World: r3wp
[SVG Renderer] SVG rendering in Draw AGG
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Steeve 13-Oct-2009 [251] | My, my, my... I think some features in SVG, are too much work to implement with Rebol. 1/ The "objectBoundingBox" units. Which means, coordinates and lengths are ratio or percentages. And they are converted to real units depending of the bounding box of the shape on which they apply. It's easy to calculate when the shapes are boxes or vectors. But when it comes with arcs or curves, it becomes a pain in the ass. It's not a real problem because Inkscape for example has an option (simplify shapes) to convert all the ratio units in real units (ie. pixel units). So, I don't see the interest to rewrite DRAW from scratch with Rebol. (because it's what it means, to be able to calculate all the bounding box) 2/ Outlines with gradients Those fullishs can specify a gradient for the pen attribute (which draw the outlines). Rebol can only have a gradient to fill a shape. It can be simulated by drawing the related shape 2 times. 1 time with the pen gradient. A second time with the fill-pen attribute (which can be a gradient too). But the second time the shape must be, at first, downsized of the line width. To do so, it means that we need to know the center of the Bounding box of the shape. So, same problem than 1/ 3/ The fill-pen attribute (gradient or color) never apply on the outline of the shape, event if the outline has no color but actually has a width. It allows SVG for example, to have transparent outlines. We can't do that with Rebol. Because the fill-pen attributes (or the gradient) fills all the shape at first. And then the outline is drawed over. If we don't provide a pen color, or we provide a transparent color, we see the fill-pen content instead, at the place of the outline. Perhaps, that can be modified in Draw. A nice request but not a so considerable feature to my mind. (And it can be impossible to implement this in Draw, if AGG doesn't support it at first). |
Pekr 13-Oct-2009 [252] | IIRC Henrik requested gradients for lines, so actually 2) might be usefull too? |
Steeve 13-Oct-2009 [253] | yep it would help |
Cyphre 13-Oct-2009 [254] | re 1/ yes, I don't think this is a problem of DRAW but more problem of unit conversion. DRAW works with pixels as it it low level dialect (not only for rendering SVG format). So the higher level code(SVG parser) should be responsible for this until I am missing something. re 2/ gradients for outlines were planned for addition so I hope this will be in the R3 final release ;-) re 3/ transparent outlines are known problem. (BTW is this working properly in other SVG renderers? I'd like to see the results) This is because we are using rasterizer which is drawing one shape over another. IMO solution could be to replace the rasterizer with different one (for example like Flash) which is simulating 'Constructive Solid Geometry'. But this would need major changes in the current internal implementation (and in fact also switch to higher version of AGG). My guess is it could also speed-up the rendering in some cases...I started to investigate this area but it needs more time which I currently don't have :-/ |
Henrik 13-Oct-2009 [255] | Cyphre, Maxim has also had some ideas for manipulating draw elements directly very quickly. Have you been in contact with him regarding those ideas? |
Cyphre 13-Oct-2009 [256] | Henrik, I don't think so. We had some discussions about this long time ago but not recently IIRC. |
Steeve 13-Oct-2009 [257] | re 1/ Well you're right, it's the responsability of the client (parser) to do unit conversions. But to do so, we need to know where the renderer draw each pixel (i mean the real coordinates) of a given shape, to calculate the bounding box. Take an arc for example, it's impossible to calculate where the pixels of the arcs are drawn without simulating the complete AGG engine. There may be various transformations to apply on that calculation (matrix, translation, scaling, rotation, skewing). To calculate that, we have to simulate exactly what AGG is doing. Mission impossible |
Cyphre 13-Oct-2009 [258] | Ok, so you need the 'bounding box' , got it. I think this can be added...for example as special refinement of DRAW native command? BTW I remember I also wanted to be able return all generated pixel coordinates of any DRAW defined shape. That can be also very useful. |
Steeve 13-Oct-2009 [259] | i would prefer a silent functions which actually doesn't draw anything, but only returns the coordinates of the bounding box, or the coordinates of all pixels de traw (good idea btw). COORDINATES draw-block. return a block of pairs (coordinates) of the pixels to draw Carefull, may be really huge. Perhaps a mask is better (an image or a bitset) COORDINATES/BOUND draw-block return only the min-max coordinates. Well well... |
Cyphre 13-Oct-2009 [260] | Ofcourse, the DRAW function wouldn't draw anything in case of using such refinement so no need to worry...I bet Carl will make the last decision about the wording and I know I'm not good at it so...yes something like that ;) |
Steeve 13-Oct-2009 [261] | Will you transfer the request to Carl ? |
Cyphre 13-Oct-2009 [262] | I think it should be stored in R3's bug/wish tracker. I don't think graphics is Carl's priority right now. |
Pekr 13-Oct-2009 [263] | We should put it into View proposal I suggested to create ... |
Maxim 13-Oct-2009 [264x2] | my idea for draw elements was to allow set words in the draw dialect, and then be able to interact with the strokes rather than the whole block... since the conversion to/from AGG-REBOL doesn't need to be done all the time, some time is spared. most of the time, we only need the dialect to create stuff... then, we can just manipulate it. also it would allow us to get information about the strokes ex: [s: spline 50x50 100x100 30x4] print s/length? ; get spline length, in pixels print s/coord-at-length 45 ; get coordinate at 45 pixels down the spline. |
but it means the internals need to have a persistency added to them, which definitely changes the architecture. | |
