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|
| +
|
| + How FreeType's rasterizer work
|
| +
|
| + by David Turner
|
| +
|
| + Revised 2007-Feb-01
|
| +
|
| +
|
| +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 comfortable 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 Euclidean 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 involved
|
| + * P2 _---# P3 algorithm 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.
|
| +
|
| +------------------------------------------------------------------------
|
| +
|
| +Copyright 2003-2015 by
|
| +David Turner, Robert Wilhelm, and Werner Lemberg.
|
| +
|
| +This file is part of the FreeType project, and may only be used,
|
| +modified, and distributed under the terms of the FreeType project
|
| +license, LICENSE.TXT. By continuing to use, modify, or distribute this
|
| +file you indicate that you have read the license and understand and
|
| +accept it fully.
|
| +
|
| +
|
| +--- end of raster.txt ---
|
| +
|
| +Local Variables:
|
| +coding: utf-8
|
| +End:
|
|
|