[sdf] Add brief technical overview of both rasterizers.
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#include "ftsdfcommon.h"
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/**************************************************************************
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*
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* A brief technical overview of how the BSDF rasterizer works
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* -----------------------------------------------------------
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*
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* [Notes]:
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* * SDF stands for Signed Distance Field everywhere.
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*
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* * BSDF stands for Bitmap to Signed Distance Field rasterizer.
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*
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* * This renderer converts rasterized bitmaps to SDF. There is another
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* renderer called 'sdf', which generates SDF directly from outlines;
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* see file `ftsdf.c` for more.
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*
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* * The idea of generating SDF from bitmaps is taken from two research
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* papers, where one is dependent on the other:
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*
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* - Per-Erik Danielsson: Euclidean Distance Mapping
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* http://webstaff.itn.liu.se/~stegu/JFA/Danielsson.pdf
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*
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* From this paper we use the eight-point sequential Euclidean
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* distance mapping (8SED). This is the heart of the process used
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* in this rasterizer.
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*
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* - Stefan Gustavson, Robin Strand: Anti-aliased Euclidean distance transform.
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* http://weber.itn.liu.se/~stegu/aadist/edtaa_preprint.pdf
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*
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* The original 8SED algorithm discards the pixels' alpha values,
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* which can contain information about the actual outline of the
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* glyph. This paper takes advantage of those alpha values and
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* approximates outline pretty accurately.
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*
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* * This rasterizer also works for monochrome bitmaps. However, the
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* result is not as accurate since we don't have any way to
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* approximate outlines from binary bitmaps.
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*
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* ========================================================================
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*
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* Generating SDF from bitmap is done in several steps.
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*
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* (1) The only information we have is the bitmap itself. It can
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* be monochrome or anti-aliased. If it is anti-aliased, pixel values
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* are nothing but coverage values. These coverage values can be used
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* to extract information about the outline of the image. For
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* example, if the pixel's alpha value is 0.5, then we can safely
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* assume that the outline passes through the center of the pixel.
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*
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* (2) Find edge pixels in the bitmap (see `bsdf_is_edge` for more). For
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* all edge pixels we use the Anti-aliased Euclidean distance
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* transform algorithm and compute approximate edge distances (see
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* `compute_edge_distance` and/or the second paper for more).
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*
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* (3) Now that we have computed approximate distances for edge pixels we
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* use the 8SED algorithm to basically sweep the entire bitmap and
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* compute distances for the rest of the pixels. (Since the algorithm
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* is pretty convoluted it is only explained briefly in a comment to
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* function `edt8`. To see the actual algorithm refer to the first
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* paper.)
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*
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* (4) Finally, compute the sign for each pixel. This is done in function
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* `finalize_sdf`. The basic idea is that if a pixel's original
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* alpha/coverage value is greater than 0.5 then it is 'inside' (and
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* 'outside' otherwise).
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*
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* Pseudo Code:
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*
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* ```
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* b = source bitmap;
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* t = target bitmap;
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* dm = list of distances; // dimension equal to b
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*
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* foreach grid_point (x, y) in b:
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* {
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* if (is_edge(x, y)):
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* dm = approximate_edge_distance(b, x, y);
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*
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* // do the 8SED on the distances
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* edt8(dm);
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*
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* // determine the signs
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* determine_signs(dm):
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*
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* // copy SDF data to the target bitmap
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* copy(dm to t);
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* }
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*
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*/
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/**************************************************************************
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*
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* useful macros
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@ -7,6 +7,83 @@
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#include "ftsdferrs.h"
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/**************************************************************************
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*
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* A brief technical overview of how the SDF rasterizer works
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* ----------------------------------------------------------
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*
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* [Notes]:
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* * SDF stands for Signed Distance Field everywhere.
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*
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* * This renderer generates SDF directly from outlines. There is
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* another renderer called 'bsdf', which converts bitmaps to SDF; see
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* file `ftbsdf.c` for more.
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*
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* * The basic idea of generating the SDF is taken from Viktor Chlumsky's
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* research paper.
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*
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* Chlumsky, Viktor: Shape Decomposition for Multi-channel Distance
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* Fields. Master's thesis. Czech Technical University in Prague,
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* Faculty of InformationTechnology, 2015.
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*
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* For more information: https://github.com/Chlumsky/msdfgen
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*
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* ========================================================================
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*
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* Generating SDF from outlines is pretty straightforward.
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*
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* (1) We have a set of contours that make the outline of a shape/glyph.
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* Each contour comprises of several edges, with three types of edges.
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*
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* * line segments
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* * conic Bezier curves
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* * cubic Bezier curves
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*
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* (2) Apart from the outlines we also have a two-dimensional grid, namely
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* the bitmap that is used to represent the final SDF data.
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*
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* (3) In order to generate SDF, our task is to find shortest signed
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* distance from each grid point to the outline. The 'signed
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* distance' means that if the grid point is filled by any contour
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* then its sign is positive, otherwise it is negative. The pseudo
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* code is as follows.
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*
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* ```
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* foreach grid_point (x, y):
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* {
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* int min_dist = INT_MAX;
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*
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* foreach contour in outline:
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* {
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* foreach edge in contour:
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* {
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* // get shortest distance from point (x, y) to the edge
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* d = get_min_dist(x, y, edge);
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*
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* if (d < min_dist)
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* min_dist = d;
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* }
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*
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* bitmap[x, y] = min_dist;
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* }
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* }
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* ```
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*
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* (4) After running this algorithm the bitmap contain sinformation about the closest
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* point from each point to the outline of the shape. Of course,
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* while this is the most straightforward way of generating SDF, we
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* use various optimizations in this rasterizer. See the
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* `sdf_generate_*' functions in this file for all details.
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*
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* The optimization currently used by default is subdivision; see
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* function `sdf_generate_subdivision` for more.
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*
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* Also, to see how we compute the shortest distance from a point to
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* each type of edge, check out the `get_min_distance_*' functions.
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*
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*/
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/**************************************************************************
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*
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* for tracking used memory
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