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https://github.com/bevyengine/bevy
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Add the ability to control font smoothing (#15368)
# Objective - Fixes #10720 - Adds the ability to control font smoothing of rendered text ## Solution - Introduce the `FontSmoothing` enum, with two possible variants (`FontSmoothing::None` and `FontSmoothing::AntiAliased`): - This is based on `-webkit-font-smoothing`, in line with our practice of adopting CSS-like properties/names for UI; - I could have gone instead for the [`font-smooth` property](https://developer.mozilla.org/en-US/docs/Web/CSS/font-smooth) that's also supported by browsers, but didn't since it's also non-standard, has an uglier name, and doesn't allow controlling the type of antialias applied. - Having an enum instead of e.g. a boolean, leaves the path open for adding `FontSmoothing::SubpixelAntiAliased` in the future, without a breaking change; - Add all the necessary plumbing to get the `FontSmoothing` information to where we rasterize the glyphs and store them in the atlas; - Change the font atlas key to also take into account the smoothing setting, not only font and font size; - Since COSMIC Text [doesn't support controlling font smoothing](https://github.com/pop-os/cosmic-text/issues/279), we roll out our own threshold-based “implementation”: - This has the downside of **looking ugly for “regular” vector fonts** ⚠️, since it doesn't properly take the hinting information into account like a proper implementation on the rasterizer side would. - However, **for fonts that have been specifically authored to be pixel fonts, (a common use case in games!) this is not as big of a problem**, since all lines are vertical/horizontal, and close to the final pixel boundaries (as long as the font is used at a multiple of the size originally intended by the author) - Once COSMIC exposes this functionality, we can switch to using it directly, and get better results; - Use a nearest neighbor sampler for atlases with font smoothing disabled, so that you can scale the text via transform and still get the pixelated look; - Add a convenience method to `Text` for setting the font smoothing; - Add a demonstration of using the `FontSmoothing` property to the `text2d` example. ## Testing - Did you test these changes? If so, how? - Yes. Via the `text2d`example, and also in my game. - Are there any parts that need more testing? - I'd like help from someone for testing this on devices/OSs with fractional scaling (Android/Windows) - How can other people (reviewers) test your changes? Is there anything specific they need to know? - Both via the `text2d` example and also by using it directly on your projects. - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? - macOS --- ## Showcase ```rust commands.spawn(Text2dBundle { text: Text::from_section("Hello, World!", default()) .with_font_smoothing(FontSmoothing::None), ..default() }); ``` ![Screenshot 2024-09-22 at 12 33 39](https://github.com/user-attachments/assets/93e19672-b8c0-4cba-a8a3-4525fe2ae1cb) <img width="740" alt="image" src="https://github.com/user-attachments/assets/b881b02c-4e43-410b-902f-6985c25140fc"> ## Migration Guide - `Text` now contains a `font_smoothing: FontSmoothing` property, make sure to include it or add `..default()` when using the struct directly; - `FontSizeKey` has been renamed to `FontAtlasKey`, and now also contains the `FontSmoothing` setting; - The following methods now take an extra `font_smoothing: FontSmoothing` argument: - `FontAtlas::new()` - `FontAtlasSet::add_glyph_to_atlas()` - `FontAtlasSet::get_glyph_atlas_info()` - `FontAtlasSet::get_outlined_glyph_texture()`
This commit is contained in:
parent
2c5be2ef4c
commit
8e3db957c5
11 changed files with 138 additions and 31 deletions
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@ -3,12 +3,12 @@ use bevy_math::{IVec2, UVec2};
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use bevy_render::{
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render_asset::RenderAssetUsages,
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render_resource::{Extent3d, TextureDimension, TextureFormat},
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texture::Image,
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texture::{Image, ImageSampler},
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};
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use bevy_sprite::{DynamicTextureAtlasBuilder, TextureAtlasLayout};
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use bevy_utils::HashMap;
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use crate::{GlyphAtlasLocation, TextError};
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use crate::{FontSmoothing, GlyphAtlasLocation, TextError};
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/// Rasterized glyphs are cached, stored in, and retrieved from, a `FontAtlas`.
