shithub: freetype+ttf2subf

Download patch

ref: 01ce1c6a9959b745c40707970c71fb971dfafa37
parent: 98afe3f5c8490837adc2fc60ae483ad57a76f76e
author: Nikolaus Waxweiler <[email protected]>
date: Sat Nov 28 07:04:28 EST 2015

Change default LCD filter to be normalized and color-balanced.

Update documentation.

* src/base/ftlcdfil.c (FT_Library_SetLcdFilter): Update
`default_filter'.

git/fs: mount .git/fs: mount/attach disallowed
--- a/ChangeLog
+++ b/ChangeLog
@@ -1,3 +1,10 @@
+2015-11-28  Nikolaus Waxweiler  <[email protected]>
+
+	Change default LCD filter to be normalized and color-balanced.
+
+	* src/base/ftlcdfil.c (FT_Library_SetLcdFilter): Update
+	`default_filter'.
+
 2015-11-28  Werner Lemberg  <[email protected]>
 
 	[docmaker] Allow references to section names.
--- a/include/freetype/freetype.h
+++ b/include/freetype/freetype.h
@@ -2828,9 +2828,14 @@
    *     @FT_LOAD_TARGET_MONO instead.
    *
    *   FT_LOAD_TARGET_LIGHT ::
-   *     A lighter hinting algorithm for non-monochrome modes.  Many
-   *     generated glyphs are more fuzzy but better resemble its original
-   *     shape.  A bit like rendering on Mac OS~X.
+   *     A lighter hinting algorithm for gray-level modes.  Many generated
+   *     glyphs are fuzzier but better resemble their original shape.  This
+   *     is achieved by snapping glyphs to the pixel grid only vertically
+   *     (Y-axis), as is done by Microsoft's ClearType and Adobe's
+   *     proprietary font renderer.  This preserves inter-glyph spacing in
+   *     horizontal text.  The snapping is done either by the native font
+   *     driver if the driver itself and the font support it or by the
+   *     auto-hinter.
    *
    *   FT_LOAD_TARGET_MONO ::
    *     Strong hinting algorithm that should only be used for monochrome
@@ -2937,7 +2942,10 @@
   /*    field in the @FT_GlyphSlotRec structure gives the format of the    */
   /*    returned bitmap.                                                   */
   /*                                                                       */
-  /*    All modes except @FT_RENDER_MODE_MONO use 256 levels of opacity.   */
+  /*    All modes except @FT_RENDER_MODE_MONO use 256 levels of opacity,   */
+  /*    indicating pixel coverage.  Use linear alpha blending and gamma    */
+  /*    correction to correctly render non-monochrome glyph bitmaps onto a */
+  /*    surface; see @FT_Render_Glyph.                                     */
   /*                                                                       */
   /* <Values>                                                              */
   /*    FT_RENDER_MODE_NORMAL ::                                           */
@@ -3006,6 +3014,82 @@
   /*    Convert a given glyph image to a bitmap.  It does so by inspecting */
   /*    the glyph image format, finding the relevant renderer, and         */
   /*    invoking it.                                                       */
+  /*                                                                       */
+  /*    When FreeType outputs a bitmap of a glyph, it really outputs an    */
+  /*    alpha coverage map.  If a pixel is completely covered by a         */
+  /*    filled-in outline, the bitmap contains 0xFF at that pixel, meaning */
+  /*    that 0xFF/0xFF fraction of that pixel is covered, meaning the      */
+  /*    pixel is 100% black (or 0% bright).  If a pixel is only 50%        */
+  /*    covered (value 0x80), the pixel is made 50% black (50% bright or a */
+  /*    middle shade of grey).  0% covered means 0% black (100% bright or  */
+  /*    white).                                                            */
+  /*                                                                       */
+  /*    On high-DPI screens like on smartphones and tablets, the pixels    */
+  /*    are so small that their chance of being completely covered and     */
+  /*    therefore completely black are fairly good.  On the low-DPI        */
+  /*    screens, however, the situation is different.  The pixels are too  */
+  /*    large for most of the details of a glyph and shades of gray are    */
+  /*    the norm rather than the exception.                                */
+  /*                                                                       */
+  /*    This is relevant because all our screens have a second problem:    */
+  /*    they are not linear.  1~+~1 is not~2.  Twice the value does not    */
+  /*    result in twice the brightness.  When a pixel is only 50% covered, */
+  /*    the coverage map says 50% black, and this translates to a pixel    */
+  /*    value of 128 when you use 8~bits per channel (0-255).  However,    */
+  /*    this does not translate to 50% brightness for that pixel on our    */
+  /*    sRGB and gamma~2.2 screens.  Due to their non-linearity, they      */
+  /*    dwell longer in the darks and only a pixel value of about 186      */
+  /*    results in 50% brightness – 128 ends up too dark on both bright    */
+  /*    and dark backgrounds.  The net result is that dark text looks      */
+  /*    burnt-out, pixely and blotchy on bright background, bright text    */
+  /*    too frail on dark backgrounds, and colored text on colored         */
+  /*    background (for example, red on green) seems to have dark halos or */
+  /*    `dirt' around it.  The situation is especially ugly for diagonal   */
+  /*    stems like in `w' glyph shapes where the quality of FreeType's     */
+  /*    anti-aliasing depends on the correct display of grays.  On         */
+  /*    high-DPI screens where smaller, fully black pixels reign supreme,  */
+  /*    this doesn't matter, but on our low-DPI screens with all the gray  */
+  /*    shades, it does.  0% and 100% brightness are the same things in    */
+  /*    linear and non-linear space, just all the shades in-between        */
+  /*    aren't.                                                            */
+  /*                                                                       */
