const INF = 1e20; // lookup table for gamma-corrected, signed squared alpha distance values const alphaTable = new Float64Array(256); for (let i = 0; i < 256; i++) { const d = 0.5 - Math.pow(i / 255, 1 / 2.2); alphaTable[i] = d * Math.abs(d); } alphaTable[255] = -INF; export default class TinySDF { constructor({ fontSize = 24, buffer = 3, radius = 8, cutoff = 0.25, fontFamily = 'sans-serif', fontWeight = 'normal', fontStyle = 'normal', lang = null } = {}) { this.buffer = buffer; // padding around a glyph's bounding box this.radius = radius; // how many pixels around the glyph edge are encoded as signed distances this.cutoff = cutoff; // how much of the SDF byte range represents inside vs outside the edge this.lang = lang; // language of the Canvas drawing context // make the canvas size big enough to both have the specified buffer around the glyph // for "halo", and account for some glyphs possibly being larger than their font size const size = this.size = fontSize + buffer * 4; const canvas = this._createCanvas(size); const ctx = this.ctx = canvas.getContext('2d', {willReadFrequently: true}); ctx.font = `${fontStyle} ${fontWeight} ${fontSize}px ${fontFamily}`; ctx.textBaseline = 'alphabetic'; ctx.textAlign = 'left'; // Necessary so that RTL text doesn't have different alignment ctx.fillStyle = 'black'; // two grids of squared distances: one for the outside of the glyph shape, one for the inside; // the signed distance is derived as sqrt(outer) - sqrt(inner) this.gridOuter = new Float64Array(size * size); this.gridInner = new Float64Array(size * size); this.f = new Float64Array(size); this.z = new Float64Array(size + 1); this.v = new Uint16Array(size); } _createCanvas(size) { if (typeof OffscreenCanvas !== 'undefined') { return new OffscreenCanvas(size, size); } const canvas = document.createElement('canvas'); canvas.width = canvas.height = size; return canvas; } draw(char) { const { width: glyphAdvance, actualBoundingBoxAscent, actualBoundingBoxDescent, actualBoundingBoxLeft, actualBoundingBoxRight } = this.ctx.measureText(char); // The integer/pixel part of the alignment is encoded in metrics.glyphTop/glyphLeft // The remainder is implicitly encoded in the rasterization const glyphTop = Math.ceil(actualBoundingBoxAscent); const glyphLeft = Math.floor(actualBoundingBoxLeft); // If the glyph overflows the canvas size, it will be clipped at the bottom/right const glyphWidth = Math.max(0, Math.min(this.size - this.buffer, Math.ceil(actualBoundingBoxRight) - glyphLeft)); const glyphHeight = Math.max(0, Math.min(this.size - this.buffer, glyphTop + Math.ceil(actualBoundingBoxDescent))); const width = glyphWidth + 2 * this.buffer; const height = glyphHeight + 2 * this.buffer; const len = Math.max(width * height, 0); const data = new Uint8ClampedArray(len); const glyph = {data, width, height, glyphWidth, glyphHeight, glyphTop, glyphLeft, glyphAdvance}; if (glyphWidth === 0 || glyphHeight === 0) return glyph; const {ctx, buffer, gridInner, gridOuter} = this; if (this.lang) ctx.lang = this.lang; ctx.clearRect(buffer, buffer, glyphWidth, glyphHeight); ctx.fillText(char, buffer - glyphLeft, buffer + glyphTop); const imgData = ctx.getImageData(buffer, buffer, glyphWidth, glyphHeight); // default: outside the glyph (INF distance) for outer, inside (0 distance) for inner gridOuter.fill(INF, 0, len); gridInner.fill(0, 0, len); // for anti-aliased pixels, treat partial coverage as a distance approximation: // a fully covered pixel gets 0 outer / INF inner; a partial pixel gets a small // non-zero outer or inner distance based on how far its coverage deviates from 0.5 let imgIdx = 3; // start at the alpha channel of the first pixel for (let y = 0; y < glyphHeight; y++) { let j = (y + buffer) * width + buffer; for (let x = 0; x < glyphWidth; x++, imgIdx += 4, j++) { const a = imgData.data[imgIdx]; // alpha value if (a === 0) continue; // empty pixels const t = alphaTable[a]; gridOuter[j] = Math.max(0, t); gridInner[j] = Math.max(0, -t); } } edt(gridOuter, 0, 0, width, height, width, this.f, this.v, this.z); edt(gridInner, buffer, buffer, glyphWidth, glyphHeight, width, this.f, this.v, this.z); // encode signed distance as a byte: inside the glyph maps to high values, outside to low, // with the edge gradient spanning [-radius * cutoff, radius * (1 - cutoff)] pixels around the edge; // Uint8ClampedArray clamps beyond that const scale = 255 / this.radius; const base = 255 * (1 - this.cutoff); for (let i = 0; i < len; i++) { const d = Math.sqrt(gridOuter[i]) - Math.sqrt(gridInner[i]); data[i] = Math.round(base - scale * d); } return glyph; } } // 2D Euclidean squared distance transform by Felzenszwalb & Huttenlocher https://cs.brown.edu/~pff/papers/dt-final.pdf function edt(data, x0, y0, width, height, gridSize, f, v, z) { for (let x = x0; x < x0 + width; x++) edt1d(data, y0 * gridSize + x, gridSize, height, f, v, z); for (let y = y0; y < y0 + height; y++) edt1d(data, y * gridSize + x0, 1, width, f, v, z); } // 1D squared distance transform function edt1d(grid, offset, stride, length, f, v, z) { v[0] = 0; z[0] = -INF; z[1] = INF; f[0] = grid[offset]; for (let q = 1, k = 0, s = 0; q < length; q++) { f[q] = grid[offset + q * stride]; const q2 = q * q; do { const r = v[k]; s = (f[q] - f[r] + q2 - r * r) / (q - r) / 2; } while (s <= z[k] && --k > -1); k++; v[k] = q; z[k] = s; z[k + 1] = INF; } for (let q = 0, k = 0; q < length; q++) { while (z[k + 1] < q) k++; const r = v[k]; const qr = q - r; grid[offset + q * stride] = f[r] + qr * qr; } }