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///
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@ -39,8 +39,9 @@ impl FontAtlas {
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textures: &mut Assets<Image>,
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texture_atlases_layout: &mut Assets<TextureAtlasLayout>,
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size: UVec2,
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font_smoothing: FontSmoothing,
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) -> FontAtlas {
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let texture = textures.add(Image::new_fill(
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let mut image = Image::new_fill(
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Extent3d {
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width: size.x,
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height: size.y,
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@ -51,7 +52,11 @@ impl FontAtlas {
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TextureFormat::Rgba8UnormSrgb,
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// Need to keep this image CPU persistent in order to add additional glyphs later on
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RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
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));
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);
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if font_smoothing == FontSmoothing::None {
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image.sampler = ImageSampler::nearest();
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}
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let texture = textures.add(image);
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let texture_atlas = texture_atlases_layout.add(TextureAtlasLayout::new_empty(size));
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Self {
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texture_atlas,
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@ -13,7 +13,7 @@ use bevy_render::{
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use bevy_sprite::TextureAtlasLayout;
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use bevy_utils::HashMap;
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use crate::{error::TextError, Font, FontAtlas, GlyphAtlasInfo};
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use crate::{error::TextError, Font, FontAtlas, FontSmoothing, GlyphAtlasInfo};
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/// A map of font faces to their corresponding [`FontAtlasSet`]s.
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#[derive(Debug, Default, Resource)]
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@ -47,17 +47,11 @@ pub fn remove_dropped_font_atlas_sets(
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}
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}
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/// Identifies a font size in a [`FontAtlasSet`].
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/// Identifies a font size and smoothing method in a [`FontAtlasSet`].
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///
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/// Allows an `f32` font size to be used as a key in a `HashMap`, by its binary representation.
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#[derive(Debug, Hash, PartialEq, Eq)]
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pub struct FontSizeKey(pub u32);
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impl From<u32> for FontSizeKey {
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fn from(val: u32) -> FontSizeKey {
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Self(val)
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}
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}
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pub struct FontAtlasKey(pub u32, pub FontSmoothing);
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/// A map of font sizes to their corresponding [`FontAtlas`]es, for a given font face.
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///
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@ -77,7 +71,7 @@ impl From<u32> for FontSizeKey {
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/// It is used by [`TextPipeline::queue_text`](crate::TextPipeline::queue_text).
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#[derive(Debug, TypePath, Asset)]
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pub struct FontAtlasSet {
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font_atlases: HashMap<FontSizeKey, Vec<FontAtlas>>,
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font_atlases: HashMap<FontAtlasKey, Vec<FontAtlas>>,
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}
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impl Default for FontAtlasSet {
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@ -90,12 +84,12 @@ impl Default for FontAtlasSet {
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impl FontAtlasSet {
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/// Returns an iterator over the [`FontAtlas`]es in this set
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pub fn iter(&self) -> impl Iterator<Item = (&FontSizeKey, &Vec<FontAtlas>)> {
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pub fn iter(&self) -> impl Iterator<Item = (&FontAtlasKey, &Vec<FontAtlas>)> {
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self.font_atlases.iter()
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}
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/// Checks if the given subpixel-offset glyph is contained in any of the [`FontAtlas`]es in this set
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pub fn has_glyph(&self, cache_key: cosmic_text::CacheKey, font_size: &FontSizeKey) -> bool {
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pub fn has_glyph(&self, cache_key: cosmic_text::CacheKey, font_size: &FontAtlasKey) -> bool {
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self.font_atlases
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.get(font_size)
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.map_or(false, |font_atlas| {
