Commit d16401e2 authored by Laurent Aimar's avatar Laurent Aimar

Reimplemented the way glyphs are rendered in YUVA mode.

Outline support is temporary removed.
Underlining is a bit improved (quality and speed wise).
Overlapping over the optional background box is improved (quality wise).
parent d30ebaf7
......@@ -699,285 +699,193 @@ static int RenderYUVP( filter_t *p_filter, subpicture_region_t *p_region,
return VLC_SUCCESS;
}
static void UnderlineGlyphYUVA( int i_line_thickness, int i_line_offset, bool b_ul_next_char,
FT_BitmapGlyph p_this_glyph, FT_Vector *p_this_glyph_pos,
FT_BitmapGlyph p_next_glyph, FT_Vector *p_next_glyph_pos,
int i_glyph_tmax, int i_align_offset,
uint8_t i_y, uint8_t i_u, uint8_t i_v,
subpicture_region_t *p_region)
/*****************************************************************************
* RenderYUVA: place string in picture
*****************************************************************************
* This function merges the previously rendered freetype glyphs into a picture
*****************************************************************************/
static inline void BlendYUVAPixel( picture_t *p_picture,
int i_picture_x, int i_picture_y,
int i_a, int i_y, int i_u, int i_v,
int i_alpha )
{
int i_pitch;
uint8_t *p_dst_y,*p_dst_u,*p_dst_v,*p_dst_a;
p_dst_y = p_region->p_picture->Y_PIXELS;
p_dst_u = p_region->p_picture->U_PIXELS;
p_dst_v = p_region->p_picture->V_PIXELS;
p_dst_a = p_region->p_picture->A_PIXELS;
i_pitch = p_region->p_picture->A_PITCH;
int i_an = i_a * i_alpha / 255;
int i_offset = ( p_this_glyph_pos->y + i_glyph_tmax + i_line_offset + 3 ) * i_pitch +
p_this_glyph_pos->x + p_this_glyph->left + 3 + i_align_offset;
uint8_t *p_y = &p_picture->p[0].p_pixels[i_picture_y * p_picture->p[0].i_pitch + i_picture_x];
uint8_t *p_u = &p_picture->p[1].p_pixels[i_picture_y * p_picture->p[1].i_pitch + i_picture_x];
uint8_t *p_v = &p_picture->p[2].p_pixels[i_picture_y * p_picture->p[2].i_pitch + i_picture_x];
uint8_t *p_a = &p_picture->p[3].p_pixels[i_picture_y * p_picture->p[3].i_pitch + i_picture_x];
for( int y = 0; y < i_line_thickness; y++ )
int i_ao = *p_a;
if( i_ao == 0 )
{
int i_extra = p_this_glyph->bitmap.width;
if( b_ul_next_char )
*p_y = i_y;
*p_u = i_u;
*p_v = i_v;
*p_a = i_an;
}
else
{
*p_a = 255 - (255 - *p_a) * (255 - i_an) / 255;
if( *p_a != 0 )
{
i_extra = (p_next_glyph_pos->x + p_next_glyph->left) -
(p_this_glyph_pos->x + p_this_glyph->left);
*p_y = ( *p_y * i_ao * (255 - i_an) / 255 + i_y * i_an ) / *p_a;
*p_u = ( *p_u * i_ao * (255 - i_an) / 255 + i_u * i_an ) / *p_a;
*p_v = ( *p_v * i_ao * (255 - i_an) / 255 + i_v * i_an ) / *p_a;
}
for( int x = 0; x < i_extra; x++ )
{
bool b_ok = true;
/* break the underline around the tails of any glyphs which cross it */
/* Strikethrough doesn't get broken */
for( int z = x - i_line_thickness;
