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-rw-r--r--vendor/golang.org/x/image/vector/raster_floating.go153
1 files changed, 153 insertions, 0 deletions
diff --git a/vendor/golang.org/x/image/vector/raster_floating.go b/vendor/golang.org/x/image/vector/raster_floating.go
new file mode 100644
index 000000000..d03936a1e
--- /dev/null
+++ b/vendor/golang.org/x/image/vector/raster_floating.go
@@ -0,0 +1,153 @@
+// 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"
+
+ "golang.org/x/image/math/f32"
+)
+
+func floatingMax(x, y float32) float32 {
+ if x > y {
+ return x
+ }
+ return y
+}
+
+func floatingMin(x, y float32) float32 {
+ if x < y {
+ return x
+ }
+ return y
+}
+
+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(b f32.Vec2) {
+ a := z.pen
+ z.pen = b
+ dir := float32(1)
+ if a[1] > b[1] {
+ dir, a, b = -1, b, a
+ }
+ // 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 / (b[1] - a[1]), is unstable in floating
+ // point math, so we treat the segment as if it was perfectly horizontal.
+ if b[1]-a[1] <= 0.000001 {
+ return
+ }
+ dxdy := (b[0] - a[0]) / (b[1] - a[1])
+
+ x := a[0]
+ y := floatingFloor(a[1])
+ yMax := floatingCeil(b[1])
+ if yMax > int32(z.size.Y) {
+ yMax = int32(z.size.Y)
+ }
+ width := int32(z.size.X)
+
+ for ; y < yMax; y++ {
+ dy := floatingMin(float32(y+1), b[1]) - floatingMax(float32(y), a[1])
+ xNext := x + dy*dxdy
+ if y < 0 {
+ x = xNext
+ continue
+ }
+ buf := z.area[y*width:]
+ d := 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 := 0.5*(x+xNext) - x0Floor
+ if i := clamp(x0i+0, width); i < uint(len(buf)) {
+ buf[i] += d - d*xmf
+ }
+ if i := clamp(x0i+1, width); i < uint(len(buf)) {
+ buf[i] += d * xmf
+ }
+ } else {
+ s := 1 / (x1 - x0)
+ x0f := x0 - x0Floor
+ oneMinusX0f := 1 - x0f
+ a0 := 0.5 * s * oneMinusX0f * oneMinusX0f
+ x1f := x1 - x1Ceil + 1
+ am := 0.5 * s * x1f * x1f
+
+ if i := clamp(x0i, width); i < uint(len(buf)) {
+ buf[i] += d * a0
+ }
+
+ if x1i == x0i+2 {
+ if i := clamp(x0i+1, width); i < uint(len(buf)) {
+ buf[i] += d * (1 - a0 - am)
+ }
+ } else {
+ a1 := s * (1.5 - x0f)
+ if i := clamp(x0i+1, width); i < uint(len(buf)) {
+ buf[i] += d * (a1 - a0)
+ }
+ dTimesS := d * s
+ for xi := x0i + 2; xi < x1i-1; xi++ {
+ if i := clamp(xi, width); i < uint(len(buf)) {
+ buf[i] += dTimesS
+ }
+ }
+ a2 := a1 + s*float32(x1i-x0i-3)
+ if i := clamp(x1i-1, width); i < uint(len(buf)) {
+ buf[i] += d * (1 - a2 - am)
+ }
+ }
+
+ if i := clamp(x1i, width); i < uint(len(buf)) {
+ buf[i] += d * am
+ }
+ }
+
+ x = xNext
+ }
+}
+
+func floatingAccumulate(dst []uint8, src []float32) {
+ // 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.
+ const almost256 = 255.99998
+
+ 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)
+ }
+}