font/sprite: rework underline rendering, adjust positioning

This commit is contained in:
Qwerasd
2024-09-23 18:12:56 -06:00
parent 6917bcacad
commit b3a7901b79

View File

@ -27,189 +27,166 @@ pub fn renderGlyph(
line_pos: u32,
line_thickness: u32,
) !font.Glyph {
// Create the canvas we'll use to draw. We draw the underline in
// a full cell size and position it according to "pos".
var canvas = try font.sprite.Canvas.init(alloc, width, height);
defer canvas.deinit(alloc);
// _ = height;
// Perform the actual drawing
(Draw{
.width = width,
.height = height,
.pos = line_pos,
.thickness = line_thickness,
}).draw(&canvas, sprite);
// Draw the appropriate sprite
var canvas: font.sprite.Canvas, const offset_y: i32 = switch (sprite) {
.underline => try drawSingle(alloc, width, line_thickness),
.underline_double => try drawDouble(alloc, width, line_thickness),
.underline_dotted => try drawDotted(alloc, width, line_thickness),
.underline_dashed => try drawDashed(alloc, width, line_thickness),
.underline_curly => try drawCurly(alloc, width, line_thickness),
.strikethrough => try drawSingle(alloc, width, line_thickness),
else => unreachable,
};
defer canvas.deinit(alloc);
// Write the drawing to the atlas
const region = try canvas.writeAtlas(alloc, atlas);
// Our coordinates start at the BOTTOM for our renderers so we have to
// specify an offset of the full height because we rendered a full size
// cell.
const offset_y = @as(i32, @intCast(height));
return font.Glyph{
.width = width,
.height = height,
.height = @intCast(region.height),
.offset_x = 0,
.offset_y = offset_y,
.offset_y = @as(i32, @intCast(height + region.height)) - @as(i32, @intCast(line_pos)) + offset_y + 1,
.atlas_x = region.x,
.atlas_y = region.y,
.advance_x = @floatFromInt(width),
};
}
/// Stores drawing state.
const Draw = struct {
width: u32,
height: u32,
pos: u32,
thickness: u32,
/// Draw a specific underline sprite to the canvas.
fn draw(self: Draw, canvas: *font.sprite.Canvas, sprite: Sprite) void {
switch (sprite) {
.underline => self.drawSingle(canvas),
.underline_double => self.drawDouble(canvas),
.underline_dotted => self.drawDotted(canvas),
.underline_dashed => self.drawDashed(canvas),
.underline_curly => self.drawCurly(canvas),
.strikethrough => self.drawSingle(canvas),
else => unreachable,
}
}
/// Draw a single underline.
fn drawSingle(self: Draw, canvas: *font.sprite.Canvas) void {
// Ensure we never overflow out of bounds on the canvas
const y_max = self.height -| 1;
const bottom = @min(self.pos + self.thickness, y_max);
const y = bottom -| self.thickness;
const max_height = self.height - y;
fn drawSingle(alloc: Allocator, width: u32, thickness: u32) !struct { font.sprite.Canvas, i32 } {
const height: u32 = thickness;
var canvas = try font.sprite.Canvas.init(alloc, width, height);
canvas.rect(.{
.x = 0,
.y = @intCast(y),
.width = self.width,
.height = @min(self.thickness, max_height),
.y = 0,
.width = width,
.height = thickness,
}, .on);
const offset_y: i32 = 0;
return .{ canvas, offset_y };
}
/// Draw a double underline.
fn drawDouble(self: Draw, canvas: *font.sprite.Canvas) void {
// The maximum y value has to have space for the bottom underline.
// If we underflow (saturated) to 0, then we don't draw. This should
// never happen but we don't want to draw something undefined.
const y_max = self.height -| 1 -| self.thickness;
if (y_max == 0) return;
const space = self.thickness * 2;
const bottom = @min(self.pos + space, y_max);
const top = bottom - space;
fn drawDouble(alloc: Allocator, width: u32, thickness: u32) !struct { font.sprite.Canvas, i32 } {
const height: u32 = thickness * 3;
var canvas = try font.sprite.Canvas.init(alloc, width, height);
canvas.rect(.{
.x = 0,
.y = @intCast(top),
.width = self.width,
.height = self.thickness,
.y = 0,
.width = width,
.height = thickness,
}, .on);
canvas.rect(.{
.x = 0,
.y = @intCast(bottom),
.width = self.width,
.height = self.thickness,
.y = @intCast(thickness * 2),
.width = width,
.height = thickness,
}, .on);
const offset_y: i32 = -@as(i32, @intCast(thickness));
return .{ canvas, offset_y };
}
/// Draw a dotted underline.
fn drawDotted(self: Draw, canvas: *font.sprite.Canvas) void {
const y_max = self.height -| 1 -| self.thickness;
if (y_max == 0) return;
