FreeType 1.31.1
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docs/raster.txt
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docs/raster.txt
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This file is an attempt at explaining the internals of the FreeType
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rasterizer. This component is quite general purpose and could
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easily be integrated into other programs (but still under the
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current license).
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--------------------------------------------------------------------
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The HOWs and WHYs of the FreeType rasterizer
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by David Turner
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I. Introduction
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II. Rendering Technology
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III. Implementation Details
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IV. Gray-Level Support
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I. Introduction
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===============
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A rasterizer is a library in charge of converting a vectorial
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representation of a shape into a bitmap. The FreeType rasterizer
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has been developed to render the glyphs found in TrueType files,
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made up of segments and second-order Beziers. This document is an
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explanation of its design and implementation.
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Though these explanations start from the basics, a knowledge of
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common rasterization techniques is assumed.
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--------------------------------------------------------------------
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II. Rendering Technology
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========================
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1. Requirements
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---------------
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We will assume that all scaling/rotating/hinting/whatever has been
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already done. The glyph is thus described, as in the TrueType
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specification, by a list of points. Each point has an x and y
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coordinate, as well as a flag that indicates whether the point is
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_on_ or _off_ the curve.
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More precisely:
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- All point coordinates are in the 26.6 fixed float format as
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defined by the specification. The orientation used is:
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^ y
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| reference orientation
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|
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*----> x
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0
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This means that the `distance' between two neighbouring pixels
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is 64 `units' (1 unit = 1/64th of a pixel).
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Note that, for the rasterizer, pixel centers are located at
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integer coordinates, i.e., (0.0, 0.0) is the coordinate of the
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origin's center (unlike what happens within the TrueType
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bytecode interpreter where this point's center lies at (0.5,
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0.5)).
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A pixel line in the target bitmap is called a `scanline'.
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- A glyph is usually made of several contours, also called
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outlines. A contour is simply a closed curve that delimits an
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outer or inner region of the glyph. It is described by a series
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of successive points of the points table.
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Each point of the glyph has an associated flag that indicates
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whether it is `on' or `off' the curve. Two successive `on'
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points indicate a line segment joining the two points.
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One `off' point amidst two `on' points indicates a second degree
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Bezier parametric arc, defined by these three points (the `off'
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point being the control point, and the `on' ones the start and
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end points).
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Finally, two successive `off' points forces the rasterizer to
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create, during rendering, an `on' point amidst them, at their
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exact middle. This greatly facilitates the definition of
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successive Bezier arcs.
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* # on curve
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* off curve
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__---__
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#-__ _-- -_
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--__ _- -
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--__ # \
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--__ #
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-#
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Two `on' points
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Two `on' points and one `off' point
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between them
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*
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# __ Two `on' points with two `off'
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\ - - points between them. The point
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\ / \ marked `0' is the middle of the
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- 0 \ `off' points, and is a `virtual
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-_ _- # on' point where the curve passes.
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-- It does not appear in the point
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* list.
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The FreeType rasterizer, as intended to render TrueType glyphs,
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does not support third order Beziers, usually found in Type 1
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fonts. Type 1 support may lead to further development of the
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engine (it is already part of FreeType 2.0).
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The parametric form of a second-order Bezier is:
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P(t) = (1-t)^2*P1 + 2*t*(1-t)*P2 + t^2*P3
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with t a real number in the range [0..1]
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P1 and P3 are the endpoints, P2 the control point.
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Note that the rasterizer does not use this formula. It exhibits,
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however, one very useful property of Bezier arcs: Each point of
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the curve is a weighted average of the control points.
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As all weights are positive and always sum up to 1, whatever the
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value of t, each arc point lies within the triangle defined by the
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arc's three control points.
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2. Profiles and Spans
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---------------------
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The following is a basic explanation of the _kind_ of computations
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made by the rasterizer to build a bitmap from a vector
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representation. Note that the actual implementation is slightly
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different, due to performance tuning and other factors.
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However, the following ideas remain in the same category, and are
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more convenient to understand.
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a. Sweeping the shape
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The best way to fill a shape is to decompose it into a number of
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simple horizontal segments, then turn them on in the target
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bitmap. These segments are called `spans'.
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__---__
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_-- -_
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_- -
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- \
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/ \
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/ \
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| \
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__---__ Example: filling a shape
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_----------_ with spans.
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_--------------
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----------------\
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/-----------------\ This is typically done from the top
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/ \ to the bottom of the shape, in a
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| | \ movement called a `sweep".
