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  • docs/raster.txt
  •                    How FreeType's rasterizer work
    
                              by David Turner
    
                            Revised 2007-Feb-01
    
    
    This file  is an  attempt to explain  the internals of  the FreeType
    rasterizer.  The  rasterizer is of  quite general purpose  and could
    easily be integrated into other programs.
    
    
      I. Introduction
    
     II. Rendering Technology
         1. Requirements
         2. Profiles and Spans
            a. Sweeping the Shape
            b. Decomposing Outlines into Profiles
            c. The Render Pool
            d. Computing Profiles Extents
            e. Computing Profiles Coordinates
            f. Sweeping and Sorting the Spans
    
    
    I. Introduction
    ===============
    
      A  rasterizer is  a library  in charge  of converting  a vectorial
      representation of a shape  into a bitmap.  The FreeType rasterizer
      has  been  originally developed  to  render  the  glyphs found  in
      TrueType  files, made  up  of segments  and second-order  Béziers.
      Meanwhile it has been extended to render third-order Bézier curves
      also.   This  document  is   an  explanation  of  its  design  and
      implementation.
    
      While  these explanations start  from the  basics, a  knowledge of
      common rasterization techniques is assumed.
    
    
    II. Rendering Technology
    ========================
    
    1. Requirements
    ---------------
    
      We  assume that  all scaling,  rotating, hinting,  etc.,  has been
      already done.  The glyph is thus  described by a list of points in
      the device space.
    
      - All point coordinates  are in the 26.6 fixed  float format.  The
        used orientation is:
    
    
           ^ y
           |         reference orientation
           |
           *----> x
          0
    
    
        `26.6' means  that 26 bits  are used for  the integer part  of a
        value   and  6   bits  are   used  for   the   fractional  part.
        Consequently, the `distance'  between two neighbouring pixels is
        64 `units' (1 unit = 1/64th of a pixel).
    
        Note  that, for  the rasterizer,  pixel centers  are  located at
        integer   coordinates.   The   TrueType   bytecode  interpreter,
        however, assumes that  the lower left edge of  a pixel (which is
        taken  to be  a square  with  a length  of 1  unit) has  integer
        coordinates.
    
    
            ^ y                                        ^ y
            |                                          |
            |            (1,1)                         |      (0.5,0.5)
            +-----------+                        +-----+-----+
            |           |                        |     |     |
            |           |                        |     |     |
            |           |                        |     o-----+-----> x
            |           |                        |   (0,0)   |
            |           |                        |           |
            o-----------+-----> x                +-----------+
          (0,0)                             (-0.5,-0.5)
    
       TrueType bytecode interpreter          FreeType rasterizer
    
    
        A pixel line in the target bitmap is called a `scanline'.
    
      - A  glyph  is  usually  made  of several  contours,  also  called
        `outlines'.  A contour is simply a closed curve that delimits an
        outer or inner region of the glyph.  It is described by a series
        of successive points of the points table.
    
        Each point  of the glyph  has an associated flag  that indicates
        whether  it is  `on' or  `off' the  curve.  Two  successive `on'
        points indicate a line segment joining the two points.
    
        One `off' point amidst two `on' points indicates a second-degree
        (conic)  Bézier parametric  arc, defined  by these  three points
        (the `off' point being the  control point, and the `on' ones the
        start and end points).  Similarly, a third-degree (cubic) Bézier
        curve  is described  by four  points (two  `off'  control points
        between two `on' points).
    
        Finally,  for  second-order curves  only,  two successive  `off'
        points  forces the  rasterizer to  create, during  rendering, an
        `on'  point amidst them,  at their  exact middle.   This greatly
        facilitates the  definition of  successive Bézier arcs.
    
      The parametric form of a second-order Bézier curve is:
    
          P(t) = (1-t)^2*P1 + 2*t*(1-t)*P2 + t^2*P3
    
          (P1 and P3 are the end points, P2 the control point.)
    
