stb_truetype: fix SDF handling of multiple move_to commands in a row
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@ -4587,18 +4587,17 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
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for (i=0; i < num_verts; ++i) {
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float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;
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// check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve
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float dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);
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if (dist2 < min_dist*min_dist)
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min_dist = (float) STBTT_sqrt(dist2);
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if (verts[i].type == STBTT_vline) {
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if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) {
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float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y;
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float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);
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if (dist2 < min_dist*min_dist)
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min_dist = (float) STBTT_sqrt(dist2);
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// coarse culling against bbox
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//if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist &&
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// sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist)
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float dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i];
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dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i];
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STBTT_assert(i != 0);
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if (dist < min_dist) {
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// check position along line
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@ -4625,7 +4624,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
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float ax = x1-x0, ay = y1-y0;
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float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;
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float mx = x0 - sx, my = y0 - sy;
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float res[3],px,py,t,it;
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float res[3],px,py,t,it,dist2;
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float a_inv = precompute[i];
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if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula
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float a = 3*(ax*bx + ay*by);
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@ -4652,6 +4651,10 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
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float d = (mx*ax+my*ay) * a_inv;
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num = stbtt__solve_cubic(b, c, d, res);
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}
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dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);
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if (dist2 < min_dist*min_dist)
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min_dist = (float) STBTT_sqrt(dist2);
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if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) {
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t = res[0], it = 1.0f - t;
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px = it*it*x0 + 2*t*it*x1 + t*t*x2;
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