diff --git a/docs/glyphs/down_flow.png b/docs/glyphs/down_flow.png index beafbd4a4..2b3f95fea 100644 Binary files a/docs/glyphs/down_flow.png and b/docs/glyphs/down_flow.png differ diff --git a/docs/glyphs/glyphs-1.html b/docs/glyphs/glyphs-1.html new file mode 100644 index 000000000..15bd0cca5 --- /dev/null +++ b/docs/glyphs/glyphs-1.html @@ -0,0 +1,169 @@ + + +
+ + + +
+
+
This section describes the way scalable representation of glyph images, + called outlines, are used by FreeType as well as client applications. + ++1. Pixels, Points and Device Resolutions : ++ + +2. Vectorial representation : ++ + + + +3. Hinting and Bitmap rendering ++ ++ +
|
+
+
+1. Baseline, Pens and Layouts ++ + +2. Typographic metrics and bounding boxes ++ + |
+
+
The term 'kerning' refers to specific information used to adjust +the relative positions of coincident glyphs in a string of text. This section +describes several types of kerning information, as well as the way to process +them when performing text layout. + + ++1. Kerning pairs ++ ++ + +2. Applying kerning+ +Applying kerning when rendering text is a rather easy process. +It merely consists in adding the scaled kern distance to the pen position +before writing each next glyph. However, the typographically correct renderer +must take a few more details in consideration. ++ + +
|
+
+
This section demonstrates how to use the concepts previously +defined to render text, whatever the layout you use. + + + ++1. Writing simple text strings : ++ ++ + +2. Sub-pixel positioning :+ +It is somewhat useful to use sub-pixel positioning when rendering +text. This is crucial, for example, to provide semi-WYSIWYG text layouts. +Text rendering is very similar to the algorithm described in sub-section +1, with the following few differences : ++ + +3. Simple kerning :+ +Adding kerning to the basic text rendering algorithm is easy +: when a kerning pair is found, simply add the scaled kerning distance +to the pen position before step 4. Of course, the distance should be rounded +in the case of algorithm 1, though it doesn't need to for algorithm 2. +This gives us : ++ + +4. Right-To-Left Layout :+ +The process of laying out arabic or hebrew text is extremely +similar. The only difference is that the pen position must be decremented +before the glyph rendering (remember : the advance width is always positive, +even for arabic glyphs). Thus, algorithm 1 becomes : ++ + +5. Vertical layouts :+ +Laying out vertical text uses exactly the same processes, with +the following significant differences : ++ + +6. WYSIWYG text layouts :+ +As you probably know, the acronym WYSIWYG stands for 'What +You See Is What You Get'. Basically, this means that the output of +a document on the screen should match "perfectly" its printed version. +A true wysiwyg system requires two things : ++ + +
|
+
+
The purpose of this section is to present the way FreeType +manages vectorial outlines, as well as the most common operations that +can be applied on them. + + ++1. FreeType outline description and structure : ++ + +2. Bounding and control box computations : ++ + + 3. Coordinates, scaling and grid-fitting : ++ ++ + +
|
+
+
The purpose of this section is to present the way FreeType +manages bitmaps and pixmaps, and how they relate to the concepts previously +defined. The relationships between vectorial and pixel coordinates is +explained. + + ++1. Vectorial versus pixel coordinates : ++ + +2. FreeType bitmap and pixmap descriptor : ++ + +3. Converting outlines into bitmaps and pixmaps : ++ ++ + +
|
-
This document discusses in great details the definition of -various concepts related to digital typography, as well as a few specific -to the FreeType library. It also explains the ways typographic information, -like glyph metrics, kerning distances, etc.. is to be managed and used. -It relates to the layout and display of text strings, either in a conventional -(i.e. Roman) layout, or with right-to-left or vertical ones. Some aspects -like rotation and transformation are explained too. -- -Comments and corrections are highly welcomed, and can be sent to the -FreeType -developers list.
-- --1. Font files, format and information
- -A font is a collection of various character images that can -be used to display or print text. The images in a single font share some -common properties, including look, style, serifs, etc.. Typographically -speaking, one has to distinguish between a font family and its multiple -font -faces, which usually differ in style though come from the same template. -For example, "Palatino Regular" and "Palatino Italic" are -two distinct faces from the same famous family, called "Palatino" -itself. -- -The single term font is nearly always used in ambiguous ways to refer -to either a given family or given face, depending on the context. For example, -most users of word-processors use "font" to describe a font family (e.g. -Courier, Palatino, etc..); however most of these families are implemented -through several data files depending on the file format : for TrueType, -this is usually one per face (i.e. ARIAL.TFF for "Arial Regular", ARIALI.TTF -for "Arial Italic", etc..). The file is also called a "font" but really -contains a font face. -
A digital font is thus a data file that may contain one or -more font faces. For each of these, it contains character images, character -metrics, as well as other kind of information important to the layout of -text and the processing of specific character encodings. In some awkward -formats, like Adobe Type1, a single font face is described through several -files (i.e. one contains the character images, another one the character -metrics). We will ignore this implementation issue in most of this document -and consider digital fonts as single files, though FreeType 2.0 is able -to support multiple-files fonts correctly. -
As a convenience, a font file containing more than one face is called -a font collection. This case is rather rare but can be seen in many asian -fonts, which contain images for two or more scripts for a given language.
