Reputation: 163
I found a script in a game that's definitely using Microsoft YaHei font (when I replace the font file I found in the game folder with my own font file, the script font changes as well):
But even after changing the size and position parameter, the render result is always a bit different.
from PIL import Image, ImageDraw, ImageFont
import numpy as np
i = 12
text = '我是王中王'
font = ImageFont.truetype('mysh.ttf', i)
PIL_image = Image.new('RGB', (100, 100), color=0xffffff)
draw = ImageDraw.Draw(PIL_image)
draw.text((31, 11), text, font=font, fill=10, anchor='mm')
Image.fromarray(np.array(PIL_image)).save('out.png')
This is the piece of code I'm using, by changing the font_size argument, the most close result is this:
Tried with windows paint, get the same font like PIL:
There are slight differences ,you should be able to locate it:
I realize it could be the position parameter is decimal, but pillow text method seems to truncate decimal position parameter to integers, changing the position parameter to decimal makes no difference. What should I do?
Upvotes: 3
Views: 1002
Reputation: 27577
This is the cause of Pillow's aliasing. Unfortunately, Pillow doesn't support anti-aliasing, but you might get some information at this post: Python Imaging Library - Text rendering.
One of the answers there stated:
I've never used PIL, but a quick review of the documentation for the Draw method indicates that PIL provides a way to render simple graphics.
So it indicates that PIL simplifies the text rendered on its images. The OP of the question eventually posted an answer that I find very helpful:
I came up with my own solution that I find acceptable.
What I did was render the text large, like 3x the size it needs to be then scale it resize it down with antialiasing, it's not 100% perfect, but it's a hell of a lot better than default, and doesn't require cairo or pango.
For example,
image = Image.new("RGBA", (600, 150), (255, 255, 255))
draw = ImageDraw.Draw(image)
font = ImageFont.truetype("resources/HelveticaNeueLight.ttf", fontsize)
draw.text((10, 0), txt, (0,0,0), font=font)
img_resized = image.resize((188,45), Image.ANTIALIAS)and you end up with this result:
which is a lot better than what I was getting before with the same font.
Upvotes: 0
Reputation: 2710
The problem is neither in the PIL
nor in your code you are doing it right, but bear in mind while working with font rendering in images.
Your Problem
The Solution
Use Win32API in python to use windows rendering engine in python to obtain almost same results or at least nearest.
Or try to experiment with gamming library pygame
, as it is made to develop
games so it will handle font rendering more precisely and using a
sophisticated way to achieve reliability.
Using Windows API
import ctypes
import struct
import win32con
import win32gui
import win32ui
from PIL import Image
def RGB(r, g, b):
return r | (g << 8) | (b << 16)
def native_bmp_to_pil(hdc, bitmap_handle, width, height):
bmpheader = struct.pack("LHHHH", struct.calcsize("LHHHH"),
width, height, 1, 24) #w,h, planes=1, bitcount)
c_bmpheader = ctypes.c_buffer(bmpheader)
#3 bytes per pixel, pad lines to 4 bytes
c_bits = ctypes.c_buffer(" " * (height * ((width*3 + 3) & -4)))
res = ctypes.windll.gdi32.GetDIBits(
hdc, bitmap_handle, 0, height,
c_bits, c_bmpheader,
win32con.DIB_RGB_COLORS)
if not res:
raise IOError("native_bmp_to_pil failed: GetDIBits")
im = Image.frombuffer(
"RGB", (width, height), c_bits,
"raw", "BGR", (width*3 + 3) & -4, -1)
return im
class Win32Font:
def __init__(self, name, height, weight=win32con.FW_NORMAL,
italic=False, underline=False):
self.font = win32ui.CreateFont({
'name': name, 'height': height,
'weight': weight, 'italic': italic, 'underline': underline})
#create a compatible DC we can use to draw:
self.desktopHwnd = win32gui.GetDesktopWindow()
self.desktopDC = win32gui.GetWindowDC(self.desktopHwnd)
self.mfcDC = win32ui.CreateDCFromHandle(self.desktopDC)
self.drawDC = self.mfcDC.CreateCompatibleDC()
#initialize it
self.drawDC.SelectObject(self.font)
def renderText(self, text):
"""render text to a PIL image using the windows API."""
self.drawDC.SetTextColor(RGB(255,0,0))
#create the compatible bitmap:
w,h = self.drawDC.GetTextExtent(text)
saveBitMap = win32ui.CreateBitmap()
saveBitMap.CreateCompatibleBitmap(self.mfcDC, w, h)
self.drawDC.SelectObject(saveBitMap)
#draw it
self.drawDC.DrawText(text, (0, 0, w, h), win32con.DT_LEFT)
#convert to PIL image
im = native_bmp_to_pil(self.drawDC.GetSafeHdc(), saveBitMap.GetHandle(), w, h)
#clean-up
win32gui.DeleteObject(saveBitMap.GetHandle())
return im
def __del__(self):
self.mfcDC.DeleteDC()
self.drawDC.DeleteDC()
win32gui.ReleaseDC(self.desktopHwnd, self.desktopDC)
win32gui.DeleteObject(self.font.GetSafeHandle())
def __del__(self):
win32gui.DeleteObject(self.font.GetSafeHandle())
and to use that
f = Win32Font("Your Font Name e.g. Microsoft YaHei", 15) #to use your font file install the font in windows
im = f.renderText("your text") #render your text
im.save("/path/to/image") #save your image if needed
Using Pygame
pygfont = pygame.font.Font(r"c:\windows\fonts\yourcustomfont.ttf", 15)
surf = pygfont.render("your text to render", False, (0,0,0), (255,255,255)) #False means anti aliasing disabled, you can experiment with enabled flag also
pygame.image.save(surf, r"/path/to/your/image")
To install pygame
run pip install pygame
for python2 or pip3 install pygame
for python3
Upvotes: 3