godot/thirdparty/msdfgen/core/rasterization.cpp
bruvzg 4c3f7d1290 Makes FontData importable resource.
Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
2021-08-27 15:43:18 +03:00

116 lines
4.4 KiB
C++

#include "rasterization.h"
#include <vector>
#include "arithmetics.hpp"
namespace msdfgen {
void rasterize(const BitmapRef<float, 1> &output, const Shape &shape, const Projection &projection, FillRule fillRule) {
Scanline scanline;
for (int y = 0; y < output.height; ++y) {
int row = shape.inverseYAxis ? output.height-y-1 : y;
shape.scanline(scanline, projection.unprojectY(y+.5));
for (int x = 0; x < output.width; ++x)
*output(x, row) = (float) scanline.filled(projection.unprojectX(x+.5), fillRule);
}
}
void distanceSignCorrection(const BitmapRef<float, 1> &sdf, const Shape &shape, const Projection &projection, FillRule fillRule) {
Scanline scanline;
for (int y = 0; y < sdf.height; ++y) {
int row = shape.inverseYAxis ? sdf.height-y-1 : y;
shape.scanline(scanline, projection.unprojectY(y+.5));
for (int x = 0; x < sdf.width; ++x) {
bool fill = scanline.filled(projection.unprojectX(x+.5), fillRule);
float &sd = *sdf(x, row);
if ((sd > .5f) != fill)
sd = 1.f-sd;
}
}
}
template <int N>
static void multiDistanceSignCorrection(const BitmapRef<float, N> &sdf, const Shape &shape, const Projection &projection, FillRule fillRule) {
int w = sdf.width, h = sdf.height;
if (!(w*h))
return;
Scanline scanline;
bool ambiguous = false;
std::vector<char> matchMap;
matchMap.resize(w*h);
char *match = &matchMap[0];
for (int y = 0; y < h; ++y) {
int row = shape.inverseYAxis ? h-y-1 : y;
shape.scanline(scanline, projection.unprojectY(y+.5));
for (int x = 0; x < w; ++x) {
bool fill = scanline.filled(projection.unprojectX(x+.5), fillRule);
float *msd = sdf(x, row);
float sd = median(msd[0], msd[1], msd[2]);
if (sd == .5f)
ambiguous = true;
else if ((sd > .5f) != fill) {
msd[0] = 1.f-msd[0];
msd[1] = 1.f-msd[1];
msd[2] = 1.f-msd[2];
*match = -1;
} else
*match = 1;
if (N >= 4 && (msd[3] > .5f) != fill)
msd[3] = 1.f-msd[3];
++match;
}
}
// This step is necessary to avoid artifacts when whole shape is inverted
if (ambiguous) {
match = &matchMap[0];
for (int y = 0; y < h; ++y) {
int row = shape.inverseYAxis ? h-y-1 : y;
for (int x = 0; x < w; ++x) {
if (!*match) {
int neighborMatch = 0;
if (x > 0) neighborMatch += *(match-1);
if (x < w-1) neighborMatch += *(match+1);
if (y > 0) neighborMatch += *(match-w);
if (y < h-1) neighborMatch += *(match+w);
if (neighborMatch < 0) {
float *msd = sdf(x, row);
msd[0] = 1.f-msd[0];
msd[1] = 1.f-msd[1];
msd[2] = 1.f-msd[2];
}
}
++match;
}
}
}
}
void distanceSignCorrection(const BitmapRef<float, 3> &sdf, const Shape &shape, const Projection &projection, FillRule fillRule) {
multiDistanceSignCorrection(sdf, shape, projection, fillRule);
}
void distanceSignCorrection(const BitmapRef<float, 4> &sdf, const Shape &shape, const Projection &projection, FillRule fillRule) {
multiDistanceSignCorrection(sdf, shape, projection, fillRule);
}
// Legacy API
void rasterize(const BitmapRef<float, 1> &output, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule) {
rasterize(output, shape, Projection(scale, translate), fillRule);
}
void distanceSignCorrection(const BitmapRef<float, 1> &sdf, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule) {
distanceSignCorrection(sdf, shape, Projection(scale, translate), fillRule);
}
void distanceSignCorrection(const BitmapRef<float, 3> &sdf, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule) {
distanceSignCorrection(sdf, shape, Projection(scale, translate), fillRule);
}
void distanceSignCorrection(const BitmapRef<float, 4> &sdf, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule) {
distanceSignCorrection(sdf, shape, Projection(scale, translate), fillRule);
}
}