z < x + i_line_thickness && b_ok && (i_line_offset >= 0);
z++ )
{
if( p_next_glyph && ( z >= i_extra ) )
{
int i_row = i_line_offset + p_next_glyph->top + y;
if( ( p_next_glyph->bitmap.rows > i_row ) &&
p_next_glyph->bitmap.buffer[p_next_glyph->bitmap.width * i_row + z-i_extra] )
{
b_ok = false;
}
}
else if ((z > 0 ) && (z < p_this_glyph->bitmap.width))
{
int i_row = i_line_offset + p_this_glyph->top + y;
if( ( p_this_glyph->bitmap.rows > i_row ) &&
p_this_glyph->bitmap.buffer[p_this_glyph->bitmap.width * i_row + z] )
{
b_ok = false;
}
}
}
}
}
if( b_ok )
{
p_dst_y[i_offset+x] = (i_y * 255) >> 8;
p_dst_u[i_offset+x] = i_u;
p_dst_v[i_offset+x] = i_v;
p_dst_a[i_offset+x] = 255;
}
}
i_offset += i_pitch;
static inline void BlendYUVAGlyph( picture_t *p_picture,
int i_picture_x, int i_picture_y,
int i_a, int i_y, int i_u, int i_v,
FT_BitmapGlyph p_glyph )
{
for( int dy = 0; dy < p_glyph->bitmap.rows; dy++ )
{
for( int dx = 0; dx < p_glyph->bitmap.width; dx++ )
BlendYUVAPixel( p_picture, i_picture_x + dx, i_picture_y + dy,
i_a, i_y, i_u, i_v,
p_glyph->bitmap.buffer[dy * p_glyph->bitmap.width + dx] );
}
}
static void DrawBlack( line_desc_t *p_line, int i_width, subpicture_region_t *p_region, int xoffset, int yoffset )
static inline void BlendYUVALine( picture_t *p_picture,
int i_picture_x, int i_picture_y,
int i_a, int i_y, int i_u, int i_v,
FT_BitmapGlyph p_glyph_current,
FT_BitmapGlyph p_glyph_next,
FT_Vector *p_pos_current,
FT_Vector *p_pos_next,
int i_line_thickness,
int i_line_offset,
bool is_next )
{
uint8_t *p_dst = p_region->p_picture->A_PIXELS;
int i_pitch = p_region->p_picture->A_PITCH;
int y;
int i_line_width = p_glyph_current->bitmap.width;
if( is_next )
i_line_width = (p_pos_next->x + p_glyph_next->left) -
(p_pos_current->x + p_glyph_current->left);
for( ; p_line != NULL; p_line = p_line->p_next )
for( int dx = 0; dx < i_line_width; dx++ )
{
int i_glyph_tmax=0, i = 0;
int i_bitmap_offset, i_offset, i_align_offset = 0;
for( i = 0; p_line->pp_glyphs[i] != NULL; i++ )
{
FT_BitmapGlyph p_glyph = p_line->pp_glyphs[ i ];
i_glyph_tmax = __MAX( i_glyph_tmax, p_glyph->top );
}
if( p_line->i_width < i_width )
/* break the underline around the tails of any glyphs which cross it
Strikethrough doesn't get broken */
bool b_ok = true;
for( int z = dx - i_line_thickness; z < dx + i_line_thickness && b_ok && i_line_offset >= 0; z++ )
{
if( (p_region->i_align & 0x3) == SUBPICTURE_ALIGN_RIGHT )
FT_BitmapGlyph p_glyph_check = NULL;
int i_column;
if( p_glyph_next && z >= i_line_width )
{
i_align_offset = i_width - p_line->i_width;
i_column = z - i_line_width;
p_glyph_check = p_glyph_next;
}
else if( (p_region->i_align & 0x3) != SUBPICTURE_ALIGN_LEFT )
else if( z >= 0 && z < p_glyph_current->bitmap.width )
{
i_align_offset = ( i_width - p_line->i_width ) / 2;
i_column = z;
