Quantize sub-pixel glyph rendering.
This is in anticipation of caching glyph images. Quantization means that cache hits are more likely. Also make NewFace take an *Options instead of an Options.
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@ -115,7 +115,7 @@ func main() {
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d := &font.Drawer{
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Dst: rgba,
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Src: fg,
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Face: truetype.NewFace(f, truetype.Options{
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Face: truetype.NewFace(f, &truetype.Options{
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Size: *size,
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DPI: *dpi,
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Hinting: h,
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124
truetype/face.go
124
truetype/face.go
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@ -29,38 +29,116 @@ type Options struct {
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//
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// A zero value means to use no hinting.
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Hinting font.Hinting
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// SubPixelsX is the number of sub-pixel locations a glyph's dot is
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// quantized to, in the horizontal direction. For example, a value of 8
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// means that the dot is quantized to 1/8th of a pixel. This quantization
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// only affects the glyph mask image, not its bounding box or advance
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// width. A higher value gives a more faithful glyph image, but reduces the
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// effectiveness of the glyph cache.
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//
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// It must be a power of 2, and be between 1 and 64 inclusive.
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//
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// A zero value means to use 4 sub-pixel locations.
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SubPixelsX int
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// SubPixelsY is the number of sub-pixel locations a glyph's dot is
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// quantized to, in the vertical direction. For example, a value of 8
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// means that the dot is quantized to 1/8th of a pixel. This quantization
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// only affects the glyph mask image, not its bounding box or advance
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// width. A higher value gives a more faithful glyph image, but reduces the
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// effectiveness of the glyph cache.
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//
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// It must be a power of 2, and be between 1 and 64 inclusive.
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//
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// A zero value means to use 1 sub-pixel location.
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SubPixelsY int
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}
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func (o *Options) size() float64 {
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if o.Size > 0 {
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if o != nil && o.Size > 0 {
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return o.Size
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}
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return 12
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}
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func (o *Options) dpi() float64 {
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if o.DPI > 0 {
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if o != nil && o.DPI > 0 {
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return o.DPI
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}
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return 72
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}
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func (o *Options) hinting() font.Hinting {
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switch o.Hinting {
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case font.HintingVertical, font.HintingFull:
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// TODO: support vertical hinting.
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return font.HintingFull
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if o != nil {
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switch o.Hinting {
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case font.HintingVertical, font.HintingFull:
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// TODO: support vertical hinting.
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return font.HintingFull
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}
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}
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return font.HintingNone
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}
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func (o *Options) subPixelsX() (halfQuantum, mask fixed.Int26_6) {
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if o != nil {
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switch o.SubPixelsX {
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case 1, 2, 4, 8, 16, 32, 64:
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return subPixels(o.SubPixelsX)
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}
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}
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// This default value of 4 isn't based on anything scientific, merely as
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// small a number as possible that looks almost as good as no quantization,
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// or returning subPixels(64).
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return subPixels(4)
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}
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func (o *Options) subPixelsY() (halfQuantum, mask fixed.Int26_6) {
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if o != nil {
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switch o.SubPixelsX {
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case 1, 2, 4, 8, 16, 32, 64:
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return subPixels(o.SubPixelsX)
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}
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}
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// This default value of 1 isn't based on anything scientific, merely that
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// vertical sub-pixel glyph rendering is pretty rare. Baseline locations
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// can usually afford to snap to the pixel grid, so the vertical direction
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// doesn't have the deal with the horizontal's fractional advance widths.
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return subPixels(1)
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}
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// subPixels returns the bias and mask that leads to q quantized sub-pixel
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// locations per full pixel.
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//
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// For example, q == 4 leads to a bias of 8 and a mask of 0xfffffff0, or -16,
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// because we want to round fractions of fixed.Int26_6 as:
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// - 0 to 7 rounds to 0.
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// - 8 to 23 rounds to 16.
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// - 24 to 39 rounds to 32.
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// - 40 to 55 rounds to 48.
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// - 56 to 63 rounds to 64.
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// which means to add 8 and then bitwise-and with -16, in two's complement
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// representation.
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//
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// When q == 1, we want bias == 32 and mask == -64.
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// When q == 2, we want bias == 16 and mask == -32.
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// When q == 4, we want bias == 8 and mask == -16.
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// ...
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// When q == 64, we want bias == 0 and mask == -1. (The no-op case).
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// The pattern is clear.
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func subPixels(q int) (bias, mask fixed.Int26_6) {
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return 32 / fixed.Int26_6(q), -64 / fixed.Int26_6(q)
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}
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// NewFace returns a new font.Face for the given Font.
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func NewFace(f *Font, opts Options) font.Face {
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func NewFace(f *Font, opts *Options) font.Face {
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a := &face{
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f: f,
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hinting: opts.hinting(),
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scale: fixed.Int26_6(0.5 + (opts.size() * opts.dpi() * 64 / 72)),
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}
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a.subPixelBiasX, a.subPixelMaskX = opts.subPixelsX()
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a.subPixelBiasY, a.subPixelMaskY = opts.subPixelsY()
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// Set the rasterizer's bounds to be big enough to handle the largest glyph.
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b := f.Bounds(a.scale)
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@ -78,15 +156,19 @@ func NewFace(f *Font, opts Options) font.Face {
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}
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type face struct {
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f *Font
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hinting font.Hinting
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scale fixed.Int26_6
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mask *image.Alpha
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r raster.Rasterizer
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p raster.Painter
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maxw int
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maxh int
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glyphBuf GlyphBuf
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f *Font
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hinting font.Hinting
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scale fixed.Int26_6
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subPixelBiasX fixed.Int26_6
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subPixelMaskX fixed.Int26_6
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subPixelBiasY fixed.Int26_6
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subPixelMaskY fixed.Int26_6
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mask *image.Alpha
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r raster.Rasterizer
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p raster.Painter
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maxw int
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maxh int
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glyphBuf GlyphBuf
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// TODO: clip rectangle?
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}
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@ -109,9 +191,13 @@ func (a *face) Kern(r0, r1 rune) fixed.Int26_6 {
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func (a *face) Glyph(dot fixed.Point26_6, r rune) (
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newDot fixed.Point26_6, dr image.Rectangle, mask image.Image, maskp image.Point, ok bool) {
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// Split p.X and p.Y into their integer and fractional parts.
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ix, fx := int(dot.X>>6), dot.X&0x3f
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iy, fy := int(dot.Y>>6), dot.Y&0x3f
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// Quantize to the sub-pixel granularity.
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dotX := (dot.X + a.subPixelBiasX) & a.subPixelMaskX
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dotY := (dot.Y + a.subPixelBiasY) & a.subPixelMaskY
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// Split the coordinates into their integer and fractional parts.
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ix, fx := int(dotX>>6), dotX&0x3f
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iy, fy := int(dotY>>6), dotY&0x3f
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advanceWidth, offset, gw, gh, ok := a.rasterize(a.f.Index(r), fx, fy)
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if !ok {
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@ -35,7 +35,7 @@ func BenchmarkDrawString(b *testing.B) {
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d := &font.Drawer{
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Dst: dst,
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Src: image.Black,
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Face: NewFace(f, Options{}),
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Face: NewFace(f, nil),
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}
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b.ReportAllocs()
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b.ResetTimer()
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