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V
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__---__
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_----------_
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_--------------
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----------------\
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/-----------------\
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/-------------------\
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|---------------------\
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In order to draw a span, the rasterizer must compute its
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coordinates, which are simply the shape's contours'
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x-coordinates taken on the y-scanlines.
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/---/ |---| Note that there are usually
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/---/ |---| several spans per scanline.
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| /---/ |---|
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| /---/_______|---| When rendering this shape to the
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V /----------------| current scanline y, we must
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/-----------------| compute the x values of the
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a /----| |---| points a, b, c, and d.
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- - - * * - - - - * * - - y -
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/ / b c| |d
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/---/ |---|
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/---/ |---| And then turn on the spans a-b
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/---/ |---| and c-d.
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/---/_______|---|
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/----------------|
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/-----------------|
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a /----| |---|
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- - - ####### - - - - ##### - - y -
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/ / b c| |d
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b. Decomposing outlines into profiles
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For each scanline during the sweep, we need the following
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information:
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o The number of spans on the current scanline, given by the
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number of shape points intersecting the scanline (these are
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the points a, b, c, and d in the above example).
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o The x coordinates of these points.
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These are computed before the sweep, in a phase called
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`decomposition' which converts the glyph into *profiles*.
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Put it simply, a `profile' is a contour's portion that can only
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be either ascending or descending, i.e., it is monotonic in the
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vertical direction (we will also say y-monotonic). There is no
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such thing as a horizontal profile, as we shall see.
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Here are a few examples:
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this square
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1 2
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---->---- is made of two
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| | | |
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| | profiles | |
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^ v ^ + v
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| | | |
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| | | |
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----<----
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up down
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this triangle
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P2 1 2
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|\ is made of two | \
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^ | \ \ | \
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| | \ \ profiles | \ |
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| | \ v ^ | \ |
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| \ | | + \ v
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| \ | | \
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P1 ---___ \ ---___ \
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---_\ ---_ \
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<--__ P3 up down
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A more general contour can be made of more than two profiles:
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__ ^
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/ | / ___ / |
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/ | / | / | / |
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| | / / => | v / /
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| | | | | | ^ |
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^ | |___| | | ^ + | + | + v
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| | | v | |
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| | | up |
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|___________| | down |
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<-- up down
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Successive profiles are always joined by horizontal segments
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that are not part of the profiles themselves.
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Note that for the rasterizer, a profile is simply an *array*
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that associates one horizontal *pixel* coordinate to each bitmap
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*scanline* crossed by the contour's section containing the
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profile. Note also that profiles are *oriented* up or down
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along the glyph's original flow orientation.
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In other graphics libraries, profiles are also called `edges' or
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`edgelists'.
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c. The Render Pool
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FreeType has been designed to be able to run well on _very_
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light systems, including embedded systems with very few memory.
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A render pool will be allocated once; the rasterizer uses this
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pool for all its needs by managing this memory directly in it.
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The algorithms that are used for profile computation make it
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possible to use the pool as a simple growing heap. This means
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that this memory management is actually easy, and faster than
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any kind of malloc()/free() combination.
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Moreover, we'll see later that the rasterizer is able, when
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dealing with profiles too large and numerous to lie all at once
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in the render pool, to immediately decompose recursively the
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rendering process into independent sub-tasks, each taking less
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memory to be performed (see `sub-banding' below).
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The render pool doesn't need to be large. A 4kByte pool is
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enough for nearly all renditions, though nearly 100% slower than
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a more confortable 16 or 32kByte pool (that was tested with
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complex glyphs at sizes over 500 pixels).
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d. Computing Profiles Extents
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Remember that a profile is an array, associating a _scanline_ to
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the x pixel coordinate of its intersection with a contour.
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Though it's not exactly how the FreeType rasterizer works, it is
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convenient to think that we need a profile's height before
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allocating it in the pool and computing its coordinates.
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The profile's height is the number of scanlines crossed by the
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y-monotonic section of a contour. We thus need to compute these
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sections from the vectorial description. In order to do that,
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we are obliged to compute all (local and global) y-extrema of
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the glyph (minima and maxima).
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P2 For instance, this triangle has only
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two y-extrema, which are simply
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|\
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| \ P2.y as an y-maximum
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| \ P3.y as an y-minimum
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| \
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| \ P1.y is not an y-extremum (though it is
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| \ a x-minimum, which we don't need).
