395 lines
8.9 KiB
C
395 lines
8.9 KiB
C
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#include "mupdf/fitz.h"
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#include "draw-imp.h"
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#include <assert.h>
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#include <math.h>
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enum { MAXN = 2 + FZ_MAX_COLORS };
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static void paint_scan(fz_pixmap *FZ_RESTRICT pix, int y, int fx0, int fx1, int cx0, int cx1, const int *FZ_RESTRICT v0, const int *FZ_RESTRICT v1, int n)
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{
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unsigned char *p;
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int c[MAXN], dc[MAXN];
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int k, w;
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float div, mul;
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int x0, x1, pa;
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/* Ensure that fx0 is left edge, and fx1 is right */
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if (fx0 > fx1)
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{
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const int *v;
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int t = fx0; fx0 = fx1; fx1 = t;
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v = v0; v0 = v1; v1 = v;
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}
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else if (fx0 == fx1)
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return;
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/* Clip fx0, fx1 to range */
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if (fx0 >= cx1)
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return;
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if (fx1 <= cx0)
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return;
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x0 = (fx0 > cx0 ? fx0 : cx0);
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x1 = (fx1 < cx1 ? fx1 : cx1);
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w = x1 - x0;
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if (w == 0)
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return;
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div = 1.0f / (fx1 - fx0);
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mul = (x0 - fx0);
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for (k = 0; k < n; k++)
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{
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dc[k] = (v1[k] - v0[k]) * div;
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c[k] = v0[k] + dc[k] * mul;
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}
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p = pix->samples + ((x0 - pix->x) * pix->n) + ((y - pix->y) * pix->stride);
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pa = pix->alpha;
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do
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{
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for (k = 0; k < n; k++)
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{
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*p++ = c[k]>>16;
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c[k] += dc[k];
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}
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if (pa)
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*p++ = 255;
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}
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while (--w);
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}
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typedef struct edge_data_s edge_data;
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struct edge_data_s
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{
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float x;
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float dx;
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int v[2*MAXN];
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};
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static inline void prepare_edge(const float *FZ_RESTRICT vtop, const float *FZ_RESTRICT vbot, edge_data *FZ_RESTRICT edge, float y, int n)
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{
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float r = 1.0f / (vbot[1] - vtop[1]);
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float t = (y - vtop[1]) * r;
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float diff = vbot[0] - vtop[0];
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int i;
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edge->x = vtop[0] + diff * t;
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edge->dx = diff * r;
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for (i = 0; i < n; i++)
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{
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diff = vbot[i+2] - vtop[i+2];
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edge->v[i] = (int)(65536.0f * (vtop[i+2] + diff * t));
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edge->v[i+MAXN] = (int)(65536.0f * diff * r);
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}
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}
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static inline void step_edge(edge_data *edge, int n)
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{
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int i;
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edge->x += edge->dx;
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for (i = 0; i < n; i++)
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{
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edge->v[i] += edge->v[i + MAXN];
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}
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}
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static void
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fz_paint_triangle(fz_pixmap *pix, float *v[3], int n, fz_irect bbox)
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{
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edge_data e0, e1;
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int top, mid, bot;
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float y, y1;
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int minx, maxx;
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top = bot = 0;
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if (v[1][1] < v[0][1]) top = 1; else bot = 1;
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if (v[2][1] < v[top][1]) top = 2;
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else if (v[2][1] > v[bot][1]) bot = 2;
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if (v[top][1] == v[bot][1]) return;
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/* Test if the triangle is completely outside the scissor rect */
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if (v[bot][1] < bbox.y0) return;
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if (v[top][1] > bbox.y1) return;
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/* Magic! Ensure that mid/top/bot are all different */
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mid = 3^top^bot;
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assert(top != bot && top != mid && mid != bot);
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minx = fz_maxi(bbox.x0, pix->x);
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maxx = fz_mini(bbox.x1, pix->x + pix->w);
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y = ceilf(fz_max(bbox.y0, v[top][1]));
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y1 = ceilf(fz_min(bbox.y1, v[mid][1]));
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n -= 2;
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prepare_edge(v[top], v[bot], &e0, y, n);
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if (y < y1)
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{
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prepare_edge(v[top], v[mid], &e1, y, n);
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do
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{
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paint_scan(pix, y, (int)e0.x, (int)e1.x, minx, maxx, &e0.v[0], &e1.v[0], n);
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step_edge(&e0, n);
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step_edge(&e1, n);
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y ++;
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}
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while (y < y1);
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}
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y1 = ceilf(fz_min(bbox.y1, v[bot][1]));
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if (y < y1)
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{
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prepare_edge(v[mid], v[bot], &e1, y, n);
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do
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{
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paint_scan(pix, y, (int)e0.x, (int)e1.x, minx, maxx, &e0.v[0], &e1.v[0], n);
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y ++;
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if (y >= y1)
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break;
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step_edge(&e0, n);
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step_edge(&e1, n);
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}
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while (1);
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}
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}
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struct paint_tri_data
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{
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const fz_shade *shade;
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fz_pixmap *dest;
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fz_irect bbox;
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fz_color_converter cc;
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};
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static void
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prepare_mesh_vertex(fz_context *ctx, void *arg, fz_vertex *v, const float *input)
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{
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struct paint_tri_data *ptd = (struct paint_tri_data *)arg;
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const fz_shade *shade = ptd->shade;
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fz_pixmap *dest = ptd->dest;
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float *output = v->c;
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int i;
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if (shade->use_function)
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output[0] = input[0] * 255;
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else
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{
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int n = fz_colorspace_n(ctx, dest->colorspace);
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int a = dest->alpha;
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int m = dest->n - a;
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if (ptd->cc.convert)
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ptd->cc.convert(ctx, &ptd->cc, input, output);
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for (i = 0; i < n; i++)
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output[i] *= 255;
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for (; i < m; i++)
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output[i] = 0;
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if (a)
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output[i] = 255;
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}
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}
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static void
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do_paint_tri(fz_context *ctx, void *arg, fz_vertex *av, fz_vertex *bv, fz_vertex *cv)
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{
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struct paint_tri_data *ptd = (struct paint_tri_data *)arg;
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float *vertices[3];
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fz_pixmap *dest;
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vertices[0] = (float *)av;
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vertices[1] = (float *)bv;
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vertices[2] = (float *)cv;
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dest = ptd->dest;
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fz_paint_triangle(dest, vertices, 2 + dest->n - dest->alpha, ptd->bbox);
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}
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/*
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Render a shade to a given pixmap.
