blob: 9f7b310138cb8802b25cb39c82b28320e25b7013 [file]
// Copyright 2025 the Vello Authors
// SPDX-License-Identifier: Apache-2.0 OR MIT
//! Using masks with Vello CPU.
use vello_cpu::color::palette::css::{BLUE, RED, WHITE};
use vello_cpu::kurbo::Rect;
use vello_cpu::{Mask, Pixmap, RenderContext, Resources};
const SIZE: u16 = 200;
fn main() {
// Vello CPU supports applying luminance and alpha masks to your drawings.
// First, we need to create our actual mask. There are multiple ways how
// you can get to it, in our case we are going to draw our own custom mask.
let mask = {
// In this case, we are drawing the mask ourselves. Note that the
// dimensions of the final mask need to match the dimensions of our
// original render context!
let mut mask_ctx = RenderContext::new(SIZE, SIZE);
let mut mask_resources = Resources::new();
let mut pixmap = Pixmap::new(SIZE, SIZE);
mask_ctx.set_paint(RED);
mask_ctx.fill_rect(&Rect::new(30.0, 30.0, 170.0, 170.0));
mask_ctx.flush();
mask_ctx.render_to_pixmap(&mut mask_resources, &mut pixmap);
Mask::new_luminance(&pixmap)
};
// Create the main render context.
let mut ctx = RenderContext::new(SIZE, SIZE);
// Similarly to clip paths (see the clipping example), there are two
// different ways of applying them:
// The first method is by creating a new isolated layer where the mask
// will be applied once the whole layer has been drawn and is composited
// into the backdrop. The second method is by setting the mask in the
// render context, in which case the mask will be applied to each shape
// directly before being drawn. Which method you should use once again
// depends on the imaging model you are reflecting.
// Method 1: Non-isolated masking via `set_mask`.
{
ctx.set_paint(WHITE);
ctx.fill_rect(&Rect::new(0.0, 0.0, SIZE as f64, SIZE as f64));
// Once the mask is set, the mask will be applied to every path we
// are drawing individually before compositing it into the background.
ctx.set_mask(mask.clone());
// We first apply the mask to the blue rectangle and then composite it.
ctx.set_paint(BLUE);
ctx.fill_rect(&Rect::new(20.0, 20.0, 130.0, 130.0));
// Now, we yet again first apply the mask to the red rectangle only and
// then composite the result.
ctx.set_paint(RED);
ctx.fill_rect(&Rect::new(70.0, 70.0, 180.0, 180.0));
// Use this method if you want to reset the mask currently in place.
ctx.reset_mask();
ctx.flush();
save_pixmap(&ctx, "example_masking1");
}
ctx.reset();
// Method 2: Isolated masking via `push_mask_layer`.
{
ctx.set_paint(WHITE);
ctx.fill_rect(&Rect::new(0.0, 0.0, SIZE as f64, SIZE as f64));
// Using this method, we first push a new isolated layer. Apart from that,
// nothing happens so far.
ctx.push_mask_layer(mask);
// Here, the blue rectangle will be drawn first. Then, the red one is drawn
// and subsequently composited on top of the blue one,
// without any special handling.
ctx.set_paint(BLUE);
ctx.fill_rect(&Rect::new(20.0, 20.0, 130.0, 130.0));
ctx.set_paint(RED);
ctx.fill_rect(&Rect::new(70.0, 70.0, 180.0, 180.0));
// Now, the whole layer is taken, the mask is applied to all of it
// and then composited into the background.
ctx.pop_layer();
ctx.flush();
save_pixmap(&ctx, "example_masking2");
}
// As can be seen, the visual result of the two methods can be different!
}
fn save_pixmap(ctx: &RenderContext, filename: &str) {
let mut resources = Resources::new();
let mut pixmap = Pixmap::new(ctx.width(), ctx.height());
ctx.render_to_pixmap(&mut resources, &mut pixmap);
let png = pixmap.into_png().unwrap();
std::fs::write(format!("{filename}.png"), png).unwrap();
}