parent
7744b88691
commit
67b466a5fd
3 changed files with 638 additions and 3 deletions
@ -0,0 +1,624 @@ |
||||
|
||||
How FreeType's rasterizer work |
||||
|
||||
by David Turner |
||||
|
||||
Revised 2003-Dec-08 |
||||
|
||||
|
||||
This file is an attempt to explain the internals of the FreeType |
||||
rasterizer. The rasterizer is of quite general purpose and could |
||||
easily be integrated into other programs. |
||||
|
||||
|
||||
I. Introduction |
||||
|
||||
II. Rendering Technology |
||||
1. Requirements |
||||
2. Profiles and Spans |
||||
a. Sweeping the Shape |
||||
b. Decomposing Outlines into Profiles |
||||
c. The Render Pool |
||||
d. Computing Profiles Extents |
||||
e. Computing Profiles Coordinates |
||||
f. Sweeping and Sorting the Spans |
||||
|
||||
|
||||
I. Introduction |
||||
=============== |
||||
|
||||
A rasterizer is a library in charge of converting a vectorial |
||||
representation of a shape into a bitmap. The FreeType rasterizer |
||||
has been originally developed to render the glyphs found in |
||||
TrueType files, made up of segments and second-order Béziers. |
||||
Meanwhile it has been extended to render third-order Bézier curves |
||||
also. This document is an explanation of its design and |
||||
implementation. |
||||
|
||||
While these explanations start from the basics, a knowledge of |
||||
common rasterization techniques is assumed. |
||||
|
||||
|
||||
II. Rendering Technology |
||||
======================== |
||||
|
||||
1. Requirements |
||||
--------------- |
||||
|
||||
We assume that all scaling, rotating, hinting, etc., has been |
||||
already done. The glyph is thus described by a list of points in |
||||
the device space. |
||||
|
||||
- All point coordinates are in the 26.6 fixed float format. The |
||||
used orientation is: |
||||
|
||||
|
||||
^ y |
||||
| reference orientation |
||||
| |
||||
*----> x |
||||
0 |
||||
|
||||
|
||||
`26.6' means that 26 bits are used for the integer part of a |
||||
value and 6 bits are used for the fractional part. |
||||
Consequently, the `distance' between two neighbouring pixels is |
||||
64 `units' (1 unit = 1/64th of a pixel). |
||||
|
||||
Note that, for the rasterizer, pixel centers are located at |
||||
integer coordinates. The TrueType bytecode interpreter, |
||||
however, assumes that the lower left edge of a pixel (which is |
||||
taken to be a square with a length of 1 unit) has integer |
||||
coordinates. |
||||
|
||||
|
||||
^ y ^ y |
||||
| | |
||||
| (1,1) | (0.5,0.5) |
||||
+-----------+ +-----+-----+ |
||||
| | | | | |
||||
| | | | | |
||||
| | | o-----+-----> x |
||||
| | | (0,0) | |
||||
| | | | |
||||
o-----------+-----> x +-----------+ |
||||
(0,0) (-0.5,-0.5) |
||||
|
||||
TrueType bytecode interpreter FreeType rasterizer |
||||
|
||||
|
||||
A pixel line in the target bitmap is called a `scanline'. |
||||
|
||||
- A glyph is usually made of several contours, also called |
||||
`outlines'. A contour is simply a closed curve that delimits an |
||||
outer or inner region of the glyph. It is described by a series |
||||
of successive points of the points table. |
||||
|
||||
Each point of the glyph has an associated flag that indicates |
||||
whether it is `on' or `off' the curve. Two successive `on' |
||||
points indicate a line segment joining the two points. |
||||
|
||||
One `off' point amidst two `on' points indicates a second-degree |
||||
(conic) Bézier parametric arc, defined by these three points |
||||
(the `off' point being the control point, and the `on' ones the |
||||
start and end points). Similarly, a third-degree (cubic) Bézier |
||||
curve is described by four points (two `off' control points |
||||
between two `on' points). |
||||
|
||||
Finally, for second-order curves only, two successive `off' |
||||
points forces the rasterizer to create, during rendering, an |
||||
`on' point amidst them, at their exact middle. This greatly |
||||
facilitates the definition of successive Bézier arcs. |
||||
|
||||
The parametric form of a second-order Bézier curve is: |
||||
|
||||
P(t) = (1-t)^2*P1 + 2*t*(1-t)*P2 + t^2*P3 |