-2. Character images and mappings :
- -The character images are called glyphs. A single character -can have several distinct images, i.e. several glyphs, depending on script, -usage or context. Several characters can also take a single glyph (good -examples are roman ligatures like "oe" and "fi" which can be represented -by a single glyph like "œ" and "?"). The relationships between characters -and glyphs can be a very complex one but won't be detailed in this document. -Moreover, some formats use more or less awkward schemes to store and access -the glyphs. For the sake of clarity, we'll only retain the following notions -when working with FreeType : --
--
-- -A font file contains a set of glyphs, each one can be stored as a bitmap, -a vector representation or any other scheme (e.g. most scalable formats -use a combination of math representation and control data/programs). These -glyphs can be stored in any order in the font file, and is typically accessed -through a simple glyph index.
-
Each scalable format also contains some global metrics, expressed in -notional units, used to describe some properties of all glyphs in a same -face. For example : the maximum glyph bounding box, the ascender, descender -and text height for the font. -
Though these metrics also exist for non-scalable formats, they only -apply for a set of given character dimensions and resolutions, and they're -usually expressed in pixels then.
-
This section describes the vectorial representation of glyph -images, called outlines. -- -
--1. Pixels, Points and Device Resolutions :
- -Though it is a very common assumption when dealing with computer -graphics programs, the physical dimensions of a given pixel (be it for -screens or printers) are not squared. Often, the output device, be it a -screen or printer exhibits varying resolutions in the horizontal and vertical -directions, and this must be taken care of when rendering text. -- -It is thus common to define a device's characteristics through two numbers -expressed in dpi (dots per inch). For example, a printer with a -resolution of 300x600 dpi has 300 pixels per inch in the horizontal direction, -and 600 in the vertical one. The resolution of a typical computer monitor -varies with its size (a 15" and 17" monitors don't have the same pixel -sizes at 640x480), and of course the graphics mode resolution. -
As a consequence, the size of text is usually given in points, -rather than device-specific pixels. Points are a simple physical -unit, where 1 point = 1/72th of an inch, in digital typography. As an example, -most roman books are printed with a body text which size is chosen between -10 and 14 points. -
It is thus possible to compute the size of text in pixels from the size -in points through the following computation : -
- - -pixel_size = point_size * resolution / 72
Where resolution is expressed in dpi. Note that because the horizontal -and vertical resolutions may differ, a single point size usually defines -different text width and height in pixels. -
-IMPORTANT NOTE: -
Unlike what is often thought, the "size of text in pixels" is not -directly related to the real dimensions of characters when they're displayed -or printed. The relationship between these two concepts is a bit more complex -and relate to some design choice made by the font designer. This is described -in more details the next sub-section (see the explanations on the EM square).-2. Vectorial representation :
- -The source format of outlines is a collection of closed paths -called contours. Each contour delimits an outer or inner region -of the glyph, and can be made of either line segments or bezier -arcs. -- -The arcs are defined through control points, and can be either -second-order (these are "conic beziers") or third-order ("cubic" beziers) -polynomials, depending on the font format. Hence, each point of the outline -has an associated flag indicating its type (normal or control point). -And scaling the points will scale the whole outline. -
Each glyph's original outline points are located on a grid of indivisible -units. The points are usually stored in a font file as 16-bit integer grid -coordinates, with the grid origin's being at (0,0); they thus range from --16384 to 16383. (even though point coordinates can be floats in other -formats such as Type 1, we'll restrict our analysis to integer ones, driven -by the need for simplicity..). -
IMPORTANT NOTE: -
The grid is always oriented like the traditional mathematical 2D -plane, i.e. the X axis from the left to the right, and the Y axis from -bottom to top. -In creating the glyph outlines, a type designer uses an imaginary square -called the "EM square". Typically, the EM square can be thought of as a -tablet on which the character are drawn. The square's size, i.e., the number -of grid units on its sides, is very important for two reasons: -
--- --it is the reference used to scale the outlines to a given text dimension. -For example, a size of 12pt at 300x300 dpi corresponds to 12*300/72 = 50 -pixels. This is the size the EM square would appear on the output device -if it was rendered directly. In other words, scaling from grid units to -pixels uses the formula: -pixel_size = point_size * resolution / 72 - - -
pixel_coordinate = grid_coordinate * pixel_size / EM_size--Note that glyphs can freely extend beyond the EM square if the font designer -wants so. The EM is used as a convenience, and is a valuable convenience -from traditional typography. --the greater the EM size is, the larger resolution the designer can use -when digitizing outlines. For example, in the extreme example of an EM -size of 4 units, there are only 25 point positions available within the -EM square which is clearly not enough. Typical TrueType fonts use an EM -size of 2048 units (note: with Type 1 PostScript fonts, the EM size is -fixed to 1000 grid units. However, point coordinates can be expressed in -floating values). -- - -Note : Grid units are very often called "font units" or "EM units".
