Before the current changes, all surfaces were painted using a full-screen overlay, no matter how large the object was rendered. This approach is redundant and required reorganization. At the moment, all objects are rendered using an overlay equal to the box of the object itself, which reduces the cost of filling the surface.
Also surfaces and images were divided into different entities, which reduces the pressure on memory.
Also geometry data for rendering and geometry data for calculations in system memory were logically separated.
- define separated model for better readability of interface
- implemented thorvg basic features
added features:
- Add version info
- Support setBgColor
- Support save2gif
- Support bounce mode
- Support intermission
- Support skipping needless animation by dom visible
enabled options:
- EXPORT_ES6 > to import glue code in es6 module system
- SINGLE_FILE > to build library as a single JS file, single file reduces loading latency
- MODULARIZE > proper option to build es6 module (optimized)
- EXPORTED_RUNTIME_METHODS > allow es6 module based glue code to import FS
For further development of features, we need to create off-screen buffers that will allow us to implement functionality related to composition and blending, as well as for loading data to system memory from the framebuffer. Separating the framebuffer into a separate entity allows you to create several instances of them, switch between them, and blend them according to given rules.
For current time we have only a single render target instance, that have a handle to drawing into surface surface, like a native window.
New approach allows:
- offscreen rendering
- render pass handling
- switching between render targets
- ability to render images, strokes and shapes into independent render targets
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
The magic number kappa (0.552284), which is associated with the bezier curve,
has been introduced. This formula is supposed to be applied to the rounded corners
of the rectangle to ensure consistent drawing results.
Issue: https://github.com/thorvg/thorvg/issues/1824