||||
|
||||
(P1 and P3 are the end points, P2 the control point.) |
||||
|
||||
The parametric form of a third-order Bézier curve is: |
||||
|
||||
P(t) = (1-t)^3*P1 + 3*t*(1-t)^2*P2 + 3*t^2*(1-t)*P3 + t^3*P4 |
||||
|
||||
(P1 and P4 are the end points, P2 and P3 the control points.) |
||||
|
||||
For both formulae, t is a real number in the range [0..1]. |
||||
|
||||
Note that the rasterizer does not use these formulae directly. |
||||
They exhibit, however, one very useful property of Bézier arcs: |
||||
Each point of the curve is a weighted average of the control |
||||
points. |
||||
|
||||
As all weights are positive and always sum up to 1, whatever the |
||||
value of t, each arc point lies within the triangle (polygon) |
||||
defined by the arc's three (four) control points. |
||||
|
||||
In the following, only second-order curves are discussed since |
||||
rasterization of third-order curves is completely identical. |
||||
|
||||
Here some samples for second-order curves. |
||||
|
||||
|
||||
* # on curve |
||||
* off curve |
||||
__---__ |
||||
#-__ _-- -_ |
||||
--__ _- - |
||||
--__ # \ |
||||
--__ # |
||||
-# |
||||
Two `on' points |
||||
Two `on' points and one `off' point |
||||
between them |
||||
|
||||
* |
||||
# __ Two `on' points with two `off' |
||||
\ - - points between them. The point |
||||
\ / \ marked `0' is the middle of the |
||||
- 0 \ `off' points, and is a `virtual |
||||
-_ _- # on' point where the curve passes. |
||||
-- It does not appear in the point |
||||
* list. |
||||
|
||||
|
||||
2. Profiles and Spans |
||||
--------------------- |
||||
|
||||
The following is a basic explanation of the _kind_ of computations |
||||
made by the rasterizer to build a bitmap from a vector |
||||
representation. Note that the actual implementation is slightly |
||||
different, due to performance tuning and other factors. |
||||
|
||||
However, the following ideas remain in the same category, and are |
||||
more convenient to understand. |
||||
|
||||
|
||||
a. Sweeping the Shape |
||||
|
||||
The best way to fill a shape is to decompose it into a number of |
||||
simple horizontal segments, then turn them on in the target |
||||
bitmap. These segments are called `spans'. |
||||
|
||||
__---__ |
||||
_-- -_ |
||||
_- - |
||||
- \ |
||||
/ \ |
||||
/ \ |
||||
| \ |
||||
|
||||
__---__ Example: filling a shape |
||||
_----------_ with spans. |
||||
_-------------- |
||||
----------------\ |
||||
/-----------------\ This is typically done from the top |
||||
/ \ to the bottom of the shape, in a |
||||
| | \ movement called a `sweep'. |
||||
V |
||||
|
||||
__---__ |
||||
_----------_ |
||||
_-------------- |
||||
----------------\ |
||||
/-----------------\ |
||||
/-------------------\ |
||||
|---------------------\ |
||||
|
||||
|
||||
In order to draw a span, the rasterizer must compute its |
||||
coordinates, which are simply the x coordinates of the shape's |
||||
contours, taken on the y scanlines. |
||||
|
||||
|
||||
/---/ |---| Note that there are usually |
||||
/---/ |---| several spans per scanline. |
||||
| /---/ |---| |
||||
| /---/_______|---| When rendering this shape to the |
||||
V /----------------| current scanline y, we must |
||||
/-----------------| compute the x values of the |
||||
a /----| |---| points a, b, c, and d. |
||||
- - - * * - - - - * * - - y - |
||||
/ / b c| |d |
||||
|
||||
|
||||
/---/ |---| |
||||
/---/ |---| And then turn on the spans a-b |
||||
/---/ |---| and c-d. |
||||
/---/_______|---| |
||||
/----------------| |
||||
/-----------------| |
||||
a /----| |---| |
||||
- - - ####### - - - - ##### - - y - |
||||
/ / b c| |d |
||||
|
||||
|
||||
b. Decomposing Outlines into Profiles |
||||
|
||||
For each scanline during the sweep, we need the following |
||||
information: |
||||
|
||||
o The number of spans on the current scanline, given by the |
||||
number of shape points intersecting the scanline (these are |
||||
the points a, b, c, and d in the above example). |
||||
|
||||
o The x coordinates of these points. |
||||
|
||||
x coordinates are computed before the sweep, in a phase called |