NOTE: -
As said before, the pixel_size computed in the above formula -does not relate directly to the size of characters on the screen. It simply -is the size of the EM square if it was to be displayed directly. Each font -designer is free to place its glyphs as it pleases him within the square. -This explains why the letters of the following text have not the same height, -even though they're displayed at the same point size with distinct fonts -: -- - -As one can see, the glyphs of the Courier family are smaller than those -of Times New Roman, which themselves are slightly smaller than those of -Arial, even though everything is displayed or printed at a size of -16 points. This only reflect design choices. -
-3. Hinting and Bitmap rendering
- -The outline as stored in a font file is called the "master" -outline, as its points coordinates are expressed in font units. Before -it can be converted into a bitmap, it must be scaled to a given size/resolution. -This is done through a very simple transform, but always creates undesirable -artifacts, e.g. stems of different widths or heights in letters like "E" -or "H". -- -As a consequence, proper glyph rendering needs the scaled points to -be aligned along the target device pixel grid, through an operation called -"grid-fitting", and often "hinting". One of its main purpose is to ensure -that important widths and heights are respected throughout the whole font -(for example, it is very often desirable that the "I" and the "T" have -their central vertical line of the same pixel width), as well as manage -features like stems and overshoots, which can cause problems at small pixel -sizes. -
There are several ways to perform grid-fitting properly, for example -most scalable formats associate some control data or programs with each -glyph outline. Here is an overview : -
--- -explicit grid-fitting : --The TrueType format defines a stack-based virtual machine, -for which programs can be written with the help of more than 200 opcodes -(most of these relating to geometrical operations). Each glyph is thus -made of both an outline and a control program, its purpose being to perform -the actual grid-fitting in the way defined by the font designer.- -
implicit grid-fitting (also called hinting) : -The Type 1 format takes a much simpler approach : each glyph -is made of an outline as well as several pieces called "hints" which are -used to describe some important features of the glyph, like the presence -of stems, some width regularities, and the like. There aren't a lot of -hint types, and it's up to the final renderer to interpret the hints in -order to produce a fitted outline.- -
automatic grid-fitting : -Some formats simply include no control information with each -glyph outline, apart metrics like the advance width and height. It's then -up to the renderer to "guess" the more interesting features of the outline -in order to perform some decent grid-fitting.-- -
The following table summarises the pros and cons of each scheme -:- -
- - -- - ---Grid-fitting scheme -- - ---Pros -- ---Cons -- - -- - ---Explicit -- - ---Quality - -
excellence at small sizes is possible. This is -very important for screen display. -Consistency -
all renderers produce the same glyph bitmaps.- ---Speed - -
intepreting bytecode can be slow if the glyph -programs are complex. -Size -
glyph programs can be long -Technicity -
it is extremely difficult to write good hinting -programs. Very few tools available.- - -- - ---Implicit -- - ---Size - -
hints are usually much smaller than explicit -glyph programs. -Speed -
grid-fitting is usually a fast process- ---Quality - -
often questionable at small sizes. Better with -anti-aliasing though. -Inconsistency -
results can vary between different renderers, -or even distinct versions of the same engine.- -- - ---Automatic -- - ---Size - -
no need for control information, resulting in -smaller font files. -Speed -
depends on the grid-fitting algo.Usually faster -than explicit grid-fitting.- ---Quality - -
often questionable at small sizes. Better with -anti-aliasing though -Speed -
depends on the grid-fitting algo. -Inconsistency -
results can vary between different renderers, -or even distinct versions of the same engine.
-- --1. Baseline, Pens and Layouts
-The baseline is an imaginary line that is used to "guide" glyphs when rendering -text. It can be horizontal (e.g. Roman, Cyrillic, Arabic, etc.) or vertical -(e.g. Chinese, Japanese, Korean, etc). Moreover, to render text, a virtual -point, located on the baseline, called the "pen position" or "origin", -is used to locate glyphs. -Each layout uses a different convention for glyph placement: -
----with horizontal layout, glyphs simply "rest" on the baseline. Text is rendered -by incrementing the pen position, either to the right or to the left. -
IMPORTANT NOTE: The pen position is always placed on the baseline.
-
the ascent -
the descent
-
the linegap
-
ascent - descent + linegap
the glyph's bounding box, also called "bbox" -
Note that if it wasn't for grid-fitting, you wouldn't need to know a -box's complete values, but only its dimensions to know how big is a glyph -outline/bitmap. However, correct rendering of hinted glyphs needs the preservation -of important grid alignment on each glyph translation/placement on the -baseline.
internal leading = ascent - descent - EM_size
the left side bearing: a.k.a. bearingX -
the top side bearing: a.k.a. bearingY
-
the advance width: a.k.a. advanceX
-
the advance height: a.k.a. advanceY
-
the glyph width
-
the glyph height
-
the right side bearing
-
Here is a picture giving all the details for horizontal metrics : -
And here is another one for the vertical metrics : -
For example, the image of the lowercase "m" letter sometimes fits a -square in the master grid. However, to make it readable at small pixel -sizes, hinting tends to enlarge its scaled outline in order to keep its -three legs distinctly visible, resulting in a larger character bitmap. -
The glyph metrics are also influenced by the grid-fitting process. Mainly
-because :
-
-
Note also that :
-
-
IMPORTANT NOTE:
-
Performing 2D transforms on glyph outlines is very easy with FreeType.
-However, when using translation on a hinted outlines, one should aways
-take care of exclusively using integer pixel distances (which
-means that the parameters to the FT_Translate_Outline API should all be
-multiples of 64, as the point coordinates are in 26.6 fixed float format).
-
Otherwise, the translation will simply ruin the hinter's work,
-resulting in a very low quality bitmaps.
-
-
Likewise, the glyph's "advance width" is the increment to apply to the
-pen position during layout, and is not related to the glyph's "width",
-which really is the glyph's bounding width.
