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New nodes: 'Gradient Type' and 'Spread Method', and add Gradient tool support for controlling these nodes (#4084)
* Use 'Transform', 'Gradient Type', and 'Spread Method' nodes for table gradients * Add gradient widget to the tool's control bar and update where the two swap buttons go * Fix gradient rendering * Format * Code review
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@@ -230,11 +230,17 @@ async fn render<'a: 'n>(ctx: impl Ctx + ExtractFootprint + ExtractVarArgs, edito
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scene.append(child, Some(footprint_transform_vello));
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// We now replace all transforms which are supposed to be infinite with a transform which covers the entire viewport
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// See <https://xi.zulipchat.com/#narrow/channel/197075-vello/topic/Full.20screen.20color.2Fgradients/near/538435044> for more detail
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// We now replace all transforms which are supposed to be infinite with a transform which covers the entire viewport.
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// See <https://xi.zulipchat.com/#narrow/channel/197075-vello/topic/Full.20screen.20color.2Fgradients/near/538435044> for more detail.
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//
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// `!is_finite()` rather than `== f32::INFINITY`: `scene.append` composes the child's `Affine::scale(INFINITY)` with
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// the viewport rotation, leaving `matrix[0] = cos(θ) * INFINITY`. In the (90°, 270°) tilt range cos is negative so
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// the result is `-INFINITY`, which the old equality check missed; Vello then rasterized a unit rect with non-finite
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// vertices, dropping the gradient and tanking performance. `!is_finite()` also covers NaN as a guard against future
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// code paths where `matrix[0]` could land on `0 * INFINITY`.
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let scaled_infinite_transform = vello::kurbo::Affine::scale_non_uniform(physical_resolution.x as f64, physical_resolution.y as f64);
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for transform in scene.encoding_mut().transforms.iter_mut() {
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if transform.matrix[0] == f32::INFINITY {
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if !transform.matrix[0].is_finite() {
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*transform = vello_encoding::Transform::from_kurbo(&scaled_infinite_transform);
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}
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}
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