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https://github.com/openseadragon/openseadragon.git
synced 2024-11-25 14:46:10 +03:00
various fixes for edge smoothing - #755
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515c15bf98
@ -290,22 +290,24 @@ $.Drawer.prototype = /** @lends OpenSeadragon.Drawer.prototype */{
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* drawingHandler({context, tile, rendered})
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* drawingHandler({context, tile, rendered})
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* @param {Boolean} useSketch - Whether to use the sketch canvas or not.
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* @param {Boolean} useSketch - Whether to use the sketch canvas or not.
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* where <code>rendered</code> is the context with the pre-drawn image.
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* where <code>rendered</code> is the context with the pre-drawn image.
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* @param {Float} scale - Apply a scale to tile position and size
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* @param {Float} scale - Apply a scale to tile position and size. Defaults to 1.
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* @param {OpenSeadragon.Point} translate Optional. A translation vector to offset tile position
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*/
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*/
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drawTile: function( tile, drawingHandler, useSketch, scale ) {
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drawTile: function( tile, drawingHandler, useSketch, scale, translate ) {
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$.console.assert(tile, '[Drawer.drawTile] tile is required');
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$.console.assert(tile, '[Drawer.drawTile] tile is required');
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$.console.assert(drawingHandler, '[Drawer.drawTile] drawingHandler is required');
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$.console.assert(drawingHandler, '[Drawer.drawTile] drawingHandler is required');
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if ( this.useCanvas ) {
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if ( this.useCanvas ) {
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var context = this._getContext( useSketch );
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var context = this._getContext( useSketch );
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scale = scale || 1;
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// TODO do this in a more performant way
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// TODO do this in a more performant way
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// specifically, don't save,rotate,restore every time we draw a tile
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// specifically, don't save,rotate,restore every time we draw a tile
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if( this.viewport.degrees !== 0 ) {
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if( this.viewport.degrees !== 0 ) {
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this._offsetForRotation( tile, this.viewport.degrees, useSketch );
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this._offsetForRotation( tile, this.viewport.degrees, useSketch );
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tile.drawCanvas( context, drawingHandler, scale );
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tile.drawCanvas( context, drawingHandler, scale, translate );
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this._restoreRotationChanges( tile, useSketch );
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this._restoreRotationChanges( tile, useSketch );
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} else {
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} else {
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tile.drawCanvas( context, drawingHandler, scale );
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tile.drawCanvas( context, drawingHandler, scale, translate );
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}
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}
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} else {
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} else {
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tile.drawHTML( this.canvas );
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tile.drawHTML( this.canvas );
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@ -372,24 +374,28 @@ $.Drawer.prototype = /** @lends OpenSeadragon.Drawer.prototype */{
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/**
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/**
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* Blends the sketch canvas in the main canvas.
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* Blends the sketch canvas in the main canvas.
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* @param {Float} opacity The opacity of the blending.
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* @param {Float} opacity The opacity of the blending.
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* @param {Float} sketchScale The scale at which tiles were drawn on the sketch. Default is 1.
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* @param {Float} scale The scale at which tiles were drawn on the sketch. Default is 1.
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* Use sketchScale to draw at a lower scale and then enlarge onto the main canvas.
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* Use scale to draw at a lower scale and then enlarge onto the main canvas.
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* @param {OpenSeadragon.Point} translate A translation vector that was used to draw the tiles
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* @returns {undefined}
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* @returns {undefined}
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*/
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*/
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blendSketch: function(opacity, sketchScale) {
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blendSketch: function(opacity, scale, translate) {
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if (!this.useCanvas || !this.sketchCanvas) {
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if (!this.useCanvas || !this.sketchCanvas) {
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return;
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return;
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}
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}
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sketchScale = sketchScale || 1;
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scale = scale || 1;
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var position = translate instanceof $.Point ?
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translate :
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new $.Point(0, 0);
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this.context.save();
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this.context.save();
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this.context.globalAlpha = opacity;
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this.context.globalAlpha = opacity;
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this.context.drawImage(
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this.context.drawImage(
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this.sketchCanvas,
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this.sketchCanvas,
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0,
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position.x,
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0,
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position.y,
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this.sketchCanvas.width * sketchScale,
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this.sketchCanvas.width * scale,
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this.sketchCanvas.height * sketchScale,
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this.sketchCanvas.height * scale,
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0,
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0,
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0,
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0,
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this.canvas.width,
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this.canvas.width,
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@ -250,9 +250,9 @@
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* availble on the viewing device.
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* availble on the viewing device.