-
-
The same conventions apply to strings of text. This means that :
-
-
The term 'kerning' refers to specific information used to adjust -the relative positions of coincident glyphs in a string of text. This section -describes several types of kerning information, as well as the way to process -them when performing text layout. -- -
--1. Kerning pairs
- -Kerning consists in modifying the spacing between two successive -glyphs according to their outlines. For example, a "T" and a "y" can be -easily moved closer, as the top of the "y" fits nicely under the "T"'s -upper right bar. -- -When laying out text with only their standard widths, some consecutive -glyphs sometimes seem a bit too close or too distant. For example, the -space between the 'A' and the 'V' in the following word seems a little -wider than needed. -
- - -Compare this to the same word, when the distance between these two letters -has been slightly reduced : -
- - -As you can see, this adjustment can make a great difference. Some font -faces thus include a table containing kerning distances for a set of given -glyph pairs, used during text layout. Note that : -
----
- -- -The pairs are ordered, i.e. the space for pair (A,V) isn't necessarily -the space for pair (V,A). They also index glyphs, and not characters.
--
- -- -Kerning distances can be expressed in horizontal or vertical directions, -depending on layout and/or script. For example, some horizontal layouts -like arabic can make use of vertical kerning adjustments between successive -glyphs. A vertical script can have vertical kerning distances.
--
-- -Kerning distances are expressed in grid units. They are usually oriented -in the X axis, which means that a negative value indicates that two glyphs -must be set closer in a horizontal layout.
--2. Applying kerning
- -Applying kerning when rendering text is a rather easy process. -It merely consists in adding the scaled kern distance to the pen position -before writing each next glyph. However, the typographically correct renderer -must take a few more details in consideration. --The "sliding dot" problem is a good example : many font faces include -a kerning distance between capital letters like "T" or "F" and a following -dot ("."), in order to slide the latter glyph just right to their main -leg. I.e. -
- - -However, this sometimes requires additional adjustments between the -dot and the letter following it, depending on the shapes of the enclosing -letters. When applying "standard" kerning adjustments, the previous sentence -would become : -
- - -Which clearly is too contracted. The solution here, as exhibited in -the first example is to only slide the dots when possible. Of course, this -requires a certain knowledge of the text's meaning. The above adjustments -would not necessarily be welcomed if we were rendering the final dot of -a given paragraph. -
This is only one example, and there are many others showing that a real -typographer is needed to layout text properly. If not available, some kind -of user interaction or tagging of the text could be used to specify some -adjustments, but in all cases, this requires some support in applications -and text libraries. -
For more mundane and common uses, however, we can have a very simple -algorithm, which avoids the sliding dot problem, and others, though -not producing optimal results. It can be seen as : -
----
-- -place the first glyph on the baseline
- -- -save the location of the pen position/origin in pen1
- -- -adjust the pen position with the kerning distance between the first and -second glyph
- -- -place the second glyph and compute the next pen position/origin in pen2.
- -- -use pen1 as the next pen position if it is beyond pen2, use pen2 otherwise.
-
This section demonstrates how to use the concepts previously -defined to render text, whatever the layout you use. -- -
--1. Writing simple text strings :
- -In this first example, we'll generate a simple string of Roman -text, i.e. with a horizontal left-to-right layout. Using exclusively pixel -metrics, the process looks like : -- -1) convert the character string into a series of glyph -indexes. --Note that kerning isn't part of this algorithm.
2) place the pen to the cursor position. -
3) get or load the glyph image. -
4) translate the glyph so that its 'origin' matches the pen position -
5) render the glyph to the target device -
6) increment the pen position by the glyph's advance width in pixels -
7) start over at step 3 for each of the remaining glyphs -
8) when all glyphs are done, set the text cursor to the new pen -position-2. Sub-pixel positioning :
- -It is somewhat useful to use sub-pixel positioning when rendering -text. This is crucial, for example, to provide semi-WYSIWYG text layouts. -Text rendering is very similar to the algorithm described in sub-section -1, with the following few differences : -- --
- -- -The pen position is expressed in fractional pixels.
- -- -Because translating a hinted outline by a non-integer distance will ruin -its grid-fitting, the position of the glyph origin must be rounded before -rendering the character image.
- -- -The advance width is expressed in fractional pixels, and isn't necessarily -an integer.
-
Which finally looks like : -1. convert the character string into a series of glyph -indexes. --Note that with fractional pixel positioning, the space between two given -letters isn't fixed, but determined by the accumulation of previous rounding -errors in glyph positioning.
2. place the pen to the cursor position. This can be a non-integer -point. -
3. get or load the glyph image. -
4. translate the glyph so that its 'origin' matches the rounded -pen position. -
5. render the glyph to the target device -
6. increment the pen position by the glyph's advance width in fractional -pixels. -
7. start over at step 3 for each of the remaining glyphs -
8. when all glyphs are done, set the text cursor to the new pen -position-3. Simple kerning :
- -Adding kerning to the basic text rendering algorithm is easy -: when a kerning pair is found, simply add the scaled kerning distance -to the pen position before step 4. Of course, the distance should be rounded -in the case of algorithm 1, though it doesn't need to for algorithm 2. -This gives us : -- -Algorithm 1 with kerning: -
3) get or load the glyph image. -- -
4) Add the rounded scaled kerning distance, if any, to the pen -position -
5) translate the glyph so that its 'origin' matches the pen position -
6) render the glyph to the target device -
7) increment the pen position by the glyph's advance width in pixels -
8) start over at step 3 for each of the remaining glyphs
Algorithm 2 with kerning: -3) get or load the glyph image. --Of course, the algorithm described in section IV can also be applied to -prevent the sliding dot problem if one wants to..
