andlabs
andlabs

Reputation: 11588

Is it possible to render antialiased text onto a transparent background with pure GDI?

I've been asking a lot of questions about text aliasing and line aliasing and transparency lately because I wanted to write a platform agnostic vector graphics system for Go; the Windows code is written in C. Premultiplication shenanigans have led me to change the focus over to just rendering text (so I can access system fonts).

Right now I have something that draws text to an offscreen bitmap. This works, except for the antialiased bits. In my code, as I fill the memory buffer with 0xFF to flip the alpha byte (which GDI sets to 0x00 for a pixel that is drawn), the antialiasing is to white. Other people have seen antialiasing to black. This happens with both ANTIALIASED_QUALITY and CLEARTYPE_QUALITY.

I am drawing with TextOut() into a DIB in this case. The DIB is backed by a copy of the screen DC (GetDC(NULL)).

Is there anything I can do to just get text transparent? Can I somehow detect the white pixels, unblend them, and convert that to an alpha? How would I do that for colors too similar to white?

Upvotes: 2

Views: 2805

Answers (1)

arx
arx

Reputation: 16896

I wrote some code to do this.

The AntialiasedText function draws anti-aliased text onto an off-screen bitmap. It calculates the transparency so that the text can be blended with any background using the AlphaBlend API function.

The function is followed by a WM_PAINT handler illustrating its use.

// 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;
}

Here's a WM_PAINT handler to exercise the function. It draws the same text twice, first using TextOut and then using the anti-aliased bitmap. They look much the same, though not as good as ClearType.

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;

Upvotes: 4

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