modules/freetype2/docs/raster.txt

Wed, 31 Dec 2014 06:09:35 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Wed, 31 Dec 2014 06:09:35 +0100
changeset 0
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Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.

     2                    How FreeType's rasterizer work
     4                           by David Turner
     6                         Revised 2007-Feb-01
     9 This file  is an  attempt to explain  the internals of  the FreeType
    10 rasterizer.  The  rasterizer is of  quite general purpose  and could
    11 easily be integrated into other programs.
    14   I. Introduction
    16  II. Rendering Technology
    17      1. Requirements
    18      2. Profiles and Spans
    19         a. Sweeping the Shape
    20         b. Decomposing Outlines into Profiles
    21         c. The Render Pool
    22         d. Computing Profiles Extents
    23         e. Computing Profiles Coordinates
    24         f. Sweeping and Sorting the Spans
    27 I. Introduction
    28 ===============
    30   A  rasterizer is  a library  in charge  of converting  a vectorial
    31   representation of a shape  into a bitmap.  The FreeType rasterizer
    32   has  been  originally developed  to  render  the  glyphs found  in
    33   TrueType  files, made  up  of segments  and second-order  Béziers.
    34   Meanwhile it has been extended to render third-order Bézier curves
    35   also.   This  document  is   an  explanation  of  its  design  and
    36   implementation.
    38   While  these explanations start  from the  basics, a  knowledge of
    39   common rasterization techniques is assumed.
    42 II. Rendering Technology
    43 ========================
    45 1. Requirements
    46 ---------------
    48   We  assume that  all scaling,  rotating, hinting,  etc.,  has been
    49   already done.  The glyph is thus  described by a list of points in
    50   the device space.
    52   - All point coordinates  are in the 26.6 fixed  float format.  The
    53     used orientation is:
    56        ^ y
    57        |         reference orientation
    58        |
    59        *----> x
    60       0
    63     `26.6' means  that 26 bits  are used for  the integer part  of a
    64     value   and  6   bits  are   used  for   the   fractional  part.
    65     Consequently, the `distance'  between two neighbouring pixels is
    66     64 `units' (1 unit = 1/64th of a pixel).
    68     Note  that, for  the rasterizer,  pixel centers  are  located at
    69     integer   coordinates.   The   TrueType   bytecode  interpreter,
    70     however, assumes that  the lower left edge of  a pixel (which is
    71     taken  to be  a square  with  a length  of 1  unit) has  integer
    72     coordinates.
    75         ^ y                                        ^ y
    76         |                                          |
    77         |            (1,1)                         |      (0.5,0.5)
    78         +-----------+                        +-----+-----+
    79         |           |                        |     |     |
    80         |           |                        |     |     |
    81         |           |                        |     o-----+-----> x
    82         |           |                        |   (0,0)   |
    83         |           |                        |           |
    84         o-----------+-----> x                +-----------+
    85       (0,0)                             (-0.5,-0.5)
    87    TrueType bytecode interpreter          FreeType rasterizer
    90     A pixel line in the target bitmap is called a `scanline'.
    92   - A  glyph  is  usually  made  of several  contours,  also  called
    93     `outlines'.  A contour is simply a closed curve that delimits an
    94     outer or inner region of the glyph.  It is described by a series
    95     of successive points of the points table.
    97     Each point  of the glyph  has an associated flag  that indicates
    98     whether  it is  `on' or  `off' the  curve.  Two  successive `on'
    99     points indicate a line segment joining the two points.
   101     One `off' point amidst two `on' points indicates a second-degree
   102     (conic)  Bézier parametric  arc, defined  by these  three points
   103     (the `off' point being the  control point, and the `on' ones the
   104     start and end points).  Similarly, a third-degree (cubic) Bézier
   105     curve  is described  by four  points (two  `off'  control points
   106     between two `on' points).
   108     Finally,  for  second-order curves  only,  two successive  `off'
   109     points  forces the  rasterizer to  create, during  rendering, an
   110     `on'  point amidst them,  at their  exact middle.   This greatly
   111     facilitates the  definition of  successive Bézier arcs.
   113   The parametric form of a second-order Bézier curve is:
   115       P(t) = (1-t)^2*P1 + 2*t*(1-t)*P2 + t^2*P3
   117       (P1 and P3 are the end points, P2 the control point.)