4) Add the scaled unrounded kerning distance, if any, to the pen -position. -
5) translate the glyph so that its 'origin' matches the rounded -pen position. -
6) render the glyph to the target device -
7) increment the pen position by the glyph's advance width in fractional -pixels. -
8) start over at step 3 for each of the remaining glyphs-4. Right-To-Left Layout :
- -The process of laying out arabic or hebrew text is extremely -similar. The only difference is that the pen position must be decremented -before the glyph rendering (remember : the advance width is always positive, -even for arabic glyphs). Thus, algorithm 1 becomes : -- -Right-to-left Algorithm 1: -
3) get or load the glyph image. -- -
4) Decrement the pen position by the glyph's advance width in pixels -
5) translate the glyph so that its 'origin' matches the pen position -
6) render the glyph to the target device -
7) start over at step 3 for each of the remaining glyphs
The changes to Algorithm 2, as well as the inclusion of kerning -are left as an exercise to the reader. -
-
-5. Vertical layouts :
- -Laying out vertical text uses exactly the same processes, with -the following significant differences : -- -
---Through the following algorithm : --The baseline is vertical, and the vertical metrics must be used instead -of the horizontal one. - --The left bearing is usually negative, but this doesn't change the fact -that the glyph origin must be located on the baseline. - --The advance height is always positive, so the pen position must be decremented -if one wants to write top to bottom (assuming the Y axis is oriented upwards). -1) convert the character string into a series of glyph -indexes. --
2) place the pen to the cursor position. -
3) get or load the glyph image. -
4) translate the glyph so that its 'origin' matches the pen position -
5) render the glyph to the target device -
6) decrement the vertical pen position by the glyph's advance height -in pixels -
7) start over at step 3 for each of the remaining glyphs -
8) when all glyphs are done, set the text cursor to the new pen -position-6. WYSIWYG text layouts :
- -As you probably know, the acronym WYSIWYG stands for 'What -You See Is What You Get'. Basically, this means that the output of -a document on the screen should match "perfectly" its printed version. -A true wysiwyg system requires two things : --device-independent text layout -
Which means that the document's formatting is the same on the -screen than on any printed output, including line breaks, justification, -ligatures, fonts, position of inline images, etc..- -
matching display and print character sizes -Which means that the displayed size of a given character should -match its dimensions when printed. For example, a text string which is -exactly 1 inch tall when printed should also appear 1 inch tall on the -screen (when using a scale of 100%).- -
It is clear that matching sizes cannot be possible if the computer -has no knowledge of the physical resolutions of the display device(s) it -is using. And of course, this is the most common case ! That's not too -unfortunate, however because most users really don't care about this -feature. Legibility is much more important. -When the Mac appeared, Apple decided to choose a resolution of 72 dpi -to describe the Macintosh screen to the font sub-system (whatever the monitor -used). This choice was most probably driven by the fact that, at this resolution, -1 point = 1 pixel. However; it neglected one crucial fact : as most users -tend to choose a document character size between 10 and 14 points, the -resultant displayed text was rather small and not too legible without scaling. -Microsoft engineers took notice of this problem and chose a resolution -of 96 dpi on Windows, which resulted in slightly larger, and more legible, -displayed characters (for the same printed text size). -
These distinct resolutions explain some differences when displaying -text at the same character size on a Mac and a Windows machine. Moreover, -it is not unusual to find some TrueType fonts with enhanced hinting (tech -note: through delta-hinting) for the sizes of 10, 12, 14 and 16 points -at 96 dpi. -
-As for device-independent text, it is a notion that is, unfortunately, -often abused. For example, many word processors, including MS Word, do -not really use device-independent glyph positioning algorithms when laying -out text. Rather, they use the target printer's resolution to compute hinted -glyph metrics for the layout. Though it guarantees that the printed version -is always the "nicest" it can be, especially for very low resolution printers -(like dot-matrix), it has a very sad effect : changing the printer can -have dramatic effects on the whole document layout, especially if -it makes strong use of justification, uses few page breaks, etc.. -
Because the glyph metrics vary slightly when the resolution changes -(due to hinting), line breaks can change enormously, when these differences -accumulate over long runs of text. Try for example printing a very long -document (with no page breaks) on a 300 dpi ink-jet printer, then the same -one on a 3000 dpi laser printer : you'll be extremely lucky if your final -page count didn't change between the prints ! Of course, we can still call -this WYSIWYG, as long as the printer resolution is fixed !! -
Some applications, like Adobe Acrobat, which targeted device-independent -placement from the start, do not suffer from this problem. There are two -ways to achieve this : either use the scaled and unhinted glyph metrics -when laying out text both in the rendering and printing processes, or simply -use wathever metrics you want and store them with the text in order to -get sure they're printed the same on all devices (the latter being probably -the best solution, as it also enables font substitution without breaking -text layouts). -
Just like matching sizes, device-independent placement isn't necessarily -a feature that most users want. However, it is pretty clear that for any -kind of professional document processing work, it is a requirement.