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@ -111,16 +105,31 @@ impl FontAtlasSet {
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font_system: &mut cosmic_text::FontSystem,
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swash_cache: &mut cosmic_text::SwashCache,
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layout_glyph: &cosmic_text::LayoutGlyph,
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font_smoothing: FontSmoothing,
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) -> Result<GlyphAtlasInfo, TextError> {
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let physical_glyph = layout_glyph.physical((0., 0.), 1.0);
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let font_atlases = self
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.font_atlases
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.entry(physical_glyph.cache_key.font_size_bits.into())
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.or_insert_with(|| vec![FontAtlas::new(textures, texture_atlases, UVec2::splat(512))]);
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.entry(FontAtlasKey(
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physical_glyph.cache_key.font_size_bits,
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font_smoothing,
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))
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.or_insert_with(|| {
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vec![FontAtlas::new(
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textures,
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texture_atlases,
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UVec2::splat(512),
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font_smoothing,
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)]
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});
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let (glyph_texture, offset) =
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Self::get_outlined_glyph_texture(font_system, swash_cache, &physical_glyph)?;
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let (glyph_texture, offset) = Self::get_outlined_glyph_texture(
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font_system,
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swash_cache,
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&physical_glyph,
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font_smoothing,
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)?;
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let mut add_char_to_font_atlas = |atlas: &mut FontAtlas| -> Result<(), TextError> {
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atlas.add_glyph(
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textures,
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@ -146,6 +155,7 @@ impl FontAtlasSet {
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textures,
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texture_atlases,
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UVec2::splat(containing),
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font_smoothing,
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));
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font_atlases.last_mut().unwrap().add_glyph(
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@ -157,16 +167,19 @@ impl FontAtlasSet {
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)?;
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}
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Ok(self.get_glyph_atlas_info(physical_glyph.cache_key).unwrap())
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Ok(self
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.get_glyph_atlas_info(physical_glyph.cache_key, font_smoothing)
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.unwrap())
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}
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/// Generates the [`GlyphAtlasInfo`] for the given subpixel-offset glyph.
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pub fn get_glyph_atlas_info(
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&mut self,
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cache_key: cosmic_text::CacheKey,
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font_smoothing: FontSmoothing,
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) -> Option<GlyphAtlasInfo> {
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self.font_atlases
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.get(&FontSizeKey(cache_key.font_size_bits))
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.get(&FontAtlasKey(cache_key.font_size_bits, font_smoothing))
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.and_then(|font_atlases| {
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font_atlases
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.iter()
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@ -201,7 +214,16 @@ impl FontAtlasSet {
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font_system: &mut cosmic_text::FontSystem,
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swash_cache: &mut cosmic_text::SwashCache,
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physical_glyph: &cosmic_text::PhysicalGlyph,
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font_smoothing: FontSmoothing,
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) -> Result<(Image, IVec2), TextError> {
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// NOTE: Ideally, we'd ask COSMIC Text to honor the font smoothing setting directly.
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// However, since it currently doesn't support that, we render the glyph with antialiasing
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// and apply a threshold to the alpha channel to simulate the effect.
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//
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// This has the side effect of making regular vector fonts look quite ugly when font smoothing
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// is turned off, but for fonts that are specifically designed for pixel art, it works well.
