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#ifndef Magnum_TextureTools_DistanceField_h
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#define Magnum_TextureTools_DistanceField_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Function @ref Magnum::TextureTools::distanceField()
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*/
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#ifndef MAGNUM_TARGET_GLES
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#include "Magnum/Math/Vector2.h"
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#endif
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#include "Magnum/Magnum.h"
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#include "Magnum/TextureTools/visibility.h"
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namespace Magnum { namespace TextureTools {
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/**
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@brief Create signed distance field
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@param input Input texture
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@param output Output texture
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@param rectangle Rectangle in output texture where to render
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@param radius Max lookup radius in input texture
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@param imageSize Input texture size. Needed only in OpenGL ES, in desktop
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OpenGL the information is gathered automatically using
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@ref Texture2D::imageSize().
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Converts binary image (stored in red channel of @p input) to signed distance
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field (stored in red channel in @p rectangle of @p output). The purpose of this
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function is to convert high-resolution binary image (such as vector artwork or
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font glyphs) to low-resolution grayscale image. The image will then occupy much
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less memory and can be scaled without aliasing issues. Additionally it provides
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foundation for features like outlining, glow or drop shadow essentially for
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free.
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You can also use the @ref magnum-distancefieldconverter "magnum-distancefieldconverter"
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utility to do distance field conversion on command-line. By extension, this
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functionality is also provided through @ref magnum-fontconverter "magnum-fontconverter"
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utility.
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### The algorithm
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For each pixel inside @p rectangle the algorithm looks at corresponding pixel in
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@p input and tries to find nearest pixel of opposite color in area given by
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@p radius. Signed distance between the points is then saved as value of given
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pixel in @p output. Value of `1.0` means that the pixel was originally colored
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white and nearest black pixel is farther than @p radius, value of `0.0` means
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that the pixel was originally black and nearest white pixel is farther than
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@p radius. Values around `0.5` are around edges.
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The resulting texture can be used with bilinear filtering. It can be converted
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back to binary form in shader using e.g. GLSL `smoothstep()` function with step
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around `0.5` to create antialiased edges. Or you can exploit the distance field
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features to create many other effects. See also @ref Shaders::DistanceFieldVector.
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Based on: *Chris Green - Improved Alpha-Tested Magnification for Vector Textures
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and Special Effects, SIGGRAPH 2007,
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http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf*
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@attention This is GPU-only implementation, so it expects active context.
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@note If internal format of @p output texture is not renderable, this function
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prints message to error output and does nothing. In desktop OpenGL and
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OpenGL ES 3.0 it's common to render to @ref TextureFormat::R8. In OpenGL ES
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2.0 you can use @ref TextureFormat::Red if @es_extension{EXT,texture_rg} is
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available, if not, the smallest but still inefficient supported format is
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in most cases @ref TextureFormat::RGB, rendering to @ref TextureFormat::Luminance
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is not supported in most cases.
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@bug ES (and maybe GL < 3.20) implementation behaves slightly different
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(jaggies, visible e.g. when rendering outlined fonts)
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*/
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_TEXTURETOOLS_EXPORT distanceField(Texture2D& input, Texture2D& output, const Range2Di& rectangle, Int radius, const Vector2i& imageSize = Vector2i());
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#else
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void MAGNUM_TEXTURETOOLS_EXPORT distanceField(Texture2D& input, Texture2D& output, const Range2Di& rectangle, Int radius, const Vector2i& imageSize);
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#endif
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}}
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#endif
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