The purpose of this section is to present the way FreeType -manages vectorial outlines, as well as the most common operations that -can be applied on them. -- -
--1. FreeType outline description and structure :
- --- --a. Outline curve decomposition :
- -An outline is described as a series of closed contours in the -2D plane. Each contour is made of a series of line segments and bezier -arcs. Depending on the file format, these can be second-order or third-order -polynomials. The former are also called quadratic or conic arcs, and they -come from the TrueType format. The latter are called cubic arcs and mostly -come from the Type1 format. -- -Each arc is described through a series of start, end and control points. -Each point of the outline has a specific tag which indicates wether it -is used to describe a line segment or an arc. The tags can take the following -values : -
-
- - -
- - -- - -FT_Curve_Tag_On-- -Used when the point is "on" the curve. This corresponds to -start and end points of segments and arcs. The other tags specify what -is called an "off" point, i.e. one which isn't located on the contour itself, -but serves as a control point for a bezier arc.-- - -- - -FT_Curve_Tag_Conic-- -Used for an "off" point used to control a conic bezier arc.-- -- - -FT_Curve_Tag_Cubic-- -Used for an "off" point used to control a cubic bezier arc.--- -The following rules are applied to decompose the contour's points into -segments and arcs : -
---two successive "on" points indicate a line segment joining them. --
- --
-- -one conic "off" point amidst two "on" points indicates a conic bezier arc, -the "off" point being the control point, and the "on" ones the start and -end points.
--
- --
-- -Two successive cubic "off" points amidst two "on" points indicate a cubic -bezier arc. There must be exactly two cubic control points and two on points -for each cubic arc (using a single cubic "off" point between two "on" points -is forbidden, for example).
--
- --
- -- -finally, two successive conic "off" points forces the rasterizer to create -(during the scan-line conversion process exclusively) a virtual "on" point -amidst them, at their exact middle. This greatly facilitates the definition -of successive conic bezier arcs. Moreover, it's the way outlines are described -in the TrueType specification.
-
Note that it is possible to mix conic and cubic arcs in a single -contour, even though no current font driver produces such outlines. -
- - -
- - -- - - -- - -- -- - - -- - --b. Outline descriptor :
- -A FreeType outline is described through a simple structure, -called FT_Outline, which fields are : --
-
-- - -
- - -n_points - -the number of points in the outline -- - -n_contours - -the number of contours in the outline -- - -points - -array of point coordinates -- - -contours - -array of contour end indices -- -flags - -array of point flags -Here, points is a pointer to an array of FT_Vector -records, used to store the vectorial coordinates of each outline point. -These are expressed in 1/64th of a pixel, which is also known as the 26.6 -fixed float format. -
contours is an array of point indices used to delimit -contours in the outline. For example, the first contour always starts at -point 0, and ends a point contours[0]. The second contour -starts at point "contours[0]+1" and ends at contours[1], -etc.. -
Note that each contour is closed, and that n_points -should be equal to "contours[n_contours-1]+1" for a valid -outline. -
Finally, flags is an array of bytes, used to store each -outline point's tag. -
-
-2. Bounding and control box computations :
- -A bounding box (also called "bbox") is simply -the smallest possible rectangle that encloses the shape of a given outline. -Because of the way arcs are defined, bezier control points are not necessarily -contained within an outline's bounding box. -- -This situation happens when one bezier arc is, for example, the upper -edge of an outline and an off point happens to be above the bbox. However, -it is very rare in the case of character outlines because most font designers -and creation tools always place on points at the extrema of each curved -edges, as it makes hinting much easier. -
We thus define the control box (a.k.a. the "cbox") as -the smallest possible rectangle that encloses all points of a given outline -(including its off points). Clearly, it always includes the bbox, and equates -it in most cases. -
Unlike the bbox, the cbox is also much faster to compute. -
-- - -
- -- - - Control and bounding boxes can be computed automatically through the -functions FT_Get_Outline_CBox and FT_Get_Outline_BBox. -The former function is always very fast, while the latter may be -slow in the case of "outside" control points (as it needs to find the extreme -of conic and cubic arcs for "perfect" computations). If this isn't the -case, it's as fast as computing the control box. -
Note also that even though most glyph outlines have equal cbox and bbox -to ease hinting, this is not necessary the case anymore when a -
transform like rotation is applied to them. -
- 3. Coordinates, scaling and grid-fitting :
- -An outline point's vectorial coordinates are expressed in the -26.6 format, i.e. in 1/64th of a pixel, hence coordinates (1.0, -2.5) is -stored as the integer pair ( x:64, y: -192 ). --After a master glyph outline is scaled from the EM grid to the current -character dimensions, the hinter or grid-fitter is in charge of aligning -important outline points (mainly edge delimiters) to the pixel grid. Even -though this process is much too complex to be described in a few lines, -its purpose is mainly to round point positions, while trying to preserve -important properties like widths, stems, etc.. -
The following operations can be used to round vectorial distances in -the 26.6 format to the grid : -
- - -round(x) == (x+32) & -64 -
floor(x) == x & --64 -
ceiling(x) == (x+63) & -64Once a glyph outline is grid-fitted or transformed, it often is interesting -to compute the glyph image's pixel dimensions before rendering it. To do -so, one has to consider the following : -
The scan-line converter draws all the pixels whose centers fall -inside the glyph shape. It can also detect "drop-outs", i.e. -discontinuities coming from extremely thin shape fragments, in order to -draw the "missing" pixels. These new pixels are always located at a distance -less than half of a pixel but one cannot predict easily where they'll appear -before rendering. -
This leads to the following computations : -
--
- -- -compute the bbox
--
- -- -grid-fit the bounding box with the following :
--
- -xmin = floor( bbox.xMin ) -
- -
xmax = ceiling( bbox.xMax ) -
ymin = floor( bbox.yMin ) -
ymax = ceiling( bbox.yMax )- -return pixel dimensions, i.e. width = (xmax - xmin)/64 and height -= (ymax - ymin)/64
-
By grid-fitting the bounding box, one guarantees that all the pixel -centers that are to be drawn, including those coming from drop-out -control, will be within the adjusted box. Then the -box's dimensions in pixels can be computed. -Note also that, when translating a grid-fitted outline, -one should always use integer distances to -move an outline in the 2D plane. Otherwise, glyph edges won't be aligned -on the pixel grid anymore, and the hinter's work will be lost, producing -very -low quality bitmaps and pixmaps..
