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635 lines
24 KiB
635 lines
24 KiB
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How FreeType's rasterizer work |
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by David Turner |
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Revised 2007-Feb-01 |
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This file is an attempt to explain the internals of the FreeType |
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rasterizer. The rasterizer is of quite general purpose and could |
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easily be integrated into other programs. |
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I. Introduction |
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II. Rendering Technology |
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1. Requirements |
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2. Profiles and Spans |
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a. Sweeping the Shape |
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b. Decomposing Outlines into Profiles |
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c. The Render Pool |
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d. Computing Profiles Extents |
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e. Computing Profiles Coordinates |
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f. Sweeping and Sorting the Spans |
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I. Introduction |
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=============== |
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A rasterizer is a library in charge of converting a vectorial |
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representation of a shape into a bitmap. The FreeType rasterizer |
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has been originally developed to render the glyphs found in |
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TrueType files, made up of segments and second-order Béziers. |
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Meanwhile it has been extended to render third-order Bézier curves |
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also. This document is an explanation of its design and |
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implementation. |
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While these explanations start from the basics, a knowledge of |
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common rasterization techniques is assumed. |
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II. Rendering Technology |
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======================== |
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1. Requirements |
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--------------- |
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We assume that all scaling, rotating, hinting, etc., has been |
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already done. The glyph is thus described by a list of points in |
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the device space. |
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- All point coordinates are in the 26.6 fixed float format. The |
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used orientation is: |
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^ y |
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| reference orientation |
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*----> x |
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0 |
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`26.6' means that 26 bits are used for the integer part of a |
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value and 6 bits are used for the fractional part. |
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Consequently, the `distance' between two neighbouring pixels is |
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64 `units' (1 unit = 1/64 of a pixel). |
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Note that, for the rasterizer, pixel centers are located at |
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integer coordinates. The TrueType bytecode interpreter, |
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however, assumes that the lower left edge of a pixel (which is |
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taken to be a square with a length of 1 unit) has integer |
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coordinates. |
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^ y ^ y |
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| | |
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| (1,1) | (0.5,0.5) |
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+-----------+ +-----+-----+ |
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| | | | | |
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| | | | | |
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| | | o-----+-----> x |
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| | | (0,0) | |
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| | | | |
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o-----------+-----> x +-----------+ |
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(0,0) (-0.5,-0.5) |
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TrueType bytecode interpreter FreeType rasterizer |
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A pixel line in the target bitmap is called a `scanline'. |
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- A glyph is usually made of several contours, also called |
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`outlines'. A contour is simply a closed curve that delimits an |
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outer or inner region of the glyph. It is described by a series |
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of successive points of the points table. |
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Each point of the glyph has an associated flag that indicates |
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whether it is `on' or `off' the curve. Two successive `on' |
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points indicate a line segment joining the two points. |
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One `off' point amidst two `on' points indicates a second-degree |
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(conic) Bézier parametric arc, defined by these three points |
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(the `off' point being the control point, and the `on' ones the |
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start and end points). Similarly, a third-degree (cubic) Bézier |
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curve is described by four points (two `off' control points |
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between two `on' points). |
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Finally, for second-order curves only, two successive `off' |
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points forces the rasterizer to create, during rendering, an |
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`on' point amidst them, at their exact middle. This greatly |
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facilitates the definition of successive Bézier arcs. |
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The parametric form of a second-order Bézier curve is: |
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P(t) = (1-t)^2*P1 + 2*t*(1-t)*P2 + t^2*P3 |
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(P1 and P3 are the end points, P2 the control point.) |
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The parametric form of a third-order Bézier curve is: |
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P(t) = (1-t)^3*P1 + 3*t*(1-t)^2*P2 + 3*t^2*(1-t)*P3 + t^3*P4 |
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(P1 and P4 are the end points, P2 and P3 the control points.) |
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For both formulae, t is a real number in the range [0..1]. |
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Note that the rasterizer does not use these formulae directly. |
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They exhibit, however, one very useful property of Bézier arcs: |
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Each point of the curve is a weighted average of the control |
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points. |
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As all weights are positive and always sum up to 1, whatever the |
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value of t, each arc point lies within the triangle (polygon) |
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defined by the arc's three (four) control points. |
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In the following, only second-order curves are discussed since |
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rasterization of third-order curves is completely identical. |
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Here some samples for second-order curves. |
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* # on curve |
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* off curve |
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__---__ |
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#-__ _-- -_ |
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--__ _- - |
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--__ # \ |
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--__ # |
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-# |
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Two `on' points |
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Two `on' points and one `off' point |
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between them |
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* |
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# __ Two `on' points with two `off' |
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\ - - points between them. The point |
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\ / \ marked `0' is the middle of the |