||||
`decomposition' which converts the glyph into *profiles*. |
||||
|
||||
Put it simply, a `profile' is a contour's portion that can only |
||||
be either ascending or descending, i.e., it is monotonic in the |
||||
vertical direction (we also say y-monotonic). There is no such |
||||
thing as a horizontal profile, as we shall see. |
||||
|
||||
Here are a few examples: |
||||
|
||||
|
||||
this square |
||||
1 2 |
||||
---->---- is made of two |
||||
| | | | |
||||
| | profiles | | |
||||
^ v ^ + v |
||||
| | | | |
||||
| | | | |
||||
----<---- |
||||
|
||||
up down |
||||
|
||||
|
||||
this triangle |
||||
|
||||
P2 1 2 |
||||
|
||||
|\ is made of two | \ |
||||
^ | \ \ | \ |
||||
| | \ \ profiles | \ | |
||||
| | \ v ^ | \ | |
||||
| \ | | + \ v |
||||
| \ | | \ |
||||
P1 ---___ \ ---___ \ |
||||
---_\ ---_ \ |
||||
<--__ P3 up down |
||||
|
||||
|
||||
|
||||
A more general contour can be made of more than two profiles: |
||||
|
||||
__ ^ |
||||
/ | / ___ / | |
||||
/ | / | / | / | |
||||
| | / / => | v / / |
||||
| | | | | | ^ | |
||||
^ | |___| | | ^ + | + | + v |
||||
| | | v | | |
||||
| | | up | |
||||
|___________| | down | |
||||
|
||||
<-- up down |
||||
|
||||
|
||||
Successive profiles are always joined by horizontal segments |
||||
that are not part of the profiles themselves. |
||||
|
||||
For the rasterizer, a profile is simply an *array* that |
||||
associates one horizontal *pixel* coordinate to each bitmap |
||||
*scanline* crossed by the contour's section containing the |
||||
profile. Note that profiles are *oriented* up or down along the |
||||
glyph's original flow orientation. |
||||
|
||||
In other graphics libraries, profiles are also called `edges' or |
||||
`edgelists'. |
||||
|
||||
|
||||
c. The Render Pool |
||||
|
||||
FreeType has been designed to be able to run well on _very_ |
||||
light systems, including embedded systems with very few memory. |
||||
|
||||
A render pool will be allocated once; the rasterizer uses this |
||||
pool for all its needs by managing this memory directly in it. |
||||
The algorithms that are used for profile computation make it |
||||
possible to use the pool as a simple growing heap. This means |
||||
that this memory management is actually quite easy and faster |
||||
than any kind of malloc()/free() combination. |
||||
|
||||
Moreover, we'll see later that the rasterizer is able, when |
||||
dealing with profiles too large and numerous to lie all at once |
||||
in the render pool, to immediately decompose recursively the |
||||
rendering process into independent sub-tasks, each taking less |
||||
memory to be performed (see `sub-banding' below). |
||||
|
||||
The render pool doesn't need to be large. A 4KByte pool is |
||||
enough for nearly all renditions, though nearly 100% slower than |
||||
a more confortable 16KByte or 32KByte pool (that was tested with |
||||
complex glyphs at sizes over 500 pixels). |
||||
|
||||
|
||||
d. Computing Profiles Extents |
||||
|
||||
Remember that a profile is an array, associating a _scanline_ to |
||||
the x pixel coordinate of its intersection with a contour. |
||||
|
||||
Though it's not exactly how the FreeType rasterizer works, it is |
||||
convenient to think that we need a profile's height before |
||||
allocating it in the pool and computing its coordinates. |
||||
|
||||
The profile's height is the number of scanlines crossed by the |
||||
y-monotonic section of a contour. We thus need to compute these |
||||
sections from the vectorial description. In order to do that, |
||||
we are obliged to compute all (local and global) y extrema of |
||||
the glyph (minima and maxima). |
||||
|
||||
|
||||
P2 For instance, this triangle has only |
||||
two y-extrema, which are simply |
||||
|\ |
||||
| \ P2.y as a vertical maximum |
||||
| \ P3.y as a vertical minimum |
||||
| \ |
||||
| \ P1.y is not a vertical extremum (though |
||||
| \ it is a horizontal minimum, which we |
||||
P1 ---___ \ don't need). |
||||
---_\ |
||||
P3 |
||||
|
||||
|
||||
Note that the extrema are expressed in pixel units, not in |
