Add a workaround for flickering vector mesh rendering produced by the Boolean Operation node (#3884)
* Add a workaround for flickering vector mesh rendering produced by the Boolean Operation node * Code review feedback
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@ -854,8 +854,9 @@ impl Render for Table<Vector> {
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(id, mask_type, vector_row)
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});
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if vector.is_branching() {
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for mut face_path in vector.construct_faces().filter(|face| !(face.area() < 0.0)) {
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let use_face_fill = vector.use_face_fill();
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if use_face_fill {
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for mut face_path in vector.construct_faces().filter(|face| face.area() >= 0.) {
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face_path.apply_affine(Affine::new(applied_stroke_transform.to_cols_array()));
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let face_d = face_path.to_svg();
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@ -917,7 +918,7 @@ impl Render for Table<Vector> {
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render_params.override_paint_order = can_draw_aligned_stroke && can_use_paint_order;
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let mut style = row.element.style.clone();
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if needs_separate_alignment_fill || vector.is_branching() {
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if needs_separate_alignment_fill || use_face_fill {
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style.clear_fill();
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}
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@ -929,6 +930,10 @@ impl Render for Table<Vector> {
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}
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attributes.push_val(fill_and_stroke);
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if vector.is_branching() && !use_face_fill {
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attributes.push("fill-rule", "evenodd");
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}
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let opacity = row.alpha_blending.opacity(render_params.for_mask);
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if opacity < 1. {
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attributes.push("opacity", opacity.to_string());
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@ -1024,10 +1029,10 @@ impl Render for Table<Vector> {
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let wants_stroke_below = row.element.style.stroke().is_some_and(|s| s.paint_order == vector::style::PaintOrder::StrokeBelow);
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// Closures to avoid duplicated fill/stroke drawing logic
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let do_fill_path = |scene: &mut Scene, path: &kurbo::BezPath| match row.element.style.fill() {
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let do_fill_path = |scene: &mut Scene, path: &kurbo::BezPath, fill_rule: peniko::Fill| match row.element.style.fill() {
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Fill::Solid(color) => {
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let fill = peniko::Brush::Solid(peniko::Color::new([color.r(), color.g(), color.b(), color.a()]));
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scene.fill(peniko::Fill::NonZero, kurbo::Affine::new(element_transform.to_cols_array()), &fill, None, path);
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scene.fill(fill_rule, kurbo::Affine::new(element_transform.to_cols_array()), &fill, None, path);
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}
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Fill::Gradient(gradient) => {
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let mut stops = peniko::ColorStops::new();
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@ -1079,25 +1084,27 @@ impl Render for Table<Vector> {
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Default::default()
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};
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let brush_transform = kurbo::Affine::new((inverse_element_transform * parent_transform).to_cols_array());
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scene.fill(peniko::Fill::NonZero, kurbo::Affine::new(element_transform.to_cols_array()), &fill, Some(brush_transform), path);
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scene.fill(fill_rule, kurbo::Affine::new(element_transform.to_cols_array()), &fill, Some(brush_transform), path);
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}
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Fill::None => {}
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};
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// Branching vectors without regions (e.g. mesh grids) need face-by-face fill rendering.
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let use_face_fill = row.element.use_face_fill();
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let do_fill = |scene: &mut Scene| {
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if row.element.is_branching() {
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// For branching paths, fill each face separately
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for mut face_path in row.element.construct_faces().filter(|face| !(face.area() < 0.0)) {
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if use_face_fill {
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for mut face_path in row.element.construct_faces().filter(|face| face.area() >= 0.) {
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face_path.apply_affine(Affine::new(applied_stroke_transform.to_cols_array()));
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let mut kurbo_path = kurbo::BezPath::new();
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for element in face_path {
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kurbo_path.push(element);
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}
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do_fill_path(scene, &kurbo_path);
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do_fill_path(scene, &kurbo_path, peniko::Fill::NonZero);
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}
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} else if row.element.is_branching() {
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do_fill_path(scene, &path, peniko::Fill::EvenOdd);
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} else {
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// Simple fill of the entire path
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do_fill_path(scene, &path);
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do_fill_path(scene, &path, peniko::Fill::NonZero);
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}
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};
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@ -710,6 +710,10 @@ impl FaceSideSet {
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self.set.insert(self.index(side));
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}
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fn remove(&mut self, side: FaceSide) {
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self.set.set(self.index(side), false);
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}
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fn contains(&self, side: FaceSide) -> bool {
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self.set.contains(self.index(side))
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}
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@ -1102,6 +1106,19 @@ impl<Upstream> Vector<Upstream> {
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(0..self.point_domain.len()).any(|point_index| self.segment_domain.connected_count(point_index) > 2)
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}
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pub fn has_regions(&self) -> bool {
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!self.region_domain.id.is_empty()
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}
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/// Determines if face-by-face fill rendering should be used.
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/// Branching vectors without regions (e.g. mesh grids) need face-by-face fill rendering.
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/// Branching vectors with regions (e.g. boolean operation results) use even-odd fill
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/// on the main stroke path instead, since face decomposition can't determine which
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/// bounded faces should vs. shouldn't be filled in boolean results.
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pub fn use_face_fill(&self) -> bool {
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self.is_branching() && !self.has_regions()
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}
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pub fn construct_faces(&self) -> FaceIterator<'_, Upstream> {
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let mut adjacency: Vec<Vec<FaceSide>> = vec![Vec::new(); self.point_domain.len()];
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for (segment_index, (&start, &end)) in self.segment_domain.start_point.iter().zip(&self.segment_domain.end_point).enumerate() {
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@ -1134,7 +1151,14 @@ impl<Upstream> Vector<Upstream> {
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if seen.contains(side) {
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continue;
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}
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if (self.construct_face(&adjacency, side, &mut faces, &mut seen)).is_none() {
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if self.construct_face(&adjacency, side, &mut faces, &mut seen).is_none() {
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// Undo `seen` markings for sides added during this failed face construction,
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// so they remain available for future face constructions starting from different sides.
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if let Some(&last_start) = faces.face_start.last() {
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for &failed_side in &faces.sides[last_start..] {
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seen.remove(failed_side);
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}
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}
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faces.backtrack();
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}
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}
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