def add_transparency(qimage: QImage) -> QImage: """ Add transparent window borders according to Ubuntu 19.10 titlebar style :param qimage: image with non transparent top left and right corners :return: image with transparent top left and right corners """ if not qimage.hasAlphaChannel(): assert qimage.format() == QImage.Format_RGB32 transparent = QImage(qimage.size(), QImage.Format_ARGB32_Premultiplied) transparent.fill(Qt.black) painter = QPainter() painter.begin(transparent) painter.drawImage(0, 0, qimage) painter.end() qimage = transparent image_width = qimage.width() y = -1 for width in (5, 3, 2, 1): y += 1 for x in range(width): color = qimage.pixelColor(x, y) color.setAlpha(0) qimage.setPixelColor(x, y, color) qimage.setPixelColor(image_width - x - 1, y, color) return qimage
def _convert_image(self, qimage: QImage) -> Optional[QDBusArgument]: """Convert a QImage to the structure DBus expects. https://specifications.freedesktop.org/notification-spec/latest/ar01s05.html#icons-and-images-formats """ bits_per_color = 8 has_alpha = qimage.hasAlphaChannel() if has_alpha: image_format = QImage.Format_RGBA8888 channel_count = 4 else: image_format = QImage.Format_RGB888 channel_count = 3 qimage.convertTo(image_format) bytes_per_line = qimage.bytesPerLine() width = qimage.width() height = qimage.height() image_data = QDBusArgument() image_data.beginStructure() image_data.add(width) image_data.add(height) image_data.add(bytes_per_line) image_data.add(has_alpha) image_data.add(bits_per_color) image_data.add(channel_count) try: size = qimage.sizeInBytes() except TypeError: # WORKAROUND for # https://www.riverbankcomputing.com/pipermail/pyqt/2020-May/042919.html # byteCount() is obsolete, but sizeInBytes() is only available with # SIP >= 5.3.0. size = qimage.byteCount() # Despite the spec not mandating this, many notification daemons mandate that # the last scanline does not have any padding bytes. # # Or in the words of dunst: # # The image is serialised rowwise pixel by pixel. The rows are aligned by a # spacer full of garbage. The overall data length of data + garbage is # called the rowstride. # # Mind the missing spacer at the last row. # # len: |<--------------rowstride---------------->| # len: |<-width*pixelstride->| # row 1: | data for row 1 | spacer of garbage | # row 2: | data for row 2 | spacer of garbage | # | . | spacer of garbage | # | . | spacer of garbage | # | . | spacer of garbage | # row n-1: | data for row n-1 | spacer of garbage | # row n: | data for row n | # # Source: # https://github.com/dunst-project/dunst/blob/v1.6.1/src/icon.c#L292-L309 padding = bytes_per_line - width * channel_count assert 0 <= padding <= 3, (padding, bytes_per_line, width, channel_count) size -= padding if padding and self._quirks.no_padded_images: return None bits = qimage.constBits().asstring(size) image_data.add(QByteArray(bits)) image_data.endStructure() return image_data
def _generateSceneNode(self, file_name, xz_size, peak_height, base_height, blur_iterations, max_size, lighter_is_higher, use_transparency_model, transmittance_1mm): scene_node = SceneNode() mesh = MeshBuilder() img = QImage(file_name) if img.isNull(): Logger.log("e", "Image is corrupt.") return None width = max(img.width(), 2) height = max(img.height(), 2) aspect = height / width if img.width() < 2 or img.height() < 2: img = img.scaled(width, height, Qt.IgnoreAspectRatio) base_height = max(base_height, 0) peak_height = max(peak_height, -base_height) xz_size = max(xz_size, 1) scale_vector = Vector(xz_size, peak_height, xz_size) if width > height: scale_vector = scale_vector.set(z=scale_vector.z * aspect) elif height > width: scale_vector = scale_vector.set(x=scale_vector.x / aspect) if width > max_size or height > max_size: scale_factor = max_size / width if height > width: scale_factor = max_size / height width = int(max(round(width * scale_factor), 2)) height = int(max(round(height * scale_factor), 2)) img = img.scaled(width, height, Qt.IgnoreAspectRatio) width_minus_one = width - 1 height_minus_one = height - 1 Job.yieldThread() texel_width = 1.0 / (width_minus_one) * scale_vector.x texel_height = 1.0 / (height_minus_one) * scale_vector.z height_data = numpy.zeros((height, width), dtype=numpy.float32) for x in range(0, width): for y in range(0, height): qrgb = img.pixel(x, y) if use_transparency_model: height_data[y, x] = ( 0.299 * math.pow(qRed(qrgb) / 255.0, 2.2) + 0.587 * math.pow(qGreen(qrgb) / 255.0, 2.2) + 0.114 * math.pow(qBlue(qrgb) / 