Patrick Walton
562851fd6e
Lint against long lines
2017-10-17 11:58:03 -07:00
Patrick Walton
9278a4e0e3
Move the text rendering and atlas code out of the text demo so that it
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can be reused elsewhere
2017-10-17 11:54:13 -07:00
Patrick Walton
03ee672787
Separate the GPU rendering component of views from the view objects
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themselves in the demo.
This (mostly) enables rendering outside a view.
2017-10-16 22:26:25 -07:00
Patrick Walton
976b924842
Decouple mesh-specific data from GL-context-wide data in the demo
2017-10-16 16:48:02 -07:00
Patrick Walton
81787f4750
Remove `MonochromeDemoView`
2017-10-16 16:11:00 -07:00
Patrick Walton
7a0ade99e2
Support subpixel AA in the benchmark
2017-10-16 16:08:05 -07:00
Patrick Walton
30356400fd
Merge pull request #35 from Bobo1239/master
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Fix demo client compilation on Windows
2017-10-16 15:04:00 -07:00
Patrick Walton
cc16158a91
Decouple antialiasing strategies from views in the demo
2017-10-16 13:36:22 -07:00
Patrick Walton
d8713f214c
Use the Rust benchmarking algorithm for less noisy results
2017-10-15 14:37:44 -07:00
Boris-Chengbiao Zhou
dec99769f1
Fix demo client compilation on Windows
2017-10-15 23:23:09 +02:00
Patrick Walton
314185684c
Implement stem darkening and split ECAA into ECAA and MCAA.
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We now implement stem darkening (also known as font dilation) like
macOS and FreeType under certain configurations. This pushes out font
outlines along their normals slightly in order to make small text easier
to read. This is especially important when performing gamma correction,
as otherwise text can end up too light.
Because the stem darkening is implemented in the vertex shader, it can
easily break the mesh. Therefore, I needed to implement a new rendering
mode that does not use the mesh. It's a variant of ECAA, and for
clarity's sake I've renamed the related antialiasing methods:
* MCAA stands for "mesh coverage antialiasing" and is the new name for
what was called "ECAA" prior to this patch.
* ECAA now stands for "edge coverage antialiasing". It does not use the
mesh but rather computes winding numbers from scratch for every pixel.
Surprisingly, despite being worse asymptotically, this usually ends up
being faster than MCAA at small font sizes, presumably because there are
fewer vertices to transform.
* XCAA, "exact coverage antialiasing" is a generic term that refers to
both ECAA and MCAA. References to ECAA have been changed to XCAA as
needed.
2017-10-15 13:28:49 -07:00
Patrick Walton
1846ebd861
Use sRGB color textures where available
2017-10-06 19:18:34 -07:00
Patrick Walton
2a236319d4
Use regular VBOs instead of textures to store vertex positions for ECAA.
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This improves performance at small font sizes a bit by reducing vertex
shading load.
2017-10-06 16:42:51 -07:00
Patrick Walton
6a7c013e61
Make the hints a uniform instead of a buffer texture.
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Saves a good bit of memory traffic during vertex shading.
2017-10-05 19:14:52 -07:00
Patrick Walton
d4c7fa74bd
Add a feature to save benchmark data as CSV
2017-10-05 11:46:53 -07:00
Patrick Walton
8de1970682
Implement stroking ourselves, and rename `PathSegment` to `PathCommand`.
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This makes Pathfinder no longer use the FreeType stroker.
2017-10-04 18:57:30 -07:00
Patrick Walton
157292175b
Use instanced rendering in the 3D demo.
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This massively decreases the load time and memory usage in exchange for more draw calls.
2017-10-03 15:24:56 -07:00
Patrick Walton
b631fec80f
Cache font mesh libraries on the server
2017-10-02 19:58:38 -07:00
Patrick Walton
7bbd02ed85
Send mesh libraries to the client in raw binary instead of Base64 and JSON
2017-10-02 16:31:54 -07:00
Patrick Walton
0bbcf8f1a0
Stop sending path index ranges to the demo client.
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They're unused.
2017-10-02 15:50:34 -07:00
Patrick Walton
fed528025d
Stop sending glyph metadata to the demo client.
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It's unused.
