Change default LCD filter to be normalized and color-balanced.
Update documentation. * src/base/ftlcdfil.c (FT_Library_SetLcdFilter): Update `default_filter'.
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@ -1,3 +1,10 @@
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2015-11-28 Nikolaus Waxweiler <madigens@gmail.com>
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Change default LCD filter to be normalized and color-balanced.
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* src/base/ftlcdfil.c (FT_Library_SetLcdFilter): Update
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`default_filter'.
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2015-11-28 Werner Lemberg <wl@gnu.org>
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[docmaker] Allow references to section names.
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@ -2828,9 +2828,14 @@ FT_BEGIN_HEADER
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* @FT_LOAD_TARGET_MONO instead.
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*
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* FT_LOAD_TARGET_LIGHT ::
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* A lighter hinting algorithm for non-monochrome modes. Many
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* generated glyphs are more fuzzy but better resemble its original
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* shape. A bit like rendering on Mac OS~X.
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* A lighter hinting algorithm for gray-level modes. Many generated
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* glyphs are fuzzier but better resemble their original shape. This
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* is achieved by snapping glyphs to the pixel grid only vertically
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* (Y-axis), as is done by Microsoft's ClearType and Adobe's
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* proprietary font renderer. This preserves inter-glyph spacing in
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* horizontal text. The snapping is done either by the native font
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* driver if the driver itself and the font support it or by the
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* auto-hinter.
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*
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* FT_LOAD_TARGET_MONO ::
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* Strong hinting algorithm that should only be used for monochrome
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@ -2937,7 +2942,10 @@ FT_BEGIN_HEADER
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/* field in the @FT_GlyphSlotRec structure gives the format of the */
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/* returned bitmap. */
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/* */
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/* All modes except @FT_RENDER_MODE_MONO use 256 levels of opacity. */
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/* All modes except @FT_RENDER_MODE_MONO use 256 levels of opacity, */
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/* indicating pixel coverage. Use linear alpha blending and gamma */
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/* correction to correctly render non-monochrome glyph bitmaps onto a */
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/* surface; see @FT_Render_Glyph. */
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/* */
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/* <Values> */
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/* FT_RENDER_MODE_NORMAL :: */
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@ -3007,6 +3015,82 @@ FT_BEGIN_HEADER
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/* the glyph image format, finding the relevant renderer, and */
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/* invoking it. */
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/* */
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/* When FreeType outputs a bitmap of a glyph, it really outputs an */
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/* alpha coverage map. If a pixel is completely covered by a */
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/* filled-in outline, the bitmap contains 0xFF at that pixel, meaning */
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/* that 0xFF/0xFF fraction of that pixel is covered, meaning the */
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/* pixel is 100% black (or 0% bright). If a pixel is only 50% */
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/* covered (value 0x80), the pixel is made 50% black (50% bright or a */
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/* middle shade of grey). 0% covered means 0% black (100% bright or */
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/* white). */
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/* */
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/* On high-DPI screens like on smartphones and tablets, the pixels */
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/* are so small that their chance of being completely covered and */
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/* therefore completely black are fairly good. On the low-DPI */
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/* screens, however, the situation is different. The pixels are too */
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/* large for most of the details of a glyph and shades of gray are */
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/* the norm rather than the exception. */
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/* */
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/* This is relevant because all our screens have a second problem: */
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/* they are not linear. 1~+~1 is not~2. Twice the value does not */
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/* result in twice the brightness. When a pixel is only 50% covered, */
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/* the coverage map says 50% black, and this translates to a pixel */
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/* value of 128 when you use 8~bits per channel (0-255). However, */
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/* this does not translate to 50% brightness for that pixel on our */
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/* sRGB and gamma~2.2 screens. Due to their non-linearity, they */
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/* dwell longer in the darks and only a pixel value of about 186 */
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/* results in 50% brightness – 128 ends up too dark on both bright */
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/* and dark backgrounds. The net result is that dark text looks */
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/* burnt-out, pixely and blotchy on bright background, bright text */
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/* too frail on dark backgrounds, and colored text on colored */
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/* background (for example, red on green) seems to have dark halos or */
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/* `dirt' around it. The situation is especially ugly for diagonal */
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/* stems like in `w' glyph shapes where the quality of FreeType's */