||||
scanlines. The triangle's height is certainly (P3.y-P2.y+1) |
||||
pixel units, but its profiles' heights are computed in |
||||
scanlines. The exact conversion is simple: |
||||
|
||||
- min scanline = FLOOR ( min y ) |
||||
- max scanline = CEILING( max y ) |
||||
|
||||
A problem arises with Bézier Arcs. While a segment is always |
||||
necessarily y-monotonic (i.e., flat, ascending, or descending), |
||||
which makes extrema computations easy, the ascent of an arc can |
||||
vary between its control points. |
||||
|
||||
|
||||
P2 |
||||
* |
||||
# on curve |
||||
* off curve |
||||
__-x--_ |
||||
_-- -_ |
||||
P1 _- - A non y-monotonic Bézier arc. |
||||
# \ |
||||
- The arc goes from P1 to P3. |
||||
\ |
||||
\ P3 |
||||
# |
||||
|
||||
|
||||
We first need to be able to easily detect non-monotonic arcs, |
||||
according to their control points. I will state here, without |
||||
proof, that the monotony condition can be expressed as: |
||||
|
||||
P1.y <= P2.y <= P3.y for an ever-ascending arc |
||||
|
||||
P1.y >= P2.y >= P3.y for an ever-descending arc |
||||
|
||||
with the special case of |
||||
|
||||
P1.y = P2.y = P3.y where the arc is said to be `flat'. |
||||
|
||||
As you can see, these conditions can be very easily tested. |
||||
They are, however, extremely important, as any arc that does not |
||||
satisfy them necessarily contains an extremum. |
||||
|
||||
Note also that a monotonic arc can contain an extremum too, |
||||
which is then one of its `on' points: |
||||
|
||||
|
||||
P1 P2 |
||||
#---__ * P1P2P3 is ever-descending, but P1 |
||||
-_ is an y-extremum. |
||||
- |
||||
---_ \ |
||||
-> \ |
||||
\ P3 |
||||
# |
||||
|
||||
|
||||
Let's go back to our previous example: |
||||
|
||||
|
||||
P2 |
||||
* |
||||
# on curve |
||||
* off curve |
||||
__-x--_ |
||||
_-- -_ |
||||
P1 _- - A non-y-monotonic Bézier arc. |
||||
# \ |
||||
- Here we have |
||||
\ P2.y >= P1.y && |
||||
\ P3 P2.y >= P3.y (!) |
||||
# |
||||
|
||||
|
||||
We need to compute the vertical maximum of this arc to be able |
||||
to compute a profile's height (the point marked by an `x'). The |
||||
arc's equation indicates that a direct computation is possible, |
||||
but we rely on a different technique, which use will become |
||||
apparent soon. |
||||
|
||||
Bézier arcs have the special property of being very easily |
||||
decomposed into two sub-arcs, which are themselves Bézier arcs. |
||||
Moreover, it is easy to prove that there is at most one vertical |
||||
extremum on each Bézier arc (for second-degree curves; similar |
||||
conditions can be found for third-order arcs). |
||||
|
||||
For instance, the following arc P1P2P3 can be decomposed into |
||||
two sub-arcs Q1Q2Q3 and R1R2R3: |
||||
|
||||
|
||||
P2 |
||||
* |
||||
# on curve |
||||
* off curve |
||||
|
||||
|
||||
original Bézier arc P1P2P3. |
||||
__---__ |
||||
_-- --_ |
||||
_- -_ |
||||
- - |
||||
/ \ |
||||
/ \ |
||||
# # |
||||
P1 P3 |
||||
|
||||
|
||||
|
||||
P2 |
||||
* |
||||
|
||||
|
||||
|
||||
Q3 Decomposed into two subarcs |
||||
Q2 R2 Q1Q2Q3 and R1R2R3 |
||||
* __-#-__ * |
||||
_-- --_ |
||||
_- R1 -_ Q1 = P1 R3 = P3 |
||||
- - Q2 = (P1+P2)/2 R2 = (P2+P3)/2 |
||||
/ \ |
||||
/ \ Q3 = R1 = (Q2+R2)/2 |
||||
# # |
||||
Q1 R3 Note that Q2, R2, and Q3=R1 |
||||
are on a single line which is |
||||
tangent to the curve. |
||||
|
||||
|
||||
We have then decomposed a non-y-monotonic Bézier curve into two |
||||
smaller sub-arcs. Note that in the above drawing, both sub-arcs |
||||
are monotonic, and that the extremum is then Q3=R1. However, in |
||||
a more general case, only one sub-arc is guaranteed to be |
||||
monotonic. Getting back to our former example: |
||||
|
||||
|
||||
Q2 |
||||
* |
||||
|
||||
__-x--_ R1 |
||||
_-- #_ |
||||
Q1 _- Q3 - R2 |
||||
# \ * |
||||
- |
||||
\ |
||||
\ R3 |
||||
# |
||||
|
||||
|
||||
Here, we see that, though Q1Q2Q3 is still non-monotonic, R1R2R3 |
||||
is ever descending: We thus know that it doesn't contain the |
||||
extremum. We can then re-subdivide Q1Q2Q3 into two sub-arcs and |
||||
