Patrick Walton
579528ebdc
Remove one direct rendering pass from the multicolor XCAA path
2017-10-31 12:41:38 -07:00
Patrick Walton
d65bfb7fb2
Show compositing time in the SVG demo
2017-10-31 12:35:24 -07:00
Michael Bebenita
2e3451d9da
Automatically rebuild in the background.
2017-10-30 16:24:12 -07:00
Patrick Walton
a6582aefb3
Merge pull request #45 from mbebenita/toggle
...
Mesh Debugger Improvements
2017-10-30 15:31:36 -07:00
Patrick Walton
2717ac12cc
Merge pull request #44 from mbebenita/zoom
...
Cursor fixes.
2017-10-30 15:31:27 -07:00
Patrick Walton
2604151521
Replace the multicolor (SVG) XCAA with a multipass compositing algorithm
2017-10-30 15:28:35 -07:00
Michael Bebenita
55f964001b
Toggle layers in mesh debugger.
...
Also, stroke and fill vertices after drawing lines.
2017-10-29 16:25:50 -07:00
Michael Bebenita
45755816c8
Draw segment hull.
2017-10-29 15:13:55 -07:00
Michael Bebenita
a7056460d0
Fix cursor icon in Chrome.
2017-10-29 14:46:33 -07:00
Michael Bebenita
6fbfa60f68
Fix grabbing cursor on mesh debugger.
2017-10-29 14:46:21 -07:00
Patrick Walton
bf3779bf89
Calculate normals for B-vertices.
...
I'm planning to use this for fixing hairlines in XCAA.
2017-10-27 15:12:33 -07:00
Patrick Walton
0506365cc7
Fix blending in the text demo.
...
As a nice added cleanup, this commit standardizes on the red channel for
all monochrome textures.
2017-10-26 20:15:51 -07:00
Patrick Walton
77fa297380
Change the animated zoom icon to a play icon
2017-10-26 18:15:28 -07:00
Michael Bebenita
70390915ab
Add Pulse Zoom button.
2017-10-26 11:32:30 -07:00
Patrick Walton
f8c950d39a
Stop calling `getParameter` and `getBufferParameter`.
...
They're incredibly slow in Chrome.
2017-10-25 19:38:41 -07:00
Patrick Walton
0b179f3a40
Add preliminary DirectWrite support on Windows.
...
This will eventually need to call into GDI to do hinting, but it's good
enough for now.
2017-10-25 13:01:36 -07:00
Patrick Walton
9d93cebca6
Stop using multiple render targets.
...
We don't need them anymore, so let's lower our hardware requirements!
2017-10-20 22:04:53 -07:00
Patrick Walton
048c261f6c
Add a working experimental implementation of XCAA for SVG.
...
This has known performance problems and artefacts due to working at
sample level only, but it's a decent first cut.
2017-10-20 19:41:18 -07:00
Patrick Walton
a523d71e3c
Stop leaking buffer textures
2017-10-18 19:47:44 -07:00
Patrick Walton
03b4ec2cc6
Stop leaking VAOs
2017-10-18 19:16:56 -07:00
Patrick Walton
70201bb29c
Draw distant glyphs as prerendered images in the 3D demo.
...
This has known performance problems, but it's a good first cut.
2017-10-18 16:19:19 -07:00
Patrick Walton
024b00e479
Decouple text renderers from the text demo's layout
2017-10-17 13:37:36 -07:00
Patrick Walton
d66bff9768
Remove useless null check
2017-10-17 12:11:49 -07:00
Patrick Walton
32de1d3441
Decouple text renderers from HTML canvas elements.
...
This allows for offscreen rendering of text.
2017-10-17 12:10:20 -07:00
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
...
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
...
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
...
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.
...
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.
...
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.
...
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
157292175b
Use instanced rendering in the 3D demo.
...
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
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
60ff71be84
Add an experimental implementation of macOS-like font dilation
...
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
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.
...
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.
...
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
be1b100826
Split B-quads whose curves' convex hulls intersect in most cases.
...
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.
...
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.
...
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
...
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.
...
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.
...
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.
...
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.
...
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!
...
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.
...
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.
...
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
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