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*
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*
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* @property {Number} [smoothTileEdgesMinZoom=1.1]
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* @property {Number} [smoothTileEdgesMinZoom=1.1]
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* A zoom percentage ( expressed as a number between 0 and 1 ) of the highest
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* A zoom percentage ( where 1 is 100% ) of the highest resolution level.
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* resolution level. When zoomed in beyond this value alternative compositing will
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* When zoomed in beyond this value alternative compositing will be used to
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* be used to smooth out the edges between tiles. This WILL have a performance impact.
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* smooth out the edges between tiles. This will have a performance impact.
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*
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*
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* @property {Boolean} [autoResize=true]
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* @property {Boolean} [autoResize=true]
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* Set to false to prevent polling for viewer size changes. Useful for providing custom resize behavior.
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* Set to false to prevent polling for viewer size changes. Useful for providing custom resize behavior.
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75
src/tile.js
75
src/tile.js
@ -241,8 +241,9 @@ $.Tile.prototype = /** @lends OpenSeadragon.Tile.prototype */{
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* drawingHandler({context, tile, rendered})
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* drawingHandler({context, tile, rendered})
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* where <code>rendered</code> is the context with the pre-drawn image.
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* where <code>rendered</code> is the context with the pre-drawn image.
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* @param {Number} scale - Apply a scale to position and size
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* @param {Number} scale - Apply a scale to position and size
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* @param {OpenSeadragon.Point} translate - A translation vector
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*/
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*/
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drawCanvas: function( context, drawingHandler, scale ) {
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drawCanvas: function( context, drawingHandler, scale, translate ) {
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var position = this.position.times($.pixelDensityRatio),
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var position = this.position.times($.pixelDensityRatio),
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size = this.size.times($.pixelDensityRatio),
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size = this.size.times($.pixelDensityRatio),
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@ -294,38 +295,13 @@ $.Tile.prototype = /** @lends OpenSeadragon.Tile.prototype */{
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// draw tile at a different scale
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// draw tile at a different scale
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position = position.times(scale);
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position = position.times(scale);
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size = size.times(scale);
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size = size.times(scale);
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if (scale < 1 && $.Browser.vendor == $.BROWSERS.FIREFOX) {
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// In firefox edges are very visible because there seems to be
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// empty space between tiles caused by float coordinates.
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// Adding partial overlap fixes this.
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// These will be covered by the top and left tiles.
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context.drawImage( // duplicate first column to the left
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rendered.canvas,
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0,
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0,
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1,
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rendered.canvas.height,
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Math.floor(position.x),
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position.y,
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1,
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size.y
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);
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context.drawImage( // duplicate first row up
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rendered.canvas,
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0,
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0,
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rendered.canvas.width,
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1,
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position.x,
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Math.floor(position.y),
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size.x,
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1
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);
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}
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}
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}
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// context.globalCompositeOperation = 'source-out';
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if (translate instanceof $.Point) {
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// shift tile position slightly
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position = position.plus(translate);
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}
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context.drawImage(
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context.drawImage(
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rendered.canvas,
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rendered.canvas,
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0,
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0,
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@ -341,6 +317,43 @@ $.Tile.prototype = /** @lends OpenSeadragon.Tile.prototype */{
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context.restore();
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context.restore();
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},
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},
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/**
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* Get the ratio between current and original size.
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* @function
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* @return {Float}
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*/
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getScaleForEdgeSmoothing: function() {
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if (!this.cacheImageRecord) {
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$.console.warn(
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'[Tile.drawCanvas] attempting to get tile scale %s when tile\'s not cached',
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this.toString());
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return 1;
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}
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var rendered = this.cacheImageRecord.getRenderedContext();
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return rendered.canvas.width / this.size.times($.pixelDensityRatio).x;
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},
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/**
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* Get a translation vector that when applied to the tile position produces integer coordinates.
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* Needed to avoid swimming and twitching.
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* @function
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* @param {Number} scale - Scale to be applied to position. Defaults to 1.
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* @return {OpenSeadragon.Point}
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*/
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getTranslationForEdgeSmoothing: function(scale) {
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// The translation vector must have positive values, otherwise the image goes a bit off
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// the sketch canvas to the top and left and we must use negative coordinates to repaint it
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// to the main canvas. And FF does not like it. It crashes the viewer.
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return new $.Point(1, 1).minus(
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this.position
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.times(scale || 1)
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.apply(function(x) {
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return x % 1;
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})
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);
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},
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/**
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/**
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* Removes tile from its container.
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* Removes tile from its container.
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* @function
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* @function
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@ -64,6 +64,7 @@
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* @param {Number} [options.blendTime] - See {@link OpenSeadragon.Options}.
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* @param {Number} [options.blendTime] - See {@link OpenSeadragon.Options}.
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* @param {Boolean} [options.alwaysBlend] - See {@link OpenSeadragon.Options}.
