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1 /*
2  * Copyright (C) 2010 Google Inc. All rights reserved.
3  *
4  * Redistribution and use in source and binary forms, with or without
5  * modification, are permitted provided that the following conditions
6  * are met:
7  *
8  * 1.  Redistributions of source code must retain the above copyright
9  *     notice, this list of conditions and the following disclaimer.
10  * 2.  Redistributions in binary form must reproduce the above copyright
11  *     notice, this list of conditions and the following disclaimer in the
12  *     documentation and/or other materials provided with the distribution.
13  *
14  * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
15  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17  * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
18  * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20  * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
23  * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24  */
25 
26 #include "config.h"
27 
28 #if ENABLE(ACCELERATED_2D_CANVAS)
29 
30 #include "LoopBlinnClassifier.h"
31 
32 #include "LoopBlinnMathUtils.h"
33 
34 namespace WebCore {
35 
36 using LoopBlinnMathUtils::approxEqual;
37 using LoopBlinnMathUtils::roundToZero;
38 
classify(const FloatPoint & c0,const FloatPoint & c1,const FloatPoint & c2,const FloatPoint & c3)39 LoopBlinnClassifier::Result LoopBlinnClassifier::classify(const FloatPoint& c0,
40                                                           const FloatPoint& c1,
41                                                           const FloatPoint& c2,
42                                                           const FloatPoint& c3)
43 {
44     // Consult the chapter for the definitions of the following
45     // (terse) variable names. Note that the b0..b3 coordinates are
46     // homogeneous, so the "z" value (actually the w coordinate) must
47     // be 1.0.
48     FloatPoint3D b0(c0.x(), c0.y(), 1.0f);
49     FloatPoint3D b1(c1.x(), c1.y(), 1.0f);
50     FloatPoint3D b2(c2.x(), c2.y(), 1.0f);
51     FloatPoint3D b3(c3.x(), c3.y(), 1.0f);
52 
53     // Compute a1..a3.
54     float a1 = b0 * b3.cross(b2);
55     float a2 = b1 * b0.cross(b3);
56     float a3 = b2 * b1.cross(b0);
57 
58     // Compute d1..d3.
59     float d1 = a1 - 2 * a2 + 3 * a3;
60     float d2 = -a2 + 3 * a3;
61     float d3 = 3 * a3;
62 
63     // Experimentation has shown that the texture coordinates computed
64     // from these values quickly become huge, leading to roundoff errors
65     // and artifacts in the shader. It turns out that if we normalize
66     // the vector defined by (d1, d2, d3), this fixes the problem of the
67     // texture coordinates getting too large without affecting the
68     // classification results.
69     FloatPoint3D nd(d1, d2, d3);
70     nd.normalize();
71     d1 = nd.x();
72     d2 = nd.y();
73     d3 = nd.z();
74 
75     // Compute the discriminant.
76     // term0 is a common term in the computation which helps decide
77     // which way to classify the cusp case: as serpentine or loop.
78     float term0 = (3 * d2 * d2 - 4 * d1 * d3);
79     float discriminant = d1 * d1 * term0;
80 
81     // Experimentation has also shown that when the classification is
82     // near the boundary between one curve type and another, the shader
83     // becomes numerically unstable, particularly with the cusp case.
84     // Correct for this by rounding d1..d3 and the discriminant to zero
85     // when they get near it.
86     d1 = roundToZero(d1);
87     d2 = roundToZero(d2);
88     d3 = roundToZero(d3);
89     discriminant = roundToZero(discriminant);
90 
91     // Do the classification.
92     if (approxEqual(b0, b1) && approxEqual(b0, b2) && approxEqual(b0, b3))
93         return Result(kPoint, d1, d2, d3);
94 
95     if (!discriminant) {
96         if (!d1 && !d2) {
97             if (!d3)
98                 return Result(kLine, d1, d2, d3);
99             return Result(kQuadratic, d1, d2, d3);
100         }
101 
102         if (!d1)
103             return Result(kCusp, d1, d2, d3);
104 
105         // This is the boundary case described in Loop and Blinn's
106         // SIGGRAPH '05 paper of a cusp with inflection at infinity.
107         // Because term0 might not be exactly 0, we decide between using
108         // the serpentine and loop cases depending on its sign to avoid
109         // taking the square root of a negative number when computing the
110         // cubic texture coordinates.
111         if (term0 < 0)
112             return Result(kLoop, d1, d2, d3);
113 
114         return Result(kSerpentine, d1, d2, d3);
115     }
116 
117     if (discriminant > 0)
118         return Result(kSerpentine, d1, d2, d3);
119 
120     // discriminant < 0
121     return Result(kLoop, d1, d2, d3);
122 }
123 
124 } // namespace WebCore
125 
126 #endif
127