const y = @min(self.pos, y_max);
const dot_width = @max(self.thickness, 3);
const dot_count = self.width / dot_width;
fn drawDotted(alloc: Allocator, width: u32, thickness: u32) !struct { font.sprite.Canvas, i32 } {
const height: u32 = thickness;
var canvas = try font.sprite.Canvas.init(alloc, width, height);
const dot_width = @max(thickness, 3);
const dot_count = width / dot_width;
var i: u32 = 0;
while (i < dot_count) : (i += 2) {
// Ensure we never go out of bounds for the rect
const x = @min(i * dot_width, self.width - 1);
const width = @min(self.width - x, dot_width);
const x = @min(i * dot_width, width - 1);
const rect_width = @min(width - x, dot_width);
canvas.rect(.{
.x = @intCast(i * dot_width),
.y = @intCast(y),
.width = width,
.height = self.thickness,
.y = 0,
.width = rect_width,
.height = thickness,
}, .on);
}
const offset_y: i32 = 0;
return .{ canvas, offset_y };
}
/// Draw a dashed underline.
fn drawDashed(self: Draw, canvas: *font.sprite.Canvas) void {
const y_max = self.height -| 1 -| self.thickness;
if (y_max == 0) return;
const y = @min(self.pos, y_max);
const dash_width = self.width / 3 + 1;
const dash_count = (self.width / dash_width) + 1;
fn drawDashed(alloc: Allocator, width: u32, thickness: u32) !struct { font.sprite.Canvas, i32 } {
const height: u32 = thickness;
var canvas = try font.sprite.Canvas.init(alloc, width, height);
const dash_width = width / 3 + 1;
const dash_count = (width / dash_width) + 1;
var i: u32 = 0;
while (i < dash_count) : (i += 2) {
// Ensure we never go out of bounds for the rect
const x = @min(i * dash_width, self.width - 1);
const width = @min(self.width - x, dash_width);
const x = @min(i * dash_width, width - 1);
const rect_width = @min(width - x, dash_width);
canvas.rect(.{
.x = @intCast(x),
.y = @intCast(y),
.width = width,
.height = self.thickness,
.y = 0,
.width = rect_width,
.height = thickness,
}, .on);
}
const offset_y: i32 = 0;
return .{ canvas, offset_y };
}
/// Draw a curly underline. Thanks to Wez Furlong for providing
/// the basic math structure for this since I was lazy with the
/// geometry.
fn drawCurly(self: Draw, canvas: *font.sprite.Canvas) void {
// This is the lowest that the curl can go.
const y_max = self.height - 1;
fn drawCurly(alloc: Allocator, width: u32, thickness: u32) !struct { font.sprite.Canvas, i32 } {
const height: u32 = thickness * 4;
var canvas = try font.sprite.Canvas.init(alloc, width, height);
// 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(self.width - 1));
// Some fonts put the underline too close to the bottom of the
// cell height and this doesn't allow us to make a high enough
// wave. This constant is arbitrary, change it for aesthetics.
const pos: u32 = pos: {
const MIN_AMPLITUDE: u32 = @max(self.height / 9, 2);
break :pos y_max - (MIN_AMPLITUDE * 2);
};
const wave_period = 2 * std.math.pi / @as(f64, @floatFromInt(width - 1));
// 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 double_amplitude: f64 = @floatFromInt(y_max - pos);
const half_amplitude: f64 = @max(1, double_amplitude / 4);
const y_mid: u32 = pos + @as(u32, @intFromFloat(2 * half_amplitude));
const half_amplitude: f64 = @as(f64, @floatFromInt(thickness));
const y_mid: f64 = half_amplitude + 1;
// follow Xiaolin Wu's antialias algorithm to draw the curve
var x: u32 = 0;
while (x < self.width) : (x += 1) {
const y: f64 = @as(f64, @floatFromInt(y_mid)) + (half_amplitude * @cos(@as(f64, @floatFromInt(x)) * wave_period));
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 + self.thickness;
const y_lower: u32 = y_upper + thickness + (thickness >> 1);
const alpha: u8 = @intFromFloat(255 * @abs(y - @floor(y)));
// upper and lower bounds
canvas.pixel(x, @min(y_upper, y_max), @enumFromInt(255 - alpha));
canvas.pixel(x, @min(y_lower, y_max), @enumFromInt(alpha));
canvas.pixel(x, @min(y_upper, height), @enumFromInt(255 - alpha));
canvas.pixel(x, @min(y_lower, height), @enumFromInt(alpha));
// fill between upper and lower bound
var y_fill: u32 = y_upper + 1;
while (y_fill < y_lower) : (y_fill += 1) {
canvas.pixel(x, @min(y_fill, y_max), .on);
canvas.pixel(x, @min(y_fill, height), .on);
}
}
const offset_y: i32 = -@as(i32, @intCast(thickness * 2));
return .{ canvas, offset_y };
}
};
test "single" {
const testing = std.testing;