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* @param {Boolean} [options.alwaysBlend] - See {@link OpenSeadragon.Options}.
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* @param {Number} [options.minPixelRatio] - See {@link OpenSeadragon.Options}.
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* @param {Number} [options.minPixelRatio] - See {@link OpenSeadragon.Options}.
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* @param {Number} [options.smoothTileEdgesMinZoom] - See {@link OpenSeadragon.Options}.
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* @param {Number} [options.opacity=1] - Opacity the tiled image should be drawn at.
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* @param {Number} [options.opacity=1] - Opacity the tiled image should be drawn at.
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* @param {Boolean} [options.debugMode] - See {@link OpenSeadragon.Options}.
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* @param {Boolean} [options.debugMode] - See {@link OpenSeadragon.Options}.
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* @param {String|CanvasGradient|CanvasPattern|Function} [options.placeholderFillStyle] - See {@link OpenSeadragon.Options}.
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* @param {String|CanvasGradient|CanvasPattern|Function} [options.placeholderFillStyle] - See {@link OpenSeadragon.Options}.
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@ -1296,24 +1297,24 @@ function compareTiles( previousBest, tile ) {
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function drawTiles( tiledImage, lastDrawn ) {
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function drawTiles( tiledImage, lastDrawn ) {
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var i,
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var i,
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tile;
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tile = lastDrawn[0];
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if ( tiledImage.opacity <= 0 ) {
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if ( tiledImage.opacity <= 0 ) {
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drawDebugInfo( tiledImage, lastDrawn );
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drawDebugInfo( tiledImage, lastDrawn );
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return;
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return;
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}
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}
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var useSketch = tiledImage.opacity < 1;
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var useSketch = tiledImage.opacity < 1;
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var sketchScale = 1;
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var sketchScale;
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var sketchTranslate;
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var zoom = tiledImage.viewport.getZoom();
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var zoom = tiledImage.viewport.getZoom(true);
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var imageZoom = tiledImage.viewportToImageZoom(zoom);
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var imageZoom = tiledImage.viewportToImageZoom(zoom);
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if ( imageZoom > tiledImage.smoothTileEdgesMinZoom ) {
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if ( imageZoom > tiledImage.smoothTileEdgesMinZoom && tile) {
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// When zoomed in a lot (>100%) the tile edges are visible.
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// When zoomed in a lot (>100%) the tile edges are visible.
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// So we have to composite them at ~100% and scale them up together.
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// So we have to composite them at ~100% and scale them up together.
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useSketch = true;
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useSketch = true;
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// Compositing at 100% is not precise and causes weird twithing.
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sketchScale = tile.getScaleForEdgeSmoothing();
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// So we composite at 101% zoom
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sketchTranslate = tile.getTranslationForEdgeSmoothing(sketchScale);
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sketchScale = 1.01 / imageZoom;
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}
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}
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if ( useSketch ) {
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if ( useSketch ) {
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@ -1347,7 +1348,7 @@ function drawTiles( tiledImage, lastDrawn ) {
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for ( i = lastDrawn.length - 1; i >= 0; i-- ) {
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for ( i = lastDrawn.length - 1; i >= 0; i-- ) {
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tile = lastDrawn[ i ];
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tile = lastDrawn[ i ];
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tiledImage._drawer.drawTile( tile, tiledImage._drawingHandler, useSketch, sketchScale );
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tiledImage._drawer.drawTile( tile, tiledImage._drawingHandler, useSketch, sketchScale, sketchTranslate );
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tile.beingDrawn = true;
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tile.beingDrawn = true;
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if( tiledImage.viewer ){
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if( tiledImage.viewer ){
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@ -1374,7 +1375,7 @@ function drawTiles( tiledImage, lastDrawn ) {
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}
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}
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if ( useSketch ) {
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if ( useSketch ) {
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tiledImage._drawer.blendSketch( tiledImage.opacity, sketchScale );
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tiledImage._drawer.blendSketch( tiledImage.opacity, sketchScale, sketchTranslate );
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}
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}
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drawDebugInfo( tiledImage, lastDrawn );
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drawDebugInfo( tiledImage, lastDrawn );
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}
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}
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@ -334,6 +334,7 @@
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asyncTest( 'CrossOriginPolicyMissing', function () {
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asyncTest( 'CrossOriginPolicyMissing', function () {
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viewer.crossOriginPolicy = false;
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viewer.crossOriginPolicy = false;
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viewer.smoothTileEdgesMinZoom = Infinity;
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viewer.open( {
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viewer.open( {
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type: 'legacy-image-pyramid',
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type: 'legacy-image-pyramid',
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levels: [ {
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levels: [ {
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