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/* anti-aliasing depends on the correct display of grays. On */
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/* high-DPI screens where smaller, fully black pixels reign supreme, */
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/* this doesn't matter, but on our low-DPI screens with all the gray */
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/* shades, it does. 0% and 100% brightness are the same things in */
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/* linear and non-linear space, just all the shades in-between */
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/* aren't. */
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/* */
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/* The blending function for placing text over a background is */
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/* */
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/* { */
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/* dst = alpha * src + (1 - alpha) * dst , */
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/* } */
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/* */
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/* which is known as the OVER operator. */
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/* */
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/* To correctly composite an antialiased pixel of a glyph onto a */
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/* surface, */
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/* */
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/* 1. take the foreground and background colors (e.g., in sRGB space) */
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/* and apply gamma to get them in a linear space, */
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/* */
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/* 2. use OVER to blend the two linear colors using the glyph pixel */
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/* as the alpha value (remember, the glyph bitmap is a coverage */
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/* bitmap), and */
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/* */
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/* 3. apply inverse gamma to the blended pixel and write it back to */
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/* the image. */
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/* */
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/* Internal testing at Adobe found that a target inverse gamma of~1.8 */
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/* for step~3 gives good results across a wide range of displays with */
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/* an sRGB gamma curve or a similar one. */
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/* */
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/* This process can cost performance. There is an approximation that */
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/* does not need to know about the background color; see */
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/* https://bel.fi/alankila/lcd/ and */
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/* https://bel.fi/alankila/lcd/alpcor.html for details. */
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/* */
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/* *ATTENTION*: Linear blending is even more important when dealing */
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/* with subpixel-rendered glyphs to prevent color-fringing! A */
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/* subpixel-rendered glyph must first be filtered with a filter that */
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/* gives equal weight to the three color primaries and does not */
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/* exceed a sum of 0x100, see section @lcd_filtering. Then the */
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/* only difference to gray linear blending is that subpixel-rendered */
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/* linear blending is done 3~times per pixel. */
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/* */
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/* <InOut> */
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/* slot :: A handle to the glyph slot containing the image to */
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/* convert. */
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@ -445,13 +445,26 @@ FT_BEGIN_HEADER
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* no-stem-darkening[autofit]
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*
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* @description:
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* *Experimental* *only*
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* *Experimental* *only,* *requires* *linear* *alpha* *blending* *and*
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* *gamma* *correction*
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*
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* The main purpose of emboldening glyphs or `stem darkening' is to
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* enhance readability at smaller sizes. The smaller the size, the more
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* emboldening is applied to keep glyphs from `thinning out'. All
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* glyphs that pass through the autohinter will be emboldened unless
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* this property is set to TRUE.
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* Stem darkening emboldens glyphs at smaller sizes to make them more
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* readable on common low-DPI screens when using linear alpha blending
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* and gamma correction, see @FT_Render_Glyph. When not using linear
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* alpha blending and gamma correction, glyphs will appear heavy and
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* fuzzy!
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*
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* Gamma correction essentially lightens fonts since shades of grey are
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* shifted to higher pixel values (=~higher brightness) to match the
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* original intention to the reality of our screens. The side-effect is
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* that glyphs `thin out'. Mac OS~X and Adobe's proprietary font
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* rendering library implement a counter-measure: stem darkening at
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* smaller sizes where shades of gray dominate. By emboldening a glyph
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* slightly in relation to its pixel size, individual pixels get higher
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* coverage of filled-in outlines and are therefore `blacker'. This
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* counteracts the `thinning out' of glyphs, making text remain readable
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* at smaller sizes. All glyphs that pass through the auto-hinter will
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* be emboldened unless this property is set to TRUE.