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P1 ---___ \
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---_\
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P3
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Note that the extrema are expressed in pixel units, not in
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scanlines. The triangle's height is certainly (P3.y-P2.y+1)
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pixel units, but its profiles' heights are computed in
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scanlines. The exact conversion is simply:
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- min scanline = FLOOR ( min y )
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- max scanline = CEILING( max y )
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A problem arises with Bezier Arcs. While a segment is always
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necessarily y-monotonic (i.e., flat, ascending, or descending),
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which makes extrema computations easy, the ascent of an arc can
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vary between its control points.
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P2
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*
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# on curve
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* off curve
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__-x--_
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_-- -_
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P1 _- - A non y-monotonic Bezier arc.
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# \
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||||
- The arc goes from P1 to P3.
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\
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\ P3
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#
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We first need to be able to easily detect non-monotonic arcs,
|
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according to their control points. I will state here, without
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proof, that the monotony condition can be expressed as:
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P1.y <= P2.y <= P3.y for an ever-ascending arc
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P1.y >= P2.y >= P3.y for an ever-descending arc
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||||
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with the special case of
|
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|
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P1.y = P2.y = P3.y where the arc is said to be `flat'.
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As you can see, these conditions can be very easily tested.
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They are, however, extremely important, as any arc that does not
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satisfy them necessarily contains an extremum.
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Note also that a monotonic arc can contain an extremum too,
|
||||
which is then one of its `on' points:
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P1 P2
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#---__ * P1P2P3 is ever-descending, but P1
|
||||
-_ is an y-extremum.
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||||
-
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||||
---_ \
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||||
-> \
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\ P3
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||||
#
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||||
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Let's go back to our previous example:
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||||
|
||||
P2
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||||
*
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# on curve
|
||||
* off curve
|
||||
__-x--_
|
||||
_-- -_
|
||||
P1 _- - A non-y-monotonic Bezier arc.
|
||||
# \
|
||||
- Here we have
|
||||
\ P2.y >= P1.y &&
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||||
\ P3 P2.y >= P3.y (!)
|
||||
#
|
||||
|
||||
We need to compute the y-maximum of this arc to be able to
|
||||
compute a profile's height (the point marked by an `x'). The
|
||||
arc's equation indicates that a direct computation is possible,
|
||||
but we'll rely on a different technique, which use will become
|
||||
apparent a bit later.
|
||||
|
||||
Bezier arcs have the special property of being very easily
|
||||
decomposed into two other sub-arcs, which are themselves Beziers
|
||||
arcs. Moreover, it is easy to prove that there is at most one
|
||||
y-extremum on each Bezier arc (for second degree ones).
|
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|
||||
For instance, the following arc P1P2P3 can be decomposed into
|
||||
two sub-arcs Q1Q2Q3 and R1R2R3 that look like:
|
||||
|
||||
P2
|
||||
*
|
||||
# on curve
|
||||
* off curve
|
||||
|
||||
|
||||
Original Bezier Arc P1P2P3.
|
||||
__---__
|
||||
_-- --_
|
||||
_- -_
|
||||
- -
|
||||
/ \
|
||||
/ \
|
||||
# #
|
||||
P1 P3
|
||||
|
||||
|
||||
|
||||
|
||||
P2
|
||||
*
|
||||
|
||||
|
||||
|
||||
Q3 Decomposed into two subarcs
|
||||
Q2 R2 Q1Q2Q3 and R1R2R3
|
||||
* __-#-__ *
|
||||
_-- --_
|
||||
_- R1 -_ Q1 = P1 R3 = P3
|
||||
- - Q2 = (P1+P2)/2 R2 = (P2+P3)/2
|
||||
/ \
|
||||
/ \ Q3 = R1 = (Q2+R2)/2
|
||||
# #
|
||||
Q1 R3 Note that Q2, R2, and Q3=R1
|
||||
are on a single line which is
|
||||
tangent to the curve.
|
||||
|
||||
We have then decomposed a non-y-monotonic bezier into two
|
||||
smaller sub-arcs. Note that in the above drawing, both sub-arcs
|
||||
are monotonic, and that the extremum is then Q3=R1. However, in
|
||||
a more general case, only one sub-arc is guaranteed to be
|
||||
monotonic. Getting back to our former example:
|
||||
|
||||
Q2
|
||||
*
|
||||
|
||||
__-x--_ R1
|
||||
_-- #_
|
||||
Q1 _- Q3 - R2
|
||||
# \ *
|
||||
-
|
||||
\
|
||||
\ R3
|
||||
#
|
||||
|
||||
Here, we see that, though Q1Q2Q3 is still non-monotonic, R1R2R3
|
||||
is ever descending: we thus know that it doesn't contain the
|
||||
extremum. We can then re-subdivide Q1Q2Q3 into two sub-arcs and
|
||||
go on recursively, stopping when we encounter two monotonic
|
||||
subarcs, or when the subarcs become simply too small.