   119   The parametric form of a third-order Bézier curve is:
   121       P(t) = (1-t)^3*P1 + 3*t*(1-t)^2*P2 + 3*t^2*(1-t)*P3 + t^3*P4
   123       (P1 and P4 are the end points, P2 and P3 the control points.)
   125   For both formulae, t is a real number in the range [0..1].
   127   Note  that the rasterizer  does not  use these  formulae directly.
   128   They exhibit,  however, one very  useful property of  Bézier arcs:
   129   Each  point of  the curve  is a  weighted average  of  the control
   130   points.
   132   As all weights  are positive and always sum up  to 1, whatever the
   133   value  of t,  each arc  point lies  within the  triangle (polygon)
   134   defined by the arc's three (four) control points.
   136   In  the following,  only second-order  curves are  discussed since
   137   rasterization of third-order curves is completely identical.
   139   Here some samples for second-order curves.
   142                                         *            # on curve
   143                                                      * off curve
   144                                      __---__
   145         #-__                      _--       -_
   146             --__                _-            -
   147                 --__           #               \
   148                     --__                        #
   149                         -#
   150                                  Two `on' points
   151          Two `on' points       and one `off' point
   152                                   between them
   154                       *
   155         #            __      Two `on' points with two `off'
   156          \          -  -     points between them. The point
   157           \        /    \    marked `0' is the middle of the
   158            -      0      \   `off' points, and is a `virtual
   159             -_  _-       #   on' point where the curve passes.
   160               --             It does not appear in the point
   161               *              list.
   164 2. Profiles and Spans
   165 ---------------------
   167   The following is a basic explanation of the _kind_ of computations
   168   made  by  the   rasterizer  to  build  a  bitmap   from  a  vector
   169   representation.  Note  that the actual  implementation is slightly
   170   different, due to performance tuning and other factors.
   172   However, the following ideas remain  in the same category, and are
   173   more convenient to understand.
   176   a. Sweeping the Shape
   178     The best way to fill a shape is to decompose it into a number of
   179     simple  horizontal segments,  then turn  them on  in  the target
   180     bitmap.  These segments are called `spans'.
   182                 __---__
   183              _--       -_
   184            _-            -
   185           -               \
   186          /                 \
   187         /                   \
   188        |                     \
   190                 __---__         Example: filling a shape
   191              _----------_                with spans.
   192            _--------------
   193           ----------------\
   194          /-----------------\    This is typically done from the top
   195         /                   \   to the bottom of the shape, in a
   196        |           |         \  movement called a `sweep'.
   197                    V
   199                 __---__
   200              _----------_
   201            _--------------
   202           ----------------\
   203          /-----------------\
   204         /-------------------\
   205        |---------------------\
   208     In  order  to draw  a  span,  the  rasterizer must  compute  its
   209     coordinates, which  are simply the x coordinates  of the shape's
   210     contours, taken on the y scanlines.
   213                    /---/    |---|   Note that there are usually
   214                   /---/     |---|   several spans per scanline.
   215         |        /---/      |---|
   216         |       /---/_______|---|   When rendering this shape to the
   217         V      /----------------|   current scanline y, we must
   218               /-----------------|   compute the x values of the
   219            a /----|         |---|   points a, b, c, and d.
   220       - - - *     * - - - - *   * - - y -
   221            /     / b       c|   |d
   224                    /---/    |---|
   225                   /---/     |---|  And then turn on the spans a-b
   226                  /---/      |---|  and c-d.
   227                 /---/_______|---|
   228                /----------------|
   229               /-----------------|
   230            a /----|         |---|
   231       - - - ####### - - - - ##### - - y -
   232            /     / b       c|   |d
   235   b. Decomposing Outlines into Profiles
   237     For  each  scanline during  the  sweep,  we  need the  following
   238     information:
   240     o The  number of  spans on  the current  scanline, given  by the
   241       number of  shape points  intersecting the scanline  (these are
   242       the points a, b, c, and d in the above example).
   244     o The x coordinates of these points.
   246     x coordinates are  computed before the sweep, in  a phase called
   247     `decomposition' which converts the glyph into *profiles*.
   249     Put it simply, a `profile'  is a contour's portion that can only
   250     be either ascending or descending,  i.e., it is monotonic in the
   251     vertical direction (we also say  y-monotonic).  There is no such
   252     thing as a horizontal profile, as we shall see.
