fix(web): stride-correct CropBounds Fill rendering in compositor (take-23)
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@@ -421,41 +421,37 @@ public sealed class SceneCompositor
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{
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if (ew <= 0 || eh <= 0) return;
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float scale, ox, oy;
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int srcCropX = 0, srcCropY = 0;
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int w = src.Width, hgt = src.Height;
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int sxMax, syMax;
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float scale, ox, oy, invScale;
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float drawnW, drawnH;
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var cbX = 0;
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var cbY = 0;
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var cbW = 0;
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var cbH = 0;
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if (src.CropBounds is (var cbX, var cbY, var cbW, var cbH))
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if (src.CropBounds is { } cb)
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{
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// WebSource: Fill-style (stretch to cover, no aspect preservation) using
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// the actual crop bounds. The transparent margins of the full canvas are
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// preserved so they reveal layers beneath; only the crop content fills
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// the element rect — matching the preview's Stretch="Fill" on the crop.
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cbX = cb.X;
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cbY = cb.Y;
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cbW = cb.W;
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cbH = cb.H;
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scale = Math.Max(ew / cbW, eh / cbH);
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invScale = 1f / scale;
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drawnW = cbW * scale;
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drawnH = cbH * scale;
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ox = (ew - drawnW) / 2f;
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oy = (eh - drawnH) / 2f;
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srcCropX = cbX;
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srcCropY = cbY;
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w = cbW;
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hgt = cbH;
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}
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else
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{
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var (uScale, uOx, uOy) = StretchMath.UniformToFill(ew, eh, src.Width, src.Height);
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scale = uScale;
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invScale = 1f / uScale;
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ox = uOx;
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oy = uOy;
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drawnW = src.Width * scale;
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drawnH = src.Height * scale;
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drawnW = src.Width * uScale;
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drawnH = src.Height * uScale;
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}
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sxMax = w - 1;
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syMax = hgt - 1;
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var invScale = 1f / scale;
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var radius = Math.Min(ew, eh) / 2f;
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var cx = ew / 2f;
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var cy = eh / 2f;
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@@ -469,16 +465,24 @@ public sealed class SceneCompositor
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var op = (int)(Math.Clamp(opacity, 0f, 1f) * 256);
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if (op <= 0) return;
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var s = src.BgraPixels;
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var srcStride = src.Width; // canvas stride in pixels (not bytes)
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for (var y = y0; y <= y1; y++)
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{
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var py = y - ey;
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if (py < oy || py > oy + drawnH) continue;
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var syRaw = Math.Clamp((py - oy) * invScale, 0f, syMax) + srcCropY;
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var syi = (int)syRaw;
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var sy1i = Math.Min(syi + 1, syMax);
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var fy8 = (int)((syRaw - syi) * 256);
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// syNorm: normalized [0,1] position within the drawn content (vertically)
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var syNorm = Math.Clamp((py - oy) / drawnH, 0f, 1f);
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// syCrop: pixel position within the crop region
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var syCrop = syNorm * cbH;
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// syCanvas: canvas pixel row (for buffer indexing)
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var syCanvas = Math.Clamp(cbY + syCrop, 0f, src.Height - 1f);
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var syi = (int)syCanvas;
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var sy1i = Math.Min(syi + 1, src.Height - 1);
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var fy8 = (int)((syCanvas - syi) * 256);
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var fyInv = 256 - fy8;
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var di = (y * dstW + x0) * 4;
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for (var x = x0; x <= x1; x++, di += 4)
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{
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@@ -491,18 +495,23 @@ public sealed class SceneCompositor
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if (dx * dx + dy * dy > radius * radius) continue;
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}
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var sxRaw = Math.Clamp((px - ox) * invScale, 0f, sxMax) + srcCropX;
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if (isMirror) sxRaw = sxMax - sxRaw;
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sxRaw = Math.Clamp(sxRaw, 0f, sxMax);
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var sxi = (int)sxRaw;
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var sx1i = Math.Min(sxi + 1, sxMax);
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var fx8 = (int)((sxRaw - sxi) * 256);
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// sxNorm: normalized [0,1] position within the drawn content (horizontally)
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var sxNorm = Math.Clamp((px - ox) / drawnW, 0f, 1f);
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// sxCrop: pixel position within the crop region
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var sxCrop = sxNorm * cbW;
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// sxCanvas: canvas pixel column (for buffer indexing)
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var sxCanvas = Math.Clamp(cbX + sxCrop, 0f, src.Width - 1f);
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if (isMirror) sxCanvas = src.Width - 1 - sxCanvas;
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var sxi = (int)sxCanvas;
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var sx1i = Math.Min(sxi + 1, src.Width - 1);
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var fx8 = (int)((sxCanvas - sxi) * 256);
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var fxInv = 256 - fx8;
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var p00 = (syi * w + sxi) * 4;
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var p10 = (syi * w + sx1i) * 4;
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var p01 = (sy1i * w + sxi) * 4;
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var p11 = (sy1i * w + sx1i) * 4;
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// ALL pixel indexing uses srcStride (canvas stride), NOT crop width
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var p00 = (syi * srcStride + sxi) * 4;
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var p10 = (syi * srcStride + sx1i) * 4;
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var p01 = (sy1i * srcStride + sxi) * 4;
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var p11 = (sy1i * srcStride + sx1i) * 4;
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var sb = Bilinear(s[p00], s[p10], s[p01], s[p11], fx8, fxInv, fy8, fyInv);
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var sg = Bilinear(s[p00 + 1], s[p10 + 1], s[p01 + 1], s[p11 + 1], fx8, fxInv, fy8, fyInv);
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var sr = Bilinear(s[p00 + 2], s[p10 + 2], s[p01 + 2], s[p11 + 2], fx8, fxInv, fy8, fyInv);
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