Font rendering with the FP10 drawing API
December 15, 2009 on 1:09 am | In Actionscript |After all the vector/font rendering library is done - the HaXe sources and SWC files for ActionScript 3.0 are available on the polygonal google code project page. As a reminder - the project started as an experiment if it’s possible to render fonts using the FP10 drawing API without loading or embedding any additional assets.
For obvious reasons, I can only include free fonts. At the moment the de.polygonal.graphics.text.fonts package contains Microsoft’s TrueType core fonts hosted on sourceforge, the Bitstream Vera fonts as well as the famous bitmap04 pixel fonts.
The pros and cons
Pros:
- No font embedding required :) Import a font class and you are ready to go
- Provides high quality font rendering; best used for extra smooth text animation
- Seriously fast!
- Seamless integration into the FP 10 drawing API
Cons:
- An ASCII set of printable characters adds about 20kb-30kb to the swf file - I’ll try to reduce this in a future release.
- Not very readable at small font sizes (except pixel fonts) because it does not include any hinting information for improving the quality - text remains legible down to about 12 points (viewed at 100%)
- You need a copy of Fontographer 4.1 to convert ttf files
- No text field functionality yet
- Only supports ASCII character (latin character set like ISO-8859 is planned)
Examples
Here are the ‘MS core fonts for the web’ rendered with the font library:
This also works amazingly well for pixel fonts (which I didn’t expect at all):
How it works
First a .ttf file is loaded into Fontographer and exported as a postscript file (I tried other methods but I stuck with this approach because postscript files are easy to understand). A parser reads this file and generates a HaXe class that contains the glyph data. The result is something like this: Arial.hx.
If using HaXe, the font_inline compiler flag gives you control over compilation time vs runtime performance. If omitted, compilation is fast so it’s best suited for frequent testing and debugging and the compiler-based auto-completion remains responsive. If compiled with -D font_inline, compilation is slow but results in the best performance.
The actual rendering is done by a class named de.polygonal.graphics.VectorRenderer. It uses the FP 10 drawing API in conjunction with ‘alchemy memory’ as a temporary buffer to gain some extra speed. At first all drawing commands are written into a chunk of memory, then copied into a vector and finally sent to the screen via graphics.drawGraphicsData(…). Depending on the CPU this is roughly 1.5-4x faster than using only vector. Note that this only accelerates the process of preparing the data, not the rendering itself (everything beyond drawGraphicsData())
ActionScript 3.0 usage
Grab the SWC file, add it to the library and the following code should (hopefully) compile fine:
package
{
import de.polygonal.ds.mem.MemoryManager;
import de.polygonal.graphics.text.fonts.coreweb.Arial;
import de.polygonal.graphics.VectorRenderer;
import flash.display.MovieClip;
import flash.Boot;
public class Main extends MovieClip
{
public function Main():void
{
new Boot(this);
MemoryManager.allocate(4096);
var vr:VectorRenderer = new VectorRenderer(512);
vr.setLineStyle(0, 1, 0);
var font:Arial = new Arial();
font.bezierThreshold = 0.001;
font.setPointSize(100);
font.setRenderer(vr);
font.write("Hello World!", 0, 100, false);
vr.flush(graphics);
}
}
}
The source code reads like this:
- initialize HaXe specific things
- allocate 4 megs of alchemy memory to be on the safe side
- create a vector renderer using a buffer size of 512kb
- assign a line style (rgb, alpha, thickness)
- create a font object
- define curve smoothness, the smaller, the better (0=linear approx. using 2 segments/curve)
- set the font size: 100 equals 72pt or one inch.
- assign a renderer so the font can send drawing commmands to it
- draw “Hello, World!” at the coordinates 0,100 (x,y), if the last parameter is true, the text will be centered around (x,y)
- flush the buffer which draws everything to the screen
Glyph and text bounds
You can compute axis aligned bounding boxes for the whole text block or individual characters using the getBounds() and getIndividualBounds() methods prior to drawing the text:
Creating font classes
Converting fonts can be done using de.polygonal.graphics.text.util.EPSConvert.
