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vector/raster_floating.go (5.2K)

  1 // Copyright 2016 The Go Authors. All rights reserved.
  2 // Use of this source code is governed by a BSD-style
  3 // license that can be found in the LICENSE file.
  4 
  5 package vector
  6 
  7 // This file contains a floating point math implementation of the vector
  8 // graphics rasterizer.
  9 
 10 import (
 11 	"math"
 12 )
 13 
 14 func floatingFloor(x float32) int32 { return int32(math.Floor(float64(x))) }
 15 func floatingCeil(x float32) int32  { return int32(math.Ceil(float64(x))) }
 16 
 17 func (z *Rasterizer) floatingLineTo(bx, by float32) {
 18 	ax, ay := z.penX, z.penY
 19 	z.penX, z.penY = bx, by
 20 	dir := float32(1)
 21 	if ay > by {
 22 		dir, ax, ay, bx, by = -1, bx, by, ax, ay
 23 	}
 24 	// Horizontal line segments yield no change in coverage. Almost horizontal
 25 	// segments would yield some change, in ideal math, but the computation
 26 	// further below, involving 1 / (by - ay), is unstable in floating point
 27 	// math, so we treat the segment as if it was perfectly horizontal.
 28 	if by-ay <= 0.000001 {
 29 		return
 30 	}
 31 	dxdy := (bx - ax) / (by - ay)
 32 
 33 	x := ax
 34 	y := floatingFloor(ay)
 35 	yMax := floatingCeil(by)
 36 	if yMax > int32(z.size.Y) {
 37 		yMax = int32(z.size.Y)
 38 	}
 39 	width := int32(z.size.X)
 40 
 41 	for ; y < yMax; y++ {
 42 		dy := min(float32(y+1), by) - max(float32(y), ay)
 43 
 44 		// The "float32" in expressions like "float32(foo*bar)" here and below
 45 		// look redundant, since foo and bar already have type float32, but are
 46 		// explicit in order to disable the compiler's Fused Multiply Add (FMA)
 47 		// instruction selection, which can improve performance but can result
 48 		// in different rounding errors in floating point computations.
 49 		//
 50 		// This package aims to have bit-exact identical results across all
 51 		// GOARCHes, and across pure Go code and assembly, so it disables FMA.
 52 		//
 53 		// See the discussion at
 54 		// https://groups.google.com/d/topic/golang-dev/Sti0bl2xUXQ/discussion
 55 		xNext := x + float32(dy*dxdy)
 56 		if y < 0 {
 57 			x = xNext
 58 			continue
 59 		}
 60 		buf := z.bufF32[y*width:]
 61 		d := float32(dy * dir)
 62 		x0, x1 := x, xNext
 63 		if x > xNext {
 64 			x0, x1 = x1, x0
 65 		}
 66 		x0i := floatingFloor(x0)
 67 		x0Floor := float32(x0i)
 68 		x1i := floatingCeil(x1)
 69 		x1Ceil := float32(x1i)
 70 
 71 		if x1i <= x0i+1 {
 72 			xmf := float32(0.5*(x+xNext)) - x0Floor
 73 			if i := clamp(x0i+0, width); i < uint(len(buf)) {
 74 				buf[i] += d - float32(d*xmf)
 75 			}
 76 			if i := clamp(x0i+1, width); i < uint(len(buf)) {
 77 				buf[i] += float32(d * xmf)
 78 			}
 79 		} else {
 80 			s := 1 / (x1 - x0)
 81 			x0f := x0 - x0Floor
 82 			oneMinusX0f := 1 - x0f
 83 			a0 := float32(0.5 * s * oneMinusX0f * oneMinusX0f)
 84 			x1f := x1 - x1Ceil + 1
 85 			am := float32(0.5 * s * x1f * x1f)
 86 
 87 			if i := clamp(x0i, width); i < uint(len(buf)) {
 88 				buf[i] += float32(d * a0)
 89 			}
 90 