p_glyph_check = p_glyph_current;
}
}
for( i = 0; p_line->pp_glyphs[i] != NULL; i++ )
{
FT_BitmapGlyph p_glyph = p_line->pp_glyphs[ i ];
i_offset = ( p_line->p_glyph_pos[ i ].y +
i_glyph_tmax - p_glyph->top + 3 + yoffset ) *
i_pitch + p_line->p_glyph_pos[ i ].x + p_glyph->left + 3 +
i_align_offset +xoffset;
for( y = 0, i_bitmap_offset = 0; y < p_glyph->bitmap.rows; y++ )
if( p_glyph_check )
{
for( int x = 0; x < p_glyph->bitmap.width; x++, i_bitmap_offset++ )
const FT_Bitmap *p_bitmap = &p_glyph_check->bitmap;
for( int dy = 0; dy < i_line_thickness && b_ok; dy++ )
{
if( p_glyph->bitmap.buffer[i_bitmap_offset] )
if( p_dst[i_offset+x] <
((int)p_glyph->bitmap.buffer[i_bitmap_offset]) )
p_dst[i_offset+x] =
((int)p_glyph->bitmap.buffer[i_bitmap_offset]);
int i_row = i_line_offset + p_glyph_check->top + dy;
b_ok = i_row >= p_bitmap->rows ||
p_bitmap->buffer[p_bitmap->width * i_row + i_column] == 0;
}
i_offset += i_pitch;
}
}
for( int dy = 0; dy < i_line_thickness && b_ok; dy++ )
BlendYUVAPixel( p_picture, i_picture_x + dx, i_picture_y + i_line_offset + dy,
i_a, i_y, i_u, i_v, 0xff );
}
}
/*****************************************************************************
* RenderYUVA: place string in picture
*****************************************************************************
* This function merges the previously rendered freetype glyphs into a picture
*****************************************************************************/
static int RenderYUVA( filter_t *p_filter, subpicture_region_t *p_region,
line_desc_t *p_line, int i_width, int i_height )
static int RenderYUVA( filter_t *p_filter,
subpicture_region_t *p_region,
line_desc_t *p_line_head,
int i_width, int i_height )
{
uint8_t *p_dst_y,*p_dst_u,*p_dst_v,*p_dst_a;
video_format_t fmt;
int i, y, i_pitch, i_alpha;
filter_sys_t *p_sys = p_filter->p_sys;
/* Create a new subpicture region */
memset( &fmt, 0, sizeof(video_format_t) );
fmt.i_chroma = VLC_CODEC_YUVA;
fmt.i_width = fmt.i_visible_width = i_width + 6;
fmt.i_height = fmt.i_visible_height = i_height + 6;
if( p_region->fmt.i_visible_width > 0 )
fmt.i_visible_width = p_region->fmt.i_visible_width;
if( p_region->fmt.i_visible_height > 0 )
fmt.i_visible_height = p_region->fmt.i_visible_height;
fmt.i_x_offset = fmt.i_y_offset = 0;
fmt.i_sar_num = 1;
fmt.i_sar_den = 1;
video_format_t fmt;
video_format_Init( &fmt, VLC_CODEC_YUVA );
fmt.i_width =
fmt.i_visible_width = i_width;
fmt.i_height =
fmt.i_visible_height = i_height;
p_region->p_picture = picture_NewFromFormat( &fmt );
picture_t *p_picture = p_region->p_picture = picture_NewFromFormat( &fmt );
if( !p_region->p_picture )
return VLC_EGENERIC;
p_region->fmt = fmt;
/* Save the alpha value */
i_alpha = p_line->i_alpha;
p_dst_y = p_region->p_picture->Y_PIXELS;
p_dst_u = p_region->p_picture->U_PIXELS;
p_dst_v = p_region->p_picture->V_PIXELS;
