enhanced the rendering composition target to better support features such as
alpha blending, blending, masking, post effects, and more.
This allows rasterizers to prepare the composition context with more precise control.
Additionally, resolved a crash in the software engine's post-effect process
caused by a buffer size mismatch during XY buffer flipping.
issue: https://github.com/thorvg/thorvg/issues/3009
issue: https://github.com/thorvg/thorvg/issues/2984
Scene effects are typically applied to modify
the final appearance of a rendered scene,
such as adding a blur effect.
Each effect would have a different number of parameters
to control its visual properties. The Scene::push() interface
uses variadic arguments to accommodate various cases.
Users should refer to the SceneEffect API documentation
and pass the parameters exactly as required for the specific
effect type. For instance, GaussianBlur expects 3 parameters
which are:
- sigma(float)[greater than 0]
- direction(int)[both: 0 / horizontal: 1 / vertical: 2]
- border(int)[extend: 0 / wrap: 1]
- quality(int)[0 ~ 100]
and, scene->push(SceneEffect::GaussianBlur, 5.0f, 0, 0, 100);
New Experimental APIs:
- SceneEffect::ClearAll
- SceneEffect::GaussianBlur
- Result Scene::push(SceneEffect effect, ...);
Example:
- examples/SceneEffect
issue: https://github.com/thorvg/thorvg/issues/374
Implement some advance blending equation in GLEngine by using two
RenderPass.
* The first pass render the content into an off-screen framebuffer, also
blit the screen content to an off-screen Texture.
* The second pass renders the final blended color to the screen.
Also use a stencil test to prevent non-drawn areas from participating in the color blending calculation.
issue: https://github.com/thorvg/thorvg/issues/2435
Corrected the alpha interpolation order during blending.
This also corrected the hard mix blending result in the guitar sample.
issue: https://github.com/thorvg/thorvg/issues/2704
The anti-aliased outline color was incorrectly blended
at the multiply option.
The fix can be observed in the example:
'examples/lottie/resourcesguitar.json'
in order to do this, RenderMehthod::blend() method introduced
`bool direct` for figuring out the intermediate composition.
Spec out this incomplete experimental feature,
this is a still promising one, we will reintroduce
this officially after 1.0 release
size: -2kb
issue: https://github.com/thorvg/thorvg/issues/1372
Performing a full-screen RenderPass resolve is too expensive.
Because most composite cases only require a small area to be rendered off-screen.
To improve performance, use the bounds of the Geometry for off-screen rendering whenever possible
* Optimize clip logical, change to use GL_GRATER and keep incrace depth
value, so no need to do depth clear after every clip draw.
* Correct geometry bounding box calculation, and make sure the bounds is
larger than all vertices
* Limit drawing area for off-screen RenderPass with correct scissor box
* restrict the scissor box of composite task
* do not tessellate stroke or fill geometry if there is no Fill or
Stroke color
* use actually transformed curve to calculate polyline count when doing
curve flatten
Fix some error:
* glViewport not controlled by framebuffer, and need to set manually when
target framebuffer is changed.
* change even-odd stencil operation, so no need to do third draw call to
clear stencil buffer
* fix the missing `GlCanvas::update` calls in Lottoe and LottieExtension
Since blit msaa framebuffer to another msaa framebuffer may generate
GLError in some platforms. Use normal texture rendering to blit the final
color buffer onto target framebuffer.
Refactor the GlCanvas::target() interface to allow
passing the drawing target ID from the user side.
Previously, it performed the drawing on the currently set FBO target.
Beta API change:
Result GlCanvas::target(uint32_t* buffer, uint32_t stride, uint32_t w, uint32_t h)
-> Result GlCanvas::target(int32_t id, uint32_t w, uint32_t h)
* add new render task to do stencil and cover rendering which is a
fallback rendering method to handle cases that trianglation tessellation
failed
* add a new tessellator to generate stencil and cover vertex mesh
Introduced a dedicated mutex for each surface instance
to ensure safe sharing between the loader, renderer, and engine.
This enhancement allows for secure modification and access to bitmap data,
addressing potential concurrency issues.
Multiple Picture instances can now safely share a single loader instance,
optimizing performance.
This change builds upon the previous Loader Cache improvements:
ff6ea4b6c4
since the framebuffer will draw back to parent RenderPass, it can be
reused in next compose rendering.
So instead of create framebuffer every time when beginCompose is called, we
trying to reuse the framebuffer created before in the same stack level
* Use uniform block to pack all color informations
* Move the actual gl draw call into GlRenderer::sync function, so all
data is been uploaded into GPU
* Make GlRenderTask simple and generic for direct gl draw