Commit Graph

30 Commits

Author SHA1 Message Date
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 3ee066bdf0 Implement subpixel ECAA 2017-09-07 14:58:41 -07:00
Patrick Walton cedce49a1d Perform color defringing in the shader using the FreeType algorithm 2017-09-06 16:50:36 -07:00
Patrick Walton 82d2f076d7 Add basic subpixel AA support for SSAA.
No LCD filter is implemented yet, so the color fringing is currently fairly extreme.
2017-09-06 16:32:11 -07:00
Patrick Walton 4b7ac0182c Implement basic working 3D support 2017-09-05 19:47:19 -07:00
Patrick Walton a9dd33d479 Stub a shader for objects in the 3D demo 2017-09-03 19:24:28 -07:00
Patrick Walton 07d425dfb2 Split the ECAA shader into separate shaders for monochrome and multicolor 2017-08-24 12:08:58 -07:00
Patrick Walton ad565ffde7 Use early Z to avoid resolving blank areas for ECAA. ~50% speedup. 2017-08-24 11:43:38 -07:00
Patrick Walton 81a6f8f051 Enable early Z for edge detection and render only in the used area of the atlas 2017-08-23 19:18:24 -07:00
Patrick Walton 52afa359b4 Render a line of text using the atlas 2017-08-22 18:25:32 -07:00
Patrick Walton 7db61bfe8e Add a transform parameter to blit and switch framebuffer sizes to be `glmatrix.vec2` types 2017-08-19 16:52:14 -07:00
Patrick Walton 9b3f9d029c Fix flipped inequality in the shader causing AA artefacts 2017-08-19 11:37:06 -07:00
Patrick Walton 37c947c751 Get basic ECAA fully working 2017-08-18 20:23:45 -07:00
Patrick Walton 343c67aa33 Remove commented out debug code 2017-08-18 17:13:44 -07:00
Patrick Walton 653530be0b Add a curve shader for ECAA and refactor the line shader to minimize code duplication 2017-08-18 17:12:58 -07:00
Patrick Walton 3a9b29735a Get exact antialiasing mostly working for lines (no curves yet) 2017-08-18 15:17:23 -07:00
Patrick Walton a9eeec39fe Implement the line antialiasing shader, untested as of yet 2017-08-18 11:44:17 -07:00
Patrick Walton ccf5000e1c Get the cover step mostly working 2017-08-17 22:47:28 -07:00
Patrick Walton 9a7063a29b Render conservative coverage. Not working yet. 2017-08-17 20:09:18 -07:00
Patrick Walton ec78a632dc Split path IDs and Loop-Blinn data into separate VBOs 2017-08-17 12:47:50 -07:00
Patrick Walton 0a4d57580a Add the ECAA cover shader, untested as of yet 2017-08-16 19:51:13 -07:00
Patrick Walton 4b62ec8fa7 Get edge detection working in the demo 2017-08-16 16:37:39 -07:00
Patrick Walton b10807d217 Initial setup for ECAA in the demo 2017-08-15 22:09:09 -07:00
Patrick Walton 3f7fc8baf6 Add an edge detection shader for ECAA, untested as of yet 2017-08-15 17:28:07 -07:00
Patrick Walton 0f5b23622a Implement SSAA in the demo 2017-08-15 15:57:52 -07:00
Patrick Walton eb7cfe7c5f Fetch the colors of paths 2017-08-14 21:24:58 -07:00
Patrick Walton 309034b7dd Implement basic Loop-Blinn curves 2017-08-14 19:08:18 -07:00
Patrick Walton f8bd405759 Get basic polygons rendering in the demo 2017-08-14 16:08:45 -07:00
Patrick Walton 5f89f7ba50 Fix compile errors in shaders 2017-08-13 13:39:51 -07:00
Patrick Walton ebeaf119ba Add some OpenGL ES 2.0 shaders for direct rendering, untested 2017-08-11 18:12:17 -07:00