+  /*    The blending function for placing text over a background is        */
+  /*                                                                       */
+  /*    {                                                                  */
+  /*      dst = alpha * src + (1 - alpha) * dst    ,                       */
+  /*    }                                                                  */
+  /*                                                                       */
+  /*    which is known as the OVER operator.                               */
+  /*                                                                       */
+  /*    To correctly composite an antialiased pixel of a glyph onto a      */
+  /*    surface,                                                           */
+  /*                                                                       */
+  /*    1. take the foreground and background colors (e.g., in sRGB space) */
+  /*       and apply gamma to get them in a linear space,                  */
+  /*                                                                       */
+  /*    2. use OVER to blend the two linear colors using the glyph pixel   */
+  /*       as the alpha value (remember, the glyph bitmap is a coverage    */
+  /*       bitmap), and                                                    */
+  /*                                                                       */
+  /*    3. apply inverse gamma to the blended pixel and write it back to   */
+  /*       the image.                                                      */
+  /*                                                                       */
+  /*    Internal testing at Adobe found that a target inverse gamma of~1.8 */
+  /*    for step~3 gives good results across a wide range of displays with */
+  /*    an sRGB gamma curve or a similar one.                              */
+  /*                                                                       */
+  /*    This process can cost performance.  There is an approximation that */
+  /*    does not need to know about the background color; see              */
+  /*    https://bel.fi/alankila/lcd/ and                                   */
+  /*    https://bel.fi/alankila/lcd/alpcor.html for details.               */
+  /*                                                                       */
+  /*    *ATTENTION*: Linear blending is even more important when dealing   */
+  /*    with subpixel-rendered glyphs to prevent color-fringing!  A        */
+  /*    subpixel-rendered glyph must first be filtered with a filter that  */
+  /*    gives equal weight to the three color primaries and does not       */
+  /*    exceed a sum of 0x100, see section @lcd_filtering.  Then the       */
+  /*    only difference to gray linear blending is that subpixel-rendered  */
+  /*    linear blending is done 3~times per pixel.                         */
   /*                                                                       */
   /* <InOut>                                                               */
   /*    slot        :: A handle to the glyph slot containing the image to  */
--- a/include/freetype/ftautoh.h
+++ b/include/freetype/ftautoh.h
@@ -445,14 +445,27 @@
    *   no-stem-darkening[autofit]
    *
    * @description:
-   *   *Experimental* *only*
+   *   *Experimental* *only,* *requires* *linear* *alpha* *blending* *and*
+   *   *gamma* *correction*
    *
-   *   The main purpose of emboldening glyphs or `stem darkening' is to
-   *   enhance readability at smaller sizes.  The smaller the size, the more
-   *   emboldening is applied to keep glyphs from `thinning out'.  All
-   *   glyphs that pass through the autohinter will be emboldened unless
-   *   this property is set to TRUE.
+   *   Stem darkening emboldens glyphs at smaller sizes to make them more
+   *   readable on common low-DPI screens when using linear alpha blending
+   *   and gamma correction, see @FT_Render_Glyph.  When not using linear
+   *   alpha blending and gamma correction, glyphs will appear heavy and
+   *   fuzzy!
    *
+   *   Gamma correction essentially lightens fonts since shades of grey are
+   *   shifted to higher pixel values (=~higher brightness) to match the
+   *   original intention to the reality of our screens.  The side-effect is
+   *   that glyphs `thin out'.  Mac OS~X and Adobe's proprietary font
+   *   rendering library implement a counter-measure: stem darkening at
+   *   smaller sizes where shades of gray dominate.  By emboldening a glyph
+   *   slightly in relation to its pixel size, individual pixels get higher
+   *   coverage of filled-in outlines and are therefore `blacker'.  This
+   *   counteracts the `thinning out' of glyphs, making text remain readable
+   *   at smaller sizes.  All glyphs that pass through the auto-hinter will
+   *   be emboldened unless this property is set to TRUE.
+   *
    *   See the description of the CFF driver for algorithmic details.  Total
    *   consistency with the CFF driver is currently not achieved because the
    *   emboldening method differs and glyphs must be scaled down on the
@@ -459,18 +472,6 @@
    *   Y-axis to keep outline points inside their precomputed blue zones.
    *   The smaller the size (especially 9ppem and down), the higher the loss
    *   of emboldening versus the CFF driver.
-   *
-   *   *ATTENTION*: This feature has been developed with linear alpha
-   *   blending and gamma correction of glyphs in mind: A rendering library
-   *   must apply linear alpha blending while compositing glyph bitmaps onto
-   *   a surface and then apply gamma correction to the glyph pixels to get
-   *   from linear space to display space (unless the display works in
-   *   linear space).  Internal testing at Adobe found that a gamma
-   *   correction value of 1.8 gives good results across a wide range of
-   *   displays with a sRGB gamma curve or a similar one.
-   *
-   *   If this is not possible, it might be better to disable stem
-   *   darkening.  Currently, this can only be done globally.
    *
    */
 
