The new algorithm is an iterative one with an arbitrary threshold for splitting
curves. It splits curves evenly. This should theoretically be less accurate
than the existing recursive approach, but seems to give subjectively better
results in practice.
This was causing WindowServer and Taskbar to crash sometimes when the
stars aligned and we tried cutting off a string ending with "..." right
on top of an emoji. :^)
This patchset fixes:
- Some parts of the path being skipped and not drawn (often horizontal)
- The filled shape moving around on an int grid depending on the winding
number
- Winding number mess-up with four-way intersections
Switch over to gamma-aware interpolation. This causes color gradients
to not look so dark in the middle. SIMD optimized code is provided for
sse1 enabled builds.
Fixes#1342.
Use the same logic for all variants for Painter::draw_text. Also,
add an overload that allows taking a callback function for custom
gylph drawing. This allows drawing some glyphs differently in the
correct location when drawing more complex strings (e.g. multi-line,
elisions, etc).
To make slightly more aesthetically pleasing use of the vertical space,
we now move all vertically centered text lines down by half the amount
of space below the font's baseline.
This is probably not the "correct" way to do this, but it does make
things look nicer with some of our fonts already.
In all circumstances, this returned exactly the same thing as scanline_u8(),
so let's just remove the silly detour.
This does not add any new dependency on Bitmap-internals, because that already existed.
This commit starts adding a basic SVG element. Currently, svg elements
have support for the width and height properties, as well as the stroke,
stroke-width, and fill properties. The only child element supported
is the path element, as most other graphical elements are just shorthand
for paths.
This API is not super perfect as it merely overrides the source alpha
on all source pixels instead of blending the alpha values. There is
room for improvement here for sure.
Adds an *almost fully featured BMP loader to process .bmp files.
Features:
- All header formats are supported
- Full RLE4/8/24 support
- Color scaling (e.g. distributing a 5-bit color throughout the 8-bit
color spectrum, so 5-bit white is still 0xffffff)
- Full BITMASK/ALPHABITMASK support
*Not included:
- 1D Huffman compression. Good luck actually finding a bmp in the wild
that uses this
- Use of any field in the V4/V5 header. Color spaces? Endpoints? No
thanks :)
This loader was tested with the images at
https://entropymine.com/jason/bmpsuite/bmpsuite/html/bmpsuite.html. This
loader correctly displays 81 out of the 90 total images (for reference,
firefox displays 64 correctly). Note that not rendering the images at
the bottom is counted as displaying correctly.
It was really confusing that add_clip_rect() didn't apply transforms
to the new clip rect, but instead interpreted it as an absolute rect.
This makes web pages with <iframe> render correctly when scrolled.
Something might break from this, but we'll find it soon enough. :^)
If we just skip every second pixel, we still get a solid line if each
"pixel" is wider than 1!
Now we skip the same amount of pixels as the line is thick.
The existing scanline method works just fine, and only needs the points
to be available as floats.
This commit reverts the complex polygon mitigation, and instead fixes
the rasterization process to avoid generating complex polygons because
of precision issues.
This allows the painter to render filled complex shapes better, by
constructing a path graph for (interesting) intersecting lines and
omitting lines from the containing segments if they are detected
to take no part in defining the edges of a shape.
This approach would still fail if there are multiple logical shapes
that are confined to the collection of lines.
For instance, two polygons intersecting each other in a way that one
vertex of polygon A ends up inside polygon B.
we would detect that polygon A's edges are part of the shape
(technically correct) even though they are not a part of polygon B at
all.
There are some imperfections with intersecting edges (because the main
algorithm used is scanline, and that is not geared towards drawing
complex shapes), however, it behaves mostly fine for normal use :^)