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1 /* | |
2 * Copyright 2015 Google Inc. | |
3 * | |
4 * Use of this source code is governed by a BSD-style license that can be | |
5 * found in the LICENSE file. | |
6 */ | |
7 | |
8 #include "GrDistanceFieldAdjustTable.h" | |
9 | |
10 #include "SkScalerContext.h" | |
11 | |
12 SkDEBUGCODE(static const int kExpectedDistanceAdjustTableSize = 8;) | |
13 | |
14 void GrDistanceFieldAdjustTable::buildDistanceAdjustTable() { | |
15 // This is used for an approximation of the mask gamma hack, used by raster
and bitmap | |
16 // text. The mask gamma hack is based off of guessing what the blend color i
s going to | |
17 // be, and adjusting the mask so that when run through the linear blend will | |
18 // produce the value closest to the desired result. However, in practice thi
s means | |
19 // that the 'adjusted' mask is just increasing or decreasing the coverage of | |
20 // the mask depending on what it is thought it will blit against. For black
(on | |
21 // assumed white) this means that coverages are decreased (on a curve). For
white (on | |
22 // assumed black) this means that coverages are increased (on a a curve). At | |
23 // middle (perceptual) gray (which could be blit against anything) the cover
ages | |
24 // remain the same. | |
25 // | |
26 // The idea here is that instead of determining the initial (real) coverage
and | |
27 // then adjusting that coverage, we determine an adjusted coverage directly
by | |
28 // essentially manipulating the geometry (in this case, the distance to the
glyph | |
29 // edge). So for black (on assumed white) this thins a bit; for white (on | |
30 // assumed black) this fake bolds the geometry a bit. | |
31 // | |
32 // The distance adjustment is calculated by determining the actual coverage
value which | |
33 // when fed into in the mask gamma table gives us an 'adjusted coverage' val
ue of 0.5. This | |
34 // actual coverage value (assuming it's between 0 and 1) corresponds to a di
stance from the | |
35 // actual edge. So by subtracting this distance adjustment and computing wit
hout the | |
36 // the coverage adjustment we should get 0.5 coverage at the same point. | |
37 // | |
38 // This has several implications: | |
39 // For non-gray lcd smoothed text, each subpixel essentially is using a | |
40 // slightly different geometry. | |
41 // | |
42 // For black (on assumed white) this may not cover some pixels which wer
e | |
43 // previously covered; however those pixels would have been only slightl
y | |
44 // covered and that slight coverage would have been decreased anyway. Al
so, some pixels | |
45 // which were previously fully covered may no longer be fully covered. | |
46 // | |
47 // For white (on assumed black) this may cover some pixels which weren't | |
48 // previously covered at all. | |
49 | |
50 int width, height; | |
51 size_t size; | |
52 | |
53 #ifdef SK_GAMMA_CONTRAST | |
54 SkScalar contrast = SK_GAMMA_CONTRAST; | |
55 #else | |
56 SkScalar contrast = 0.5f; | |
57 #endif | |
58 SkScalar paintGamma = SK_GAMMA_EXPONENT; | |
59 SkScalar deviceGamma = SK_GAMMA_EXPONENT; | |
60 | |
61 size = SkScalerContext::GetGammaLUTSize(contrast, paintGamma, deviceGamma, | |
62 &width, &height); | |
63 | |
64 SkASSERT(kExpectedDistanceAdjustTableSize == height); | |
65 fTable = new SkScalar[height]; | |
66 | |
67 SkAutoTArray<uint8_t> data((int)size); | |
68 SkScalerContext::GetGammaLUTData(contrast, paintGamma, deviceGamma, data.get
()); | |
69 | |
70 // find the inverse points where we cross 0.5 | |
71 // binsearch might be better, but we only need to do this once on creation | |
72 for (int row = 0; row < height; ++row) { | |
73 uint8_t* rowPtr = data.get() + row*width; | |
74 for (int col = 0; col < width - 1; ++col) { | |
75 if (rowPtr[col] <= 127 && rowPtr[col + 1] >= 128) { | |
76 // compute point where a mask value will give us a result of 0.5 | |
77 float interp = (127.5f - rowPtr[col]) / (rowPtr[col + 1] - rowPt
r[col]); | |
78 float borderAlpha = (col + interp) / 255.f; | |
79 | |
80 // compute t value for that alpha | |
81 // this is an approximate inverse for smoothstep() | |
82 float t = borderAlpha*(borderAlpha*(4.0f*borderAlpha - 6.0f) + 5
.0f) / 3.0f; | |
83 | |
84 // compute distance which gives us that t value | |
85 const float kDistanceFieldAAFactor = 0.65f; // should match SK_D
istanceFieldAAFactor | |
86 float d = 2.0f*kDistanceFieldAAFactor*t - kDistanceFieldAAFactor
; | |
87 | |
88 fTable[row] = d; | |
89 break; | |
90 } | |
91 } | |
92 } | |
93 } | |
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