2017-10-02 15:45:56 -07:00
Patrick Walton
092b46e056
Reenable early Z optimizations
2017-10-02 15:36:39 -07:00
Patrick Walton
f3f893302a
Introduce a simple file format for serializing meshes, and use it in the demo
2017-10-02 15:17:21 -07:00
Patrick Walton
475f5dca71
Introduce a new mesh library abstraction for holding meshes.
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Simplifies the server code and allows avoiding copying indices all the time.
Closes #29 .
2017-10-02 14:03:56 -07:00
Patrick Walton
60ff71be84
Add an experimental implementation of macOS-like font dilation
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Following Apple's earlier terminology, this is exposed as "strong"
subpixel AA.
2017-09-29 22:12:24 -07:00
Patrick Walton
99f6f2a104
Snap stems up to the nearest pixel when hinting
2017-09-29 18:02:33 -07:00
Patrick Walton
190c9fb35f
Tweak the maximum and minimum zoom parameters for the text demo
2017-09-29 17:00:34 -07:00
Patrick Walton
e78d7ed575
Recursively approximate cubic Béziers with quadratics to an error bound.
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Gets the tiger rendering properly, as far as I can tell.
2017-09-29 16:30:17 -07:00
Patrick Walton
08b9afdca9
Implement subpixel glyph positioning in the text demo
2017-09-29 11:58:16 -07:00
Patrick Walton
7e4308d52e
Key glyphs in the atlas off "glyph keys" rather than raw glyph IDs
2017-09-28 16:02:08 -07:00
Patrick Walton
37a88dfcd9
Use the Inter UI font in the demo
2017-09-28 15:23:52 -07:00
Patrick Walton
e8135fbfe0
TSLint the demo
2017-09-28 14:34:48 -07:00
Patrick Walton
6217577674
Stop generating so much garbage during mesh expansion.
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Avoids a slow script dialog in the 3D demo.
2017-09-28 10:47:16 -07:00
Patrick Walton
1675944dfb
Rewrite the text run and glyph store classes for simplicity
2017-09-28 09:48:05 -07:00
Patrick Walton
17b34685a1
Factor mesh expansion out of the glyph store
2017-09-26 18:55:47 -07:00
Patrick Walton
b6c6c70ef0
Benchmark the server-side partitioning
2017-09-26 15:38:50 -07:00
Patrick Walton
7f84e98e6e
Avoid a bit of code duplication in `ECAAStrategy`
2017-09-26 13:35:41 -07:00
Patrick Walton
70ab2d55f3
Don't count resolution time in the benchmark.
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This means that users of Pathfinder will have to accept floating point
textures in order to get the advertised performance, but as they're well
supported on all modern GPUs I don't consider that much of a problem.
2017-09-26 13:35:03 -07:00
Patrick Walton
6b0c215148
Get ECAA working in the benchmark
2017-09-26 13:32:22 -07:00
Patrick Walton
1c138cc543
Display benchmark results in a dialog box instead of on the console
2017-09-25 19:56:12 -07:00
Patrick Walton
3efca89235
Don't call `Font.toArrayBuffer()` in the mesh debugger, as that's really slow
2017-09-24 11:49:15 -07:00
Patrick Walton
2197896c4f
Keep the camera and view in a sensible state when changing fonts in the text demo
2017-09-23 13:09:45 -07:00
Patrick Walton
8c518deebe
Do a better job of approximating cubic Bézier curves with quadratics
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This still isn't great, but it's a lot better than the old approximation, which was just bogus.
2017-09-22 17:15:19 -07:00
Patrick Walton
88f1d3f108
Fix de Casteljau subdivision when a curve has two inflection points
2017-09-22 13:40:41 -07:00
Patrick Walton
be1b100826
Split B-quads whose curves' convex hulls intersect in most cases.
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Avoids some rendering artefacts with Loop-Blinn, improving the tiger.
2017-09-21 22:47:00 -07:00
Patrick Walton
4ac11e9010
Switch to a more robust intersection algorithm based on implicitization
2017-09-20 21:23:56 -07:00
Patrick Walton
dafb18fd1d
Allow custom SVGs to be opened in the mesh debugger
2017-09-20 12:01:46 -07:00
Patrick Walton
b732878532
Encapsulate the file picker code into a view class.