      The parametric form of a third-order Bézier curve is:
    
          P(t) = (1-t)^3*P1 + 3*t*(1-t)^2*P2 + 3*t^2*(1-t)*P3 + t^3*P4
    
          (P1 and P4 are the end points, P2 and P3 the control points.)
    
      For both formulae, t is a real number in the range [0..1].
    
      Note  that the rasterizer  does not  use these  formulae directly.
      They exhibit,  however, one very  useful property of  Bézier arcs:
      Each  point of  the curve  is a  weighted average  of  the control
      points.
    
      As all weights  are positive and always sum up  to 1, whatever the
      value  of t,  each arc  point lies  within the  triangle (polygon)
      defined by the arc's three (four) control points.
    
      In  the following,  only second-order  curves are  discussed since
      rasterization of third-order curves is completely identical.
    
      Here some samples for second-order curves.
    
    
                                            *            # on curve
                                                         * off curve
                                         __---__
            #-__                      _--       -_
                --__                _-            -
                    --__           #               \
                        --__                        #
                            -#
                                     Two `on' points
             Two `on' points       and one `off' point
                                      between them
    
                          *
            #            __      Two `on' points with two `off'
             \          -  -     points between them. The point
              \        /    \    marked `0' is the middle of the
               -      0      \   `off' points, and is a `virtual
                -_  _-       #   on' point where the curve passes.
                  --             It does not appear in the point
                  *              list.
    
    
    2. Profiles and Spans
    ---------------------
    
      The following is a basic explanation of the _kind_ of computations
      made  by  the   rasterizer  to  build  a  bitmap   from  a  vector
      representation.  Note  that the actual  implementation is slightly
      different, due to performance tuning and other factors.
    
      However, the following ideas remain  in the same category, and are
      more convenient to understand.
    
    
      a. Sweeping the Shape
    
        The best way to fill a shape is to decompose it into a number of
        simple  horizontal segments,  then turn  them on  in  the target
        bitmap.  These segments are called `spans'.
    
                    __---__
                 _--       -_
               _-            -
              -               \
             /                 \
            /                   \
           |                     \
    
                    __---__         Example: filling a shape
                 _----------_                with spans.
               _--------------
              ----------------\
             /-----------------\    This is typically done from the top
            /                   \   to the bottom of the shape, in a
           |           |         \  movement called a `sweep'.
                       V
    
                    __---__
                 _----------_
               _--------------
              ----------------\
             /-----------------\
            /-------------------\
           |---------------------\
    
    
        In  order  to draw  a  span,  the  rasterizer must  compute  its
        coordinates, which  are simply the x coordinates  of the shape's
        contours, taken on the y scanlines.
    
    
                       /---/    |---|   Note that there are usually
                      /---/     |---|   several spans per scanline.
            |        /---/      |---|
            |       /---/_______|---|   When rendering this shape to the
            V      /----------------|   current scanline y, we must
                  /-----------------|   compute the x values of the
               a /----|         |---|   points a, b, c, and d.
          - - - *     * - - - - *   * - - y -
               /     / b       c|   |d
    
    
                       /---/    |---|
                      /---/     |---|  And then turn on the spans a-b
                     /---/      |---|  and c-d.
                    /---/_______|---|
                   /----------------|
                  /-----------------|
               a /----|         |---|
          - - - ####### - - - - ##### - - y -
               /     / b       c|   |d
    
    
      b. Decomposing Outlines into Profiles
    
        For  each  scanline during  the  sweep,  we  need the  following
        information:
    
        o The  number of  spans on  the current  scanline, given  by the
          number of  shape points  intersecting the scanline  (these are
          the points a, b, c, and d in the above example).
    
        o The x coordinates of these points.
    
        x coordinates are  computed before the sweep, in  a phase called
        `decomposition' which converts the glyph into *profiles*.
    
        Put it simply, a `profile'  is a contour's portion that can only
        be either ascending or descending,  i.e., it is monotonic in the
        vertical direction (we also say  y-monotonic).  There is no such
        thing as a horizontal profile, as we shall see.
    