p_dst_a = p_region->p_picture->A_PIXELS;
i_pitch = p_region->p_picture->A_PITCH;
/* Initialize the region pixels */
memset( p_dst_y, 0x00, i_pitch * p_region->fmt.i_height );
memset( p_dst_u, 0x80, i_pitch * p_region->fmt.i_height );
memset( p_dst_v, 0x80, i_pitch * p_region->fmt.i_height );
if( p_filter->p_sys->i_effect != EFFECT_BACKGROUND )
memset( p_dst_a, 0x00, i_pitch * p_region->fmt.i_height );
else
memset( p_dst_a, 0x80, i_pitch * p_region->fmt.i_height );
if( p_filter->p_sys->i_effect == EFFECT_OUTLINE ||
p_filter->p_sys->i_effect == EFFECT_OUTLINE_FAT )
{
DrawBlack( p_line, i_width, p_region, 0, 0);
DrawBlack( p_line, i_width, p_region, -1, 0);
DrawBlack( p_line, i_width, p_region, 0, -1);
DrawBlack( p_line, i_width, p_region, 1, 0);
DrawBlack( p_line, i_width, p_region, 0, 1);
}
if( p_filter->p_sys->i_effect == EFFECT_OUTLINE_FAT )
{
DrawBlack( p_line, i_width, p_region, -1, -1);
DrawBlack( p_line, i_width, p_region, -1, 1);
DrawBlack( p_line, i_width, p_region, 1, -1);
DrawBlack( p_line, i_width, p_region, 1, 1);
DrawBlack( p_line, i_width, p_region, -2, 0);
DrawBlack( p_line, i_width, p_region, 0, -2);
DrawBlack( p_line, i_width, p_region, 2, 0);
DrawBlack( p_line, i_width, p_region, 0, 2);
DrawBlack( p_line, i_width, p_region, -2, -2);
DrawBlack( p_line, i_width, p_region, -2, 2);
DrawBlack( p_line, i_width, p_region, 2, -2);
DrawBlack( p_line, i_width, p_region, 2, 2);
DrawBlack( p_line, i_width, p_region, -3, 0);
DrawBlack( p_line, i_width, p_region, 0, -3);
DrawBlack( p_line, i_width, p_region, 3, 0);
DrawBlack( p_line, i_width, p_region, 0, 3);
}
for( ; p_line != NULL; p_line = p_line->p_next )
/* Initialize the picture background */
uint32_t i_background = p_sys->i_effect == EFFECT_BACKGROUND ? 0x80000000 :
0xff000000;
uint8_t i_a = 0xff - ((i_background >> 24) & 0xff);
uint8_t i_y, i_u, i_v;
YUVFromRGB( i_background, &i_y, &i_u, &i_v );
memset( p_picture->p[0].p_pixels, i_y,
p_picture->p[0].i_pitch * p_picture->p[0].i_lines );
memset( p_picture->p[1].p_pixels, i_u,
p_picture->p[1].i_pitch * p_picture->p[1].i_lines );
memset( p_picture->p[2].p_pixels, i_v,
p_picture->p[2].i_pitch * p_picture->p[2].i_lines );
memset( p_picture->p[3].p_pixels, i_a,
p_picture->p[3].i_pitch * p_picture->p[3].i_lines );
/* Render all lines */
for( line_desc_t *p_line = p_line_head; p_line != NULL; p_line = p_line->p_next )
{
int i_glyph_tmax = 0;
int i_bitmap_offset, i_offset, i_align_offset = 0;
for( i = 0; p_line->pp_glyphs[i] != NULL; i++ )
{
FT_BitmapGlyph p_glyph = p_line->pp_glyphs[ i ];
i_glyph_tmax = __MAX( i_glyph_tmax, p_glyph->top );
}
/* Left offset to take into account alignment */
int i_align_left = 0;
if( p_line->i_width < i_width )
{
if( (p_region->i_align & 0x3) == SUBPICTURE_ALIGN_RIGHT )
{
i_align_offset = i_width - p_line->i_width;
}
i_align_left = i_width - p_line->i_width;
