Our bilinear scaling logic worked well for upscaling, but during
downscaling the bitmap was often shifted one pixel to the bottom right.
This is a common problem, described here in more detail:
https://bartwronski.com/2021/02/15/bilinear-down-upsampling-pixel-grids-and-that-half-pixel-offset/
Fix it by calculating coordinate shift values that align the pixel's
boundaries between the source and target pixels before selecting the
source pixels to interpolate.
This is a reimplementation of draw_triangle that manages without
floating point arithmetic.
It's most important property, compared to the previous implementation is
that rotating the same triangle 90 degrees won't drastically change the
appearance of that triangle. (it did before)
If you wanted to upscale an image, you had two options:
- use Nearest Neighbor: it's probably a good choice. The image stays
sharp.. unless you aren't using integer scales.
- use Bilinear blending, but this on the other hand, doesn't handle
upscaling well. It just blurs everything.
But what if we could take the best of both of them and make the image
sharp on integers and just blur it a little when needed?
Well, there's Smooth Pixels!
This mode is similar to the Bilinear Blend, with the main difference
is that the blend ratio is multiplied by the current scale, so the blur
on corners can be only 1px wide.
From my testing this mode doesn't handles downscaling as good as the
Bilinear blending though.
The added precision of doubles is most likely not needed here and floats
are usually cheaper than doubles, so lets always stick to them.
This also simplifies some calls to sin+cos to AK:sincos and a call to
atan(1/x) to atan2(1,x) to avoid a division.
Previously draw_text_run only passed a single code point to
draw_glyph_or_emoji. This lead e.g. to broken unicode flag support.
Improve this by passing along the code_point iterator, so the emoji code
can detect the correct emojis and advance it as needed.
This API does:
- Take a Utf8View
- Take the starting point on the baseline as its input coordinate
This API does not:
- Align the text
- Wrap the text
- Elide too-long text into "..."
This reverts commit 2b2915656d.
While this adjustment is bogus, it is currently responsible for putting
CenterLeft aligned scalable text in the right position.
This is going to take a bunch of work to get right.
There was an off-by-one bug in `Painter::do_draw_scaled_bitmap` where
the last column and row of the source bitmap would be skipped. This was
especially visible in PixelPaint when zooming in and out on smaller
images.
Instead of the top/left of the pixel, we now use the bottom/right side
of the pixel as a threshold to stop drawing.
In testing a particular website (https://www.icpms.com), WebContent
was crashing with infinite recursion in draw_circle_arc_intersecting.
Presumably, radius must be > 0 to paint something, so this trivial
patch simply returns if radius <= 0. The website in question no longer
crashes WebContent.
This matches the rename of RGBA32 to ARGB32. It also makes more sense
when you see it used with 32-bit hexadecimal literals:
Before:
Color::from_rgba(0xaarrggbb)
After:
Color::from_argb(0xaarrggbb)
The ARGB32 typedef is used for 32-bit #AARRGGBB quadruplets. As such,
the name RGBA32 was misleading, so let's call it ARGB32 instead.
Since endianness is a thing, let's not encode any assumptions about byte
order in the name of this type. ARGB32 is basically a "machine word"
of color.
This necessitates switching from passing a single code point to the
callback to passing a non-const Utf8CodePointIterator instead.
Note that the text selection mechanisms in LibGUI and LibWeb don't
handle this properly yet; they still assume that each code point
renders as one glyph. Similarly, width calculations for text widths
don't either, so a single such an emoji will require space for more
than one glyph.
It also doesn't work in LibVT's TerminalWidget, where each code point
is handled and rendered separately, so LibGfx never gets a chance to
check if subsequent code points could result in a combined emoji.
This method is commonly used by bitmap text rendering. Adding support
for color blending enables support in the browser for text opacity using
their color property.
This patch adds support for drawing triangular waves.
For now those can only be horizontal, but as they are intended for
underlining text, it's an okay way to handle this.
Lines are drawn using squares the size of the thickness, so if the
length of the line was not a multiple of the thickness, the end of the
line was not drawn correctly.
The algorithm is quite simple: You grab a 2x2 area of pixels around the
point you want from the source bitmap, and then linearly interpolate
between them based on how far they are from that point.
This works well when scaling up images, and moderately well when scaling
down - small details may get skipped over. The way GPUs solve this is
with mipmaps, which is not something I want to get into right now. (And
increases the memory usage per bitmap by 50%.)
I have not focused on performance, but this does reuse much of the
existing fixed-point calculation, and uses constexpr so that the
performance for nearest-neighbor should be the same as it was
previously.
Note: most systems now use a font's .notdef character for unknown
glyphs (commonly the tofu box) and reserve 0xFFFD for encoding
errors. Until Serenity supports tofu, 0xFFFD is a preferable, if
deprecated, alternative to '?' to reduce ambiguity.