- introduced a blending factor to control the mix between the original color and the tritone effect.
- improved Lottie compliance with this enhancement.
- implemented the spec by all engines
CAPI:
* Tvg_Result tvg_scene_push_effect_tritone(Tvg_Paint* scene, int shadow_r, int shadow_g, int shadow_b, int midtone_r, int midtone_g, int midtone_b, int highlight_r, int highlight_g, int highlight_b);
-> TVG_API Tvg_Result tvg_scene_push_effect_tritone(Tvg_Paint* scene, int shadow_r, int shadow_g, int shadow_b, int midtone_r, int midtone_g, int midtone_b, int highlight_r, int highlight_g, int highlight_b, int blend);
- corrected the reversed black/white intensity multiplication.
- made a minor adjustment to the luma equation.
- updated and aligned the API documentation accordingly.
- C-style strings provide consistent binary interface for FFI
- Reduces potential issues where standard library is limited (e.g., WebAssembly, embedded systems)
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
* 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
* Fix error when handle GradientTransform calculation. And move the inv
calculation into gradient vertex shader.
* Fix cubic tessellation not close the last point
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.
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
* 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
* 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