cleaning up rasterization, comments

This commit is contained in:
Mitchell Hashimoto
2023-06-30 15:24:14 -07:00
parent 552a1b51d0
commit 286944cd43

View File

@ -102,25 +102,41 @@ pub const Face = struct {
glyph_index: u32,
max_height: ?u16,
) !font.Glyph {
// We add a small pixel padding around the edge of our glyph so that
// anti-aliasing and smoothing doesn't cause us to pick up the pixels
// of another glyph when packed into the atlas.
const padding = 1;
_ = max_height;
var glyphs = [_]macos.graphics.Glyph{@intCast(glyph_index)};
// Get the bounding rect for this glyph to determine the width/height
// of the bitmap. We use the rounded up width/height of the bounding rect.
var bounding: [1]macos.graphics.Rect = undefined;
const rect = self.font.getBoundingRectForGlyphs(.horizontal, &glyphs, &bounding);
const rasterized_left: i32 = @intFromFloat(@floor(rect.origin.x));
const rasterized_width: u32 = @intFromFloat(@ceil(
rect.origin.x - @floor(rect.origin.x) + rect.size.width,
));
const rasterized_descent: i32 = @intFromFloat(@ceil(-rect.origin.y));
const rasterized_ascent: i32 = @intFromFloat(@ceil(rect.size.height + rect.origin.y));
const rasterized_height: u32 = @intCast(rasterized_descent + rasterized_ascent);
// Get the bounding rect for rendering this glyph.
const rect = self.font.getBoundingRectForGlyphs(.horizontal, &glyphs, null);
// The x/y that we render the glyph at. The Y value has to be flipped
// because our coordinates in 3D space are (0, 0) bottom left with
// +y being up.
const render_x = @floor(rect.origin.x);
const render_y = @ceil(-rect.origin.y);
// The ascent is the amount of pixels above the baseline this glyph
// is rendered. The ascent can be calculated by adding the full
// glyph height to the origin.
const glyph_ascent = @ceil(rect.size.height + rect.origin.y);
// The glyph height is basically rect.size.height but we do the
// ascent plus the descent because both are rounded elements that
// will make us more accurate.
const glyph_height: u32 = @intFromFloat(glyph_ascent + render_y);
// The glyph width is our advertised bounding with plus the rounding
// difference from our rendering X.
const glyph_width: u32 = @intFromFloat(@ceil(rect.size.width + (rect.origin.x - render_x)));
// This bitmap is blank. I've seen it happen in a font, I don't know why.
// If it is empty, we just return a valid glyph struct that does nothing.
if (rasterized_width == 0 or rasterized_height == 0) return font.Glyph{
if (glyph_width == 0 or glyph_height == 0) return font.Glyph{
.width = 0,
.height = 0,
.offset_x = 0,
@ -130,10 +146,15 @@ pub const Face = struct {
.advance_x = 0,
};
// Width and height. Note the padding doubling is because we want
// the padding on both sides (top/bottom, left/right).
const width = glyph_width + (padding * 2);
const height = glyph_height + (padding * 2);
// Our buffer for rendering
// TODO(perf): cache this buffer
// TODO(mitchellh): color is going to require a depth here
var buf = try alloc.alloc(u8, rasterized_width * rasterized_height);
var buf = try alloc.alloc(u8, width * height);
defer alloc.free(buf);
@memset(buf, 0);
@ -142,10 +163,10 @@ pub const Face = struct {
const ctx = try macos.graphics.BitmapContext.create(
buf,
rasterized_width,
rasterized_height,
width,
height,
8,
rasterized_width,
width,
space,
@intFromEnum(macos.graphics.BitmapInfo.alpha_mask) &
@intFromEnum(macos.graphics.ImageAlphaInfo.none),
@ -158,8 +179,8 @@ pub const Face = struct {
ctx.fillRect(.{
.origin = .{ .x = 0, .y = 0 },
.size = .{
.width = @floatFromInt(rasterized_width),
.height = @floatFromInt(rasterized_height),
.width = @floatFromInt(width),
.height = @floatFromInt(height),
},
});
@ -175,39 +196,44 @@ pub const Face = struct {
// Set our color for drawing
ctx.setGrayFillColor(1, 1);
ctx.setGrayStrokeColor(1, 1);
// ctx.setTextDrawingMode(.fill_stroke);
// ctx.setTextMatrix(macos.graphics.AffineTransform.identity());
// ctx.setTextPosition(0, 0);
// We want to render the glyphs at (0,0), but the glyphs themselves
// are offset by bearings, so we have to undo those bearings in order
// to get them to 0,0.
// to get them to 0,0. We also add the padding so that they render
// slightly off the edge of the bitmap.
self.font.drawGlyphs(&glyphs, &.{
.{
.x = -1 * @as(f64, @floatFromInt(rasterized_left)),
.y = @as(f64, @floatFromInt(rasterized_descent)),
.x = padding + (-1 * render_x),
.y = padding + render_y,
},
}, ctx);
const region = try atlas.reserve(alloc, rasterized_width, rasterized_height);
const region = try atlas.reserve(alloc, width, height);
atlas.set(region, buf);
std.log.warn("FONT FONT FONT rasterized_left={} rasterized_width={} rasterized_descent={} rasterized_ascent={} rasterized_height={}", .{
rasterized_left,
rasterized_width,
rasterized_descent,
rasterized_ascent,
rasterized_height,
});
const offset_y: i32 = offset_y: {
// Our Y coordinate in 3D is (0, 0) bottom left, +y is UP.
// We need to calculate our baseline from the bottom of a cell.
const baseline_from_bottom = self.metrics.cell_height - self.metrics.cell_baseline;
// Next we offset our baseline by the bearing in the font. We
// ADD here because CoreText y is UP.
const baseline_with_offset = baseline_from_bottom + glyph_ascent;
break :offset_y @intFromFloat(@ceil(baseline_with_offset));
};
return .{
.width = @intCast(rasterized_width),
.height = @intCast(rasterized_height),
.width = glyph_width,
.height = glyph_height,
.offset_x = @intFromFloat(render_x),
.offset_y = offset_y,
.atlas_x = region.x + padding,
.atlas_y = region.y + padding,
// This is not used, so we don't bother calculating it. If we
// ever need it, we can calculate it using getAdvancesForGlyph.
.advance_x = 0,
.offset_x = @intCast(rasterized_left),
.offset_y = @intCast(rasterized_ascent),
.atlas_x = @intCast(region.x),
.atlas_y = @intCast(region.y),
};
}