diff --git a/src/font/sprite/underline.zig b/src/font/sprite/underline.zig index cadd8ce29..d28b9d677 100644 --- a/src/font/sprite/underline.zig +++ b/src/font/sprite/underline.zig @@ -182,28 +182,27 @@ const Draw = struct { }; // The full height of the wave can be from the bottom to the - // underline position. We also calculate our starting y which is - // slightly below our descender since our wave will move about that. + // underline position. We also calculate our mid y point of the wave const wave_height: f64 = @floatFromInt(y_max - pos); const half_height: f64 = @max(1, wave_height / 4); - const y_pos = @as(i32, @intCast(pos)) + @as(i32, @intFromFloat(2 * half_height)); + const y_mid: u32 = pos + @as(u32, @intFromFloat(2 * half_height)); // follow Xiaolin Wu's antialias algorithm to draw the curve var x: u32 = 0; while (x < self.width) : (x += 1) { - const y0 = half_height * @cos(@as(f64, @floatFromInt(x)) * x_factor); - const y1 = y_pos + @as(i32, @intFromFloat(@floor(y0))); - const y3 = y1 - 1 + @as(i32, @intCast(self.thickness)); - const alpha: u8 = @intFromFloat(255 * @abs(y0 - @floor(y0))); + const y: f64 = @as(f64, @floatFromInt(y_mid)) + (half_height * @cos(@as(f64, @floatFromInt(x)) * x_factor)); + const y_upper: u32 = @intFromFloat(@floor(y)); + const y_lower: u32 = y_upper - 1 + self.thickness; + const alpha: u8 = @intFromFloat(255 * @abs(y - @floor(y))); // upper and lower bounds - canvas.pixel(x, @min(@as(u32, @intCast(y1)), y_max), @enumFromInt(255 - alpha)); - canvas.pixel(x, @min(@as(u32, @intCast(y3)), y_max), @enumFromInt(alpha)); + canvas.pixel(x, @min(y_upper, y_max), @enumFromInt(255 - alpha)); + canvas.pixel(x, @min(y_lower, y_max), @enumFromInt(alpha)); // fill between upper and lower bound - var y2: u32 = @as(u32, @intCast(y1)) + 1; - while (y2 < y3) : (y2 += 1) { - canvas.pixel(x, @min(y2, y_max), .on); + var y_fill: u32 = y_upper + 1; + while (y_fill < y_lower) : (y_fill += 1) { + canvas.pixel(x, @min(y_fill, y_max), .on); } } }