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//
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// See: https://github.com/pop-os/cosmic-text/issues/279
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let image = swash_cache
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.get_image_uncached(font_system, physical_glyph.cache_key)
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.ok_or(TextError::FailedToGetGlyphImage(physical_glyph.cache_key))?;
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@ -214,11 +236,22 @@ impl FontAtlasSet {
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} = image.placement;
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let data = match image.content {
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cosmic_text::SwashContent::Mask => image
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.data
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.iter()
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.flat_map(|a| [255, 255, 255, *a])
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.collect(),
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cosmic_text::SwashContent::Mask => {
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if font_smoothing == FontSmoothing::None {
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image
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.data
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.iter()
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// Apply a 50% threshold to the alpha channel
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.flat_map(|a| [255, 255, 255, if *a > 127 { 255 } else { 0 }])
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.collect()
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} else {
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image
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.data
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.iter()
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.flat_map(|a| [255, 255, 255, *a])
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.collect()
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}
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}
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cosmic_text::SwashContent::Color => image.data,
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cosmic_text::SwashContent::SubpixelMask => {
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// TODO: implement
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@ -16,8 +16,8 @@ use bevy_utils::HashMap;
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use cosmic_text::{Attrs, Buffer, Family, Metrics, Shaping, Wrap};
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use crate::{
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error::TextError, BreakLineOn, CosmicBuffer, Font, FontAtlasSets, JustifyText, PositionedGlyph,
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TextBounds, TextSection, YAxisOrientation,
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error::TextError, BreakLineOn, CosmicBuffer, Font, FontAtlasSets, FontSmoothing, JustifyText,
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PositionedGlyph, TextBounds, TextSection, YAxisOrientation,
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};
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/// A wrapper around a [`cosmic_text::FontSystem`]
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scale_factor: f64,
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text_alignment: JustifyText,
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linebreak_behavior: BreakLineOn,
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font_smoothing: FontSmoothing,
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bounds: TextBounds,
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font_atlas_sets: &mut FontAtlasSets,
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texture_atlases: &mut Assets<TextureAtlasLayout>,
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.map(move |layout_glyph| (layout_glyph, run.line_y))
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})
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.try_for_each(|(layout_glyph, line_y)| {
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let mut temp_glyph;
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let layout_glyph = if font_smoothing == FontSmoothing::None {
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// If font smoothing is disabled, round the glyph positions and sizes,
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// effectively discarding all subpixel layout.
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temp_glyph = layout_glyph.clone();
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temp_glyph.x = temp_glyph.x.round();
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temp_glyph.y = temp_glyph.y.round();
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temp_glyph.w = temp_glyph.w.round();
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temp_glyph.x_offset = temp_glyph.x_offset.round();
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temp_glyph.y_offset = temp_glyph.y_offset.round();
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temp_glyph.line_height_opt = temp_glyph.line_height_opt.map(f32::round);
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&temp_glyph
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} else {
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layout_glyph
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};
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let section_index = layout_glyph.metadata;
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let font_handle = sections[section_index].style.font.clone_weak();
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let physical_glyph = layout_glyph.physical((0., 0.), 1.);
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let atlas_info = font_atlas_set
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.get_glyph_atlas_info(physical_glyph.cache_key)
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.get_glyph_atlas_info(physical_glyph.cache_key, font_smoothing)
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.map(Ok)
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.unwrap_or_else(|| {
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font_atlas_set.add_glyph_to_atlas(
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@ -226,6 +245,7 @@ impl TextPipeline {
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font_system,
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swash_cache,
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layout_glyph,
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font_smoothing,
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)
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})?;
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pub justify: JustifyText,
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/// How the text should linebreak when running out of the bounds determined by `max_size`
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pub linebreak_behavior: BreakLineOn,
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/// The antialiasing method to use when rendering text.
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pub font_smoothing: FontSmoothing,
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}
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impl Text {
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self.linebreak_behavior = BreakLineOn::NoWrap;
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self
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}
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/// Returns this [`Text`] with the specified [`FontSmoothing`].
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pub const fn with_font_smoothing(mut self, font_smoothing: FontSmoothing) -> Self {
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self.font_smoothing = font_smoothing;
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self
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}
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}
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/// Contains the value of the text in a section and how it should be styled.
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@ -260,3 +268,27 @@ pub enum BreakLineOn {
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/// Hard wrapping, where text contains an explicit linebreak such as the escape sequence `\n`, is still enabled.
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NoWrap,
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}
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/// Determines which antialiasing method to use when rendering text. By default, text is
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/// rendered with grayscale antialiasing, but this can be changed to achieve a pixelated look.
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///
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/// **Note:** Subpixel antialiasing is not currently supported.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default, Reflect, Serialize, Deserialize)]
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#[reflect(Serialize, Deserialize)]
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#[doc(alias = "antialiasing")]
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#[doc(alias = "pixelated")]
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pub enum FontSmoothing {
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/// No antialiasing. Useful for when you want to render text with a pixel art aesthetic.
