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Unified Diff: src/effects/SkPoint3.cpp

Issue 1291783003: Update SkLightingShader to support rotation (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Fix gyp file Created 5 years, 4 months ago
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Index: src/effects/SkPoint3.cpp
diff --git a/src/effects/SkPoint3.cpp b/src/effects/SkPoint3.cpp
deleted file mode 100644
index 3b5586b067077b4bcf03f37d31ac65e43ef043af..0000000000000000000000000000000000000000
--- a/src/effects/SkPoint3.cpp
+++ /dev/null
@@ -1,80 +0,0 @@
-/*
- * Copyright 2015 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#include "SkPoint3.h"
-
-// Returns the square of the Euclidian distance to (x,y,z).
-static inline float get_length_squared(float x, float y, float z) {
- return x * x + y * y + z * z;
-}
-
-// Calculates the square of the Euclidian distance to (x,y,z) and stores it in
-// *lengthSquared. Returns true if the distance is judged to be "nearly zero".
-//
-// This logic is encapsulated in a helper method to make it explicit that we
-// always perform this check in the same manner, to avoid inconsistencies
-// (see http://code.google.com/p/skia/issues/detail?id=560 ).
-static inline bool is_length_nearly_zero(float x, float y, float z, float *lengthSquared) {
- *lengthSquared = get_length_squared(x, y, z);
- return *lengthSquared <= (SK_ScalarNearlyZero * SK_ScalarNearlyZero);
-}
-
-SkScalar SkPoint3::Length(SkScalar x, SkScalar y, SkScalar z) {
- float magSq = get_length_squared(x, y, z);
- if (SkScalarIsFinite(magSq)) {
- return sk_float_sqrt(magSq);
- } else {
- double xx = x;
- double yy = y;
- double zz = z;
- return (float)sqrt(xx * xx + yy * yy + zz * zz);
- }
-}
-
-/*
- * We have to worry about 2 tricky conditions:
- * 1. underflow of magSq (compared against nearlyzero^2)
- * 2. overflow of magSq (compared w/ isfinite)
- *
- * If we underflow, we return false. If we overflow, we compute again using
- * doubles, which is much slower (3x in a desktop test) but will not overflow.
- */
-bool SkPoint3::normalize() {
- float magSq;
- if (is_length_nearly_zero(fX, fY, fZ, &magSq)) {
- this->set(0, 0, 0);
- return false;
- }
-
- float scale;
- if (SkScalarIsFinite(magSq)) {
- scale = 1.0f / sk_float_sqrt(magSq);
- } else {
- // our magSq step overflowed to infinity, so use doubles instead.
- // much slower, but needed when x, y or z is very large, otherwise we
- // divide by inf. and return (0,0,0) vector.
- double xx = fX;
- double yy = fY;
- double zz = fZ;
-#ifdef SK_CPU_FLUSH_TO_ZERO
- // The iOS ARM processor discards small denormalized numbers to go faster.
- // Casting this to a float would cause the scale to go to zero. Keeping it
- // as a double for the multiply keeps the scale non-zero.
- double dscale = 1.0f / sqrt(xx * xx + yy * yy + zz * zz);
- fX = x * dscale;
- fY = y * dscale;
- fZ = z * dscale;
- return true;
-#else
- scale = (float)(1.0f / sqrt(xx * xx + yy * yy + zz * zz));
-#endif
- }
- fX *= scale;
- fY *= scale;
- fZ *= scale;
- return true;
-}
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