The purpose of this section is to present the way FreeType -manages bitmaps and pixmaps, and how they relate to the concepts previously -defined. The relationships between vectorial and pixel coordinates is explained. -- -
--1. FreeType bitmap and pixmap descriptor :
- -A bitmap or pixmap is described through a single structure, -called FT_Raster_Map. It is a simple descriptor whose fields are -: -- -
-
-- - -
FT_Raster_Map - -- - -rows - -the number of rows, i.e. lines, in the bitmap -- - -width - -the number of horizontal pixels in the bitmap -- - -cols - -the number of "columns", i.e. bytes per line, in the bitmap -- - -flow - -the bitmap's flow, i.e. orientation of rows (see below) -- - -pix_bits - -the number of bits per pixels. valid values are 1, 4, 8 and 16 -- -buffer - -a typeless pointer to the bitmap pixel bufer -The bitmap's flow determines wether the rows in the -pixel buffer are stored in ascending or descending order. Possible values -are FT_Flow_Up (value 1) and FT_Flow_Down -(value -1). -
Remember that FreeType uses the Y upwards convention in the 2D -plane. Which means that a coordinate of (0,0) always refer to the lower-left -corner of a bitmap. -
In the case of an 'up' flow, the rows are stored in increasing -vertical position, which means that the first bytes of the pixel buffer -are part of the lower bitmap row. On the opposite, a 'down' -flow means that the first buffer bytes are part of the upper bitmap -row, i.e. the last one in ascending order. -
As a hint, consider that when rendering an outline into a Windows or -X11 bitmap buffer, one should always use a down flow in the bitmap descriptor. -
-- -
- - -- - - - -- - - -2. Vectorial versus pixel coordinates :
- -This sub-section explains the differences between vectorial -and pixel coordinates. To make things clear, brackets will be used to describe -pixel coordinates, e.g. [3,5], while parentheses will be used for vectorial -ones, e.g. (-2,3.5). -- -In the pixel case, as we use the Y upwards convention, the coordinate -[0,0] always refers to the lower left pixel of a bitmap, while coordinate -[width-1, rows-1] to its upper right pixel. -
In the vectorial case, point coordinates are expressed in floating units, -like (1.25, -2.3). Such a position doesn't refer to a given pixel, but -simply to an immaterial point in the 2D plane -
The pixels themselves are indeed square boxes of the 2D plane, -which centers lie in half pixel coordinates. For example, the lower -left pixel of a bitmap is delimited by the square (0,0)-(1,1), -its center being at location (0.5,0.5). -
This introduces some differences when computing distances. For example, -the "length" in pixels of the line [0,0]-[10,0] is 11. However, -the vectorial distance between (0,0)-(10,0) covers exactly 10 pixel centers, -hence its length if 10. -
- -3. Converting outlines into bitmaps and pixmaps :
- -Generating a bitmap or pixmap image from a vectorial image -is easy with FreeType. However, one must understand a few points regarding -the positioning of the outline in the 2D plane before calling the function -FT_Get_Outline_Bitmap. -These are : --
--
- -- -The glyph loader and hinter always places the outline in the 2D plane so -that (0,0) matches its character origin. This means that the glyph’s outline, -and corresponding bounding box, can be placed anywhere in the 2D plane -(see the graphics in section III).
--
- -- -The target bitmap’s area is mapped to the 2D plane, with its lower left -corner at (0,0). This means that a bitmap or pixmap of dimensions [w,h] -will be mapped to a 2D rectangle window delimited by (0,0)-(w,h).
--
- -- -When calling FT_Get_Outline_Bitmap, everything that falls -within the bitmap window is rendered, the rest is ignored.
-
A common mistake made by many developers when they begin using FreeType -is believing that a loaded outline can be directly rendered in a bitmap -of adequate dimensions. The following images illustrate why this is a problem -: --
- --
-- -the first image shows a loaded outline in the 2D plane.
- -- -the second one shows the target window for a bitmap of arbitrary dimensions -[w,h]
- -- -the third one shows the juxtaposition of the outline and window in the -2D plane
- -- -the last image shows what will really be rendered in the bitmap.
-- -
-
-
-
-
-Indeed, in nearly all cases, the loaded or transformed outline must -be translated before it is rendered into a target bitmap, in order to adjust -its position relative to the target window. -
For example, the correct way of creating a standalone glyph bitmap -is thus to : -
--
- -- -Compute the size of the glyph bitmap. It can be computed directly from -the glyph metrics, or by computing its bounding box (this is useful when -a transform has been applied to the outline after the load, as the glyph -metrics are not valid anymore).
--
- -- -Create the bitmap with the computed dimensions. Don’t forget to fill the -pixel buffer with the background color.
--
- -- -Translate the outline so that its lower left corner matches (0,0). Don’t -forget that in order to preserve hinting, one should use integer, i.e. -rounded distances (of course, this isn’t required if preserving hinting -information doesn’t matter, like with rotated text). Usually, this means -translating with a vector ( -ROUND(xMin), -ROUND(yMin) ).
