librsvg 2.62.2

A library to render SVG images to Cairo surfaces. GNOME uses this to render SVG icons. Outside of GNOME, other desktop environments use it for similar purposes. Wikimedia uses it for Wikipedia's SVG diagrams.
Documentation
use std::cmp::min;
use std::f64;

use markup5ever::{expanded_name, local_name, ns};
use nalgebra::{DMatrix, Dyn, VecStorage};

use crate::document::AcquiredNodes;
use crate::element::{ElementTrait, set_attribute};
use crate::node::{CascadedValues, Node};
use crate::parsers::{NumberOptionalNumber, ParseValue};
use crate::properties::ColorInterpolationFilters;
use crate::rect::IRect;
use crate::session::Session;
use crate::surface_utils::{
    EdgeMode,
    shared_surface::{BlurDirection, Horizontal, SharedImageSurface, Vertical},
};
use crate::xml::Attributes;

use super::bounds::BoundsBuilder;
use super::context::{FilterContext, FilterOutput};
use super::{
    FilterEffect, FilterError, FilterResolveError, Input, InputRequirements, Primitive,
    PrimitiveParams, ResolvedPrimitive,
};

/// The maximum gaussian blur kernel size.
///
/// The value of 500 is used in webkit.
const MAXIMUM_KERNEL_SIZE: usize = 500;

/// The `feGaussianBlur` filter primitive.
#[derive(Default)]
pub struct FeGaussianBlur {
    base: Primitive,
    params: GaussianBlur,
}

/// Resolved `feGaussianBlur` primitive for rendering.
#[derive(Clone)]
pub struct GaussianBlur {
    pub in1: Input,
    pub std_deviation: NumberOptionalNumber<f64>,
    pub edge_mode: EdgeMode,
    pub color_interpolation_filters: ColorInterpolationFilters,
}

// We need this because NumberOptionalNumber doesn't impl Default
impl Default for GaussianBlur {
    fn default() -> GaussianBlur {
        GaussianBlur {
            in1: Default::default(),
            std_deviation: NumberOptionalNumber(0.0, 0.0),
            // Note that per the spec, `edgeMode` has a different initial value
            // in feGaussianBlur than feConvolveMatrix.
            edge_mode: EdgeMode::None,
            color_interpolation_filters: Default::default(),
        }
    }
}

impl ElementTrait for FeGaussianBlur {
    fn set_attributes(&mut self, attrs: &Attributes, session: &Session) {
        self.params.in1 = self.base.parse_one_input(attrs, session);

        for (attr, value) in attrs.iter() {
            match attr.expanded() {
                expanded_name!("", "stdDeviation") => {
                    set_attribute(&mut self.params.std_deviation, attr.parse(value), session)
                }
                expanded_name!("", "edgeMode") => {
                    set_attribute(&mut self.params.edge_mode, attr.parse(value), session)
                }

                _ => (),
            }
        }
    }
}

/// Computes a gaussian kernel line for the given standard deviation.
fn gaussian_kernel(std_deviation: f64) -> Vec<f64> {
    assert!(std_deviation > 0.0);

    // Make sure there aren't any infinities.
    let maximal_deviation = (MAXIMUM_KERNEL_SIZE / 2) as f64 / 3.0;

    // Values further away than std_deviation * 3 are too small to contribute anything meaningful.
    let radius = ((std_deviation.min(maximal_deviation) * 3.0) + 0.5) as usize;
    // Clamp the radius rather than diameter because `MAXIMUM_KERNEL_SIZE` might be even and we
    // want an odd-sized kernel.
    let radius = min(radius, (MAXIMUM_KERNEL_SIZE - 1) / 2);
    let diameter = radius * 2 + 1;

    let mut kernel = Vec::with_capacity(diameter);

    let gauss_point = |x: f64| (-x.powi(2) / (2.0 * std_deviation.powi(2))).exp();

    // Fill the matrix by doing numerical integration approximation from -2*std_dev to 2*std_dev,
    // sampling 50 points per pixel. We do the bottom half, mirror it to the top half, then compute
    // the center point. Otherwise asymmetric quantization errors will occur. The formula to
    // integrate is e^-(x^2/2s^2).
    for i in 0..diameter / 2 {
        let base_x = (diameter / 2 + 1 - i) as f64 - 0.5;

        let mut sum = 0.0;
        for j in 1..=50 {
            let r = base_x + 0.02 * f64::from(j);
            sum += gauss_point(r);
        }

        kernel.push(sum / 50.0);
    }

    // We'll compute the middle point later.
    kernel.push(0.0);

    // Mirror the bottom half to the top half.
    for i in 0..diameter / 2 {
        let x = kernel[diameter / 2 - 1 - i];
        kernel.push(x);
    }

    // Find center val -- calculate an odd number of quanta to make it symmetric, even if the
    // center point is weighted slightly higher than others.
    let mut sum = 0.0;
    for j in 0..=50 {
        let r = -0.5 + 0.02 * f64::from(j);
        sum += gauss_point(r);
    }
    kernel[diameter / 2] = sum / 51.0;