 91 			if x1i == x0i+2 {
 92 				if i := clamp(x0i+1, width); i < uint(len(buf)) {
 93 					buf[i] += float32(d * (1 - a0 - am))
 94 				}
 95 			} else {
 96 				a1 := float32(s * (1.5 - x0f))
 97 				if i := clamp(x0i+1, width); i < uint(len(buf)) {
 98 					buf[i] += float32(d * (a1 - a0))
 99 				}
100 				dTimesS := float32(d * s)
101 				for xi := x0i + 2; xi < x1i-1; xi++ {
102 					if i := clamp(xi, width); i < uint(len(buf)) {
103 						buf[i] += dTimesS
104 					}
105 				}
106 				a2 := a1 + float32(s*float32(x1i-x0i-3))
107 				if i := clamp(x1i-1, width); i < uint(len(buf)) {
108 					buf[i] += float32(d * (1 - a2 - am))
109 				}
110 			}
111 
112 			if i := clamp(x1i, width); i < uint(len(buf)) {
113 				buf[i] += float32(d * am)
114 			}
115 		}
116 
117 		x = xNext
118 	}
119 }
120 
121 const (
122 	// almost256 scales a floating point value in the range [0, 1] to a uint8
123 	// value in the range [0x00, 0xff].
124 	//
125 	// 255 is too small. Floating point math accumulates rounding errors, so a
126 	// fully covered src value that would in ideal math be float32(1) might be
127 	// float32(1-ε), and uint8(255 * (1-ε)) would be 0xfe instead of 0xff. The
128 	// uint8 conversion rounds to zero, not to nearest.
129 	//
130 	// 256 is too big. If we multiplied by 256, below, then a fully covered src
131 	// value of float32(1) would translate to uint8(256 * 1), which can be 0x00
132 	// instead of the maximal value 0xff.
133 	//
134 	// math.Float32bits(almost256) is 0x437fffff.
135 	almost256 = 255.99998
136 
137 	// almost65536 scales a floating point value in the range [0, 1] to a
138 	// uint16 value in the range [0x0000, 0xffff].
139 	//
140 	// math.Float32bits(almost65536) is 0x477fffff.
141 	almost65536 = almost256 * 256
142 )
143 
144 func floatingAccumulateOpOver(dst []uint8, src []float32) {
145 	// Sanity check that len(dst) >= len(src).
146 	if len(dst) < len(src) {
147 		return
148 	}
149 
150 	acc := float32(0)
151 	for i, v := range src {
152 		acc += v
153 		a := acc
154 		if a < 0 {
155 			a = -a
156 		}
157 		if a > 1 {
158 			a = 1
159 		}
160 		// This algorithm comes from the standard library's image/draw package.
161 		dstA := uint32(dst[i]) * 0x101
162 		maskA := uint32(almost65536 * a)
163 		outA := dstA*(0xffff-maskA)/0xffff + maskA
164 		dst[i] = uint8(outA >> 8)
165 	}
166 }
167 
168 func floatingAccumulateOpSrc(dst []uint8, src []float32) {
169 	// Sanity check that len(dst) >= len(src).
170 	if len(dst) < len(src) {
171 		return
172 	}
173 
174 	acc := float32(0)
175 	for i, v := range src {
176 		acc += v
177 		a := acc
178 		if a < 0 {
179 			a = -a
180 		}
181 		if a > 1 {
182 			a = 1
183 		}
184 		dst[i] = uint8(almost256 * a)
185 	}
186 }
187 
188 func floatingAccumulateMask(dst []uint32, src []float32) {
189 	// Sanity check that len(dst) >= len(src).
190 	if len(dst) < len(src) {
191 		return
192 	}
193 
194 	acc := float32(0)
195 	for i, v := range src {
196 		acc += v
197 		a := acc
198 		if a < 0 {
199 			a = -a
200 		}
201 		if a > 1 {
202 			a = 1
203 		}
204 		dst[i] = uint32(almost65536 * a)
205 	}
206 }