   254     Here are a few examples:
   257       this square
   258                                           1         2
   259          ---->----     is made of two
   260         |         |                       |         |
   261         |         |       profiles        |         |
   262         ^         v                       ^    +    v
   263         |         |                       |         |
   264         |         |                       |         |
   265          ----<----
   267                                          up        down
   270       this triangle
   272              P2                             1          2
   274              |\        is made of two       |         \
   275           ^  | \  \                         |          \
   276           | |   \  \      profiles         |            \      |
   277          |  |    \  v                  ^   |             \     |
   278            |      \                    |  |         +     \    v
   279            |       \                   |  |                \
   280         P1 ---___   \                     ---___            \
   281                  ---_\                          ---_         \
   282              <--__     P3                   up           down
   286       A more general contour can be made of more than two profiles:
   288               __     ^
   289              /  |   /  ___          /    |
   290             /   |     /   |        /     |       /     |
   291            |    |    /   /    =>  |      v      /     /
   292            |    |   |   |         |      |     ^     |
   293         ^  |    |___|   |  |      ^   +  |  +  |  +  v
   294         |  |           |   v      |                 |
   295            |           |          |           up    |
   296            |___________|          |    down         |
   298                 <--               up              down
   301     Successive  profiles are  always joined  by  horizontal segments
   302     that are not part of the profiles themselves.
   304     For  the  rasterizer,  a  profile  is  simply  an  *array*  that
   305     associates  one  horizontal *pixel*  coordinate  to each  bitmap
   306     *scanline*  crossed  by  the  contour's section  containing  the
   307     profile.  Note that profiles are *oriented* up or down along the
   308     glyph's original flow orientation.
   310     In other graphics libraries, profiles are also called `edges' or
   311     `edgelists'.
   314   c. The Render Pool
   316     FreeType  has been designed  to be  able to  run well  on _very_
   317     light systems, including embedded systems with very few memory.
   319     A render pool  will be allocated once; the  rasterizer uses this
   320     pool for all  its needs by managing this  memory directly in it.
   321     The  algorithms that are  used for  profile computation  make it
   322     possible to use  the pool as a simple  growing heap.  This means
   323     that this  memory management is  actually quite easy  and faster
   324     than any kind of malloc()/free() combination.
   326     Moreover,  we'll see  later that  the rasterizer  is  able, when
   327     dealing with profiles too large  and numerous to lie all at once
   328     in  the render  pool, to  immediately decompose  recursively the
   329     rendering process  into independent sub-tasks,  each taking less
   330     memory to be performed (see `sub-banding' below).
   332     The  render pool doesn't  need to  be large.   A 4KByte  pool is
   333     enough for nearly all renditions, though nearly 100% slower than
   334     a more comfortable 16KByte or 32KByte pool (that was tested with
   335     complex glyphs at sizes over 500 pixels).
   338   d. Computing Profiles Extents
   340     Remember that a profile is an array, associating a _scanline_ to
   341     the x pixel coordinate of its intersection with a contour.
   343     Though it's not exactly how the FreeType rasterizer works, it is
   344     convenient  to think  that  we need  a  profile's height  before
   345     allocating it in the pool and computing its coordinates.
   347     The profile's height  is the number of scanlines  crossed by the
   348     y-monotonic section of a contour.  We thus need to compute these
   349     sections from  the vectorial description.  In order  to do that,
   350     we are  obliged to compute all  (local and global)  y extrema of
   351     the glyph (minima and maxima).
   354            P2             For instance, this triangle has only
   355                           two y-extrema, which are simply
   356            |\
   357            | \               P2.y  as a vertical maximum
   358           |   \              P3.y  as a vertical minimum
   359           |    \
   360          |      \            P1.y is not a vertical extremum (though
   361          |       \           it is a horizontal minimum, which we
   362       P1 ---___   \          don't need).
   363                ---_\
   364                      P3
   367     Note  that the  extrema are  expressed  in pixel  units, not  in
   368     scanlines.   The triangle's  height  is certainly  (P3.y-P2.y+1)
   369     pixel  units,   but  its  profiles'  heights   are  computed  in
   370     scanlines.  The exact conversion is simple:
   372       - min scanline = FLOOR  ( min y )
   373       - max scanline = CEILING( max y )
   375     A problem  arises with Bézier  Arcs.  While a segment  is always
   376     necessarily y-monotonic (i.e.,  flat, ascending, or descending),
   377     which makes extrema computations easy,  the ascent of an arc can
   378     vary between its control points.