else if( (p_region->i_align & 0x3) != SUBPICTURE_ALIGN_LEFT )
{
i_align_offset = ( i_width - p_line->i_width ) / 2;
}
i_align_left = ( i_width - p_line->i_width ) / 2;
}
for( i = 0; p_line->pp_glyphs[i] != NULL; i++ )
{
FT_BitmapGlyph p_glyph = p_line->pp_glyphs[ i ];
i_offset = ( p_line->p_glyph_pos[ i ].y +
i_glyph_tmax - p_glyph->top + 3 ) *
i_pitch + p_line->p_glyph_pos[ i ].x + p_glyph->left + 3 +
i_align_offset;
/* Every glyph can (and in fact must) have its own color */
uint8_t i_y, i_u, i_v;
YUVFromRGB( p_line->pi_color[ i ], &i_y, &i_u, &i_v );
for( y = 0, i_bitmap_offset = 0; y < p_glyph->bitmap.rows; y++ )
{
for( int x = 0; x < p_glyph->bitmap.width; x++, i_bitmap_offset++ )
{
if( p_glyph->bitmap.buffer[i_bitmap_offset] )
{
p_dst_y[i_offset+x] = ((p_dst_y[i_offset+x] *(255-(int)p_glyph->bitmap.buffer[i_bitmap_offset])) +
i_y * ((int)p_glyph->bitmap.buffer[i_bitmap_offset])) >> 8;
p_dst_u[i_offset+x] = i_u;
p_dst_v[i_offset+x] = i_v;
/* Compute the top alignment
* FIXME seems bad (it seems that the glyphs are aligned too high) */
int i_align_top = 0;
for( int i = 0; p_line->pp_glyphs[i]; i++ )
i_align_top = __MAX( i_align_top, p_line->pp_glyphs[i]->top );
if( p_filter->p_sys->i_effect == EFFECT_BACKGROUND )
p_dst_a[i_offset+x] = 0xff;
}
}
i_offset += i_pitch;
}
if( p_line->pi_underline_thickness[ i ] )
{
UnderlineGlyphYUVA( p_line->pi_underline_thickness[ i ],
p_line->pi_underline_offset[ i ],
(p_line->pp_glyphs[i+1] && (p_line->pi_underline_thickness[ i + 1] > 0)),
p_line->pp_glyphs[i], &(p_line->p_glyph_pos[i]),
p_line->pp_glyphs[i+1], &(p_line->p_glyph_pos[i+1]),
i_glyph_tmax, i_align_offset,
i_y, i_u, i_v,
p_region);
}
/* Render all glyphs and underline/strikethrough */
for( int i = 0; p_line->pp_glyphs[i]; i++ )
{
FT_BitmapGlyph p_glyph = p_line->pp_glyphs[i];
uint32_t i_color = p_line->pi_color[i];
i_a = 0xff; /* FIXME */
YUVFromRGB( i_color, &i_y, &i_u, &i_v );
int i_picture_y = p_line->p_glyph_pos[i].y + i_align_top;
int i_picture_x = p_line->p_glyph_pos[i].x + i_align_left + p_glyph->left;
BlendYUVAGlyph( p_picture, i_picture_x, i_picture_y - p_glyph->top,
i_a, i_y, i_u, i_v,
p_glyph );
const int i_line_thickness = p_line->pi_underline_thickness[i];
const int i_line_offset = p_line->pi_underline_offset[i];
if( i_line_thickness > 0 )
BlendYUVALine( p_picture, i_picture_x, i_picture_y,
i_a, i_y, i_u, i_v,
p_glyph, p_line->pp_glyphs[i + 1],
&p_line->p_glyph_pos[i], &p_line->p_glyph_pos[i + 1],
i_line_thickness, i_line_offset,
p_line->pp_glyphs[i + 1] && p_line->pi_underline_thickness[i + 1] > 0 );
}
}
/* Apply the alpha setting */
for( i = 0; i < (int)fmt.i_height * i_pitch; i++ )
p_dst_a[i] = p_dst_a[i] * (255 - i_alpha) / 255;
return VLC_SUCCESS;
}
......
Markdown is supported
0%
or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment