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/*
* Copyright (C) 2010 Google Inc. All rights reserved.
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* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
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// Cubic curve classification algorithm from "Rendering Vector Art on
// the GPU" by Loop and Blinn, GPU Gems 3, Chapter 25:
// http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html .
#ifndef LoopBlinnClassifier_h
#define LoopBlinnClassifier_h
#include <wtf/Noncopyable.h>
namespace WebCore {
class FloatPoint;
// Classifies cubic curves into specific types.
class LoopBlinnClassifier {
WTF_MAKE_NONCOPYABLE(LoopBlinnClassifier);
public:
// The types of cubic curves.
enum CurveType {
kSerpentine,
kCusp,
kLoop,
kQuadratic,
kLine,
kPoint
};
// The result of the classifier.
struct Result {
public:
Result(CurveType inputCurveType, float inputD1, float inputD2, float inputD3)
: curveType(inputCurveType)
, d1(inputD1)
, d2(inputD2)
, d3(inputD3) { }
CurveType curveType;
// These are coefficients used later in the computation of
// texture coordinates per vertex.
float d1;
float d2;
float d3;
};
// Classifies the given cubic bezier curve starting at c0, ending
// at c3, and affected by control points c1 and c2.
static Result classify(const FloatPoint& c0,
const FloatPoint& c1,
const FloatPoint& c2,
const FloatPoint& c3);
private:
// This class does not need to be instantiated.
LoopBlinnClassifier() { }
};
} // namespace WebCore
#endif // LoopBlinnClassifier_h