| /* |
| * Copyright (C) 2010 Google Inc. All rights reserved. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions |
| * are met: |
| * |
| * 1. Redistributions of source code must retain the above copyright |
| * notice, this list of conditions and the following disclaimer. |
| * 2. Redistributions in binary form must reproduce the above copyright |
| * notice, this list of conditions and the following disclaimer in the |
| * documentation and/or other materials provided with the distribution. |
| * |
| * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY |
| * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
| * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY |
| * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
| * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
| * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
| * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
| * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| */ |
| |
| #include "config.h" |
| |
| #if ENABLE(ACCELERATED_2D_CANVAS) |
| |
| #include "LoopBlinnClassifier.h" |
| |
| #include "LoopBlinnMathUtils.h" |
| |
| namespace WebCore { |
| |
| using LoopBlinnMathUtils::approxEqual; |
| using LoopBlinnMathUtils::roundToZero; |
| |
| LoopBlinnClassifier::Result LoopBlinnClassifier::classify(const FloatPoint& c0, |
| const FloatPoint& c1, |
| const FloatPoint& c2, |
| const FloatPoint& c3) |
| { |
| // Consult the chapter for the definitions of the following |
| // (terse) variable names. Note that the b0..b3 coordinates are |
| // homogeneous, so the "z" value (actually the w coordinate) must |
| // be 1.0. |
| FloatPoint3D b0(c0.x(), c0.y(), 1.0f); |
| FloatPoint3D b1(c1.x(), c1.y(), 1.0f); |
| FloatPoint3D b2(c2.x(), c2.y(), 1.0f); |
| FloatPoint3D b3(c3.x(), c3.y(), 1.0f); |
| |
| // Compute a1..a3. |
| float a1 = b0 * b3.cross(b2); |
| float a2 = b1 * b0.cross(b3); |
| float a3 = b2 * b1.cross(b0); |
| |
| // Compute d1..d3. |
| float d1 = a1 - 2 * a2 + 3 * a3; |
| float d2 = -a2 + 3 * a3; |
| float d3 = 3 * a3; |
| |
| // Experimentation has shown that the texture coordinates computed |
| // from these values quickly become huge, leading to roundoff errors |
| // and artifacts in the shader. It turns out that if we normalize |
| // the vector defined by (d1, d2, d3), this fixes the problem of the |
| // texture coordinates getting too large without affecting the |
| // classification results. |
| FloatPoint3D nd(d1, d2, d3); |
| nd.normalize(); |
| d1 = nd.x(); |
| d2 = nd.y(); |
| d3 = nd.z(); |
| |
| // Compute the discriminant. |
| // term0 is a common term in the computation which helps decide |
| // which way to classify the cusp case: as serpentine or loop. |
| float term0 = (3 * d2 * d2 - 4 * d1 * d3); |
| float discriminant = d1 * d1 * term0; |
| |
| // Experimentation has also shown that when the classification is |
| // near the boundary between one curve type and another, the shader |
| // becomes numerically unstable, particularly with the cusp case. |
| // Correct for this by rounding d1..d3 and the discriminant to zero |
| // when they get near it. |
| d1 = roundToZero(d1); |
| d2 = roundToZero(d2); |
| d3 = roundToZero(d3); |
| discriminant = roundToZero(discriminant); |
| |
| // Do the classification. |
| if (approxEqual(b0, b1) && approxEqual(b0, b2) && approxEqual(b0, b3)) |
| return Result(kPoint, d1, d2, d3); |
| |
| if (!discriminant) { |
| if (!d1 && !d2) { |
| if (!d3) |
| return Result(kLine, d1, d2, d3); |
| return Result(kQuadratic, d1, d2, d3); |
| } |
| |
| if (!d1) |
| return Result(kCusp, d1, d2, d3); |
| |
| // This is the boundary case described in Loop and Blinn's |
| // SIGGRAPH '05 paper of a cusp with inflection at infinity. |
| // Because term0 might not be exactly 0, we decide between using |
| // the serpentine and loop cases depending on its sign to avoid |
| // taking the square root of a negative number when computing the |
| // cubic texture coordinates. |
| if (term0 < 0) |
| return Result(kLoop, d1, d2, d3); |
| |
| return Result(kSerpentine, d1, d2, d3); |
| } |
| |
| if (discriminant > 0) |
| return Result(kSerpentine, d1, d2, d3); |
| |
| // discriminant < 0 |
| return Result(kLoop, d1, d2, d3); |
| } |
| |
| } // namespace WebCore |
| |
| #endif |