Patrick Walton
12574101e5
Add a transform field to `DrawPath`.
...
This is currently applied to the outline and should eventually be applied to
paints as well.
2020-03-03 11:18:01 -08:00
Patrick Walton
468848086a
Use the paint texture uniform belonging to the appropriate program
2020-03-03 10:56:32 -08:00
Patrick Walton
f607b607b0
Composite render targets using tiles, taking the Z-buffer into account.
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We can do more tile-based optimization, but this should be enough to ensure a
correct rendering.
This temporarily breaks subpixel AA, but it should be fixable by modifying
`blur.fs.glsl`.
Closes #271 .
2020-03-02 20:10:10 -08:00
Patrick Walton
0f35d9c817
Add an embedded resource loader that places resources directly in the binary.
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This is useful for WebGL and for downstream crates.io use.
2020-02-28 17:10:53 -08:00
Patrick Walton
40bb1b412c
Implement radial gradients along a line, following Pixman.
2020-02-27 16:24:10 -08:00
Adam Nemecek
3d39c5e9b7
trimmed whitespace
2020-02-27 08:13:14 -08:00
Patrick Walton
e913f83eee
Remove obsolete TODOs
2020-02-27 04:03:08 -08:00
Patrick Walton
3a014d78eb
Implement a blur filter for canvas shadows
2020-02-26 18:43:41 -08:00
Patrick Walton
d1c7da8bd2
Implement pattern repeating and image smoothing control
2020-02-26 14:56:05 -08:00
Patrick Walton
77b3555828
Separate opacity out from paint.
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This allows `globalAlpha` to work on render targets.
2020-02-26 12:43:07 -08:00
Patrick Walton
1deb53fa9c
Implement the remaining Porter-Duff compositing operators
2020-02-25 18:37:23 -08:00
Patrick Walton
e7de50eb67
Fix sub-Z-buffer indexing error with render targets
2020-02-25 18:36:46 -08:00
Patrick Walton
0a3f64eb44
Implement the difference and exclusion blend modes
2020-02-25 14:55:58 -08:00
Patrick Walton
a8e33d3d3d
Add the soft light blend mode
2020-02-25 14:39:06 -08:00
Patrick Walton
9b4217300f
Implement the source-in, destination-in, source-out, and destination-atop blend
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modes to round out the assortment of Porter-Duff blend modes
2020-02-25 12:52:11 -08:00
Patrick Walton
02012431ca
Implement color dodge and color burn blend modes
2020-02-25 11:37:42 -08:00
Patrick Walton
5b228ed825
Implement multiply, screen, hard light, and overlay blend modes.
2020-02-24 21:23:17 -08:00
Patrick Walton
149efeb672
Fix `is_fully_transparent()` for colors.
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Oops!
2020-02-24 21:22:36 -08:00
Patrick Walton
99d980c0c7
Fix batch breaking logic for blend modes
2020-02-24 21:22:15 -08:00
Patrick Walton
5421525eaa
Implement the HSL filters (called "non-separable blend modes" in the spec).
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These cannot be implemented with the standard OpenGL blending functions, so we
have to do them manually in a shader, which requires a good deal of machinery
to create intermediate framebuffers and so forth.
2020-02-24 15:37:44 -08:00
Patrick Walton
67d12adb6c
Replace layers with render targets, which can be used as patterns.
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This allows us to efficiently handle a lot of workloads that require multiple
HTML canvases, without CPU readback. For example, you can render paths to a
render target, then turn that render target into a repeating pattern that you
fill other paths with. Or you can render paths to a render target and then
composite that render target as a whole with a blend mode.
This introduces a new `DrawRenderTarget` render command that blits a render
target without any paths involved. This is basically just a hack that works
around the fact that our tiled renderer doesn't yet support effects that widen
the ink region (i.e. blurs). It can be removed once we have that support.
2020-02-21 22:14:18 -08:00
Patrick Walton
3245796445
Add support for multiple paint texture pages.
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This avoids arbitrary limits on the number of images, gradients, etc. you can
have.
2020-02-21 14:46:10 -08:00
Patrick Walton
36538d5748
Implement a few more blend modes and switch to premultiplied alpha for layer
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compositing
2020-02-20 22:22:15 -08:00
Patrick Walton
4933efb513
Add Lighten and Darken composite ops
2020-02-20 20:38:43 -08:00
Patrick Walton
ab55b9509b
Fix handling of solid tiles with the Clear blend mode
2020-02-20 18:15:20 -08:00
Patrick Walton
6acd2d91f7
Implement `clear_rect()` in the canvas front-end by introducing the concept of
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per-path blend modes.
