Add 1-px padding around font and round to fix jitter

This commit is contained in:
Kae 2023-07-03 20:07:16 +10:00
parent 809744c300
commit 081dd693ca
2 changed files with 15 additions and 12 deletions

View File

@ -101,23 +101,26 @@ std::pair<Image, Vec2I> Font::render(String::Char c) {
FT_GlyphSlot slot = face->glyph; FT_GlyphSlot slot = face->glyph;
unsigned int width = slot->bitmap.width; unsigned width = slot->bitmap.width;
unsigned int height = slot->bitmap.rows; unsigned height = slot->bitmap.rows;
Image image(width, height, PixelFormat::RGBA32); Image image(width + 2, height + 2, PixelFormat::RGBA32);
for (int y = 0; y < height; ++y) { Vec4B white(255, 255, 255, 0);
unsigned char* p = slot->bitmap.buffer + y * slot->bitmap.pitch; image.fill(white);
for (int x = 0; x < width; ++x) {
for (unsigned y = 0; y != height; ++y) {
uint8_t* p = slot->bitmap.buffer + y * slot->bitmap.pitch;
for (unsigned x = 0; x != width; ++x) {
if (x >= 0 && y >= 0 && x < width && y < height) { if (x >= 0 && y >= 0 && x < width && y < height) {
unsigned char val = *(p + x); if (uint8_t val = *(p + x)) {
image.set(x, height - y - 1, Vec4B(255, 255, 255, val)); white.setW(val);
} else { image.set(x + 1, height - y, white);
image.set(x, height - y - 1, Vec4B(255, 255, 255, 0)); }
} }
} }
} }
return { move(image), {slot->bitmap_left, (slot->bitmap_top - (int)height) + m_pixelSize / 4} }; return { move(image), {slot->bitmap_left - 1, (slot->bitmap_top - height) + (m_pixelSize / 4) - 1} };
} }
} }

View File

@ -587,7 +587,7 @@ void TextPainter::renderGlyph(String::Char c, Vec2F const& screenPos, unsigned f
const FontTextureGroup::GlyphTexture& glyphTexture = m_fontTextureGroup.glyphTexture(c, fontSize, processingDirectives); const FontTextureGroup::GlyphTexture& glyphTexture = m_fontTextureGroup.glyphTexture(c, fontSize, processingDirectives);
Vec2F offset = glyphTexture.offset * scale; Vec2F offset = glyphTexture.offset * scale;
m_renderer->immediatePrimitives().emplace_back(std::in_place_type_t<RenderQuad>(), glyphTexture.texture, screenPos + offset, scale, color, 0.0f); m_renderer->immediatePrimitives().emplace_back(std::in_place_type_t<RenderQuad>(), glyphTexture.texture, Vec2F::round(screenPos + offset), scale, color, 0.0f);
} }
} }