go on recursively, stopping when we encounter two monotonic |
||||
subarcs, or when the subarcs become simply too small. |
||||
|
||||
We will finally find the vertical extremum. Note that the |
||||
iterative process of finding an extremum is called `flattening'. |
||||
|
||||
|
||||
e. Computing Profiles Coordinates |
||||
|
||||
Once we have the height of each profile, we are able to allocate |
||||
it in the render pool. The next task is to compute coordinates |
||||
for each scanline. |
||||
|
||||
In the case of segments, the computation is straightforward, |
||||
using the Euclidian algorithm (also known as Bresenham). |
||||
However, for Bézier arcs, the job is a little more complicated. |
||||
|
||||
We assume that all Béziers that are part of a profile are the |
||||
result of flattening the curve, which means that they are all |
||||
y-monotonic (ascending or descending, and never flat). We now |
||||
have to compute the intersections of arcs with the profile's |
||||
scanlines. One way is to use a similar scheme to flattening |
||||
called `stepping'. |
||||
|
||||
|
||||
Consider this arc, going from P1 to |
||||
--------------------- P3. Suppose that we need to |
||||
compute its intersections with the |
||||
drawn scanlines. As already |
||||
--------------------- mentioned this can be done |
||||
directly, but the involed algorithm |
||||
* P2 _---# P3 is far too slow. |
||||
------------- _-- -- |
||||
_- |
||||
_/ Instead, it is still possible to |
||||
---------/----------- use the decomposition property in |
||||
/ the same recursive way, i.e., |
||||
| subdivide the arc into subarcs |
||||
------|-------------- until these get too small to cross |
||||
| more than one scanline! |
||||
| |
||||
-----|--------------- This is very easily done using a |
||||
| rasterizer-managed stack of |
||||
| subarcs. |
||||
# P1 |
||||
|
||||
|
||||
f. Sweeping and Sorting the Spans |
||||
|
||||
Once all our profiles have been computed, we begin the sweep to |
||||
build (and fill) the spans. |
||||
|
||||
As both the TrueType and Type 1 specifications use the winding |
||||
fill rule (but with opposite directions), we place, on each |
||||
scanline, the present profiles in two separate lists. |
||||
|
||||
One list, called the `left' one, only contains ascending |
||||
profiles, while the other `right' list contains the descending |
||||
profiles. |
||||
|
||||
As each glyph is made of closed curves, a simple geometric |
||||
property ensures that the two lists contain the same number of |
||||
elements. |
||||
|
||||
Creating spans is thus straightforward: |
||||
|
||||
1. We sort each list in increasing horizontal order. |
||||
|
||||
2. We pair each value of the left list with its corresponding |
||||
value in the right list. |
||||
|
||||
|
||||
/ / | | For example, we have here |
||||
/ / | | four profiles. Two of |
||||
>/ / | | | them are ascending (1 & |
||||
1// / ^ | | | 2 3), while the two others |
||||
// // 3| | | v are descending (2 & 4). |
||||
/ //4 | | | On the given scanline, |
||||
a / /< | | the left list is (1,3), |
||||
- - - *-----* - - - - *---* - - y - and the right one is |
||||
/ / b c| |d (4,2) (sorted). |
||||
|
||||
There are then two spans, joining |
||||
1 to 4 (i.e. a-b) and 3 to 2 |
||||
(i.e. c-d)! |
||||
|
||||
|
||||
Sorting doesn't necessarily take much time, as in 99 cases out |
||||
of 100, the lists' order is kept from one scanline to the next. |
||||
We can thus implement it with two simple singly-linked lists, |
||||
sorted by a classic bubble-sort, which takes a minimum amount of |
||||
time when the lists are already sorted. |
||||
|
||||
A previous version of the rasterizer used more elaborate |
||||
structures, like arrays to perform `faster' sorting. It turned |
||||
out that this old scheme is not faster than the one described |
||||
above. |
||||
|
||||
Once the spans have been `created', we can simply draw them in |
||||
the target bitmap. |
||||
|
||||
|
||||
--- end of raster.txt --- |
||||
|
||||
Local Variables: |
||||
coding: latin-1 |
||||
End: |
Loading…
Reference in new issue