For the performance reasons, the LumaMask is used only when
it's necessary - when the mask color is other than white.
Otherwise the AlphaMask is enough.
In an svg file the mask-type attribute can be specified.
It takes one of the two values: Luminosity or Alpha.
After the LumaMask is introduced into TVG, this attribute can be
properly read by the svg loader.
The SvgCompositeNode is replaced by the SvgMaskNode and SvgClipNode.
This is needed for using Luma/AlphaMask in the svg loader and in the future,
when we introduce other mask's features.
Introduced CompositeMethod::LumaMask that converts the source pixels to the
grayscale (luma value) before alpha blending. Thanks to it, mask works more like
typical mask in graphics editor software.
Grayscale is calculated with weighted method:
(0.0721*B + 0.7154*G + 0.2125*R) * A
Introduced surface->blender.lumaValue function
Basically, this Accessor is a utility to debug the Scene structure,
by traversing the scene-tree by users.
You can search specific nodes to read the property information,
figure out the structure of the scene tree and its size.
We actually don't recommend you to touch the property unless you really
know the each paint's position and role because it's not visible, difficult to
understand its anatomy.
Also, You must underatnd that modifying the nodes of the scene will be going
well with both the art-design structure and the prorgram logic.
In this first version, Accessor only supports for the Picture class.
@example:
auto picture = tvg::Picture::gen();
picture->load("test.svg");
//The callback function from lambda expression.
//This function will be called for every paint nodes of the tree.
auto f = [](const tvg::Paint* paint) -> bool
{
if (paint->identifier() == Shape::identifier()) {
//override properties?
uint8_t r, g, b, a;
paint->fillColor(&r, &g, &b, &a);
paint->fill(r / 2, g / 2, b / 2, a);
}
//You can return false, to stop traversing immediately.
return true;
};
auto accessor = tvg::Accessor::gen();
picture = accessor->access(move(picture), f);
...
@Issue: https://github.com/Samsung/thorvg/issues/693
Handle correctly duplicated spans from the multiple y span data.
Previous logic only expected the one single y span data from the rle.
However rle might have multiple y span data if the anti-aliasing is applied.
This patch also removed the bad design of the common engine
which handles the anti-alising option to ignore the anti-aliasing rle generation.
Just realized, it's difficult to control that condition due to scene-composition.
strokeOutline returned strokeExportOutline() is the address of mpool->strokeOutline[idx].
Assuming this value is null, mpoolRetStrokeOutline on line 617 will access mpool->strokeOutline[idx].
Logically, the logic of the mpool* functions does not occur in this case.
replace the transformed rle rgba image with the texmap raster.
this patch removes the several scattered transformed image rasterizer,
reuse the unified one texmap method instead.
yay, it's much clean and optimal.
Migrate the id property to the base class internals
so that pimpl classes could access the data easier.
This is a sort of prerequisite change for the coming texmap anti-aliasing.
Previously, translucent png images are not displayed properly
due to alpha channels premultiplication.
This patch implements that missing part to support it properly
by introducing the Surface data between canvas engine & rasterizer
@Issue: https://github.com/Samsung/thorvg/issues/655
The x and y of spans cannot be negative
because they are specified as coordinates inside the buffer.
Change the type to fix warnings and potential problems
that occur in conversion between int16_t and uint32_t.
To handle the objectBoundingBox units, the shape's boundaries have to be known.
According to the SVG standard, a stroke shouldn't be taken into account. Since
the bounds() api uses the shape's stroke information, a new function is introduced,
that compensates this and returns boundaries without any strokes.