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