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This will allow the mesh debugger to use it.
2017-09-20 11:51:20 -07:00
Patrick Walton
914179763d
Improve the mesh debugger in various ways
2017-09-19 22:27:31 -07:00
Patrick Walton
0e9a59088c
Implement bare-bones support for debugging SVG meshes
2017-09-19 20:19:53 -07:00
Patrick Walton
e7a6861846
Factor the SVG loading functionality out of the SVG demo.
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This allows the mesh debugger to use it.
2017-09-19 18:04:42 -07:00
Patrick Walton
a5b0e9bf9a
Allow different glyphs to be selected in the mesh debugger
2017-09-19 17:36:12 -07:00
Manish Goregaokar
9a0fa96d4f
demo/client: Make WASD composable
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Currently movement works in the direction of the latest key pressed.
Moving diagonally is not possible, and if you are pressing two keys
and release one, movement stops instead of switching over.
This keeps track of the key press state and updates the movement delta
accordingly, leading to much more natural/pleasant WASD navigation.
Note than onKeyDown is called multiple times when you press and hold,
so we must keep track of this state ourselves.
2017-09-19 16:34:41 -07:00
Patrick Walton
83cfb1d9d5
Make glyphs transparent.
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Avoids cutting off the bottom of the "g" in the text demo.
2017-09-19 13:57:56 -07:00
Patrick Walton
22d2a6590b
Blend when compositing in the text demo
2017-09-19 11:42:37 -07:00
Patrick Walton
820c4bec18
Round canvas sizes to properly handle fractional device pixel ratios.
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Fixes nasty artefacts seen on Windows HiDPI screens with certain system settings.
2017-09-17 10:06:53 -07:00
Patrick Walton
45927f6299
Add a CSS spinner to the HTML templates.
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This will allow us to make loading a nicer experience.
Source: http://tobiasahlin.com/spinkit/
2017-09-16 10:41:25 -07:00
Patrick Walton
5d267cc2c8
Take the xMin/left values of the glyphs' bounds into account when determining their pixel rects.
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This prevents glyph images from "bleeding" into each other horizontally.
2017-09-15 15:57:32 -04:00
Patrick Walton
375dbe7ab9
Make sure scrollbars don't show up on demo and tool pages
2017-09-15 09:40:26 -07:00
Patrick Walton
445d00fed3
Prevent the user from flipping the camera upside down in the 3D view
2017-09-15 09:31:19 -07:00
Patrick Walton
82f876c4ff
Take `WheelEvent.deltaMode` into account when panning
2017-09-15 09:22:56 -07:00
Patrick Walton
a5d0df6a96
Implement simple collision detection in the 3D demo
2017-09-14 18:48:55 -07:00
Patrick Walton
b48b256ab3
Actually reverse indices for early Z!
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2x performance improvement. I feel silly.
2017-09-14 17:20:54 -07:00
Patrick Walton
42151cc334
Fix text positioning and improve performance in the 3D demo.
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This implements a simple form of software backface culling to reduce vertex shading load.
2017-09-14 15:16:06 -07:00
Patrick Walton
0087c1ed50
Add SSAA support to the benchmarking tool
2017-09-13 21:41:33 -07:00
Patrick Walton
299bcd685e
Fix scaling of the benchmark
2017-09-13 21:03:10 -07:00
Patrick Walton
adf960bafe
Make the GitHub corner stay in place when zooming and not widen the pages
2017-09-13 20:59:19 -07:00
Patrick Walton
8b34fa5461
Enable SSAA by default in the SVG demo
2017-09-13 20:45:48 -07:00
Patrick Walton
a21afa9bb7
Fix the interaction between the camera and SSAA in the SVG demo
2017-09-13 20:41:04 -07:00
Patrick Walton
5c45b6f94e
Prevent the user from scrolling the text out of view
2017-09-13 18:39:19 -07:00
Patrick Walton
6642cc7aa4
Limit how far the user can zoom the camera out
2017-09-13 13:30:26 -07:00
Patrick Walton
d64a28c166
Beautify the timings display and make it work with the SVG and 3D demos
2017-09-13 11:56:40 -07:00
Patrick Walton
65eecbf071
Don't allow the user to zoom in so far that we run out of space in the glyph atlas
2017-09-12 22:32:18 -07:00
Patrick Walton
f68da75c75
Implement SSAA for the 3D demo.
