Merge pull request #200 from EthanSuquet/fix/text-scale-continuous-raster

Render: text layers are always continuously rasterised
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Brandon Thomas committed 2026-10-09 00:21:56 -04:00
commit 48dc1ec4e5
3 files changed
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+11 -8
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@@ -667,18 +667,21 @@ impl<'a> Renderer<'a> {
Region::Full
}
/// Rasterisation scale of a layer's source: the output scale, or — for Continuously
/// Rasterize text and shape layers — the output scale times the layer's on-screen scale
/// (quarter-octave steps, rounded up, so vector content is drawn at its final size and
/// stays sharp when scaled up).
/// Rasterisation scale of a layer's source: the output scale, or — for text layers, which are
/// always continuously rasterised, and Continuously Rasterize shape layers and vector footage —
/// the output scale times the layer's on-screen scale (quarter-octave steps, rounded up, so
/// vector content is drawn at its final size and stays sharp when scaled up).
pub fn raster_scale(&self, ctx: &EvalCtx, layer: &Layer) -> f64 {
let s = self.opts.scale;
let vector = match layer.source {
LayerSource::Text | LayerSource::Shape => true,
LayerSource::Footage { item } => matches!(self.project.item(item).map(|i| &i.kind), Some(ItemKind::Footage(f)) if is_vector_footage(f)),
let continuous = match layer.source {
LayerSource::Text => true,
LayerSource::Shape => layer.switches.collapse,
LayerSource::Footage { item } => {
layer.switches.collapse && matches!(self.project.item(item).map(|i| &i.kind), Some(ItemKind::Footage(f)) if is_vector_footage(f))
}
_ => false,
};
if !layer.switches.collapse || !vector {
if !continuous {
return s;
}
let (l2c, _) = ctx.layer_to_comp(layer);
+30 -1
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@@ -1,7 +1,7 @@
//! Collapse Transformations, Continuously Rasterize and the Quality switch.
use effectcraft_color::{BlendMode, Label};
use effectcraft_keyframe::Value;
use effectcraft_keyframe::{TextDoc, Value};
use effectcraft_project::build::{self, Ids};
use effectcraft_project::{BitDepth, Comp, ItemId, ItemKind, Layer, LayerSource, Project, Quality, Solid};
use effectcraft_time::{FrameRate, Tick};
@@ -234,3 +234,32 @@ fn collapsed_precomp_of_another_size_renders_through_the_parent_camera() {
assert!(img.get(100, 100)[3] < 0.01, "only the 40 px solid is drawn");
}
}
/// Text layers are always continuously rasterised (#194): text scaled up with the layer's Scale is drawn
/// at its on-screen size, as sharp as text set at that font size, without the switch.
#[test]
fn text_scaled_up_stays_sharp_without_the_switch() {
let run = |size: f64, scale: f64| {
let mut p = project();
let comp = Comp::new(240, 160, FrameRate::FPS_30, Tick::from_seconds_f64(2.0));
let mut l = build::layer(&mut p, &comp, "Text", LayerSource::Text, (240, 160), None);
l.props.prop_mut("text/sourceText").unwrap().value = Value::Text(Box::new(TextDoc { text: "HE".into(), size, ..Default::default() }));
set(&mut l, "transform/anchor", Value::Vec3([0.0, 0.0, 0.0]));
set(&mut l, "transform/position", Value::Vec3([40.0, 120.0, 0.0]));
set(&mut l, "transform/scale", Value::Vec3([scale, scale, 100.0]));
assert!(!l.switches.collapse);
let mut c = comp;
c.layers = vec![l];
let cid = p.add_item("Comp", Label::Sandstone, None, ItemKind::Comp(c.into()));
render_frame(&p, cid, Tick::ZERO, 1.0)
};
let partial = |img: &Image| img.data.iter().filter(|px| (0.02..0.98).contains(&px[3])).count();
let scaled = run(10.0, 800.0);
let native = run(80.0, 100.0);
let (ps, pn) = (partial(&scaled), partial(&native));
let d = max_diff(&scaled, &native);
eprintln!("partially covered pixels: scaled {ps}, native {pn}; max difference {d}");
assert!(native.data.iter().filter(|px| px[3] > 0.98).count() > 1000, "the text renders");
assert!(ps <= pn + pn / 2, "scaled text is blurred: {ps} soft pixels against {pn}");
assert!(d < 0.05, "scaled text differs from text set at that size by {d}");
}
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@@ -318,8 +318,9 @@ hierarchical block-matching optical flow and a bidirectional warp (Pixel Motion,
its nested layers straight into the parent with concatenated transforms (one resample), so
nested blend modes and adjustment layers act on the parent's layers; nested 3D layers use the
parent's camera and lights and, when the precomp layer is 3D, are depth-sorted with the parent's
3D run. Masks, effects or styles force a flattened render. On text and shape layers the switch is
Continuously Rasterize: the source is rasterised at its on-screen scale. Quality: Draft samples
3D run. Masks, effects or styles force a flattened render. Text layers are always rasterised at
their on-screen scale; on shape layers and vector footage the switch is Continuously Rasterize and
does the same. Quality: Draft samples
nearest-neighbour, Wireframe draws the layer bounds. Slip edit (`layer.slip`, Alt+PageUp/Down,
dragging the source bar in the timeline) moves the source under fixed in/out points.