These should be useful for some canvas composite operations as well.
2020-02-20 15:52:40 -08:00
Patrick Walton
0c3dad974f
Expose individual blend factors in `pathfinder_gpu`
2020-02-20 15:28:37 -08:00
Patrick Walton
16a2de88df
Rename "postprocessing" to "effects" and start initial work on composite ops
2020-02-20 14:22:07 -08:00
Patrick Walton
d9e994e46d
Transition the existing postprocessing system to a layers system.
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This is preparatory work for composite ops and blurs.
Closes #261 .
2020-02-20 11:21:45 -08:00
Patrick Walton
cc9711e151
Transform some paints in the canvas API
2020-02-18 16:06:39 -08:00
Patrick Walton
3f79927eb1
Allow the paint texture to grow a bit
2020-02-18 15:06:09 -08:00
Patrick Walton
3ad1c25796
Implement the even-odd fill rule
2020-02-17 14:44:48 -08:00
Patrick Walton
677c607a8c
Get clips working for canvas
2020-02-16 13:45:15 -08:00
Patrick Walton
0d3bbbd506
Clip entire tiles appropriately.
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This doesn't composite masks together, so it's currently incomplete.
2020-02-15 18:01:23 -08:00
Patrick Walton
631e16ce9b
Fix flipped Y axis in mask texture positioning
2020-02-15 14:08:22 -08:00
Patrick Walton
f26eecae7a
Build clip paths before draw paths
2020-02-15 14:04:01 -08:00
Patrick Walton
496b55ee4e
Add front-end support for clip paths. They don't do anything yet.
2020-02-15 13:21:12 -08:00
Patrick Walton
fefa3c3cd3
Rename `PathObject` to `DrawPath` to differentiate it from a clip path
2020-02-15 12:39:15 -08:00
Patrick Walton
0883f54e2d
Add a separate mask blit step, in preparation for supporting clips.
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We can elide this in the future if there are no clips, but it isn't a huge
performance regression right now, so let's just unconditionally do it.
2020-02-14 21:56:43 -08:00
Patrick Walton
6a73a63336
Factor out mask texture UV calculation, and rename a couple of render commands
2020-02-14 21:37:20 -08:00
Patrick Walton
31becb1570
Flatten objects' tiles ourselves instead of having Rayon do it.
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A prerequisite for clips.
2020-02-14 21:20:19 -08:00
Patrick Walton
84ffc3151e
Split shaders out into a separate module.
2020-02-14 11:56:38 -08:00
Patrick Walton
90445bac7e
Implement basic support for non-repeating image patterns.
2020-02-11 17:20:21 -08:00
Patrick Walton
aad467e716
Implement basic radial gradients.
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This doesn't handle the case where the circles are not concentric yet.
2020-02-10 22:15:50 -08:00
Patrick Walton
5a21557a6d
Implement basic linear gradients.
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This is not a very efficient implementation yet, but it seems to work.
2020-02-10 16:01:05 -08:00
Patrick Walton
740597d886
Merge pull request #254 from arturoc/remove-log-restriction
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Remove log restriction
2020-02-06 08:38:08 -08:00
Emmanuel Gil Peyrot
6ce416e77c
Bump all outdated dependencies
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I’m pleasantly surprised that none of these required any (visible) code
change, but tests pass so let’s go with that. :)
2020-02-06 09:39:50 +01:00
Patrick Walton
706b6dbd1d
Add an API for gradients to the canvas frontend, not implemented yet
2020-02-05 20:01:11 -08:00
Patrick Walton
a66ed4c073
Specify tile texture coordinates as an affine transform.
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Part of the groundwork for gradients.
2020-02-05 13:59:32 -08:00
Patrick Walton
b269723254
Switch to per-pixel texture lookup for paints.
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This is a prerequisite for supporting gradients and images.
2020-02-04 21:50:13 -08:00
Patrick Walton
1e84ddf1ff
Use the texture allocator to allocate solid colors
2020-02-03 22:24:34 -08:00
Patrick Walton
b8f622203a
Add a simple quadtree-based texture allocator
2020-01-31 14:38:01 +01:00
Patrick Walton
2db43797c3
Split colors out into their own crate.