--
- -- -Call the function FT_Get_Outline_Bitmap.
-
In the case where one wants to write glyph images directly into -a large bitmap, the outlines must be translated so that their vectorial -position correspond to the current text cursor/character origin.
-+Copyright 1998-2000 David Turner (david@freetype.org)-1. What is anti-aliasing :
- -Anti-aliasing works by using various levels of grays to reduce -the "staircase" artefacts visible on the diagonals and curves of glyph -bitmaps. It is a way to artificially enhance the display resolution of -the target device. It can smooth out considerably displayed or printed -text.- --2. How does it work with FreeType :
- -FreeType's scan-line converter is able to produce anti-aliased -output directly. It is however limited to 8-bit pixmaps and 5 levels of -grays (or 17 levels, depending on a build configuration option). Here's -how one should use it : -- --a. Set the gray-level palette :
- -The scan-line converter uses 5 levels for anti-aliased output. -Level 0 corresponds to the text background color (e.g. white), and level -5 to the text foreground color. Intermediate levels are used for intermediate -shades of grays. -- -You must set the raster's palette when you want to use different colors, -use the function FT_Raster_Set_Palette as in : -
{ -
static const char gray_palette[5] = { 0, 7, 15, 31, -63 }; -
… -
error = FT_Set_Raster_Palette( library, 5, palette ); -
} -
--
- -- -The first parameter is a handle to a FreeType library object. See the user -guide for more details (the library contains a scan-line converter object).
--
- -- -The second parameter is the number of entries in the gray-level palette. -Valid values are 5 and 17 for now, but this may change in later implementations.
--
- -- -The last parameter is a pointer to a char table containing the pixel value -for each of the gray-levels. In this example, we use a background color -of 0, a foreground color of 63, and intermediate values in-between.
-
The palette is copied in the raster object, as well as processed -to build several lookup-tables necessary for the internal anti-aliasing -algorithm. -
-b. Render the pixmap :
- -The scan-line converter doesn't create bitmaps or pixmaps, -it simply renders into those that are passed as parameters to the function -FT_Get_Outline_Bitmap. -To render an anti-aliased pixmap, simply set the target bitmap’s depth -to 8. Note however that this target 8-bit pixmap must always have a 'cols' -field padded to 32-bits, which means that the number of bytes per lines -of the pixmap must be a multiple of 4 ! --Once the palette has been set, and the pixmap buffer has been created -to receive the glyph image, simply call FT_Get_Outline_Bitmap. -Take care of clearing the target pixmap with the background color before -calling this function. For the sake of simplicity and efficiency, the raster -is not able to compose anti-aliased glyph images on a pre-existing images. -
Here's some code demonstrating how to load and render a single glyph -pixmap : -
{ -
FT_Outline outline; -
FT_Raster_Map pixmap; -
FT_BBox cbox; -
… -// load the outline -
… -// compute glyph dimensions (grid-fit cbox, etc..) -
FT_Get_Outline_CBox( &outline, &cbox ); -cbox.xMin = cbox.xMin & -64; -// floor(xMin) -
cbox.yMin = cbox.yMin & -64; -// floor(yMin) -
cbox.xMax = (cbox.xMax+32) & -64; // ceiling(xMax) -
cbox.yMax = (cbox.yMax+32) & -64; // ceiling(yMax) -pixmap.width = (cbox.xMax - cbox.xMin)/64; -
pixmap.rows = (cbox.yMax - cbox.yMin)/64; -// fill the pixmap descriptor and create the pixmap buffer -
// don't forget to pad the 'cols' field to 32 bits -
pixmap.pix_bits = 8; -
pixmap.flow = FT_Flow_Down; -
pixmap.cols = (pixmap.width+3) & --4; // pad 'cols' to 32 bits -
pixmap.buffer = malloc( pixmap.cols * pixmap.rows -); -// fill the pixmap buffer with the background color -
// -
memset( pixmap.buffer, 0, pixmap.cols*pixmap.rows ); -// translate the outline to match (0,0) with the glyph's -
// lower left corner (ignore the bearings) -
// the cbox is grid-fitted, we won't ruin the hinting. -
// -
FT_Translate_Outline( &outline, -cbox.xMin, -cbox.yMin -); -// render the anti-aliased glyph pixmap -
error = FT_Get_Outline_Bitmap( library, &outline, &pixmap -); -// save the bearings for later use.. -
corner_x = cbox.xMin / 64; -
corner_y = cbox.yMin / 64; -
} -The resulting pixmap is always anti-aliased.
-3. Possible enhancements :
- -FreeType's raster (i.e. its scan-line converter) is currently -limited to producing either 1-bit bitmaps or anti-aliased 8-bit pixmaps. -It is not possible, for example, to draw directly a bitmapped glyph image -into a 4, 8 or 16-bit pixmap through a call to FT_Get_Outline_Bitmap. --Moreover, the anti-aliasing filter is limited to use 5 or 17 levels -of grays (through 2x2 and 4x4 sub-sampling). There are cases where this -could seem insufficient for optimal results and where a higher number of -levels like 64 or 128 would be a good thing. -
These enhancements are all possible but not planned for an immediate -future of the FreeType engine.
+
+
+
This document presents the core conventions used within the FreeType + library to manage font and glyph data. It is a must-read for + any people that needs to understand digital typography, especially + if you want to use the FreeType 2 library in your projects. + +
|