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///
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/// Combine this with `UiAntiAlias::Off` and `Msaa::Off` on your 2D camera for a fully pixelated look.
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///
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/// **Note:** Due to limitations of the underlying text rendering library,
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/// this may require specially-crafted pixel fonts to look good, especially at small sizes.
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None,
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/// The default grayscale antialiasing. Produces text that looks smooth,
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/// even at small font sizes and low resolutions with modern vector fonts.
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#[default]
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AntiAliased,
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// TODO: Add subpixel antialias support
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// SubpixelAntiAliased,
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}
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@ -191,6 +191,7 @@ pub fn update_text2d_layout(
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scale_factor.into(),
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text.justify,
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text.linebreak_behavior,
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text.font_smoothing,
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text_bounds,
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&mut font_atlas_sets,
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&mut texture_atlases,
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@ -2451,6 +2451,8 @@ impl<'w, 's> DefaultUiCamera<'w, 's> {
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/// Marker for controlling whether Ui is rendered with or without anti-aliasing
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/// in a camera. By default, Ui is always anti-aliased.
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///
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/// **Note:** This does not affect text anti-aliasing. For that, use the `font_smoothing` property of the [`bevy_text::Text`] component.
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///
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/// ```
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/// use bevy_core_pipeline::prelude::*;
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/// use bevy_ecs::prelude::*;
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@ -250,6 +250,7 @@ fn queue_text(
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scale_factor.into(),
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text.justify,
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text.linebreak_behavior,
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text.font_smoothing,
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physical_node_size,
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font_atlas_sets,
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texture_atlases,
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|
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@ -10,7 +10,7 @@ use bevy::{
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math::ops,
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prelude::*,
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sprite::Anchor,
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text::{BreakLineOn, TextBounds},
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text::{BreakLineOn, FontSmoothing, TextBounds},
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};
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fn main() {
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@ -97,6 +97,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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)],
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justify: JustifyText::Left,
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linebreak_behavior: BreakLineOn::WordBoundary,
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..default()
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},
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// Wrap text in the rectangle
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text_2d_bounds: TextBounds::from(box_size),
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|
@ -127,6 +128,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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)],
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justify: JustifyText::Left,
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linebreak_behavior: BreakLineOn::AnyCharacter,
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..default()
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},
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// Wrap text in the rectangle
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text_2d_bounds: TextBounds::from(other_box_size),
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|
@ -136,6 +138,14 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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});
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});
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// Demonstrate font smoothing off
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commands.spawn(Text2dBundle {
|
||||
text: Text::from_section("FontSmoothing::None", slightly_smaller_text_style.clone())
|
||||
.with_font_smoothing(FontSmoothing::None),
|
||||
transform: Transform::from_translation(Vec3::new(-400.0, -250.0, 0.0)),
|
||||
..default()
|
||||
});
|
||||
|
||||
for (text_anchor, color) in [
|
||||
(Anchor::TopLeft, Color::Srgba(RED)),
|
||||
(Anchor::TopRight, Color::Srgba(LIME)),
|
||||
|
|
|
@ -55,6 +55,7 @@ fn setup(mut commands: Commands) {
|
|||
}],
|
||||
justify: JustifyText::Left,
|
||||
linebreak_behavior: BreakLineOn::AnyCharacter,
|
||||
..default()
|
||||
};
|
||||
|
||||
commands
|
||||
|
|
|
@ -66,6 +66,7 @@ fn spawn(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
sections,
|
||||
justify: JustifyText::Center,
|
||||
linebreak_behavior: BreakLineOn::AnyCharacter,
|
||||
..default()
|
||||
},
|
||||
..Default::default()
|
||||
});
|
||||
|
|
|
@ -129,6 +129,7 @@ fn spawn(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
}],
|
||||
justify: JustifyText::Left,
|
||||
linebreak_behavior,
|
||||
..default()
|
||||
};
|
||||
let text_id = commands
|
||||
.spawn(TextBundle {
|
||||
|
|
Loading…
Reference in a new issue