fix(web): stride-correct CropBounds Fill rendering in compositor (take-23)

This commit is contained in:
2026-09-08 12:07:54 -07:00
parent 84aa70f532
commit f6802c7124
2 changed files with 44 additions and 35 deletions
+41 -32
View File
@@ -421,41 +421,37 @@ public sealed class SceneCompositor
{
if (ew <= 0 || eh <= 0) return;
float scale, ox, oy;
int srcCropX = 0, srcCropY = 0;
int w = src.Width, hgt = src.Height;
int sxMax, syMax;
float scale, ox, oy, invScale;
float drawnW, drawnH;
var cbX = 0;
var cbY = 0;
var cbW = 0;
var cbH = 0;
if (src.CropBounds is (var cbX, var cbY, var cbW, var cbH))
if (src.CropBounds is { } cb)
{
// WebSource: Fill-style (stretch to cover, no aspect preservation) using
// the actual crop bounds. The transparent margins of the full canvas are
// preserved so they reveal layers beneath; only the crop content fills
// the element rect — matching the preview's Stretch="Fill" on the crop.
cbX = cb.X;
cbY = cb.Y;
cbW = cb.W;
cbH = cb.H;
scale = Math.Max(ew / cbW, eh / cbH);
invScale = 1f / scale;
drawnW = cbW * scale;
drawnH = cbH * scale;
ox = (ew - drawnW) / 2f;
oy = (eh - drawnH) / 2f;
srcCropX = cbX;
srcCropY = cbY;
w = cbW;
hgt = cbH;
}
else
{
var (uScale, uOx, uOy) = StretchMath.UniformToFill(ew, eh, src.Width, src.Height);
scale = uScale;
invScale = 1f / uScale;
ox = uOx;
oy = uOy;
drawnW = src.Width * scale;
drawnH = src.Height * scale;
drawnW = src.Width * uScale;
drawnH = src.Height * uScale;
}
sxMax = w - 1;
syMax = hgt - 1;
var invScale = 1f / scale;
var radius = Math.Min(ew, eh) / 2f;
var cx = ew / 2f;
var cy = eh / 2f;
@@ -469,16 +465,24 @@ public sealed class SceneCompositor
var op = (int)(Math.Clamp(opacity, 0f, 1f) * 256);
if (op <= 0) return;
var s = src.BgraPixels;
var srcStride = src.Width; // canvas stride in pixels (not bytes)
for (var y = y0; y <= y1; y++)
{
var py = y - ey;
if (py < oy || py > oy + drawnH) continue;
var syRaw = Math.Clamp((py - oy) * invScale, 0f, syMax) + srcCropY;
var syi = (int)syRaw;
var sy1i = Math.Min(syi + 1, syMax);
var fy8 = (int)((syRaw - syi) * 256);
// syNorm: normalized [0,1] position within the drawn content (vertically)
var syNorm = Math.Clamp((py - oy) / drawnH, 0f, 1f);
// syCrop: pixel position within the crop region
var syCrop = syNorm * cbH;
// syCanvas: canvas pixel row (for buffer indexing)
var syCanvas = Math.Clamp(cbY + syCrop, 0f, src.Height - 1f);
var syi = (int)syCanvas;
var sy1i = Math.Min(syi + 1, src.Height - 1);
var fy8 = (int)((syCanvas - syi) * 256);
var fyInv = 256 - fy8;
var di = (y * dstW + x0) * 4;
for (var x = x0; x <= x1; x++, di += 4)
{
@@ -491,18 +495,23 @@ public sealed class SceneCompositor
if (dx * dx + dy * dy > radius * radius) continue;
}
var sxRaw = Math.Clamp((px - ox) * invScale, 0f, sxMax) + srcCropX;
if (isMirror) sxRaw = sxMax - sxRaw;
sxRaw = Math.Clamp(sxRaw, 0f, sxMax);
var sxi = (int)sxRaw;
var sx1i = Math.Min(sxi + 1, sxMax);
var fx8 = (int)((sxRaw - sxi) * 256);
// sxNorm: normalized [0,1] position within the drawn content (horizontally)
var sxNorm = Math.Clamp((px - ox) / drawnW, 0f, 1f);
// sxCrop: pixel position within the crop region
var sxCrop = sxNorm * cbW;
// sxCanvas: canvas pixel column (for buffer indexing)
var sxCanvas = Math.Clamp(cbX + sxCrop, 0f, src.Width - 1f);
if (isMirror) sxCanvas = src.Width - 1 - sxCanvas;
var sxi = (int)sxCanvas;
var sx1i = Math.Min(sxi + 1, src.Width - 1);
var fx8 = (int)((sxCanvas - sxi) * 256);
var fxInv = 256 - fx8;
var p00 = (syi * w + sxi) * 4;
var p10 = (syi * w + sx1i) * 4;
var p01 = (sy1i * w + sxi) * 4;
var p11 = (sy1i * w + sx1i) * 4;
// ALL pixel indexing uses srcStride (canvas stride), NOT crop width
var p00 = (syi * srcStride + sxi) * 4;
var p10 = (syi * srcStride + sx1i) * 4;
var p01 = (sy1i * srcStride + sxi) * 4;
var p11 = (sy1i * srcStride + sx1i) * 4;
var sb = Bilinear(s[p00], s[p10], s[p01], s[p11], fx8, fxInv, fy8, fyInv);
var sg = Bilinear(s[p00 + 1], s[p10 + 1], s[p01 + 1], s[p11 + 1], fx8, fxInv, fy8, fyInv);
var sr = Bilinear(s[p00 + 2], s[p10 + 2], s[p01 + 2], s[p11 + 2], fx8, fxInv, fy8, fyInv);