = img.get_pixel(x, sy).0;
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sr += p[0] as u32;
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sg += p[1] as u32;
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sb += p[2] as u32;
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sa += p[3] as u32;
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}
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for y in 0..h {
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out.put_pixel(x, y, image::Rgba([
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(sr / diam) as u8,
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(sg / diam) as u8,
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(sb / diam) as u8,
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(sa / diam) as u8,
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]));
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let remove_y = (y as i32 - r).clamp(0, h as i32 - 1) as u32;
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let add_y = (y as i32 + r + 1).clamp(0, h as i32 - 1) as u32;
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let rp = img.get_pixel(x, remove_y).0;
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let ap = img.get_pixel(x, add_y ).0;
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sr = sr.saturating_sub(rp[0] as u32) + ap[0] as u32;
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sg = sg.saturating_sub(rp[1] as u32) + ap[1] as u32;
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sb = sb.saturating_sub(rp[2] as u32) + ap[2] as u32;
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sa = sa.saturating_sub(rp[3] as u32) + ap[3] as u32;
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}
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}
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out
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}
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