diff --git a/src/font/sprite/underline.zig b/src/font/sprite/underline.zig index 03ce2872b..50a2a2868 100644 --- a/src/font/sprite/underline.zig +++ b/src/font/sprite/underline.zig @@ -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 }; }