        Here are a few examples:
    
    
          this square
                                              1         2
             ---->----     is made of two
            |         |                       |         |
            |         |       profiles        |         |
            ^         v                       ^    +    v
            |         |                       |         |
            |         |                       |         |
             ----<----
    
                                             up        down
    
    
          this triangle
    
                 P2                             1          2
    
                 |\        is made of two       |         \
              ^  | \  \                         |          \
              | |   \  \      profiles         |            \      |
             |  |    \  v                  ^   |             \     |
               |      \                    |  |         +     \    v
               |       \                   |  |                \
            P1 ---___   \                     ---___            \
                     ---_\                          ---_         \
                 <--__     P3                   up           down
    
    
    
          A more general contour can be made of more than two profiles:
    
                  __     ^
                 /  |   /  ___          /    |
                /   |     /   |        /     |       /     |
               |    |    /   /    =>  |      v      /     /
               |    |   |   |         |      |     ^     |
            ^  |    |___|   |  |      ^   +  |  +  |  +  v
            |  |           |   v      |                 |
               |           |          |           up    |
               |___________|          |    down         |
    
                    <--               up              down
    
    
        Successive  profiles are  always joined  by  horizontal segments
        that are not part of the profiles themselves.
    
        For  the  rasterizer,  a  profile  is  simply  an  *array*  that
        associates  one  horizontal *pixel*  coordinate  to each  bitmap
        *scanline*  crossed  by  the  contour's section  containing  the
        profile.  Note that profiles are *oriented* up or down along the
        glyph's original flow orientation.
    
        In other graphics libraries, profiles are also called `edges' or
        `edgelists'.
    
    
      c. The Render Pool
    
        FreeType  has been designed  to be  able to  run well  on _very_
        light systems, including embedded systems with very few memory.
    
        A render pool  will be allocated once; the  rasterizer uses this
        pool for all  its needs by managing this  memory directly in it.
        The  algorithms that are  used for  profile computation  make it
        possible to use  the pool as a simple  growing heap.  This means
        that this  memory management is  actually quite easy  and faster
        than any kind of malloc()/free() combination.
    
        Moreover,  we'll see  later that  the rasterizer  is  able, when
        dealing with profiles too large  and numerous to lie all at once
        in  the render  pool, to  immediately decompose  recursively the
        rendering process  into independent sub-tasks,  each taking less
        memory to be performed (see `sub-banding' below).
    
        The  render pool doesn't  need to  be large.   A 4KByte  pool is
        enough for nearly all renditions, though nearly 100% slower than
        a more comfortable 16KByte or 32KByte pool (that was tested with
        complex glyphs at sizes over 500 pixels).
    
    
      d. Computing Profiles Extents
    
        Remember that a profile is an array, associating a _scanline_ to
        the x pixel coordinate of its intersection with a contour.
    
        Though it's not exactly how the FreeType rasterizer works, it is
        convenient  to think  that  we need  a  profile's height  before
        allocating it in the pool and computing its coordinates.
    
        The profile's height  is the number of scanlines  crossed by the
        y-monotonic section of a contour.  We thus need to compute these
        sections from  the vectorial description.  In order  to do that,
        we are  obliged to compute all  (local and global)  y extrema of
        the glyph (minima and maxima).
    
    
               P2             For instance, this triangle has only
                              two y-extrema, which are simply
               |\
               | \               P2.y  as a vertical maximum
              |   \              P3.y  as a vertical minimum
              |    \
             |      \            P1.y is not a vertical extremum (though
             |       \           it is a horizontal minimum, which we
          P1 ---___   \          don't need).
                   ---_\
                         P3
    
    
        Note  that the  extrema are  expressed  in pixel  units, not  in
        scanlines.   The triangle's  height  is certainly  (P3.y-P2.y+1)
        pixel  units,   but  its  profiles'  heights   are  computed  in
        scanlines.  The exact conversion is simple:
    
          - min scanline = FLOOR  ( min y )
          - max scanline = CEILING( max y )
    
        A problem  arises with Bézier  Arcs.  While a segment  is always
        necessarily y-monotonic (i.e.,  flat, ascending, or descending),
        which makes extrema computations easy,  the ascent of an arc can
        vary between its control points.
    