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Trackback by uberVU - social comments — December, 15 2009 #
Hey, did you know that as3swf can export font glyphs directly to drawing api code? You could generate the font .hx files directly from a swf (that has that font embedded) and skip the Fontographer/ps conversion:
http://wiki.github.com/claus/as3swf/shape-export
Comment by Claus Wahlers — December, 15 2009 #
I don’t understand why, but it doesn’t work with FP 10.1.51.45(prerelease version )
Comment by Andrew — December, 15 2009 #
Awesome stuff man. Look forward to playing with it.
Comment by John Stone — December, 15 2009 #
I’m aware of that - somehow the class name FloatMemory and ByteMemory which I’m using for the memory stuff collides with 10.1 player. As soon as adobe releases a final version I’l try to fix this.
Comment by Michael — December, 15 2009 #
good to know - very cool stuff. maybe I’ll write an as3swf to HaXe bridge in the future :)
Comment by Michael — December, 15 2009 #
Hi I have problem why
vectorRenderer.setFillColor(0xFF0000,1);
or
vectorRenderer.style.setFillColor(0xFF0000,1);
doesn’t work ?
How I can set fill color ?
peter.
Comment by peterQ — December, 16 2009 #
ok it was easy I needed apply “fillStart” method.
peter.
Comment by peterQ — December, 16 2009 #
[...] Font rendering with the FP10 drawing API [...]
Pingback by Weekly Shared Items – 22. December, 2009 | TOXIN LABS - weblog of a german design student from wuerzburg — December, 22 2009 #
Thank for this !!
Comment by font styles — December, 29 2009 #
thanks, really nice!
I have a question:
how can i replace text? i tried this way, but it does not work:
var vr:VectorRenderer = new VectorRenderer(512);
vr.setLineStyle(0, 1, 0);
var font:Arial = new Arial();
font.bezierThreshold = 0.001;
font.setPointSize(100);
font.setRenderer(vr);
font.write(”Hello World!”, 0, 100, false);
vr.flush(graphics);
font.write(”other text”, 0, 100, false);
vr.flush(graphics);
Comment by sydd — February, 13 2010 #
Downloaded polygonal_graphics_1.0.zip from repo and ….
cant import
de.polygonal.graphics.VectorRenderer;
any help?
Cheers
Comment by Zee — February, 21 2010 #
you can’t replace text, you have to redraw it: font.write(…) graphics.clear(); font.write(…)
Comment by Michael — February, 21 2010 #
have you followed this guide? http://code.google.com/p/polygonal/wiki/UsingActionScript3
Comment by Michael — February, 21 2010 #
actually I tried this as well and it didn’t work out for me. but I’ll definitely give that another shot … well, lets see if there is a happy end for my project, too. I’ll keep you posted about the result.
Comment by Mike Hunter — March, 1 2010 #
Hi Michael,
Yess I followed your guide. Is this might be cause I’m using FB? All libraries imported via swc. Still cant import VectorRenderer..
Comment by Zee — March, 3 2010 #
Hi I’ve got this compiler error:
Error: Assertation “invalid size (524288 bytes)” failed in file MemoryManager.hx, line 233, de.polygonal.ds.mem.MemoryManager::getFloatMemory
at de.polygonal.core.util::Assert$/assert()[src/lib/de/polygonal/core/util/Assert.hx:52]
at de.polygonal.ds.mem::MemoryManager$/getFloatMemory()[src/lib/de/polygonal/ds/mem/MemoryManager.hx:233]
at de.polygonal.graphics::VectorRenderer()[src/lib/de/polygonal/graphics/VectorRenderer.hx:79]
at Test()[/Users/byniutek/Documents/Flex Builder 3/polygonalTest/src/Test.as:17]
Comment by Zee — March, 3 2010 #
You have to call MemoryManager.allocate(…). I’m working on an update to make it easier to use.
Comment by Michael — March, 4 2010 #