font/sprite: fix undercurl rendering

- Limit max amplitude relative to cell width to avoid being too wavy
- Fix application of xiaolin-wu's for anti-aliasing too always be at
least 1px thick.
- Fix height calculation to avoid clipping bottom of wave at small
sizes.
This commit is contained in:
Qwerasd
2024-10-05 21:53:58 -04:00
parent a36bdd97de
commit 156f735f8d

View File

@ -158,26 +158,30 @@ fn drawDashed(alloc: Allocator, width: u32, thickness: u32) !CanvasAndOffset {
/// the basic math structure for this since I was lazy with the
/// geometry.
fn drawCurly(alloc: Allocator, width: u32, thickness: u32) !CanvasAndOffset {
const height: u32 = thickness * 4;
var canvas = try font.sprite.Canvas.init(alloc, width, height);
const float_width: f64 = @floatFromInt(width);
const float_thick: f64 = @floatFromInt(thickness);
// Calculate the wave period for a single character
// `2 * pi...` = 1 peak per character
// `4 * pi...` = 2 peaks per character
const wave_period = 2 * std.math.pi / @as(f64, @floatFromInt(width - 1));
const wave_period = 2 * std.math.pi / float_width;
// The full amplitude of the wave can be from the bottom to the
// underline position. We also calculate our mid y point of the wave
const half_amplitude: f64 = @as(f64, @floatFromInt(thickness));
const half_amplitude = @min(float_width / 6, float_thick * 2);
const y_mid: f64 = half_amplitude + 1;
const height: u32 = @intFromFloat(@ceil(half_amplitude * 4 + 2));
var canvas = try font.sprite.Canvas.init(alloc, width, height);
// follow Xiaolin Wu's antialias algorithm to draw the curve
var x: u32 = 0;
while (x < width) : (x += 1) {
const cosx: f64 = @cos(@as(f64, @floatFromInt(x)) * wave_period);
const y: f64 = y_mid + half_amplitude * cosx;
const y_upper: u32 = @intFromFloat(@floor(y));
const y_lower: u32 = y_upper + thickness + (thickness >> 1);
const y_lower: u32 = y_upper + thickness + 1;
const alpha: u8 = @intFromFloat(255 * @abs(y - @floor(y)));
// upper and lower bounds
@ -191,7 +195,7 @@ fn drawCurly(alloc: Allocator, width: u32, thickness: u32) !CanvasAndOffset {
}
}
const offset_y: i32 = -@as(i32, @intCast(thickness * 2));
const offset_y: i32 = @intFromFloat(-@round(half_amplitude));
return .{ canvas, offset_y };
}