    // Normalize the distribution by scaling the total sum to 1.
    let sum = kernel.iter().sum::<f64>();
    kernel.iter_mut().for_each(|x| *x /= sum);

    kernel
}

/// Returns a size of the box blur kernel to approximate the gaussian blur.
fn box_blur_kernel_size(std_deviation: f64) -> usize {
    let d = (std_deviation * 3.0 * (2.0 * f64::consts::PI).sqrt() / 4.0 + 0.5).floor();
    let d = d.min(MAXIMUM_KERNEL_SIZE as f64);
    d as usize
}

/// Applies three box blurs to approximate the gaussian blur.
///
/// This is intended to be used in two steps, horizontal and vertical.
fn three_box_blurs<B: BlurDirection>(
    surface: &SharedImageSurface,
    bounds: IRect,
    std_deviation: f64,
) -> Result<SharedImageSurface, FilterError> {
    let d = box_blur_kernel_size(std_deviation);
    if d == 0 {
        return Ok(surface.clone());
    }

    let surface = if d % 2 == 1 {
        // Odd kernel sizes just get three successive box blurs.
        let mut surface = surface.clone();

        for _ in 0..3 {
            surface = surface.box_blur::<B>(bounds, d, d / 2)?;
        }

        surface
    } else {
        // Even kernel sizes have a more interesting scheme.
        let surface = surface.box_blur::<B>(bounds, d, d / 2)?;
        let surface = surface.box_blur::<B>(bounds, d, d / 2 - 1)?;

        let d = d + 1;
        surface.box_blur::<B>(bounds, d, d / 2)?
    };

    Ok(surface)
}

/// Applies the gaussian blur.
///
/// This is intended to be used in two steps, horizontal and vertical.
fn gaussian_blur(
    input_surface: &SharedImageSurface,
    bounds: IRect,
    std_deviation: f64,
    edge_mode: EdgeMode,
    vertical: bool,
) -> Result<SharedImageSurface, FilterError> {
    let kernel = gaussian_kernel(std_deviation);
    let (rows, cols) = if vertical {
        (kernel.len(), 1)
    } else {
        (1, kernel.len())
    };
    let kernel = DMatrix::from_data(VecStorage::new(Dyn(rows), Dyn(cols), kernel));

    Ok(input_surface.convolve(
        bounds,
        ((cols / 2) as i32, (rows / 2) as i32),
        &kernel,
        edge_mode,
    )?)
}

impl GaussianBlur {
    pub fn render(
        &self,
        bounds_builder: BoundsBuilder,
        ctx: &FilterContext,
    ) -> Result<FilterOutput, FilterError> {
        let input_1 = ctx.get_input(&self.in1, self.color_interpolation_filters)?;
        let bounds: IRect = bounds_builder
            .add_input(&input_1)
            .compute(ctx)
            .clipped
            .into();

        let NumberOptionalNumber(std_x, std_y) = self.std_deviation;

        // "A negative value or a value of zero disables the effect of
        // the given filter primitive (i.e., the result is the filter
        // input image)."
        if std_x <= 0.0 && std_y <= 0.0 {
            return Ok(FilterOutput {
                surface: input_1.surface().clone(),
                bounds,
            });
        }

        let (std_x, std_y) = ctx.paffine().transform_distance(std_x, std_y);

        // The deviation can become negative here due to the transform.
        let std_x = std_x.abs();
        let std_y = std_y.abs();

        // Performance TODO: gaussian blur is frequently used for shadows, operating on SourceAlpha
        // (so the image is alpha-only). We can use this to not waste time processing the other
        // channels.

        // Horizontal convolution.
        let horiz_result_surface = if std_x >= 2.0 {
            // The spec says for deviation >= 2.0 three box blurs can be used as an optimization.
            three_box_blurs::<Horizontal>(input_1.surface(), bounds, std_x)?
        } else if std_x != 0.0 {
            gaussian_blur(input_1.surface(), bounds, std_x, self.edge_mode, false)?
        } else {
            input_1.surface().clone()
        };

        // Vertical convolution.
        let output_surface = if std_y >= 2.0 {
            // The spec says for deviation >= 2.0 three box blurs can be used as an optimization.
            three_box_blurs::<Vertical>(&horiz_result_surface, bounds, std_y)?
        } else if std_y != 0.0 {
            gaussian_blur(&horiz_result_surface, bounds, std_y, self.edge_mode, true)?
        } else {
            horiz_result_surface
        };

        Ok(FilterOutput {
            surface: output_surface,
            bounds,
        })
    }

    pub fn get_input_requirements(&self) -> InputRequirements {
        self.in1.get_requirements()
    }
}

impl FilterEffect for FeGaussianBlur {
    fn resolve(
        &self,
        _acquired_nodes: &mut AcquiredNodes<'_>,
        node: &Node,
    ) -> Result<Vec<ResolvedPrimitive>, FilterResolveError> {
        let cascaded = CascadedValues::new_from_node(node);
        let values = cascaded.get();

        let mut params = self.params.clone();
        params.color_interpolation_filters = values.color_interpolation_filters();

        Ok(vec![ResolvedPrimitive {
            primitive: self.base.clone(),
            params: PrimitiveParams::GaussianBlur(params),
        }])
    }
}