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- 0 \ `off' points, and is a `virtual |
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-_ _- # on' point where the curve passes. |
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-- It does not appear in the point |
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* list. |
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2. Profiles and Spans |
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--------------------- |
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The following is a basic explanation of the _kind_ of computations |
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made by the rasterizer to build a bitmap from a vector |
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representation. Note that the actual implementation is slightly |
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different, due to performance tuning and other factors. |
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However, the following ideas remain in the same category, and are |
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more convenient to understand. |
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a. Sweeping the Shape |
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The best way to fill a shape is to decompose it into a number of |
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simple horizontal segments, then turn them on in the target |
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bitmap. These segments are called `spans'. |
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__---__ |
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_-- -_ |
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_- - |
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- \ |
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/ \ |
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/ \ |
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| \ |
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__---__ Example: filling a shape |
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_----------_ with spans. |
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_-------------- |
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----------------\ |
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/-----------------\ This is typically done from the top |
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/ \ to the bottom of the shape, in a |
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| | \ movement called a `sweep'. |
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V |
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__---__ |
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_----------_ |
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_-------------- |
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----------------\ |
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/-----------------\ |
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/-------------------\ |
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|---------------------\ |
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In order to draw a span, the rasterizer must compute its |
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coordinates, which are simply the x coordinates of the shape's |
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contours, taken on the y scanlines. |
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/---/ |---| Note that there are usually |
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/---/ |---| several spans per scanline. |
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| /---/ |---| |
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| /---/_______|---| When rendering this shape to the |
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V /----------------| current scanline y, we must |
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/-----------------| compute the x values of the |
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a /----| |---| points a, b, c, and d. |
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- - - * * - - - - * * - - y - |
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/ / b c| |d |
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/---/ |---| |
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/---/ |---| And then turn on the spans a-b |
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/---/ |---| and c-d. |
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/---/_______|---| |
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/----------------| |
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/-----------------| |
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a /----| |---| |
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- - - ####### - - - - ##### - - y - |
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/ / b c| |d |
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b. Decomposing Outlines into Profiles |
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For each scanline during the sweep, we need the following |
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information: |
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o The number of spans on the current scanline, given by the |
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number of shape points intersecting the scanline (these are |
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the points a, b, c, and d in the above example). |
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o The x coordinates of these points. |
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x coordinates are computed before the sweep, in a phase called |
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`decomposition' which converts the glyph into *profiles*. |
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Put it simply, a `profile' is a contour's portion that can only |
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be either ascending or descending, i.e., it is monotonic in the |
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vertical direction (we also say y-monotonic). There is no such |
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thing as a horizontal profile, as we shall see. |
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Here are a few examples: |
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this square |
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1 2 |
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---->---- is made of two |
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| | | | |
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| | profiles | | |
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^ v ^ + v |
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| | | | |
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| | | | |
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----<---- |
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up down |
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this triangle |
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P2 1 2 |
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|\ is made of two | \ |
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^ | \ \ | \ |
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| | \ \ profiles | \ | |
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| | \ v ^ | \ | |
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| \ | | + \ v |
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| \ | | \ |
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P1 ---___ \ ---___ \ |
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---_\ ---_ \ |
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<--__ P3 up down |
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A more general contour can be made of more than two profiles: |
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__ ^ |
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/ | / ___ / | |
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/ | / | / | / | |
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| | / / => | v / / |
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| | | | | | ^ | |
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^ | |___| | | ^ + | + | + v |
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| | | v | | |
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| | | up | |
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|___________| | down | |
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<-- up down |
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Successive profiles are always joined by horizontal segments |
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that are not part of the profiles themselves. |
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For the rasterizer, a profile is simply an *array* that |
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associates one horizontal *pixel* coordinate to each bitmap |
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*scanline* crossed by the contour's section containing the |
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profile. Note that profiles are *oriented* up or down along the |
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glyph's original flow orientation. |
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In other graphics libraries, profiles are also called `edges' or |
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`edgelists'. |
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c. The Render Pool |
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FreeType has been designed to be able to run well on _very_ |
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light systems, including embedded systems with very few memory. |
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A render pool will be allocated once; the rasterizer uses this |
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pool for all its needs by managing this memory directly in it. |
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The algorithms that are used for profile computation make it |
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possible to use the pool as a simple growing heap. This means |
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that this memory management is actually quite easy and faster |