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A lot of downstream consumers of `pathfinder_gpu` want to use colors without
the path stuff.
2020-01-31 09:17:04 +01:00
Arturo Castro
3be6d70577
remove log restrictions from renderer, demo/common and gl crates
2020-01-28 15:24:21 +01:00
Patrick Walton
ce3b40cd5c
Make timer queries and framebuffer readback async
2020-01-07 13:03:15 -08:00
Patrick Walton
0bb6b88859
Stop using AVX2 when packing pixels.
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Partially addresses #241 .
2019-12-29 12:38:36 -08:00
Patrick Walton
986792349f
Use the SSE2 `_mm_movemask_ps` on x86 instead of the SSE4.1 `_mm_test_all_ones`
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and `_mm_test_all_zeros`.
Partially addresses #241 .
2019-12-29 12:13:58 -08:00
Sebastian K
805066e65c
use a binary search for pathfinder_renderer::SortedVector
2019-12-28 11:14:25 +03:00
Patrick Walton
0662f6433f
Allow any texture format to be uploaded; fix Metal compilation on newer rustcs
2019-12-20 11:48:51 -08:00
Patrick Walton
7c655246ae
Add some more features to blending, and expand texture upload features
2019-12-19 08:58:02 -08:00
Patrick Walton
521ab3b5ba
Add a 3D vector type
2019-12-07 11:52:35 -08:00
est31
ad143712a8
Remove redundant fixedbitset dependency
2019-08-30 20:24:09 +02:00
Sebastian Köln
47e77f2513
don't run doc code
2019-07-16 13:53:03 +03:00
Patrick Walton
437eda96da
Overload `*` between transforms and points
2019-07-12 11:55:01 -07:00
Patrick Walton
1eb28a5539
Fix incorrect definition of 2D transform multiplication
2019-07-12 11:26:09 -07:00
Patrick Walton
96758dfc17
Add `rotate` and `scale` methods to `Transform4F`
2019-07-11 15:57:45 -07:00
Patrick Walton
3f91206d57
Add a `translate` method to 3D transforms
2019-07-11 15:44:01 -07:00
Patrick Walton
bcac119324
Rename `Transform2DF` to `Transform2F` and `Transform3DF` to `Transform4F`
2019-07-11 14:59:10 -07:00
Patrick Walton
55825cbc6a
Switch scale and translation constructors for `Transform3DF` over to use vectors
2019-07-11 14:58:45 -07:00
Patrick Walton
eb0a61679d
Use operator overloading for 3D matrix multiplication
2019-07-11 13:59:39 -07:00
Patrick Walton
b886c157c1
Use 2-lane instead of 4-lane SIMD types for 2D vectors.
...
Also, this commit rewrites the `add_fill()` method to stop using shuffle
instructions, which can be slow and make the code overly complicated. The
shuffle instructions have been removed from the various SIMD backends.
2019-06-26 16:38:37 -07:00
Patrick Walton
222fa89b23
Use a 3D transform in the tile vertex shaders.
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This opens the door to caching tiles at different zoom levels (issue #191 ).
2019-06-25 11:32:39 -07:00
Patrick Walton
4cdded74b4
Fix SVG export in the demo; update `Cargo.lock`
2019-06-25 11:32:26 -07:00
Sebastian Köln
090c21a20a
Move all scene exports into the export crate.
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SVG, PDF and PS can now be created with Scene::export.
2019-06-25 11:26:37 +03:00
Sebastian Köln
1ca35d8426
add PS export as well. also rename svg2pdf into convert and add PS export to it
2019-06-24 22:41:34 +03:00
Sebastian Köln
0a5c4007f9
merge with master
2019-06-24 18:31:13 +03:00
Patrick Walton
d86ff9011a
Update the postprocessing shader and vertex array for the Metal changes.
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Closes #201 .
2019-06-21 18:04:18 -07:00
Patrick Walton
431dcf3d2e
Rename `pathfinder_geometry::basic` to simply `pathfinder_geometry`, and move
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the remaining code in that crate to a new crate, `pathfinder_content`
The old hierarchy was confusing.
2019-06-21 10:06:19 -07:00
Patrick Walton
487577a11b
Add Metal support.
