* Support rendering Gradient in path Stroke mode
* Fix GlStencilCoverTask not support even-odd fill rule
* Make GlStencilCoverTask can discard overlapped area during stroke
rendering
This commit addresses an issue where paints lost their
composition context when drawings occurred without any updates.
Now, paints will consistently retain the composition context,
ensuring accurate rendering.
Issue: https://github.com/thorvg/thorvg/issues/2058
[issues 1479: FillRule](#1479)
Introduced fill rule winding
This rule makes sense only if path have some self intersections.
In all other cases shapes are filled by even-odd behavor.
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)
* use GLRenderBuffer in color and stencil attachment, also use x4 sample
count by default.
* add msaa resolve logical at the end of a ComposeTask, so the normal
color texture can get the final rendering result.
sw_engine: radial gradient
[issues 2014: radial gradient](#2014)
Radial gradient results in a corrupted image when the focal point is outside the circle on Apple Silicon.
This happens because some compilers use FMA to optimize the a = dr² - dx² - dy² calculation,
which cause loss of precision.
We rely on temporary variables to prevent FMA.
We could also use compiler specific float contraction control pragmas to avoid this if this doesn't work in the future
Since we choose MSAA, no need to calculate edge alpha during fragment
stage. So this commit removed the alpha attribute and related code:
* Remove the alpha attribute in vertex data.
* Change position type from `vec3` to `vec2` in all shader code.
* Remove alhpa multiplication in all fragment shaders
The previous loader cache mechanism encountered a problem
when the user changed the content of the cached data.
In such cases, a new request would not be processed
because the renderer would use the previously cached content.
So far, the TVG cache mechanism utilizes a pointer hash key
for the fastest hashing mechanism available.
One limitation is that it assumes the address is unique for the data.
To resolve this, we modified the caching policy.
Now, the renderer will not cache copied data;
it will only cache the given data when it is deemed shareable.
issue: https://github.com/thorvg/thorvg/issues/2020
[issues 1479: antialiasing](#1479)
Anti-aliasing implementation
Implements antialiasing as a post process on cimpute shaders and original render target with scale of 2x.
Can be modified as an external settings
Since we choose multisample antialiasing, use stencil then cover to
render polygon can get better performance.
Also the code is much easier to understand.
After introducing the length measurement
of approximate and exact Bezier curves in
a8c0030d80
the calculation of the outline length still
used the approximate functions, while further
calculations took the exact value into account.
This discrepancy led to the creation of artifacts.
@Issue: https://github.com/thorvg/thorvg/issues/2021
stroke line drawing has been broken at a certain case,
this reverts a part of change from the old optimization:
d81f5d29fb
note that this change wouldn't affect any performance.
issue: https://github.com/thorvg/thorvg/issues/2015
According to the SVG standard, drawing a rectangle
starts at (x+rx, y) point. Till now it was (x+w, y+ry).
The difference was visible only for dashed strokes.
According to the SVG standard, drawing a circle/ellipse
should start at the '3 o'clock' position and proceed
in a clock-wise direction. Until now, this point was
set at '12 o'clock'.
The differences in the outcome were visible for dashed
strokes.
issue: https://github.com/thorvg/thorvg/issues/1686
This class extends the Animation and serves advanced Lottie features.
It's designed to separately have Lottie Animation's unique specs.
For now, this will have Slot overriding feature,
you can include <thorvg_lottie.h> for its extensive features.
@APIs:
- Result LottieAnimation::override(const char* slotJson) noexcept;
- static std::unique_ptr<LottieAnimation> LottieAnimation::gen() noexcept;
@Issue: https://github.com/thorvg/thorvg/issues/1808
Dashed curves require greater precision in calculating
their lengths and while splitting Bezier curves.
Otherwise, it results in visual discrepancies compared
to the expected outcomes.
Approximate functions 'bezLengthApprox' and 'bezAtApprox'
used for calculations in the lottie loader.
issue: https://github.com/thorvg/thorvg/issues/1686
In the case of non-uniform scaling for
thick strokes, artifacts were visible.
The calculations took into account the angle
resulting from the already transformed points,
whereas the untransformed points should have
been considered - the transformation is taken
into account in the next step.
@issue: https://github.com/thorvg/thorvg/issues/1915
enhance decoding efficiency by determining the desired canvas format
during image loading. This allows loaders to preemptively decode
the image in the specified format, to not convert the format again.
Attempt to load a given file/data using candidate formats
when the desired loader fails. This approach will enhance
the compatibility with various file formats in unexpected scenarios.
Previously, we had removed this feature, but have since
recognized its necessity due to the impact on file data
in specific corner cases.
* 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
Allow direct updates to the paint object without prior validation.
The verification process is deemed inefficient;
users are expected to ensure the paint is updated using a canvas
that contains it.
This might break the backward compatibility.
Adjusted the sampling position basis by -0.5 pixel
to enhance edge line interpolation quality.
This change addresses an issue with the image up-scaling process,
resulting in clearer and more accurate visuals.
issue: https://github.com/thorvg/thorvg/issues/1949
Previously, the logic was set to halt rendering when any part of the paints,
particularly bitmap-based images, failed to render.
This update modifies the behavior to continue drawing the scene,
allowing for the successful rendering of other elements.
issue: https://github.com/thorvg/thorvg/issues/1951
* merge vertices that are close enough before tessellation
* append return branch in tessellation to prevent dead loop caused by floating point precision
dispose of the resources at the end of the paint deletion.
This will help retain the resources of the retained paints
and reuse them after reconstructing the next scene.
This update fixes an issue where duplicated overlapping curves/lines,
when introduced as a single line.
That case overlapping command operation is take account for
the trim path's path-building process.
We now skip such cases to ensure the trim path functions correctly.
issue: https://github.com/thorvg/thorvg/issues/1939
resolved a corner case where assets were being attached
multiple times during scene building. This issue was causing
a significant performence drop in image animation
in certain scenarios.