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than any kind of malloc()/free() combination. |
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Moreover, we'll see later that the rasterizer is able, when |
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dealing with profiles too large and numerous to lie all at once |
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in the render pool, to immediately decompose recursively the |
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rendering process into independent sub-tasks, each taking less |
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memory to be performed (see `sub-banding' below). |
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The render pool doesn't need to be large. A 4KByte pool is |
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enough for nearly all renditions, though nearly 100% slower than |
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a more comfortable 16KByte or 32KByte pool (that was tested with |
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complex glyphs at sizes over 500 pixels). |
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d. Computing Profiles Extents |
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Remember that a profile is an array, associating a _scanline_ to |
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the x pixel coordinate of its intersection with a contour. |
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Though it's not exactly how the FreeType rasterizer works, it is |
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convenient to think that we need a profile's height before |
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allocating it in the pool and computing its coordinates. |
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The profile's height is the number of scanlines crossed by the |
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y-monotonic section of a contour. We thus need to compute these |
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sections from the vectorial description. In order to do that, |
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we are obliged to compute all (local and global) y extrema of |
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the glyph (minima and maxima). |
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P2 For instance, this triangle has only |
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two y-extrema, which are simply |
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|\ |
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| \ P2.y as a vertical maximum |
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| \ P3.y as a vertical minimum |
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| \ |
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| \ P1.y is not a vertical extremum (though |
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| \ it is a horizontal minimum, which we |
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P1 ---___ \ don't need). |
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---_\ |
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P3 |
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Note that the extrema are expressed in pixel units, not in |
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scanlines. The triangle's height is certainly (P3.y-P2.y+1) |
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pixel units, but its profiles' heights are computed in |
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scanlines. The exact conversion is simple: |
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- min scanline = FLOOR ( min y ) |
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- max scanline = CEILING( max y ) |
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A problem arises with Bézier Arcs. While a segment is always |
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necessarily y-monotonic (i.e., flat, ascending, or descending), |
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which makes extrema computations easy, the ascent of an arc can |
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vary between its control points. |
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P2 |
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* |
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# on curve |
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* off curve |
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__-x--_ |
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_-- -_ |
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P1 _- - A non y-monotonic Bézier arc. |
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# \ |
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- The arc goes from P1 to P3. |
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\ |
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\ P3 |
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# |
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We first need to be able to easily detect non-monotonic arcs, |
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according to their control points. I will state here, without |
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proof, that the monotony condition can be expressed as: |
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P1.y <= P2.y <= P3.y for an ever-ascending arc |
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P1.y >= P2.y >= P3.y for an ever-descending arc |
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with the special case of |
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P1.y = P2.y = P3.y where the arc is said to be `flat'. |
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As you can see, these conditions can be very easily tested. |
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They are, however, extremely important, as any arc that does not |
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satisfy them necessarily contains an extremum. |
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Note also that a monotonic arc can contain an extremum too, |
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which is then one of its `on' points: |
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P1 P2 |
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#---__ * P1P2P3 is ever-descending, but P1 |
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-_ is an y-extremum. |
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- |
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---_ \ |
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-> \ |
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\ P3 |
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# |
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Let's go back to our previous example: |
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P2 |
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* |
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# on curve |
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* off curve |
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__-x--_ |
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_-- -_ |
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P1 _- - A non-y-monotonic Bézier arc. |
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# \ |
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- Here we have |
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\ P2.y >= P1.y && |
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\ P3 P2.y >= P3.y (!) |
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# |
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We need to compute the vertical maximum of this arc to be able |
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to compute a profile's height (the point marked by an `x'). The |
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arc's equation indicates that a direct computation is possible, |
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but we rely on a different technique, which use will become |
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apparent soon. |
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Bézier arcs have the special property of being very easily |
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decomposed into two sub-arcs, which are themselves Bézier arcs. |
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Moreover, it is easy to prove that there is at most one vertical |
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extremum on each Bézier arc (for second-degree curves; similar |
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conditions can be found for third-order arcs). |
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For instance, the following arc P1P2P3 can be decomposed into |
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two sub-arcs Q1Q2Q3 and R1R2R3: |
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P2 |
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* |
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# on curve |
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* off curve |
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original Bézier arc P1P2P3. |
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__---__ |
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_-- --_ |
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_- -_ |
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- - |
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/ \ |
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/ \ |
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# # |
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P1 P3 |
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P2 |
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* |
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Q3 Decomposed into two subarcs |
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Q2 R2 Q1Q2Q3 and R1R2R3 |
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* __-#-__ * |
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_-- --_ |
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_- R1 -_ Q1 = P1 R3 = P3 |
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- - Q2 = (P1+P2)/2 R2 = (P2+P3)/2 |