    
                              P2
                             *
                                           # on curve
                                           * off curve
                       __-x--_
                    _--       -_
              P1  _-            -          A non y-monotonic Bézier arc.
                 #               \
                                  -        The arc goes from P1 to P3.
                                   \
                                    \  P3
                                     #
    
    
        We first  need to be  able to easily detect  non-monotonic arcs,
        according to  their control points.  I will  state here, without
        proof, that the monotony condition can be expressed as:
    
          P1.y <= P2.y <= P3.y   for an ever-ascending arc
    
          P1.y >= P2.y >= P3.y   for an ever-descending arc
    
        with the special case of
    
          P1.y = P2.y = P3.y     where the arc is said to be `flat'.
    
        As  you can  see, these  conditions can  be very  easily tested.
        They are, however, extremely important, as any arc that does not
        satisfy them necessarily contains an extremum.
    
        Note  also that  a monotonic  arc can  contain an  extremum too,
        which is then one of its `on' points:
    
    
            P1           P2
              #---__   *         P1P2P3 is ever-descending, but P1
                    -_           is an y-extremum.
                      -
               ---_    \
                   ->   \
                         \  P3
                          #
    
    
        Let's go back to our previous example:
    
    
                              P2
                             *
                                           # on curve
                                           * off curve
                       __-x--_
                    _--       -_
              P1  _-            -          A non-y-monotonic Bézier arc.
                 #               \
                                  -        Here we have
                                   \              P2.y >= P1.y &&
                                    \  P3         P2.y >= P3.y      (!)
                                     #
    
    
        We need to  compute the vertical maximum of this  arc to be able
        to compute a profile's height (the point marked by an `x').  The
        arc's equation indicates that  a direct computation is possible,
        but  we rely  on a  different technique,  which use  will become
        apparent soon.
    
        Bézier  arcs have  the  special property  of  being very  easily
        decomposed into two sub-arcs,  which are themselves Bézier arcs.
        Moreover, it is easy to prove that there is at most one vertical
        extremum on  each Bézier arc (for  second-degree curves; similar
        conditions can be found for third-order arcs).
    
        For instance,  the following arc  P1P2P3 can be  decomposed into
        two sub-arcs Q1Q2Q3 and R1R2R3:
    
    
                        P2
                       *
                                        # on  curve
                                        * off curve
    
    
                                        original Bézier arc P1P2P3.
                    __---__
                 _--       --_
               _-             -_
              -                 -
             /                   \
            /                     \
           #                       #
         P1                         P3
    
    
    
                        P2
                       *
    
    
    
                       Q3                 Decomposed into two subarcs
              Q2                R2        Q1Q2Q3 and R1R2R3
                *   __-#-__   *
                 _--       --_
               _-       R1    -_          Q1 = P1         R3 = P3
              -                 -         Q2 = (P1+P2)/2  R2 = (P2+P3)/2
             /                   \
            /                     \            Q3 = R1 = (Q2+R2)/2
           #                       #
         Q1                         R3    Note that Q2, R2, and Q3=R1
                                          are on a single line which is
                                          tangent to the curve.
    
    
        We have then decomposed  a non-y-monotonic Bézier curve into two
        smaller sub-arcs.  Note that in the above drawing, both sub-arcs
        are monotonic, and that the extremum is then Q3=R1.  However, in
        a  more general  case,  only  one sub-arc  is  guaranteed to  be
        monotonic.  Getting back to our former example:
    
    
                        Q2
                       *
    
                       __-x--_ R1
                    _--       #_
              Q1  _-        Q3  -   R2
                 #               \ *
                                  -
                                   \
                                    \  R3
                                     #
    
    
        Here, we see that,  though Q1Q2Q3 is still non-monotonic, R1R2R3
        is ever  descending: We  thus know that  it doesn't  contain the
        extremum.  We can then re-subdivide Q1Q2Q3 into two sub-arcs and
        go  on recursively,  stopping  when we  encounter two  monotonic
        subarcs, or when the subarcs become simply too small.
    