255.0, 2.2)) else: height_data[y, x] = ( 0.212655 * qRed(qrgb) + 0.715158 * qGreen(qrgb) + 0.072187 * qBlue(qrgb) ) / 255 # fast computation ignoring gamma and degamma Job.yieldThread() if lighter_is_higher == use_transparency_model: height_data = 1 - height_data for _ in range(0, blur_iterations): copy = numpy.pad(height_data, ((1, 1), (1, 1)), mode="edge") height_data += copy[1:-1, 2:] height_data += copy[1:-1, :-2] height_data += copy[2:, 1:-1] height_data += copy[:-2, 1:-1] height_data += copy[2:, 2:] height_data += copy[:-2, 2:] height_data += copy[2:, :-2] height_data += copy[:-2, :-2] height_data /= 9 Job.yieldThread() if use_transparency_model: divisor = 1.0 / math.log( transmittance_1mm / 100.0 ) # log-base doesn't matter here. Precompute this value for faster computation of each pixel. min_luminance = (transmittance_1mm / 100.0)**(peak_height - base_height) for (y, x) in numpy.ndindex(height_data.shape): mapped_luminance = min_luminance + ( 1.0 - min_luminance) * height_data[y, x] height_data[y, x] = base_height + divisor * math.log( mapped_luminance ) # use same base as a couple lines above this else: height_data *= scale_vector.y height_data += base_height if img.hasAlphaChannel(): for x in range(0, width): for y in range(0, height): height_data[y, x] *= qAlpha(img.pixel(x, y)) / 255.0 heightmap_face_count = 2 * height_minus_one * width_minus_one total_face_count = heightmap_face_count + (width_minus_one * 2) * ( height_minus_one * 2) + 2 mesh.reserveFaceCount(total_face_count) # initialize to texel space vertex offsets. # 6 is for 6 vertices for each texel quad. heightmap_vertices = numpy.zeros( (width_minus_one * height_minus_one, 6, 3), dtype=numpy.float32) heightmap_vertices = heightmap_vertices + numpy.array( [[[0, base_height, 0], [0, base_height, texel_height], [texel_width, base_height, texel_height], [texel_width, base_height, texel_height], [texel_width, base_height, 0], [0, base_height, 0]]], dtype=numpy.float32) offsetsz, offsetsx = numpy.mgrid[0:height_minus_one, 0:width - 1] offsetsx = numpy.array(offsetsx, numpy.float32).reshape( -1, 1) * texel_width offsetsz = numpy.array(offsetsz, numpy.float32).reshape( -1, 1) * texel_height # offsets for each texel quad heightmap_vertex_offsets = numpy.concatenate([ offsetsx, numpy.zeros((offsetsx.shape[0], offsetsx.shape[1]), dtype=numpy.float32), offsetsz ], 1) heightmap_vertices += heightmap_vertex_offsets.repeat(6, 0).reshape( -1, 6, 3) # apply height data to y values heightmap_vertices[:, 0, 1] = heightmap_vertices[:, 5, 1] = height_data[:-1, : -1].reshape( -1) heightmap_vertices[:, 1, 1] = height_data[1:, :-1].reshape(-1) heightmap_vertices[:, 2, 1] = heightmap_vertices[:, 3, 1] = height_data[ 1:, 1:].reshape(-1) heightmap_vertices[:, 4, 1] = height_data[:-1, 1:].reshape(-1) heightmap_indices = numpy.array(numpy.mgrid[0:heightmap_face_count * 3], dtype=numpy.int32).reshape(-1, 3) mesh._vertices[0:(heightmap_vertices.size // 3), :] = heightmap_vertices.reshape(-1, 3) mesh._indices[0:(heightmap_indices.size // 3), :] = heightmap_indices mesh._vertex_count = heightmap_vertices.size // 3 mesh._face_count = heightmap_indices.size // 3 geo_width = width_minus_one * texel_width geo_height = height_minus_one * texel_height # bottom mesh.addFaceByPoints(0, 0, 0, 0, 0, geo_height, geo_width, 0, geo_height) mesh.addFaceByPoints(geo_width, 0, geo_height, geo_width, 0, 0, 0, 0, 0) # north and south walls for n in range(0, width_minus_one): x = n * texel_width nx = (n + 1) * texel_width hn0 = height_data[0, n] hn1 = height_data[0, n + 1] hs0 = height_data[height_minus_one, n] hs1 = height_data[height_minus_one, n + 1] mesh.addFaceByPoints(x, 0, 0, nx, 0, 0, nx, hn1, 0) mesh.addFaceByPoints(nx, hn1, 0, x, hn0, 0, x, 0, 0) mesh.addFaceByPoints(x, 0, geo_height, nx, 0, geo_height, nx, hs1, geo_height) mesh.addFaceByPoints(nx, hs1, geo_height, x, hs0, geo_height, x, 0, geo_height) # west and east walls for n in range(0, height_minus_one): y = n * texel_height ny = (n + 1) * texel_height hw0 = height_data[n, 0] hw1 = height_data[n + 1, 0] he0 = height_data[n, width_minus_one] he1 = height_data[n + 1, width_minus_one] mesh.addFaceByPoints(0, 0, y, 0, 0, ny, 0, hw1, ny) mesh.addFaceByPoints(0, hw1, ny, 0, hw0, y, 0, 0, y) mesh.addFaceByPoints(geo_width, 0, y, geo_width, 0, ny, geo_width, he1, ny) mesh.addFaceByPoints(geo_width, he1, ny, geo_width, he0, y, geo_width, 0, y) mesh.calculateNormals(fast=True) scene_node.setMeshData(mesh.build()) return scene_node