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*
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* See the description of the CFF driver for algorithmic details. Total
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* consistency with the CFF driver is currently not achieved because the
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@ -460,18 +473,6 @@ FT_BEGIN_HEADER
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* The smaller the size (especially 9ppem and down), the higher the loss
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* of emboldening versus the CFF driver.
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*
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* *ATTENTION*: This feature has been developed with linear alpha
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* blending and gamma correction of glyphs in mind: A rendering library
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* must apply linear alpha blending while compositing glyph bitmaps onto
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* a surface and then apply gamma correction to the glyph pixels to get
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* from linear space to display space (unless the display works in
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* linear space). Internal testing at Adobe found that a gamma
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* correction value of 1.8 gives good results across a wide range of
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* displays with a sRGB gamma curve or a similar one.
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*
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* If this is not possible, it might be better to disable stem
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* darkening. Currently, this can only be done globally.
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*
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*/
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@ -41,56 +41,76 @@ FT_BEGIN_HEADER
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* LCD Filtering
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*
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* @abstract:
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* Reduce color fringes of LCD-optimized bitmaps.
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* Reduce color fringes of subpixel-rendered bitmaps.
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*
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* @description:
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* The @FT_Library_SetLcdFilter API can be used to specify a low-pass
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* filter, which is then applied to LCD-optimized bitmaps generated
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* through @FT_Render_Glyph. This is useful to reduce color fringes
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* that would occur with unfiltered rendering.
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* Subpixel rendering exploits the color-striped structure of LCD
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* pixels, increasing the available resolution in the direction of the
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* stripe (usually horizontal RGB) by a factor of~3. Since these
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* subpixels are color pixels, using them unfiltered creates severe
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* color fringes. Use the @FT_Library_SetLcdFilter API to specify a
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* low-pass filter, which is then applied to subpixel-rendered bitmaps
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* generated through @FT_Render_Glyph.
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*
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* Note that no filter is active by default, and that this function is
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* *not* implemented in default builds of the library. You need to
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* #define FT_CONFIG_OPTION_SUBPIXEL_RENDERING in your `ftoption.h' file
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* in order to activate it.
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*
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* FreeType generates alpha coverage maps, which are linear by nature.
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* For instance, the value 0x80 in bitmap representation means that
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* (within numerical precision) 0x80/0xFF fraction of that pixel is
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* covered by the glyph's outline. The blending function for placing
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* text over a background is
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* A filter should have two properties:
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*
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* {
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* dst = alpha * src + (1 - alpha) * dst ,
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* }
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* 1) It should be normalized, meaning the sum of the 5~components
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* should be 256 (0x100). It is possible to go above or under this
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* target sum, however: going under means tossing out contrast, going
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* over means invoking clamping and thereby non-linearities that
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* increase contrast somewhat at the expense of greater distortion
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* and color-fringing. Contrast is better enhanced through stem
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* darkening.
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*
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* which is known as OVER. However, when calculating the output of the
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* OVER operator, the source colors should first be transformed to a
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* linear color space, then alpha blended in that space, and transformed
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* back to the output color space.
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* 2) It should be color-balanced, meaning a filter `{~a, b, c, b, a~}'
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* where a~+ b~=~c. It distributes the computed coverage for one
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* subpixel to all subpixels equally, sacrificing some won resolution
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* but drastically reducing color-fringing. Positioning improvements
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* remain! Note that color-fringing can only really be minimized
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* when using a color-balanced filter and alpha-blending the glyph
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* onto a surface in linear space; see @FT_Render_Glyph.