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/ \ |
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/ \ Q3 = R1 = (Q2+R2)/2 |
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# # |
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Q1 R3 Note that Q2, R2, and Q3=R1 |
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are on a single line which is |
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tangent to the curve. |
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We have then decomposed a non-y-monotonic Bézier curve into two |
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smaller sub-arcs. Note that in the above drawing, both sub-arcs |
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are monotonic, and that the extremum is then Q3=R1. However, in |
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a more general case, only one sub-arc is guaranteed to be |
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monotonic. Getting back to our former example: |
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Q2 |
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* |
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__-x--_ R1 |
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_-- #_ |
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Q1 _- Q3 - R2 |
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# \ * |
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- |
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\ |
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\ R3 |
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# |
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Here, we see that, though Q1Q2Q3 is still non-monotonic, R1R2R3 |
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is ever descending: We thus know that it doesn't contain the |
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extremum. We can then re-subdivide Q1Q2Q3 into two sub-arcs and |
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go on recursively, stopping when we encounter two monotonic |
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subarcs, or when the subarcs become simply too small. |
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We will finally find the vertical extremum. Note that the |
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iterative process of finding an extremum is called `flattening'. |
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e. Computing Profiles Coordinates |
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Once we have the height of each profile, we are able to allocate |
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it in the render pool. The next task is to compute coordinates |
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for each scanline. |
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In the case of segments, the computation is straightforward, |
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using the Euclidean algorithm (also known as Bresenham). |
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However, for Bézier arcs, the job is a little more complicated. |
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We assume that all Béziers that are part of a profile are the |
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result of flattening the curve, which means that they are all |
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y-monotonic (ascending or descending, and never flat). We now |
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have to compute the intersections of arcs with the profile's |
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scanlines. One way is to use a similar scheme to flattening |
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called `stepping'. |
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Consider this arc, going from P1 to |
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--------------------- P3. Suppose that we need to |
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compute its intersections with the |
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drawn scanlines. As already |
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--------------------- mentioned this can be done |
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directly, but the involved |
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* P2 _---# P3 algorithm is far too slow. |
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------------- _-- -- |
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_- |
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_/ Instead, it is still possible to |
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---------/----------- use the decomposition property in |
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/ the same recursive way, i.e., |
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| subdivide the arc into subarcs |
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------|-------------- until these get too small to cross |
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| more than one scanline! |
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| |
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-----|--------------- This is very easily done using a |
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| rasterizer-managed stack of |
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| subarcs. |
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# P1 |
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f. Sweeping and Sorting the Spans |
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Once all our profiles have been computed, we begin the sweep to |
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build (and fill) the spans. |
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As both the TrueType and Type 1 specifications use the winding |
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fill rule (but with opposite directions), we place, on each |
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scanline, the present profiles in two separate lists. |
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One list, called the `left' one, only contains ascending |
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profiles, while the other `right' list contains the descending |
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profiles. |
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As each glyph is made of closed curves, a simple geometric |
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property ensures that the two lists contain the same number of |
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elements. |
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Creating spans is thus straightforward: |
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1. We sort each list in increasing horizontal order. |
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2. We pair each value of the left list with its corresponding |
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value in the right list. |
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/ / | | For example, we have here |
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/ / | | four profiles. Two of |
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>/ / | | | them are ascending (1 & |
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1// / ^ | | | 2 3), while the two others |
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// // 3| | | v are descending (2 & 4). |
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/ //4 | | | On the given scanline, |
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a / /< | | the left list is (1,3), |
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- - - *-----* - - - - *---* - - y - and the right one is |
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/ / b c| |d (4,2) (sorted). |
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There are then two spans, joining |
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1 to 4 (i.e. a-b) and 3 to 2 |
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(i.e. c-d)! |
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Sorting doesn't necessarily take much time, as in 99 cases out |
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of 100, the lists' order is kept from one scanline to the next. |
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We can thus implement it with two simple singly-linked lists, |
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sorted by a classic bubble-sort, which takes a minimum amount of |
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time when the lists are already sorted. |
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A previous version of the rasterizer used more elaborate |
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structures, like arrays to perform `faster' sorting. It turned |
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out that this old scheme is not faster than the one described |
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above. |
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Once the spans have been `created', we can simply draw them in |
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the target bitmap. |
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------------------------------------------------------------------------ |
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Copyright (C) 2003-2024 by |
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David Turner, Robert Wilhelm, and Werner Lemberg. |
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This file is part of the FreeType project, and may only be used, |
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modified, and distributed under the terms of the FreeType project |
|
license, LICENSE.TXT. By continuing to use, modify, or distribute this |
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file you indicate that you have read the license and understand and |
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accept it fully. |
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--- end of raster.txt --- |
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Local Variables: |
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