我最近一直在问很多关于文本别名和行别名和透明度的问题,因为我想为Go编写一个平台无关的矢量图形系统; Windows代码是用C编写的。预乘的恶作剧让我把注意力转移到只渲染文本上(所以我可以访问系统字体)。
现在我有一些东西可以将文本绘制到屏幕外的位图。除了抗锯齿位之外,这是有效的。在我的代码中,当我用0xFF填充内存缓冲区来翻转alpha字节(GDI为绘制的像素设置为0x00)时,抗锯齿是白色的。 Other people have seen antialiasing to black. ANTIALIASED_QUALITY
和CLEARTYPE_QUALITY
都会发生这种情况。
在这种情况下,我使用TextOut()
绘制到DIB中。 DIB由屏幕DC(GetDC(NULL)
)的副本支持。
我能做些什么来让文字变得透明吗?我可以以某种方式检测白色像素,将它们混合并将其转换为alpha吗?对于与白色太相似的颜色,我该怎么做?
答案 0 :(得分:4)
我写了一些代码来做这件事。
AntialiasedText
功能将消除锯齿的文本绘制到离屏位图上。它计算透明度,以便使用AlphaBlend
API函数将文本与任何背景混合。
该函数后跟一个WM_PAINT
处理程序,说明其用途。
// Yeah, I'm lazy...
const int BitmapWidth = 500;
const int BitmapHeight = 128;
// Draw "text" using the specified font and colour and return an anti-aliased bitmap
HBITMAP AntialiasedText(LOGFONT* plf, COLORREF colour, LPCWSTR text)
{
BITMAPINFO bmi = {0};
bmi.bmiHeader.biSize = sizeof(bmi.bmiHeader);
bmi.bmiHeader.biWidth = BitmapWidth;
bmi.bmiHeader.biHeight = BitmapHeight;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 32;
LPBYTE pBits;
HBITMAP hDIB = CreateDIBSection(0, &bmi, DIB_RGB_COLORS, (LPVOID*)&pBits, 0, 0);
// Don't want ClearType
LOGFONT lf = *plf;
lf.lfQuality = ANTIALIASED_QUALITY;
HFONT hFont = CreateFontIndirect(&lf);
HDC hScreenDC = GetDC(0);
HDC hDC = CreateCompatibleDC(hScreenDC);
ReleaseDC(0, hScreenDC);
HBITMAP hOldBMP = (HBITMAP)SelectObject(hDC, hDIB);
HFONT hOldFont = (HFONT)SelectObject(hDC, hFont);
RECT rect = {0, 0, BitmapWidth, BitmapHeight};
FillRect(hDC, &rect, WHITE_BRUSH);
TextOut(hDC, 2, 2, text, wcslen(text));
// Flush drawing
GdiFlush();
// Calculate alpha
LPBYTE pixel = pBits;
int pixelCount = BitmapWidth * BitmapHeight;
BYTE r = GetRValue(colour);
BYTE g = GetGValue(colour);
BYTE b = GetBValue(colour);
for (int c = 0; c != pixelCount; ++c)
{
// Set alpha
BYTE alpha = 255 - pixel[0];
pixel[3] = alpha;
// Set colour
pixel[0] = b * alpha / 255;
pixel[1] = g * alpha / 255;
pixel[2] = r * alpha / 255;
pixel += 4;
}
SelectObject(hDC, hOldFont);
SelectObject(hDC, hOldBMP);
DeleteDC(hDC);
DeleteObject(hFont);
return hDIB;
}
这是一个WM_PAINT
处理程序来执行该功能。它会两次绘制相同的文本,首先使用TextOut
,然后使用消除锯齿的位图。它们看起来大致相同,但不如ClearType好。
case WM_PAINT:
{
LPCWSTR someText = L"Some text";
hdc = BeginPaint(hWnd, &ps);
LOGFONT font = {0};
font.lfHeight = 40;
font.lfWeight = FW_NORMAL;
wcscpy_s(font.lfFaceName, L"Comic Sans MS");
// Draw the text directly to compare to the bitmap
font.lfQuality = ANTIALIASED_QUALITY;
HFONT hFont = CreateFontIndirect(&font);
font.lfQuality = 0;
HFONT hOldFont = (HFONT)SelectObject(hdc, hFont);
TextOut(hdc, 2, 10, someText, wcslen(someText));
SelectObject(hdc, hOldFont);
DeleteObject(hFont);
// Get an antialiased bitmap and draw it to the screen
HBITMAP hBmp = AntialiasedText(&font, RGB(0, 0, 0), someText);
HDC hScreenDC = GetDC(0);
HDC hBmpDC = CreateCompatibleDC(hScreenDC);
ReleaseDC(0, hScreenDC);
HBITMAP hOldBMP = (HBITMAP)SelectObject(hBmpDC, hBmp);
BLENDFUNCTION bf;
bf.BlendOp = AC_SRC_OVER;
bf.BlendFlags = 0;
bf.SourceConstantAlpha = 255;
bf.AlphaFormat = AC_SRC_ALPHA;
int x = 0;
int y = 40;
AlphaBlend(hdc, x, y, BitmapWidth, BitmapHeight, hBmpDC, 0, 0, BitmapWidth, BitmapHeight, bf);
SelectObject(hBmpDC, hOldBMP);
DeleteDC(hBmpDC);
DeleteObject(hBmp);
EndPaint(hWnd, &ps);
}
break;