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This commit additionally refactors transforms to be resolution-independent as much as possible throughout all the demos.
2017-09-12 19:43:43 -07:00
Patrick Walton
6fec73b2f7
Make sure all glyphs stay in the viewport when running the benchmark
2017-09-12 16:07:04 -07:00
Patrick Walton
2c8c11b303
Get a bare-minimum benchmark up and running
2017-09-12 12:40:14 -07:00
Patrick Walton
a7d75f913c
Split paths into monotonic segments before partitioning them in the demo
2017-09-12 09:35:57 -07:00
Patrick Walton
19e8305eaa
Start the 3D camera out at a more interesting place
2017-09-11 19:37:18 -07:00
Patrick Walton
eae20eb7ca
Fix glyph positioning in the 3D view
2017-09-11 19:09:43 -07:00
Patrick Walton
7d3afa0e74
Initially zoom the SVG to fit
2017-09-11 17:56:37 -07:00
Patrick Walton
94c5ea181f
Initially zoom the text to fit in the text demo
2017-09-11 16:57:53 -07:00
Patrick Walton
3dd1d73f81
Start the camera centered on the text in the text demo
2017-09-11 16:07:11 -07:00
Patrick Walton
6e4f0b0734
Add support for WASD keyboard controls to the 3D demo
2017-09-11 13:23:25 -07:00
Patrick Walton
e13f0f7006
Papercut: Stop the GitHub corner from overlapping the demo content
2017-09-11 12:27:09 -07:00
Patrick Walton
0f3b5d6c3c
Papercut: Don't allow navbar text to be selected
2017-09-11 12:23:43 -07:00
Patrick Walton
72fa6a7b55
Allow demos to be dragged with the mouse when applicable
2017-09-11 12:21:50 -07:00
Patrick Walton
068e2bd99e
Stub a benchmarking tool, not working yet
2017-09-11 11:22:19 -07:00
Patrick Walton
bd3536d058
Simplify a couple of getters in the mesh debugger
2017-09-11 11:22:06 -07:00
Patrick Walton
5eec2c5b6f
Fix settings button in the 3D demo
2017-09-11 11:21:38 -07:00
Patrick Walton
28699f9dfb
Upgrade dependencies
2017-09-11 11:21:19 -07:00
Patrick Walton
65e3278e94
Add zoom in and zoom out buttons for those without scale gestures
2017-09-10 13:17:24 -07:00
Patrick Walton
ce855cc0ff
Enable subpixel AA and hinting by default in the demo
2017-09-09 13:14:25 -07:00
Patrick Walton
eb9c0ceb4d
Implement "slight" hinting by rounding x-heights up to the nearest pixel
2017-09-09 13:12:51 -07:00
Patrick Walton
43513da957
Add a simple model of the Mozilla Monument to the 3D scene
2017-09-09 00:04:35 -07:00
Patrick Walton
473c28e16d
Add screenshot functionality to the demo
2017-09-08 20:10:29 -07:00
Patrick Walton
f5eea1cc7a
Add a screenshot button, nonfunctional at the moment
2017-09-08 17:21:28 -07:00
Patrick Walton
c36896e337
Implement path stroking using the FreeType stroker.
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I'm not too happy with this, as I discovered a segfault in FreeType that doesn't give me confidence
in this as a solution for the long term. Additionally, this exposes the problems in the partitioner
with lack of winding fill rule, proper handling of self-intersections, and splitting of paths at
their extrema. (I believe these problems should be fairly straightforward to handle, but we just
don't handle them yet.)
2017-09-08 16:50:27 -07:00
Patrick Walton
3e5b53f13c
Partially refactor the path APIs to be streaming, like Lyon
2017-09-08 13:09:00 -07:00
Patrick Walton
57374e9f30
Add all four sides of the Mozilla Monument to the 3D demo
2017-09-07 19:01:55 -07:00
Patrick Walton
e34ca3d3e4
Stub support for multiple text frames
2017-09-07 16:13:55 -07:00