/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrDistanceFieldAdjustTable.h" #include "SkScalerContext.h" SkDEBUGCODE(static const int kExpectedDistanceAdjustTableSize = 8;) void GrDistanceFieldAdjustTable::buildDistanceAdjustTable() { // This is used for an approximation of the mask gamma hack, used by raster and bitmap // text. The mask gamma hack is based off of guessing what the blend color is going to // be, and adjusting the mask so that when run through the linear blend will // produce the value closest to the desired result. However, in practice this means // that the 'adjusted' mask is just increasing or decreasing the coverage of // the mask depending on what it is thought it will blit against. For black (on // assumed white) this means that coverages are decreased (on a curve). For white (on // assumed black) this means that coverages are increased (on a a curve). At // middle (perceptual) gray (which could be blit against anything) the coverages // remain the same. // // The idea here is that instead of determining the initial (real) coverage and // then adjusting that coverage, we determine an adjusted coverage directly by // essentially manipulating the geometry (in this case, the distance to the glyph // edge). So for black (on assumed white) this thins a bit; for white (on // assumed black) this fake bolds the geometry a bit. // // The distance adjustment is calculated by determining the actual coverage value which // when fed into in the mask gamma table gives us an 'adjusted coverage' value of 0.5. This // actual coverage value (assuming it's between 0 and 1) corresponds to a distance from the // actual edge. So by subtracting this distance adjustment and computing without the // the coverage adjustment we should get 0.5 coverage at the same point. // // This has several implications: // For non-gray lcd smoothed text, each subpixel essentially is using a // slightly different geometry. // // For black (on assumed white) this may not cover some pixels which were // previously covered; however those pixels would have been only slightly // covered and that slight coverage would have been decreased anyway. Also, some pixels // which were previously fully covered may no longer be fully covered. // // For white (on assumed black) this may cover some pixels which weren't // previously covered at all. int width, height; size_t size; #ifdef SK_GAMMA_CONTRAST SkScalar contrast = SK_GAMMA_CONTRAST; #else SkScalar contrast = 0.5f; #endif SkScalar paintGamma = SK_GAMMA_EXPONENT; SkScalar deviceGamma = SK_GAMMA_EXPONENT; size = SkScalerContext::GetGammaLUTSize(contrast, paintGamma, deviceGamma, &width, &height); SkASSERT(kExpectedDistanceAdjustTableSize == height); fTable = new SkScalar[height]; SkAutoTArray<uint8_t> data((int)size); SkScalerContext::GetGammaLUTData(contrast, paintGamma, deviceGamma, data.get()); // find the inverse points where we cross 0.5 // binsearch might be better, but we only need to do this once on creation for (int row = 0; row < height; ++row) { uint8_t* rowPtr = data.get() + row*width; for (int col = 0; col < width - 1; ++col) { if (rowPtr[col] <= 127 && rowPtr[col + 1] >= 128) { // compute point where a mask value will give us a result of 0.5 float interp = (127.5f - rowPtr[col]) / (rowPtr[col + 1] - rowPtr[col]); float borderAlpha = (col + interp) / 255.f; // compute t value for that alpha // this is an approximate inverse for smoothstep() float t = borderAlpha*(borderAlpha*(4.0f*borderAlpha - 6.0f) + 5.0f) / 3.0f; // compute distance which gives us that t value const float kDistanceFieldAAFactor = 0.65f; // should match SK_DistanceFieldAAFactor float d = 2.0f*kDistanceFieldAAFactor*t - kDistanceFieldAAFactor; fTable[row] = d; break; } } } }