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- #include "rasterization.h"
- #include <vector>
- #include "arithmetics.hpp"
- #include "Scanline.h"
- namespace msdfgen {
- static bool interpretFillRule(int intersections, FillRule fillRule) {
- switch (fillRule) {
- case FILL_NONZERO:
- return intersections != 0;
- case FILL_ODD:
- return intersections&1;
- case FILL_POSITIVE:
- return intersections > 0;
- case FILL_NEGATIVE:
- return intersections < 0;
- }
- return false;
- }
- void rasterize(Bitmap<float> &output, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule) {
- int w = output.width(), h = output.height();
- Point2 p;
- Scanline scanline;
- for (int y = 0; y < h; ++y) {
- int row = shape.inverseYAxis ? h-y-1 : y;
- p.y = (y+.5)/scale.y-translate.y;
- shape.scanline(scanline, p.y);
- for (int x = 0; x < w; ++x) {
- p.x = (x+.5)/scale.x-translate.x;
- int intersections = scanline.sumIntersections(p.x);
- bool fill = interpretFillRule(intersections, fillRule);
- output(x, row) = (float) fill;
- }
- }
- }
- void distanceSignCorrection(Bitmap<float> &sdf, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule) {
- int w = sdf.width(), h = sdf.height();
- Point2 p;
- Scanline scanline;
- for (int y = 0; y < h; ++y) {
- int row = shape.inverseYAxis ? h-y-1 : y;
- p.y = (y+.5)/scale.y-translate.y;
- shape.scanline(scanline, p.y);
- for (int x = 0; x < w; ++x) {
- p.x = (x+.5)/scale.x-translate.x;
- int intersections = scanline.sumIntersections(p.x);
- bool fill = interpretFillRule(intersections, fillRule);
- float &sd = sdf(x, row);
- if ((sd > .5f) != fill)
- sd = 1.f-sd;
- }
- }
- }
- void distanceSignCorrection(Bitmap<FloatRGB> &sdf, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule) {
- int w = sdf.width(), h = sdf.height();
- if (!(w*h))
- return;
- Point2 p;
- Scanline scanline;
- bool ambiguous = false;
- std::vector<char> matchMap;
- matchMap.resize(w*h);
- char *match = &matchMap[0];
- for (int y = 0; y < h; ++y) {
- int row = shape.inverseYAxis ? h-y-1 : y;
- p.y = (y+.5)/scale.y-translate.y;
- shape.scanline(scanline, p.y);
- for (int x = 0; x < w; ++x) {
- p.x = (x+.5)/scale.x-translate.x;
- int intersections = scanline.sumIntersections(p.x);
- bool fill = interpretFillRule(intersections, fillRule);
- FloatRGB &msd = sdf(x, row);
- float sd = median(msd.r, msd.g, msd.b);
- if (sd == .5f)
- ambiguous = true;
- else if ((sd > .5f) != fill) {
- msd.r = 1.f-msd.r;
- msd.g = 1.f-msd.g;
- msd.b = 1.f-msd.b;
- *match = -1;
- } else
- *match = 1;
- ++match;
- }
- }
- // This step is necessary to avoid artifacts when whole shape is inverted
- if (ambiguous) {
- match = &matchMap[0];
- for (int y = 0; y < h; ++y) {
- int row = shape.inverseYAxis ? h-y-1 : y;
- for (int x = 0; x < w; ++x) {
- if (!*match) {
- int neighborMatch = 0;
- if (x > 0) neighborMatch += *(match-1);
- if (x < w-1) neighborMatch += *(match+1);
- if (y > 0) neighborMatch += *(match-w);
- if (y < h-1) neighborMatch += *(match+w);
- if (neighborMatch < 0) {
- FloatRGB &msd = sdf(x, row);
- msd.r = 1.f-msd.r;
- msd.g = 1.f-msd.g;
- msd.b = 1.f-msd.b;
- }
- }
- ++match;
- }
- }
- }
- }
- }
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