--- a/include/freetype/ftlcdfil.h
+++ b/include/freetype/ftlcdfil.h
@@ -41,13 +41,16 @@
    *   LCD Filtering
    *
    * @abstract:
-   *   Reduce color fringes of LCD-optimized bitmaps.
+   *   Reduce color fringes of subpixel-rendered bitmaps.
    *
    * @description:
-   *   The @FT_Library_SetLcdFilter API can be used to specify a low-pass
-   *   filter, which is then applied to LCD-optimized bitmaps generated
-   *   through @FT_Render_Glyph.  This is useful to reduce color fringes
-   *   that would occur with unfiltered rendering.
+   *   Subpixel rendering exploits the color-striped structure of LCD
+   *   pixels, increasing the available resolution in the direction of the
+   *   stripe (usually horizontal RGB) by a factor of~3.  Since these
+   *   subpixels are color pixels, using them unfiltered creates severe
+   *   color fringes.  Use the @FT_Library_SetLcdFilter API to specify a
+   *   low-pass filter, which is then applied to subpixel-rendered bitmaps
+   *   generated through @FT_Render_Glyph.
    *
    *   Note that no filter is active by default, and that this function is
    *   *not* implemented in default builds of the library.  You need to
@@ -54,43 +57,60 @@
    *   #define FT_CONFIG_OPTION_SUBPIXEL_RENDERING in your `ftoption.h' file
    *   in order to activate it.
    *
-   *   FreeType generates alpha coverage maps, which are linear by nature.
-   *   For instance, the value 0x80 in bitmap representation means that
-   *   (within numerical precision) 0x80/0xFF fraction of that pixel is
-   *   covered by the glyph's outline.  The blending function for placing
-   *   text over a background is
+   *   A filter should have two properties:
    *
-   *   {
-   *     dst = alpha * src + (1 - alpha) * dst    ,
-   *   }
+   *   1) It should be normalized, meaning the sum of the 5~components
+   *      should be 256 (0x100).  It is possible to go above or under this
+   *      target sum, however: going under means tossing out contrast, going
+   *      over means invoking clamping and thereby non-linearities that
+   *      increase contrast somewhat at the expense of greater distortion
+   *      and color-fringing.  Contrast is better enhanced through stem
+   *      darkening.
    *
-   *   which is known as OVER.  However, when calculating the output of the
-   *   OVER operator, the source colors should first be transformed to a
-   *   linear color space, then alpha blended in that space, and transformed
-   *   back to the output color space.
+   *   2) It should be color-balanced, meaning a filter `{~a, b, c, b, a~}'
+   *      where a~+ b~=~c.  It distributes the computed coverage for one
+   *      subpixel to all subpixels equally, sacrificing some won resolution
+   *      but drastically reducing color-fringing.  Positioning improvements
+   *      remain!  Note that color-fringing can only really be minimized
+   *      when using a color-balanced filter and alpha-blending the glyph
+   *      onto a surface in linear space; see @FT_Render_Glyph.
    *
-   *   When linear light blending is used, the default FIR5 filtering
-   *   weights (as given by FT_LCD_FILTER_DEFAULT) are no longer optimal, as
-   *   they have been designed for black on white rendering while lacking
-   *   gamma correction.  To preserve color neutrality, weights for a FIR5
-   *   filter should be chosen according to two free parameters `a' and `c',
-   *   and the FIR weights should be
+   *   Regarding the form, a filter can be a `boxy' filter or a `beveled'
+   *   filter.  Boxy filters are sharper but are less forgiving of non-ideal
+   *   gamma curves of a screen (viewing angles!), beveled filters are
+   *   fuzzier but more tolerant.
    *
-   *   {
-   *     [a - c, a + c, 2 * a, a + c, a - c]    .
-   *   }
+   *   Examples:
    *
-   *   This formula generates equal weights for all the color primaries
-   *   across the filter kernel, which makes it colorless.  One suggested
-   *   set of weights is
+   *   - [0x10 0x40 0x70 0x40 0x10] is beveled and neither balanced nor
+   *     normalized.
    *
-   *   {
-   *     [0x10, 0x50, 0x60, 0x50, 0x10]    ,
-   *   }
+   *   - [0x1A 0x33 0x4D 0x33 0x1A] is beveled and balanced but not
+   *     normalized.
    *
-   *   where `a' has value 0x30 and `c' value 0x20.  The weights in filter
-   *   may have a sum larger than 0x100, which increases coloration slightly
-   *   but also improves contrast.
+   *   - [0x19 0x33 0x66 0x4c 0x19] is beveled and normalized but not
+   *     balanced.
+   *
+   *   - [0x00 0x4c 0x66 0x4c 0x00] is boxily beveled and normalized but not
+   *     balanced.
+   *
+   *   - [0x00 0x55 0x56 0x55 0x00] is boxy, normalized, and almost
+   *     balanced.
+   *
+   *   - [0x08 0x4D 0x56 0x4D 0x08] is beveled, normalized and, almost
+   *     balanced.
+   *
+   *   It is important to understand that linear alpha blending and gamma
+   *   correction is critical for correctly rendering glyphs onto surfaces
+   *   without artifacts and even more critical when subpixel rendering is
+   *   involved.
+   *
+   *   Each of the 3~alpha values (subpixels) is independently used to blend
+   *   one color channel.  That is, red alpha blends the red channel of the
+   *   text color with the red channel of the background pixel.  The
+   *   distribution of density values by the color-balanced filter assumes
+   *   alpha blending is done in linear space; only then color artifacts
+   *   cancel out.
    */
 
