GSoC/2020/StatusReports/SharafZaman: Difference between revisions
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I have gone into the depths of how I implemented in my [https://www.sh-zam.com/2019/08/status-update-hello-it-has-been-time.html first blog post]. | I have gone into the depths of how I implemented in my [https://www.sh-zam.com/2019/08/status-update-hello-it-has-been-time.html first blog post]. | ||
==== Relevant | ===== Relevant Commits ===== | ||
[https://invent.kde.org/graphics/krita/-/merge_requests/378/diffs?commit_id=3c8586f64d4e3b20fd7241ebc134a138a0c55db6 Add parser for parsing meshgradient SVG element] | * [https://invent.kde.org/graphics/krita/-/merge_requests/378/diffs?commit_id=3c8586f64d4e3b20fd7241ebc134a138a0c55db6 Add parser for parsing meshgradient SVG element] | ||
[https://invent.kde.org/graphics/krita/-/merge_requests/378/diffs?commit_id=4c04fc0b57b12977d9f5b089e6fa645bd1dc706a Create KoPathShape from meshpatch stops] | * [https://invent.kde.org/graphics/krita/-/merge_requests/378/diffs?commit_id=4c04fc0b57b12977d9f5b089e6fa645bd1dc706a Create KoPathShape from meshpatch stops] | ||
=== Rendering === | === Rendering === |
Revision as of 12:51, 27 August 2020
SVG Mesh Gradients in Krita
Mesh Gradients are important to produce real looking vector graphics. They are also very helpful and straightforward to use for an artist. They are supported by Inkscape, Adobe Illustrator, Cairo, Scribus and many other graphics programming tool kits. My project is to add support for mesh gradients in Krita. By the end of GSoC Krita, should be able to open, edit, create vector objects using mesh gradients.
Project Goals
- Parse Mesh Gradients
- Status: DONE
- Handle Attributes and transforms
- Status: DONE
- Render Mesh Gradients
- Render meshes with Bilinear Interpolation
- Status: DONE
- Render meshes with Bicubic Interpolation
- Status: DONE
- Render meshes with Bilinear Interpolation
- Saving files with Mesh Gradients
- Status: DONE
- Tests
- Parsing: DONE
- Rendering: DONE
- Writer classes: DONE
- Tooling
- Status: DONE
- User Manual
- Status: Pending
Work Report
Parsing
Objective here was to parse raw SVG files containing meshgradient
elements into meaningful path and color data. So, the raw path and color data would be transformed into an array of SvgMeshPatch
es. Initially the data structure for storing path data was KoPathShape
. But later I found it was too heavy for the memory. So, I replaced it with a 2D array during the later stage.
I have gone into the depths of how I implemented in my first blog post.
Relevant Commits
Rendering
This was the primary objective. We use the vertex data to produce the final render. There are two types of shading which could be supported by meshgradients
.
1. Bilinear 2. Bicubic
Bilinear was trivial and only took me a few days to implement after some help from my mentor. And the results were accurate - accurate enough, but not to the pixel.
So, the final rendering of bilinear 2x2 meshgradient:
Because, unfortunately the bilinear shading suffers from the machbanding effect. The standard (draft), mentions implementing another shading Bicubic to counter act this.
But bicubic was hard, because it was easy to get wrong. The rendered image I kept getting was either something utterly nonsensical or something that is similar to Bilinear (which too is very wrong). The solution here, after a week of reading a lot of code and fixing some mathematical mistakes was to find the derivatives of the corners and use them for the subdivided patches.
The final rendering of bicubic 2x2 meshgradient:
I have gone into the details in my second Blog post
Saving
This was straight forward and took me a little time to get everything working.
Example of an SVG with meshgradient
created and exported using Krita:
<code> <<?xml version="1.0" standalone="no"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 20010904//EN" "http://www.w3.org/TR/2001/REC-SVG-20010904/DTD/svg10.dtd"> <!-- Created using Krita: https://krita.org --> <svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:krita="http://krita.org/namespaces/svg/krita" xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd" width="1872pt" height="1152pt" viewBox="0 0 1872 1152"> <defs> <meshgradient id="meshgradient0" gradientUnits="objectBoundingBox" x="0.0601435354570587" y="0.077639733323807" type="bilinear"> <meshrow id="meshrow0"> <meshpatch id="meshpatch0"> <stop path="C 0.3934768688,0.07763973332 0.4539196719,0.242679652 0.7872530052,0.242679652" stop-color="#ffffff" stop-opacity="1"/> <stop path="C 0.7872530052,0.5760129854 0.8653499483,0.4736763632 0.8653499483,0.8070096966" stop-color="#5b0000" stop-opacity="1"/> <stop path="C 0.532016615,0.8070096966 0.5469777569,0.8216503345 0.2136444235,0.8216503345" stop-color="#ffffff" stop-opacity="1"/> <stop path="C 0.2136444235,0.4883170012 0.06014353546,0.4109730667 0.06014353546,0.07763973332" stop-color="#5b0000" stop-opacity="1"/> </meshpatch> </meshrow> </meshgradient> </defs> <rect id="shape0" transform="matrix(0.838249023313196 -0.545287607519627 0.545287607519627 0.838249023313196 371.360217722377 348.486677321207)" fill="url(#meshgradient0)" fill-rule="evenodd" stroke="#000000" stroke-opacity="0" stroke-width="0" stroke-linecap="square" stroke-linejoin="bevel" width="401.04" height="811.44"/> </svg> </code>
Testing
Krita has a great testing suite, which takes the raw SVG, renders it, compares it, saves it, then renders it again and then compares it again. So, adding a 12 new tests to this was a trivial task. But unfortunately, because Inkscape was used as the source of truth, some pixels were incorrectly renderer.
The reason was QPainter
drawing an extra pixel layer to the right and the bottom side. So,in some cases where I'd expect it to put one pixel on screen it would be two, which created artifacts, especially when the patch size was small. The partial solution to this after getting intuition from my mentors was to use drawPoint(...)
method.
Tooling
This was the final part to make the meshgradients feature in Krita complete. For this I created a new option in the Tool options docker, through which we can add rows, columns, change the color of stops and change the shading type.
Then the next part was handling the movement of the bezier curves that create the mesh, for this I implemented a new class KoShapeMeshGradientHandles
, which handles handle movements and passes them to SvgMeshArray
and SvgMeshPatch
to update the shape where it has a little branch to explicitly handle the shared sides.
Links
Blog Posts: