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Fixed multiple image scaling and rasterization issues.
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@ -63,11 +63,8 @@ void ImageComponent::resize()
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else {
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// SVG rasterization is determined by height and rasterization is done in terms of pixels.
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// If rounding is off enough in the rasterization step (for images with extreme aspect
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// ratios), it can cause cutoff when the aspect ratio breaks.
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// So we always make sure the resultant height is an integer to make sure cutoff doesn't
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// happen, and scale width from that (you'll see this scattered throughout the function).
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// It's important to use floorf rather than round for this, as we never want to round up
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// since that can lead to the cutoff just described.
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// ratios), it can cause cutoff when the aspect ratio breaks. So we always make sure to
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// round accordingly to avoid such issues.
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if (mTargetIsMax) {
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mSize = textureSize;
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@ -77,13 +74,11 @@ void ImageComponent::resize()
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// This will be mTargetSize.x. We can't exceed it, nor be lower than it.
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mSize.x *= resizeScale.x;
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// We need to make sure we're not creating an image larger than max size.
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mSize.y = std::min(floorf(mSize.y * resizeScale.x), mTargetSize.y);
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mSize.y = floorf(std::min(mSize.y * resizeScale.x, mTargetSize.y));
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}
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else {
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// This will be mTargetSize.y(). We can't exceed it.
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mSize.y = floorf(mSize.y * resizeScale.y);
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// For SVG rasterization, always calculate width from rounded height (see comment
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// above). We need to make sure we're not creating an image larger than max size.
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mSize.y *= resizeScale.y;
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mSize.x = std::min((mSize.y / textureSize.y) * textureSize.x, mTargetSize.x);
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}
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}
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@ -106,9 +101,7 @@ void ImageComponent::resize()
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float cropPercent = (mSize.x - mTargetSize.x) / (mSize.x * 2.0f);
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crop(cropPercent, 0.0f, cropPercent, 0.0f);
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}
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// For SVG rasterization, always calculate width from rounded height (see comment
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// above). We need to make sure we're not creating an image smaller than min size.
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mSize.y = std::max(floorf(mSize.y), mTargetSize.y);
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mSize.y = std::max(mSize.y, mTargetSize.y);
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mSize.x = std::max((mSize.y / textureSize.y) * textureSize.x, mTargetSize.x);
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}
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else {
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@ -117,23 +110,24 @@ void ImageComponent::resize()
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mSize = mTargetSize == glm::vec2{} ? textureSize : mTargetSize;
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// If only one component is set, we resize in a way that maintains aspect ratio.
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// For SVG rasterization, we always calculate width from rounded height (see
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// comment above).
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if (!mTargetSize.x && mTargetSize.y) {
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mSize.y = floorf(mTargetSize.y);
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mSize.y = mTargetSize.y;
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mSize.x = (mSize.y / textureSize.y) * textureSize.x;
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}
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else if (mTargetSize.x && !mTargetSize.y) {
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mSize.y = floorf((mTargetSize.x / textureSize.x) * textureSize.y);
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mSize.y = (mTargetSize.x / textureSize.x) * textureSize.y;
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mSize.x = (mSize.y / textureSize.y) * textureSize.x;
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}
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}
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}
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mSize.x = ceilf(mSize.x);
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mSize.y = ceilf(mSize.y);
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// Make sure sub-pixel values are not rounded to zero.
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if (mSize.x < 1.0f)
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mSize.x = ceilf(mSize.x);
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if (mSize.y < 1.0f)
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mSize.y = ceilf(mSize.y);
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mTexture->rasterizeAt(static_cast<size_t>(mSize.x), static_cast<size_t>(mSize.y));
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mTexture->rasterizeAt(mSize.x, mSize.y);
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onSizeChanged();
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}
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@ -73,8 +73,8 @@ bool TextureData::initSVGFromMemory(const std::string& fileData)
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mSourceHeight = svgImage->height;
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}
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mWidth = static_cast<size_t>(floorf(floorf(mSourceWidth) * mScaleDuringLoad));
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mHeight = static_cast<size_t>(floorf(floorf(mSourceHeight) * mScaleDuringLoad));
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mWidth = static_cast<int>(std::round(mSourceWidth * mScaleDuringLoad));
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mHeight = static_cast<int>(std::round(mSourceHeight * mScaleDuringLoad));
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if (mWidth == 0) {
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// Auto scale width to keep aspect ratio.
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@ -92,9 +92,8 @@ bool TextureData::initSVGFromMemory(const std::string& fileData)
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NSVGrasterizer* rast = nsvgCreateRasterizer();
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nsvgRasterize(rast, svgImage, 0, 0, mHeight / svgImage->height, tempVector.data(),
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static_cast<int>(mWidth), static_cast<int>(mHeight),
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static_cast<int>(mWidth) * 4);
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nsvgRasterize(rast, svgImage, 0, 0, mHeight / svgImage->height, tempVector.data(), mWidth,
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mHeight, mWidth * 4);
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// This is important in order to avoid memory leaks.
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nsvgDeleteRasterizer(rast);
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@ -72,8 +72,8 @@ private:
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std::string mPath;
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unsigned int mTextureID;
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std::vector<unsigned char> mDataRGBA;
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size_t mWidth;
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size_t mHeight;
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int mWidth;
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int mHeight;
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float mSourceWidth;
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float mSourceHeight;
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float mScaleDuringLoad;
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@ -194,7 +194,7 @@ std::shared_ptr<TextureResource> TextureResource::get(const std::string& path,
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return tex;
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}
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void TextureResource::rasterizeAt(size_t width, size_t height)
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void TextureResource::rasterizeAt(float width, float height)
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{
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if (mTextureData != nullptr) {
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glm::vec2 textureSize = mTextureData.get()->getSize();
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@ -44,7 +44,7 @@ public:
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// It does unload and re-rasterize the texture though which may cause flickering in some
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// situations. An alternative is to set a scaling factor directly when loading the texture
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// using get(), by using the scaleDuringLoad parameter (which also works for raster graphics).
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void rasterizeAt(size_t width, size_t height);
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void rasterizeAt(float width, float height);
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glm::vec2 getSourceImageSize() const { return mSourceSize; }
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virtual ~TextureResource();
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