        We  will finally  find  the vertical  extremum.   Note that  the
        iterative process of finding an extremum is called `flattening'.
    
    
      e. Computing Profiles Coordinates
    
        Once we have the height of each profile, we are able to allocate
        it in the render pool.   The next task is to compute coordinates
        for each scanline.
    
        In  the case  of segments,  the computation  is straightforward,
        using  the  Euclidean   algorithm  (also  known  as  Bresenham).
        However, for Bézier arcs, the job is a little more complicated.
    
        We assume  that all Béziers that  are part of a  profile are the
        result of  flattening the curve,  which means that they  are all
        y-monotonic (ascending  or descending, and never  flat).  We now
        have  to compute the  intersections of  arcs with  the profile's
        scanlines.  One  way is  to use a  similar scheme  to flattening
        called `stepping'.
    
    
                                     Consider this arc, going from P1 to
          ---------------------      P3.  Suppose that we need to
                                     compute its intersections with the
                                     drawn scanlines.  As already
          ---------------------      mentioned this can be done
                                     directly, but the involved
              * P2         _---# P3  algorithm is far too slow.
          ------------- _--  --
                      _-
                    _/               Instead, it is still possible to
          ---------/-----------      use the decomposition property in
                  /                  the same recursive way, i.e.,
                 |                   subdivide the arc into subarcs
          ------|--------------      until these get too small to cross
                |                    more than one scanline!
               |
          -----|---------------      This is very easily done using a
              |                      rasterizer-managed stack of
              |                      subarcs.
              # P1
    
    
      f. Sweeping and Sorting the Spans
    
        Once all our profiles have  been computed, we begin the sweep to
        build (and fill) the spans.
    
        As both the  TrueType and Type 1 specifications  use the winding
        fill  rule (but  with opposite  directions), we  place,  on each
        scanline, the present profiles in two separate lists.
    
        One  list,  called  the  `left'  one,  only  contains  ascending
        profiles, while  the other `right' list  contains the descending
        profiles.
    
        As  each glyph  is made  of  closed curves,  a simple  geometric
        property ensures that  the two lists contain the  same number of
        elements.
    
        Creating spans is thus straightforward:
    
        1. We sort each list in increasing horizontal order.
    
        2. We pair  each value of  the left list with  its corresponding
           value in the right list.
    
    
                       /     /  |   |          For example, we have here
                      /     /   |   |          four profiles.  Two of
                    >/     /    |   |  |       them are ascending (1 &
                  1//     /   ^ |   |  | 2     3), while the two others
                  //     //  3| |   |  v       are descending (2 & 4).
                  /     //4   | |   |          On the given scanline,
               a /     /<       |   |          the left list is (1,3),
          - - - *-----* - - - - *---* - - y -  and the right one is
               /     / b       c|   |d         (4,2) (sorted).
    
                                       There are then two spans, joining
                                       1 to 4 (i.e. a-b) and 3 to 2
                                       (i.e. c-d)!
    
    
        Sorting doesn't necessarily  take much time, as in  99 cases out
        of 100, the lists' order is  kept from one scanline to the next.
        We can  thus implement it  with two simple  singly-linked lists,
        sorted by a classic bubble-sort, which takes a minimum amount of
        time when the lists are already sorted.
    
        A  previous  version  of  the  rasterizer  used  more  elaborate
        structures, like arrays to  perform `faster' sorting.  It turned
        out that  this old scheme is  not faster than  the one described
        above.
    
        Once the spans  have been `created', we can  simply draw them in
        the target bitmap.
    
    ------------------------------------------------------------------------
    
    Copyright 2003-2017 by
    David Turner, Robert Wilhelm, and Werner Lemberg.
    
    This  file  is  part  of the  FreeType  project, and may  only be  used,
    modified,  and  distributed  under  the  terms of  the FreeType  project
    license, LICENSE.TXT.   By continuing to use, modify, or distribute this
    file you  indicate that  you have  read the  license and understand  and
    accept it fully.
    
    
    --- end of raster.txt ---
    
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