   381                           P2
   382                          *
   383                                        # on curve
   384                                        * off curve
   385                    __-x--_
   386                 _--       -_
   387           P1  _-            -          A non y-monotonic Bézier arc.
   388              #               \
   389                               -        The arc goes from P1 to P3.
   390                                \
   391                                 \  P3
   392                                  #
   395     We first  need to be  able to easily detect  non-monotonic arcs,
   396     according to  their control points.  I will  state here, without
   397     proof, that the monotony condition can be expressed as:
   399       P1.y <= P2.y <= P3.y   for an ever-ascending arc
   401       P1.y >= P2.y >= P3.y   for an ever-descending arc
   403     with the special case of
   405       P1.y = P2.y = P3.y     where the arc is said to be `flat'.
   407     As  you can  see, these  conditions can  be very  easily tested.
   408     They are, however, extremely important, as any arc that does not
   409     satisfy them necessarily contains an extremum.
   411     Note  also that  a monotonic  arc can  contain an  extremum too,
   412     which is then one of its `on' points:
   415         P1           P2
   416           #---__   *         P1P2P3 is ever-descending, but P1
   417                 -_           is an y-extremum.
   418                   -
   419            ---_    \
   420                ->   \
   421                      \  P3
   422                       #
   425     Let's go back to our previous example:
   428                           P2
   429                          *
   430                                        # on curve
   431                                        * off curve
   432                    __-x--_
   433                 _--       -_
   434           P1  _-            -          A non-y-monotonic Bézier arc.
   435              #               \
   436                               -        Here we have
   437                                \              P2.y >= P1.y &&
   438                                 \  P3         P2.y >= P3.y      (!)
   439                                  #
   442     We need to  compute the vertical maximum of this  arc to be able
   443     to compute a profile's height (the point marked by an `x').  The
   444     arc's equation indicates that  a direct computation is possible,
   445     but  we rely  on a  different technique,  which use  will become
   446     apparent soon.
   448     Bézier  arcs have  the  special property  of  being very  easily
   449     decomposed into two sub-arcs,  which are themselves Bézier arcs.
   450     Moreover, it is easy to prove that there is at most one vertical
   451     extremum on  each Bézier arc (for  second-degree curves; similar
   452     conditions can be found for third-order arcs).
   454     For instance,  the following arc  P1P2P3 can be  decomposed into
   455     two sub-arcs Q1Q2Q3 and R1R2R3:
   458                     P2
   459                    *
   460                                     # on  curve
   461                                     * off curve
   464                                     original Bézier arc P1P2P3.
   465                 __---__
   466              _--       --_
   467            _-             -_
   468           -                 -
   469          /                   \
   470         /                     \
   471        #                       #
   472      P1                         P3
   476                     P2
   477                    *
   481                    Q3                 Decomposed into two subarcs
   482           Q2                R2        Q1Q2Q3 and R1R2R3
   483             *   __-#-__   *
   484              _--       --_
   485            _-       R1    -_          Q1 = P1         R3 = P3
   486           -                 -         Q2 = (P1+P2)/2  R2 = (P2+P3)/2
   487          /                   \
   488         /                     \            Q3 = R1 = (Q2+R2)/2
   489        #                       #
   490      Q1                         R3    Note that Q2, R2, and Q3=R1
   491                                       are on a single line which is
   492                                       tangent to the curve.
   495     We have then decomposed  a non-y-monotonic Bézier curve into two
   496     smaller sub-arcs.  Note that in the above drawing, both sub-arcs
   497     are monotonic, and that the extremum is then Q3=R1.  However, in
   498     a  more general  case,  only  one sub-arc  is  guaranteed to  be
   499     monotonic.  Getting back to our former example:
   502                     Q2
   503                    *
   505                    __-x--_ R1
   506                 _--       #_
   507           Q1  _-        Q3  -   R2
   508              #               \ *
   509                               -
   510                                \
   511                                 \  R3
   512                                  #
   515     Here, we see that,  though Q1Q2Q3 is still non-monotonic, R1R2R3
   516     is ever  descending: We  thus know that  it doesn't  contain the
   517     extremum.  We can then re-subdivide Q1Q2Q3 into two sub-arcs and
   518     go  on recursively,  stopping  when we  encounter two  monotonic
   519     subarcs, or when the subarcs become simply too small.
