diff options
Diffstat (limited to 'vendor/golang.org/x/image/vector/raster_floating.go')
-rw-r--r-- | vendor/golang.org/x/image/vector/raster_floating.go | 153 |
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) + } +} |