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This commit substantially reworks the `pathfinder_gpu` API to better support
modern APIs like Metal. It should open the door to `gfx-rs`, `wgpu`, Vulkan,
and D3D12 backends relatively straightforwardly.
A new example, `canvas_metal_minimal`, has been added.
Note that the new Metal shaders require a patched version of `spirv-cross` to
build properly. An upstream patch is forthcoming.
2019-06-20 11:47:22 -07:00
Sebastian Köln
4039658155
add a simple PDF export
2019-06-15 17:50:25 +03:00
Patrick Walton
dbf02fb742
Make `get_vertex_attr()` fallible
2019-06-12 10:50:24 -07:00
Patrick Walton
7973148603
Implement basic shadows (no blur yet)
2019-06-03 21:09:04 -07:00
Patrick Walton
a1b0df0a42
Rename `Point2DF` to `Vector2F`, `Point3DF` to `Vector4F`, and `LineSegmentF`
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to `LineSegment2F`.
Straw poll on Twitter suggested that these names were preferred.
2019-06-03 12:39:29 -07:00
Patrick Walton
e1bcc11ace
Change the `F32` and `I32` suffixes to `F` and `I` to match the C API.
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They're shorter and less noisy.
2019-05-29 19:17:16 -07:00
Patrick Walton
acf666b701
Stop using triangle fans for DX12/Vulkan compatibility.
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Closes #165 .
2019-05-29 16:04:33 -07:00
Bastien Orivel
349c1a9cd0
Update quickcheck to 0.8
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This dedupes some dependencies
2019-05-24 19:22:23 +02:00
Patrick Walton
0deb12b3a2
Implement `fill-opacity` and `stroke-opacity` in SVG
2019-05-14 18:09:01 -07:00
Patrick Walton
25a6c33a1a
Remove the object index attribute from the shaders, since it's now unused
2019-05-14 15:22:50 -07:00
Patrick Walton
86f5bdb44a
Store paints in the paint texture indexed by paint ID, not object index
2019-05-14 15:21:15 -07:00
Patrick Walton
7a02b78b3d
Explicitly specify color texture coordinates for alpha and solid tiles.
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This is groundwork for gradients and images.
This commit also refactors the interface for vertex attributes to use named
parameters (via structs), for clarity.
2019-05-14 15:11:04 -07:00
Patrick Walton
a54378f931
Make the paint texture dynamically-sized on the GPU side
2019-05-14 11:38:48 -07:00
Patrick Walton
376a1c7165
Rename "fill colors" to "paint" in preparation for gradients and images
2019-05-14 11:33:52 -07:00
Patrick Walton
89ca998fa8
Add a convenience method for creating a scene proxy with an empty scene.
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This makes animation rendering loops a bit easier for users.
2019-05-13 18:29:57 -07:00
Patrick Walton
d5a12e0e9f
Revert "batch alpha and solid tiles"
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This reverts commit 753a254726
.
2019-05-13 18:20:21 -07:00
Patrick Walton
f24d93819b
Add arc building methods and switch the Moiré demo to use them.
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Also, stop taking points by reference in many methods, for consistency.
2019-05-13 12:42:13 -07:00
Patrick Walton
55be787ffd
Merge pull request #150 from nical/glitch-fix
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Fix vertex attribute configuration of alpha tiles
2019-05-13 10:58:06 -07:00
Nicolas Silva
820a0286aa
Fix vertex attribute configuration of alpha tiles.
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Fixes #134 .
glVertexAttribPointer takes a size as parameter which refers to the number of components and not the size in bytes of the value.
The tile index was registered as a 2-components value which caused the second component to overlap with the first member of the next primitive, which was mostly fine except for the last element which would overlfow the buffer. Intel and nvidia GPUs/drivers on linux at least refuse to read the first component of this two-component value if the other component is outside of the valid range which caused the shader to get zero instead and always select the first mask tile.
2019-05-13 18:00:54 +02:00
Patrick Walton
b4bdbec4aa
Merge pull request #148 from bzm3r/master
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Constrain sizes of solid tile and alpha tile batches being sent to the GPU
2019-05-13 07:59:44 -07:00
Patrick Walton
639a8f39e8
Add Moiré demo
2019-05-11 11:53:50 -07:00
bhmerchant@gmail.com
753a254726
batch alpha and solid tiles
2019-05-10 22:57:34 -07:00