15abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick/*
25abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick * Copyright (C) 2010 Google Inc. All rights reserved.
35abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick *
45abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick * Redistribution and use in source and binary forms, with or without
55abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick * modification, are permitted provided that the following conditions
65abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick * are met:
75abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick *
85abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick * 1.  Redistributions of source code must retain the above copyright
95abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick *     notice, this list of conditions and the following disclaimer.
105abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick * 2.  Redistributions in binary form must reproduce the above copyright
115abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick *     notice, this list of conditions and the following disclaimer in the
125abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick *     documentation and/or other materials provided with the distribution.
135abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick *
145abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
155abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
165abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
175abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
185abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
195abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
205abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
215abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
225abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
235abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
245abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick */
255abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
265abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick#include "config.h"
275abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
28a94275402997c11dd2e778633dacf4b7e630a35dBen Murdoch#if ENABLE(ACCELERATED_2D_CANVAS)
29a94275402997c11dd2e778633dacf4b7e630a35dBen Murdoch
305abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick#include "LoopBlinnClassifier.h"
315abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
325abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick#include "LoopBlinnMathUtils.h"
335abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
345abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merricknamespace WebCore {
355abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
365abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrickusing LoopBlinnMathUtils::approxEqual;
375abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrickusing LoopBlinnMathUtils::roundToZero;
385abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
395abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain MerrickLoopBlinnClassifier::Result LoopBlinnClassifier::classify(const FloatPoint& c0,
405abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick                                                          const FloatPoint& c1,
415abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick                                                          const FloatPoint& c2,
425abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick                                                          const FloatPoint& c3)
435abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick{
445abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // Consult the chapter for the definitions of the following
455abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // (terse) variable names. Note that the b0..b3 coordinates are
465abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // homogeneous, so the "z" value (actually the w coordinate) must
475abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // be 1.0.
485abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    FloatPoint3D b0(c0.x(), c0.y(), 1.0f);
495abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    FloatPoint3D b1(c1.x(), c1.y(), 1.0f);
505abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    FloatPoint3D b2(c2.x(), c2.y(), 1.0f);
515abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    FloatPoint3D b3(c3.x(), c3.y(), 1.0f);
525abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
535abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // Compute a1..a3.
545abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    float a1 = b0 * b3.cross(b2);
555abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    float a2 = b1 * b0.cross(b3);
565abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    float a3 = b2 * b1.cross(b0);
575abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
585abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // Compute d1..d3.
595abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    float d1 = a1 - 2 * a2 + 3 * a3;
605abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    float d2 = -a2 + 3 * a3;
615abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    float d3 = 3 * a3;
625abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
635abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // Experimentation has shown that the texture coordinates computed
645abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // from these values quickly become huge, leading to roundoff errors
655abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // and artifacts in the shader. It turns out that if we normalize
665abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // the vector defined by (d1, d2, d3), this fixes the problem of the
675abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // texture coordinates getting too large without affecting the
685abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // classification results.
695abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    FloatPoint3D nd(d1, d2, d3);
705abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    nd.normalize();
715abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    d1 = nd.x();
725abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    d2 = nd.y();
735abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    d3 = nd.z();
745abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
755abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // Compute the discriminant.
765abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // term0 is a common term in the computation which helps decide
775abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // which way to classify the cusp case: as serpentine or loop.
785abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    float term0 = (3 * d2 * d2 - 4 * d1 * d3);
795abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    float discriminant = d1 * d1 * term0;
805abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
815abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // Experimentation has also shown that when the classification is
825abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // near the boundary between one curve type and another, the shader
835abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // becomes numerically unstable, particularly with the cusp case.
845abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // Correct for this by rounding d1..d3 and the discriminant to zero
855abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // when they get near it.
865abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    d1 = roundToZero(d1);
875abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    d2 = roundToZero(d2);
885abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    d3 = roundToZero(d3);
895abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    discriminant = roundToZero(discriminant);
905abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
915abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // Do the classification.
925abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    if (approxEqual(b0, b1) && approxEqual(b0, b2) && approxEqual(b0, b3))
935abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick        return Result(kPoint, d1, d2, d3);
945abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
955abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    if (!discriminant) {
965abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick        if (!d1 && !d2) {
975abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick            if (!d3)
985abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick                return Result(kLine, d1, d2, d3);
995abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick            return Result(kQuadratic, d1, d2, d3);
1005abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick        }
1015abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
1025abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick        if (!d1)
1035abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick            return Result(kCusp, d1, d2, d3);
1045abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
1055abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick        // This is the boundary case described in Loop and Blinn's
1065abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick        // SIGGRAPH '05 paper of a cusp with inflection at infinity.
1075abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick        // Because term0 might not be exactly 0, we decide between using
1085abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick        // the serpentine and loop cases depending on its sign to avoid
1095abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick        // taking the square root of a negative number when computing the
1105abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick        // cubic texture coordinates.
1115abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick        if (term0 < 0)
1125abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick            return Result(kLoop, d1, d2, d3);
1135abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
1145abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick        return Result(kSerpentine, d1, d2, d3);
1155abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    }
1165abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
1175abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    if (discriminant > 0)
1185abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick        return Result(kSerpentine, d1, d2, d3);
1195abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
1205abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    // discriminant < 0
1215abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick    return Result(kLoop, d1, d2, d3);
1225abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick}
1235abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick
1245abb8606fa57c3ebfc8b3c3dbc3fa4a25d2ae306Iain Merrick} // namespace WebCore
125a94275402997c11dd2e778633dacf4b7e630a35dBen Murdoch
126a94275402997c11dd2e778633dacf4b7e630a35dBen Murdoch#endif
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