|
||||
|
||||
We will finally find the y-extremum. Note that the iterative
|
||||
process of finding an extremum is called `flattening'.
|
||||
|
||||
e. Computing Profiles coordinates
|
||||
|
||||
Once we have the height of each profile, we are able to allocate
|
||||
it in the render pool. We now have to compute its coordinate
|
||||
for each scanline.
|
||||
|
||||
In the case of segments, the computation is straightforward, and
|
||||
uses good old Euclide (also known as Bresenham ;-). However,
|
||||
for Bezier arcs, things get a little more complicated.
|
||||
|
||||
We assume that all Beziers that are part of a profile are the
|
||||
result of `flattening' the curve, which means that they are all
|
||||
y-monotonic (ascending or descending, and never flat). We now
|
||||
have to compute the arcs' intersections with the profile's
|
||||
scanlines. One way is to use a similar scheme to `flattening',
|
||||
called `stepping'.
|
||||
|
||||
Consider this arc, going from P1 to
|
||||
--------------------- P3. Suppose that we need to
|
||||
compute its intersections with the
|
||||
drawn scanlines. Again, this is
|
||||
--------------------- feasible directly, if we dare
|
||||
to compute one square root per
|
||||
* P2 _---# P3 scanline (how great!).
|
||||
------------- _-- --
|
||||
_-
|
||||
_/ Rather, it is still possible to use
|
||||
---------/----------- the decomposition property in the
|
||||
/ same recursive way, i.e. subdivide
|
||||
| the arc into subarcs until these
|
||||
------|-------------- get too small to cross more than
|
||||
| one scanline!
|
||||
|
|
||||
-----|--------------- This is very easily done using a
|
||||
| rasterizer-managed stack of
|
||||
| subarcs.
|
||||
# P1
|
||||
|
||||
f. Sweeping and Sorting the spans
|
||||
|
||||
Once all our profiles have been computed, we begin the sweep to
|
||||
build (and fill) the spans.
|
||||
|
||||
As the TrueType specification uses the winding fill rule, we
|
||||
place on each scanline the profiles present in two separate
|
||||
lists.
|
||||
|
||||
One list, called the `left' one, only contains ascending
|
||||
profiles, while the other `right' list contains the descending
|
||||
profiles.
|
||||
|
||||
As each glyph is made of closed curves, a simple geometric
|
||||
property is that the two lists necessarily contain the same
|
||||
number of elements.
|
||||
|
||||
Creating spans is there straightforward:
|
||||
|
||||
1. We sort each list in increasing x order.
|
||||
|
||||
2. We pair each value of the left list, with its corresponding
|
||||
value in the right one.
|
||||
|
||||
|
||||
/ / | | For example, we have here
|
||||
/ / | | four profiles. Two of
|
||||
>/ / | | | them are ascending (1 &
|
||||
1// / ^ | | | 2 3), while the two others
|
||||
// // 3| | | v are descending (2 & 4).
|
||||
/ //4 | | | On the given scanline,
|
||||
a / /< | | the left list is (1,3),
|
||||
- - - *-----* - - - - *---* - - y - and the right one is
|
||||
/ / b c| |d (4,2) (sorted).
|
||||
|
||||
There are then two spans, joining
|
||||
1 to 4 (i.e. a-b) and 3 to 2
|
||||
(i.e. c-d)!
|
||||
|
||||
Sorting doesn't necessarily take much time, as in 99 cases out
|
||||
of 100, the lists' order is kept from one scanline to the next.
|
||||
We can thus implement it with two simple singly-linked lists,
|
||||
sorted by a classic bubble-sort, which takes a minimum amount of
|
||||
time when the lists are already sorted.
|
||||
|
||||
A previous version of the rasterizer used more elaborate
|
||||
structures, like arrays to perform `faster' sorting. It turned
|
||||
out that this old scheme is not faster than the one described
|
||||
above.
|
||||
|
||||
Once the spans have been `created', we can simply draw them in
|
||||
the target bitmap.
|
||||
|
||||
g. Drop-out control
|
||||
|
||||
To be continued.
|
||||
|
||||
|
||||
--- end of raster.txt ---
|
||||
Reference in New Issue
Block a user