Cyphre 14-Oct-2009 [266] | Maxim, yes, I think this is one fo the ideas we discussed at DevCon in Paris. If we add the DRAW shape->coordinates interface this will be yet another usage of it. The current internal architecture already counts with sort of persistency. Currently we are just discarding all the internal shape paths on every redraw. I fear the main problem is how to handle this efficiently at the REBOL layer, especially GC handling...it can lead to big memory consumption in case programmer won't free all references to the DRAW elements etc. Or maybe a command for manually edstroying the 'DRAW internal context' would be the best solution... Another question is, even if we solve the REBOL high-level access interface to it, how much would direct DRAW element modification at such internal level affect the performance, is it really worth doing that(ie make things more complex)? Because in that case we will be only 'bypassing' the DELECT parser and AGG's internal Coordinate conversion pieline(s)...the rasterizing/rendering pahse needs to be always redone(but we could try to play with some clipping tricks here too). Both parts are already very fast but I agree there can be gain in some large data cases. This needs to be investigated before we decide to add such feature. |
Pekr 14-Oct-2009 [267] | what about caching of results? |
Cyphre 14-Oct-2009 [268] | If you are talking about caching of the coordinates....that was my question. For small(simple) datasets this can have almost no effect so bitmap caching would be much efficient in such case. For bigger(complex) datasets there can be performance gain(but this needs to be proved by some experiments). The persistency Maxim mentioned is about caching the previous internal data. But question is if this should be driven by GC(no need to care about it from the prog. POV - but can lead to higher memory consumption) or by developer (programmer have the full control on it - but can be tricky for beginners...but yes, we are talking 'advanced' feature here ;-) ) |
Henrik 14-Oct-2009 [269x2] | About having gradients for lines, this for me would be a solution to the problem that complex drawings that scale, can't be hinted properly. I saw this when making some icons for R3 and then scaling them. At 1:1 they look fine, but lots of detail is lost, when they are scaled down. |
For some reason, hinting is going to be hard to implement for DRAW. I talked this alot over with Gabriele, who felt it was not possible to do. It would still be very nice to have for truly scalable GUIs. | |
Cyphre 14-Oct-2009 [271] | Henrik, how could gradients for lines help with downsaclin of vector shapes? Can you show me example of the 'downscaled icon'? |
Henrik 14-Oct-2009 [272x5] | My suggestion was three keywords: hint, hint-x and hint-y. Then you would first provide your scaling transformation, say 0.1. Then you provide your shape, and then add hint, hint-x or hint-y on each coordinate individually. Those would then be hinted to the nearest whole pixel internally. Well, just turn of Antialiasing No. The difference between this and turning off AA is that you can't make hinted rounded rectangles with AA and you can't get a pretty hinted rounded rectangle without AA. |
one second. | |
http://rebol.hmkdesign.dk/files/r3/gui/094.png | |
It works for the round .r icon, because it's easy to control the size of each filled circle, but not for the octagonal icon at the bottom. | |
also the triangle is troublesome | |
Cyphre 14-Oct-2009 [277] | can you provide the DRAW data for the octagonal/triangle icon? I'd like to try something.... |
Henrik 14-Oct-2009 [278x2] | That was an SVG converted to DRAW, but I'll see what I can find. |
need to get some food, back in about 30 minutes | |
Cyphre 14-Oct-2009 [280] | ok,no hurry... |
Maxim 14-Oct-2009 [281] | its usually better to generate larger shapes and scale them down, this way you have sub-pixel precision when drawing. all you need to do is scale the widths and transform the coordinate space when you draw... |
Cyphre 14-Oct-2009 [282] | Maxim, we could have subpixel precission without the scaling trick. We just need to push Carl to make PAIR! to support decimal values ;) |
Maxim 14-Oct-2009 [283x8] | yep... just noting how to do it currently. |
I would also like tuples with a bigger scale. something like 16 bit color values... | |
or even 64 bits, for float or HDRI, shadow maps, etc... image manipulation. | |
(that's bits per channel) | |
for me the draw stroke persistence, is mainly for allowing interaction between the application and the graphics... text on curves... spline paths for animation, snap to edge, etc. | |
with two splines and enough information gathering, we can easily render bending geometry and stuff like that... right now... its highly complex, and we can use the internal AGG binary math to calculate all the coordinates to stuff for us... based on the current transforms, and stuff. | |
and we can = "since we can't" | |
for me its not speed as much as massively usefull (and free) functionality. | |
Henrik 14-Oct-2009 [291] | Cyphre, posting privately. |
Pekr 14-Oct-2009 [292] | So, do we write View/GUI enhancement proposal? :-) |
Henrik 14-Oct-2009 [293x2] | A View proposal would be good, but we need to compile more information. We already have the GUI proposal. |
Like the Parse Project page, we now have a View Project page: http://rebol.net/wiki/View_Project Please fill in your proposals. | |
Pekr 14-Oct-2009 [295x2] | cool .... |
Is it multicategory? I mean - all draw related stuff goes into Draw section? Or each request should start with blue description name? If you want to divide it into categories, we might need more of them - e.g. where to put stuff like Top Window Transparency, Multimedia Timers (not sure that one belongs there, but I want to have it somewhere) | |
Henrik 14-Oct-2009 [297] | Perhaps we could split it into a View Project and a DRAW Project. |
Pekr 14-Oct-2009 [298x3] | Dunno - there can be many various requests, but basically it would be correct, although we do have Effect pipeline too, but I don't know, if it is AGG based, or not .... |
AGG is not only about draw - it is our rendering engine too ... | |
I mean - compositing engine ... | |
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