use image::*;
pub trait Overlay<W> {
/// Overlay with onto self at coordinates x, y, without blending
fn overlay_at(&mut self, with: &W, x: u32, y: u32) -> &mut Self;
}
pub trait RepeatNew {
/// Repeat with over self
fn repeated(with: &Self, x: u32, y: u32) -> Self;
}
pub trait ImageUtils {
/// Tint this image with the color
fn tint(&mut self, color: Rgb<u8>) -> &mut Self;
/// Overlay with onto self (does not blend)
fn overlay(&mut self, with: &Self) -> &mut Self;
/// rotate
fn rotate(&mut self, times: u8) -> &mut Self;
/// flip along the horizontal axis
fn flip_h(&mut self) -> &mut Self;
/// flip along the vertical axis
fn flip_v(&mut self) -> &mut Self;
/// shadow
fn shadow(&mut self) -> &mut Self;
/// silhouette
fn silhouette(&mut self) -> &mut Self;
/// scale a image
fn scale(&self, to: u32) -> Self;
}
impl Overlay<RgbImage> for RgbImage {
fn overlay_at(&mut self, with: &RgbImage, x: u32, y: u32) -> &mut Self {
for j in 0..with.height() {
for i in 0..with.width() {
#[cfg(debug_assertions)]
{
let get = *with.get_pixel(i, j);
self.put_pixel(i + x, j + y, get);
}
#[cfg(not(debug_assertions))]
{
let get = unsafe { with.unsafe_get_pixel(i, j) };
unsafe { self.unsafe_put_pixel(i + x, j + y, get) };
}
}
}
self
}
}
impl Overlay<RgbaImage> for RgbImage {
fn overlay_at(&mut self, with: &RgbaImage, x: u32, y: u32) -> &mut Self {
for j in 0..with.height() {
for i in 0..with.width() {
let get = unsafe { with.unsafe_get_pixel(i, j) };
// solidity
if get[3] > 128 {
unsafe { self.unsafe_put_pixel(i + x, j + y, Rgb([get[0], get[1], get[2]])) };
}
}
}
self
}
}
impl Overlay<RgbaImage> for RgbaImage {
fn overlay_at(&mut self, with: &RgbaImage, x: u32, y: u32) -> &mut Self {
for j in 0..with.height() {
for i in 0..with.width() {
let get = unsafe { with.unsafe_get_pixel(i, j) };
if get[3] > 128 {
unsafe { self.unsafe_put_pixel(i + x, j + y, get) };
}
}
}
self
}
}
impl RepeatNew for RgbImage {
fn repeated(with: &Self, x: u32, y: u32) -> Self {
let mut img = RgbImage::new(x, y); // could probably optimize this a ton but eh
for x in 0..(x / with.width()) {
for y in 0..(y / with.height()) {
img.overlay_at(with, x * with.width(), y * with.height());
}
}
img
}
}
impl ImageUtils for RgbaImage {
fn rotate(&mut self, times: u8) -> &mut Self {
use image::imageops::{rotate180, rotate270, rotate90};
match times {
2 => *self = rotate180(self),
1 => *self = rotate90(self),
3 => *self = rotate270(self),
_ => {}
}
self
}
fn tint(&mut self, color: Rgb<u8>) -> &mut Self {
let [tr, tg, tb] = [
color[0] as f32 / 255.0,
color[1] as f32 / 255.0,
color[2] as f32 / 255.0,
];
for Rgba([r, g, b, _]) in self.pixels_mut() {
*r = (*r as f32 * tr) as u8;
*g = (*g as f32 * tg) as u8;
*b = (*b as f32 * tb) as u8;
}
self
}
fn overlay(&mut self, with: &RgbaImage) -> &mut Self {
if self.len() % 4 != 0 || with.len() % 4 != 0 {
unsafe { std::hint::unreachable_unchecked() };
}
for (i, other_pixels) in with.array_chunks::<4>().enumerate() {
if other_pixels[3] > 128 {
let own_pixels = unsafe { self.get_unchecked_mut(i * 4..i * 4 + 4) };
own_pixels.copy_from_slice(other_pixels);
}
}
self
}
fn scale(&self, to: u32) -> Self {
imageops::resize(self, to, to, imageops::Nearest)
}
fn silhouette(&mut self) -> &mut Self {
for pixel in self.pixels_mut() {
if pixel[3] < 128 {
pixel[2] /= 10;
pixel[1] /= 10;
pixel[0] /= 10;
}
}
self
}
fn shadow(&mut self) -> &mut Self {
let mut shadow = self.clone();
shadow.silhouette();
let samples = shadow.as_flat_samples_mut();
blurslice::gaussian_blur_bytes::<4>(
samples.samples,
self.width() as usize,
self.height() as usize,
9.0,
)
.unwrap();
for x in 0..shadow.width() {
for y in 0..shadow.height() {
let Rgba([r, g, b, a]) = self.get_pixel_mut(x, y);
if *a == 0 {
let p = unsafe { shadow.unsafe_get_pixel(x, y) };
*r = p[0];
*g = p[0];
*b = p[0];
*a = p[1];
}
}
}
self
}
#[inline(always)]
fn flip_h(&mut self) -> &mut Self {
imageops::flip_horizontal_in_place(self);
self
}
#[inline(always)]
fn flip_v(&mut self) -> &mut Self {
imageops::flip_vertical_in_place(self);
self
}
}