   521     We  will finally  find  the vertical  extremum.   Note that  the
   522     iterative process of finding an extremum is called `flattening'.
   525   e. Computing Profiles Coordinates
   527     Once we have the height of each profile, we are able to allocate
   528     it in the render pool.   The next task is to compute coordinates
   529     for each scanline.
   531     In  the case  of segments,  the computation  is straightforward,
   532     using  the  Euclidean   algorithm  (also  known  as  Bresenham).
   533     However, for Bézier arcs, the job is a little more complicated.
   535     We assume  that all Béziers that  are part of a  profile are the
   536     result of  flattening the curve,  which means that they  are all
   537     y-monotonic (ascending  or descending, and never  flat).  We now
   538     have  to compute the  intersections of  arcs with  the profile's
   539     scanlines.  One  way is  to use a  similar scheme  to flattening
   540     called `stepping'.
   543                                  Consider this arc, going from P1 to
   544       ---------------------      P3.  Suppose that we need to
   545                                  compute its intersections with the
   546                                  drawn scanlines.  As already
   547       ---------------------      mentioned this can be done
   548                                  directly, but the involved
   549           * P2         _---# P3  algorithm is far too slow.
   550       ------------- _--  --
   551                   _-
   552                 _/               Instead, it is still possible to
   553       ---------/-----------      use the decomposition property in
   554               /                  the same recursive way, i.e.,
   555              |                   subdivide the arc into subarcs
   556       ------|--------------      until these get too small to cross
   557             |                    more than one scanline!
   558            |
   559       -----|---------------      This is very easily done using a
   560           |                      rasterizer-managed stack of
   561           |                      subarcs.
   562           # P1
   565   f. Sweeping and Sorting the Spans
   567     Once all our profiles have  been computed, we begin the sweep to
   568     build (and fill) the spans.
   570     As both the  TrueType and Type 1 specifications  use the winding
   571     fill  rule (but  with opposite  directions), we  place,  on each
   572     scanline, the present profiles in two separate lists.
   574     One  list,  called  the  `left'  one,  only  contains  ascending
   575     profiles, while  the other `right' list  contains the descending
   576     profiles.
   578     As  each glyph  is made  of  closed curves,  a simple  geometric
   579     property ensures that  the two lists contain the  same number of
   580     elements.
   582     Creating spans is thus straightforward:
   584     1. We sort each list in increasing horizontal order.
   586     2. We pair  each value of  the left list with  its corresponding
   587        value in the right list.
   590                    /     /  |   |          For example, we have here
   591                   /     /   |   |          four profiles.  Two of
   592                 >/     /    |   |  |       them are ascending (1 &
   593               1//     /   ^ |   |  | 2     3), while the two others
   594               //     //  3| |   |  v       are descending (2 & 4).
   595               /     //4   | |   |          On the given scanline,
   596            a /     /<       |   |          the left list is (1,3),
   597       - - - *-----* - - - - *---* - - y -  and the right one is
   598            /     / b       c|   |d         (4,2) (sorted).
   600                                    There are then two spans, joining
   601                                    1 to 4 (i.e. a-b) and 3 to 2
   602                                    (i.e. c-d)!
   605     Sorting doesn't necessarily  take much time, as in  99 cases out
   606     of 100, the lists' order is  kept from one scanline to the next.
   607     We can  thus implement it  with two simple  singly-linked lists,
   608     sorted by a classic bubble-sort, which takes a minimum amount of
   609     time when the lists are already sorted.
   611     A  previous  version  of  the  rasterizer  used  more  elaborate
   612     structures, like arrays to  perform `faster' sorting.  It turned
   613     out that  this old scheme is  not faster than  the one described
   614     above.
   616     Once the spans  have been `created', we can  simply draw them in
   617     the target bitmap.
   619 ------------------------------------------------------------------------
   621 Copyright 2003, 2007 by
   622 David Turner, Robert Wilhelm, and Werner Lemberg.
   624 This  file  is  part  of the  FreeType  project, and may  only be  used,
   625 modified,  and  distributed  under  the  terms of  the FreeType  project
   626 license, LICENSE.TXT.   By continuing to use, modify, or distribute this
   627 file you  indicate that  you have  read the  license and understand  and
   628 accept it fully.
   631 --- end of raster.txt ---
   633 Local Variables:
   634 coding: utf-8
   635 End:

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