 
@@ -111,10 +131,21 @@
    *     The default filter reduces color fringes considerably, at the cost
    *     of a slight blurriness in the output.
    *
+   *     It is a beveled, normalized, and color-balanced five-tap filter
+   *     that is more forgiving to screens with non-ideal gamma curves and
+   *     viewing angles.  Note that while color-fringing is reduced, it can
+   *     only be minimized by using linear alpha blending and gamma
+   *     correction to render glyphs onto surfaces.
+   *
    *   FT_LCD_FILTER_LIGHT ::
-   *     The light filter is a variant that produces less blurriness at the
-   *     cost of slightly more color fringes than the default one.  It might
-   *     be better, depending on taste, your monitor, or your personal vision.
+   *     The light filter is a variant that is sharper at the cost of
+   *     slightly more color fringes than the default one.
+   *
+   *     It is a boxy, normalized, and color-balanced three-tap filter that
+   *     is less forgiving to screens with non-ideal gamma curves and
+   *     viewing angles.  This filter works best when the rendering system
+   *     uses linear alpha blending and gamma correction to render glyphs
+   *     onto surfaces.
    *
    *   FT_LCD_FILTER_LEGACY ::
    *     This filter corresponds to the original libXft color filter.  It
--- a/src/base/ftlcdfil.c
+++ b/src/base/ftlcdfil.c
@@ -305,12 +305,10 @@
   FT_Library_SetLcdFilter( FT_Library    library,
                            FT_LcdFilter  filter )
   {
+    static const FT_Byte  default_filter[5] =
+                            { 0x08, 0x4d, 0x56, 0x4d, 0x08 };
     static const FT_Byte  light_filter[5] =
                             { 0x00, 0x55, 0x56, 0x55, 0x00 };
-    /* the values here sum up to a value larger than 256, */
-    /* providing a cheap gamma correction                 */
-    static const FT_Byte  default_filter[5] =
-                            { 0x10, 0x40, 0x70, 0x40, 0x10 };
 
 
     if ( !library )