154 lines
3.6 KiB
Go
154 lines
3.6 KiB
Go
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// Copyright 2016 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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package vector
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// This file contains a floating point math implementation of the vector
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// graphics rasterizer.
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import (
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"math"
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"golang.org/x/image/math/f32"
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)
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func floatingMax(x, y float32) float32 {
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if x > y {
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return x
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}
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return y
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}
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func floatingMin(x, y float32) float32 {
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if x < y {
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return x
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}
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return y
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}
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func floatingFloor(x float32) int32 { return int32(math.Floor(float64(x))) }
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func floatingCeil(x float32) int32 { return int32(math.Ceil(float64(x))) }
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func (z *Rasterizer) floatingLineTo(b f32.Vec2) {
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a := z.pen
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z.pen = b
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dir := float32(1)
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if a[1] > b[1] {
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dir, a, b = -1, b, a
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}
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// Horizontal line segments yield no change in coverage. Almost horizontal
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// segments would yield some change, in ideal math, but the computation
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// further below, involving 1 / (b[1] - a[1]), is unstable in floating
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// point math, so we treat the segment as if it was perfectly horizontal.
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if b[1]-a[1] <= 0.000001 {
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return
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}
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dxdy := (b[0] - a[0]) / (b[1] - a[1])
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x := a[0]
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y := floatingFloor(a[1])
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yMax := floatingCeil(b[1])
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if yMax > int32(z.size.Y) {
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yMax = int32(z.size.Y)
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}
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width := int32(z.size.X)
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for ; y < yMax; y++ {
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dy := floatingMin(float32(y+1), b[1]) - floatingMax(float32(y), a[1])
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xNext := x + dy*dxdy
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if y < 0 {
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x = xNext
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continue
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}
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buf := z.area[y*width:]
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d := dy * dir
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x0, x1 := x, xNext
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if x > xNext {
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x0, x1 = x1, x0
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}
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x0i := floatingFloor(x0)
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x0Floor := float32(x0i)
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x1i := floatingCeil(x1)
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x1Ceil := float32(x1i)
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if x1i <= x0i+1 {
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xmf := 0.5*(x+xNext) - x0Floor
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if i := clamp(x0i+0, width); i < uint(len(buf)) {
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buf[i] += d - d*xmf
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}
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if i := clamp(x0i+1, width); i < uint(len(buf)) {
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buf[i] += d * xmf
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}
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} else {
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s := 1 / (x1 - x0)
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x0f := x0 - x0Floor
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oneMinusX0f := 1 - x0f
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a0 := 0.5 * s * oneMinusX0f * oneMinusX0f
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x1f := x1 - x1Ceil + 1
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am := 0.5 * s * x1f * x1f
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if i := clamp(x0i, width); i < uint(len(buf)) {
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buf[i] += d * a0
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}
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if x1i == x0i+2 {
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if i := clamp(x0i+1, width); i < uint(len(buf)) {
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buf[i] += d * (1 - a0 - am)
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}
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} else {
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a1 := s * (1.5 - x0f)
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if i := clamp(x0i+1, width); i < uint(len(buf)) {
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buf[i] += d * (a1 - a0)
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}
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dTimesS := d * s
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for xi := x0i + 2; xi < x1i-1; xi++ {
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if i := clamp(xi, width); i < uint(len(buf)) {
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buf[i] += dTimesS
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}
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}
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a2 := a1 + s*float32(x1i-x0i-3)
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if i := clamp(x1i-1, width); i < uint(len(buf)) {
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buf[i] += d * (1 - a2 - am)
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}
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}
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if i := clamp(x1i, width); i < uint(len(buf)) {
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buf[i] += d * am
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}
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}
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x = xNext
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}
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}
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func floatingAccumulate(dst []uint8, src []float32) {
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// almost256 scales a floating point value in the range [0, 1] to a uint8
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// value in the range [0x00, 0xff].
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//
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// 255 is too small. Floating point math accumulates rounding errors, so a
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// fully covered src value that would in ideal math be float32(1) might be
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// float32(1-ε), and uint8(255 * (1-ε)) would be 0xfe instead of 0xff. The
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// uint8 conversion rounds to zero, not to nearest.
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//
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// 256 is too big. If we multiplied by 256, below, then a fully covered src
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// value of float32(1) would translate to uint8(256 * 1), which can be 0x00
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// instead of the maximal value 0xff.
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//
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// math.Float32bits(almost256) is 0x437fffff.
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const almost256 = 255.99998
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acc := float32(0)
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for i, v := range src {
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acc += v
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a := acc
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if a < 0 {
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a = -a
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}
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if a > 1 {
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a = 1
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}
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dst[i] = uint8(almost256 * a)
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}
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}
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