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*
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* When linear light blending is used, the default FIR5 filtering
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* weights (as given by FT_LCD_FILTER_DEFAULT) are no longer optimal, as
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* they have been designed for black on white rendering while lacking
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* gamma correction. To preserve color neutrality, weights for a FIR5
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* filter should be chosen according to two free parameters `a' and `c',
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* and the FIR weights should be
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* Regarding the form, a filter can be a `boxy' filter or a `beveled'
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* filter. Boxy filters are sharper but are less forgiving of non-ideal
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* gamma curves of a screen (viewing angles!), beveled filters are
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* fuzzier but more tolerant.
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*
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* {
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* [a - c, a + c, 2 * a, a + c, a - c] .
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* }
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* Examples:
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*
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* This formula generates equal weights for all the color primaries
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* across the filter kernel, which makes it colorless. One suggested
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* set of weights is
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* - [0x10 0x40 0x70 0x40 0x10] is beveled and neither balanced nor
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* normalized.
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*
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* {
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* [0x10, 0x50, 0x60, 0x50, 0x10] ,
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* }
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* - [0x1A 0x33 0x4D 0x33 0x1A] is beveled and balanced but not
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* normalized.
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*
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* where `a' has value 0x30 and `c' value 0x20. The weights in filter
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* may have a sum larger than 0x100, which increases coloration slightly
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* but also improves contrast.
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* - [0x19 0x33 0x66 0x4c 0x19] is beveled and normalized but not
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* balanced.
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*
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* - [0x00 0x4c 0x66 0x4c 0x00] is boxily beveled and normalized but not
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* balanced.
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*
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* - [0x00 0x55 0x56 0x55 0x00] is boxy, normalized, and almost
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* balanced.
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*
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* - [0x08 0x4D 0x56 0x4D 0x08] is beveled, normalized and, almost
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* balanced.
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*
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* It is important to understand that linear alpha blending and gamma
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* correction is critical for correctly rendering glyphs onto surfaces
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* without artifacts and even more critical when subpixel rendering is
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* involved.
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*
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* Each of the 3~alpha values (subpixels) is independently used to blend
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* one color channel. That is, red alpha blends the red channel of the
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* text color with the red channel of the background pixel. The
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* distribution of density values by the color-balanced filter assumes
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* alpha blending is done in linear space; only then color artifacts
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* cancel out.
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*/
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@ -111,10 +131,21 @@ FT_BEGIN_HEADER
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* The default filter reduces color fringes considerably, at the cost
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* of a slight blurriness in the output.
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*
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* It is a beveled, normalized, and color-balanced five-tap filter
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* that is more forgiving to screens with non-ideal gamma curves and
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* viewing angles. Note that while color-fringing is reduced, it can
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* only be minimized by using linear alpha blending and gamma
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* correction to render glyphs onto surfaces.
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*
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* FT_LCD_FILTER_LIGHT ::
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* The light filter is a variant that produces less blurriness at the
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* cost of slightly more color fringes than the default one. It might
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* be better, depending on taste, your monitor, or your personal vision.
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* The light filter is a variant that is sharper at the cost of
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* slightly more color fringes than the default one.
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*
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* It is a boxy, normalized, and color-balanced three-tap filter that
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* is less forgiving to screens with non-ideal gamma curves and
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* viewing angles. This filter works best when the rendering system
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* uses linear alpha blending and gamma correction to render glyphs
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* onto surfaces.
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*
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* FT_LCD_FILTER_LEGACY ::
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* This filter corresponds to the original libXft color filter. It
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@ -305,12 +305,10 @@
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FT_Library_SetLcdFilter( FT_Library library,
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FT_LcdFilter filter )
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{
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static const FT_Byte default_filter[5] =
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{ 0x08, 0x4d, 0x56, 0x4d, 0x08 };
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static const FT_Byte light_filter[5] =
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{ 0x00, 0x55, 0x56, 0x55, 0x00 };
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/* the values here sum up to a value larger than 256, */
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/* providing a cheap gamma correction */
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static const FT_Byte default_filter[5] =
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{ 0x10, 0x40, 0x70, 0x40, 0x10 };
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if ( !library )
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