Respects current ctx scale for mesh pattern
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@ -148,21 +148,21 @@ var createMeshCanvas = (function createMeshCanvasClosure() {
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}
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}
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function createMeshCanvas(owner, bounds, coords, colors, figures,
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function createMeshCanvas(bounds, combinesScale, coords, colors, figures,
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backgroundColor) {
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// we will increase scale on some weird factor to let antialiasing take
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// care of "rough" edges
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var EXPECTED_SCALE = 1.5;
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var EXPECTED_SCALE = 1.1;
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// MAX_PATTERN_SIZE is used to avoid OOM situation.
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var MAX_PATTERN_SIZE = 3000; // 10in @ 300dpi shall be enough
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var boundsWidth = bounds[2] - bounds[0];
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var boundsHeight = bounds[3] - bounds[1];
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var width = Math.min(Math.ceil(Math.abs(boundsWidth * EXPECTED_SCALE)),
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MAX_PATTERN_SIZE);
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var height = Math.min(Math.ceil(Math.abs(boundsHeight * EXPECTED_SCALE)),
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MAX_PATTERN_SIZE);
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var width = Math.min(Math.ceil(Math.abs(boundsWidth * combinesScale[0] *
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EXPECTED_SCALE)), MAX_PATTERN_SIZE);
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var height = Math.min(Math.ceil(Math.abs(boundsHeight * combinesScale[1] *
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EXPECTED_SCALE)), MAX_PATTERN_SIZE);
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var scaleX = width / boundsWidth;
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var scaleY = height / boundsHeight;
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@ -206,10 +206,24 @@ ShadingIRs.Mesh = {
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return {
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type: 'Pattern',
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getPattern: function Mesh_getPattern(ctx, owner, shadingFill) {
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var combinedScale;
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// Obtain scale from matrix and current transformation matrix.
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if (shadingFill) {
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combinedScale = Util.singularValueDecompose2dScale(
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ctx.mozCurrentTransform);
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} else {
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var matrixScale = Util.singularValueDecompose2dScale(matrix);
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var curMatrixScale = Util.singularValueDecompose2dScale(
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owner.baseTransform);
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combinedScale = [matrixScale[0] * curMatrixScale[0],
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matrixScale[1] * curMatrixScale[1]];
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}
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// Rasterizing on the main thread since sending/queue large canvases
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// might cause OOM.
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// TODO consider using WebGL or asm.js to perform rasterization
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var temporaryPatternCanvas = createMeshCanvas(owner, bounds,
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var temporaryPatternCanvas = createMeshCanvas(bounds, combinedScale,
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coords, colors, figures, shadingFill ? null : background);
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if (!shadingFill) {
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