| // Copyright 2016 The Go Authors. All rights reserved. | |
| // Use of this source code is governed by a BSD-style | |
| // license that can be found in the LICENSE file. | |
| package vector | |
| // This file contains a floating point math implementation of the vector | |
| // graphics rasterizer. | |
| import ( | |
| "math" | |
| ) | |
| func floatingFloor(x float32) int32 { return int32(math.Floor(float64(x))) } | |
| func floatingCeil(x float32) int32 { return int32(math.Ceil(float64(x))) } | |
| func (z *Rasterizer) floatingLineTo(bx, by float32) { | |
| ax, ay := z.penX, z.penY | |
| z.penX, z.penY = bx, by | |
| dir := float32(1) | |
| if ay > by { | |
| dir, ax, ay, bx, by = -1, bx, by, ax, ay | |
| } | |
| // Horizontal line segments yield no change in coverage. Almost horizontal | |
| // segments would yield some change, in ideal math, but the computation | |
| // further below, involving 1 / (by - ay), is unstable in floating point | |
| // math, so we treat the segment as if it was perfectly horizontal. | |
| if by-ay <= 0.000001 { | |
| return | |
| } | |
| dxdy := (bx - ax) / (by - ay) | |
| x := ax | |
| y := floatingFloor(ay) | |
| yMax := floatingCeil(by) | |
| if yMax > int32(z.size.Y) { | |
| yMax = int32(z.size.Y) | |
| } | |
| width := int32(z.size.X) | |
| for ; y < yMax; y++ { | |
| dy := min(float32(y+1), by) - max(float32(y), ay) | |
| // The "float32" in expressions like "float32(foo*bar)" here and below | |
| // look redundant, since foo and bar already have type float32, but are | |
| // explicit in order to disable the compiler's Fused Multiply Add (FMA) | |
| // instruction selection, which can improve performance but can result | |
| // in different rounding errors in floating point computations. | |
| // | |
| // This package aims to have bit-exact identical results across all | |
| // GOARCHes, and across pure Go code and assembly, so it disables FMA. | |
| // | |
| // See the discussion at | |
| // https://groups.google.com/d/topic/golang-dev/Sti0bl2xUXQ/discussion | |
| xNext := x + float32(dy*dxdy) | |
| if y < 0 { | |
| x = xNext | |
| continue | |
| } | |
| buf := z.bufF32[y*width:] | |
| d := float32(dy * dir) | |
| x0, x1 := x, xNext | |
| if x > xNext { | |
| x0, x1 = x1, x0 | |
| } | |
| x0i := floatingFloor(x0) | |
| x0Floor := float32(x0i) | |
| x1i := floatingCeil(x1) | |
| x1Ceil := float32(x1i) | |
| if x1i <= x0i+1 { | |
| xmf := float32(0.5*(x+xNext)) - x0Floor | |
| if i := clamp(x0i+0, width); i < uint(len(buf)) { | |
| buf[i] += d - float32(d*xmf) | |
| } | |
| if i := clamp(x0i+1, width); i < uint(len(buf)) { | |
| buf[i] += float32(d * xmf) | |
| } | |
| } else { | |
| s := 1 / (x1 - x0) | |
| x0f := x0 - x0Floor | |
| oneMinusX0f := 1 - x0f | |
| a0 := float32(0.5 * s * oneMinusX0f * oneMinusX0f) | |
| x1f := x1 - x1Ceil + 1 | |
| am := float32(0.5 * s * x1f * x1f) | |
| if i := clamp(x0i, width); i < uint(len(buf)) { | |
| buf[i] += float32(d * a0) | |
| } | |
| if x1i == x0i+2 { | |
| if i := clamp(x0i+1, width); i < uint(len(buf)) { | |
| buf[i] += float32(d * (1 - a0 - am)) | |
| } | |
| } else { | |
| a1 := float32(s * (1.5 - x0f)) | |
| if i := clamp(x0i+1, width); i < uint(len(buf)) { | |
| buf[i] += float32(d * (a1 - a0)) | |
| } | |
| dTimesS := float32(d * s) | |
| for xi := x0i + 2; xi < x1i-1; xi++ { | |
| if i := clamp(xi, width); i < uint(len(buf)) { | |
| buf[i] += dTimesS | |
| } | |
| } | |
| a2 := a1 + float32(s*float32(x1i-x0i-3)) | |
| if i := clamp(x1i-1, width); i < uint(len(buf)) { | |
| buf[i] += float32(d * (1 - a2 - am)) | |
| } | |
| } | |
| if i := clamp(x1i, width); i < uint(len(buf)) { | |
| buf[i] += float32(d * am) | |
| } | |
| } | |
| x = xNext | |
| } | |
| } | |
| const ( | |
| // almost256 scales a floating point value in the range [0, 1] to a uint8 | |
| // value in the range [0x00, 0xff]. | |
| // | |
| // 255 is too small. Floating point math accumulates rounding errors, so a | |
| // fully covered src value that would in ideal math be float32(1) might be | |
| // float32(1-ε), and uint8(255 * (1-ε)) would be 0xfe instead of 0xff. The | |
| // uint8 conversion rounds to zero, not to nearest. | |
| // | |
| // 256 is too big. If we multiplied by 256, below, then a fully covered src | |
| // value of float32(1) would translate to uint8(256 * 1), which can be 0x00 | |
| // instead of the maximal value 0xff. | |
| // | |
| // math.Float32bits(almost256) is 0x437fffff. | |
| almost256 = 255.99998 | |
| // almost65536 scales a floating point value in the range [0, 1] to a | |
| // uint16 value in the range [0x0000, 0xffff]. | |
| // | |
| // math.Float32bits(almost65536) is 0x477fffff. | |
| almost65536 = almost256 * 256 | |
| ) | |
| func floatingAccumulateOpOver(dst []uint8, src []float32) { | |
| // Sanity check that len(dst) >= len(src). | |
| if len(dst) < len(src) { | |
| return | |
| } | |
| acc := float32(0) | |
| for i, v := range src { | |
| acc += v | |
| a := acc | |
| if a < 0 { | |
| a = -a | |
| } | |
| if a > 1 { | |
| a = 1 | |
| } | |
| // This algorithm comes from the standard library's image/draw package. | |
| dstA := uint32(dst[i]) * 0x101 | |
| maskA := uint32(almost65536 * a) | |
| outA := dstA*(0xffff-maskA)/0xffff + maskA | |
| dst[i] = uint8(outA >> 8) | |
| } | |
| } | |
| func floatingAccumulateOpSrc(dst []uint8, src []float32) { | |
| // Sanity check that len(dst) >= len(src). | |
| if len(dst) < len(src) { | |
| return | |
| } | |
| acc := float32(0) | |
| for i, v := range src { | |
| acc += v | |
| a := acc | |
| if a < 0 { | |
| a = -a | |
| } | |
| if a > 1 { | |
| a = 1 | |
| } | |
| dst[i] = uint8(almost256 * a) | |
| } | |
| } | |
| func floatingAccumulateMask(dst []uint32, src []float32) { | |
| // Sanity check that len(dst) >= len(src). | |
| if len(dst) < len(src) { | |
| return | |
| } | |
| acc := float32(0) | |
| for i, v := range src { | |
| acc += v | |
| a := acc | |
| if a < 0 { | |
| a = -a | |
| } | |
| if a > 1 { | |
| a = 1 | |
| } | |
| dst[i] = uint32(almost65536 * a) | |
| } | |
| } |