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shade: The shade to paint.
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override_cs: NULL, or colorspace to override the shades
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inbuilt colorspace.
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ctm: The transform to apply.
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dest: The pixmap to render into.
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color_params: The color rendering settings
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bbox: Pointer to a bounding box to limit the rendering
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of the shade.
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op: NULL, or pointer to overprint bitmap.
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*/
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void
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fz_paint_shade(fz_context *ctx, fz_shade *shade, fz_colorspace *colorspace, fz_matrix ctm, fz_pixmap *dest, fz_color_params color_params, fz_irect bbox, const fz_overprint *eop)
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{
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unsigned char clut[256][FZ_MAX_COLORS];
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fz_pixmap *temp = NULL;
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fz_pixmap *conv = NULL;
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fz_color_converter cc = { 0 };
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float color[FZ_MAX_COLORS];
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struct paint_tri_data ptd = { 0 };
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int i, k;
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fz_matrix local_ctm;
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fz_var(temp);
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fz_var(conv);
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if (colorspace == NULL)
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colorspace = shade->colorspace;
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fz_try(ctx)
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{
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local_ctm = fz_concat(shade->matrix, ctm);
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if (shade->use_function)
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{
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/* We need to use alpha = 1 here, because the shade might not fill the bbox. */
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temp = fz_new_pixmap_with_bbox(ctx, fz_device_gray(ctx), bbox, NULL, 1);
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fz_clear_pixmap(ctx, temp);
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}
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else
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{
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temp = dest;
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}
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ptd.dest = temp;
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ptd.shade = shade;
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ptd.bbox = bbox;
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if (temp->colorspace)
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fz_init_cached_color_converter(ctx, &ptd.cc, colorspace, temp->colorspace, NULL, color_params);
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fz_process_shade(ctx, shade, local_ctm, fz_rect_from_irect(bbox), prepare_mesh_vertex, &do_paint_tri, &ptd);
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if (shade->use_function)
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{
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/* If the shade is defined in a deviceN (or separation,
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* which is the same internally to MuPDF) space, then
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* we need to render it in deviceN before painting it
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* to the destination. If not, we are free to render it
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* direct to the target. */
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if (fz_colorspace_is_device_n(ctx, colorspace))
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{
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/* We've drawn it as greyscale, with the values being
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* the input to the function. Now make DevN version
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* by mapping that greyscale through the function.
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* This seems inefficient, but it's actually required,
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* because we need to apply the function lookup POST
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* interpolation in the do_paint_tri routines, not
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* before it to avoid problems with some test files
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* (tests/GhentV3.0/061_Shading_x1a.pdf for example).
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*/
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unsigned char *s = temp->samples;
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unsigned char *d;
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int hh = temp->h;
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int n = fz_colorspace_n(ctx, colorspace);
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/* alpha = 1 here for the same reason as earlier */
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conv = fz_new_pixmap_with_bbox(ctx, colorspace, bbox, NULL, 1);
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d = conv->samples;
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while (hh--)
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{
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int len = temp->w;
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while (len--)
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{
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int v = *s++;
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int a = *s++;
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const float *f = shade->function[v];
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for (k = 0; k < n; k++)
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*d++ = fz_clampi(255 * f[k], 0, 255);
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*d++ = a;
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}
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d += conv->stride - conv->w * conv->n;
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s += temp->stride - temp->w * temp->n;
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}
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fz_drop_pixmap(ctx, temp);
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temp = conv;
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conv = NULL;
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/* Now Change from our device_n colorspace into the target colorspace/spots. */
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conv = fz_clone_pixmap_area_with_different_seps(ctx, temp, NULL, dest->colorspace, dest->seps, color_params, NULL);
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}
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else
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{
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unsigned char *s = temp->samples;
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unsigned char *d;
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int da;
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int sa = temp->alpha;
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int hh = temp->h;
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int cn = fz_colorspace_n(ctx, colorspace);
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int m = dest->n - dest->alpha;
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int n = fz_colorspace_n(ctx, dest->colorspace);
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if (dest->colorspace)
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{
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fz_find_color_converter(ctx, &cc, colorspace, dest->colorspace, NULL, color_params);
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for (i = 0; i < 256; i++)
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{
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cc.convert(ctx, &cc, shade->function[i], color);
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for (k = 0; k < n; k++)
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clut[i][k] = color[k] * 255;
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for (; k < m; k++)
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clut[i][k] = 0;
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clut[i][k] = shade->function[i][cn] * 255;
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}
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fz_drop_color_converter(ctx, &cc);
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}
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else
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{
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for (i = 0; i < 256; i++)
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{
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for (k = 0; k < m; k++)
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clut[i][k] = 0;
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clut[i][k] = shade->function[i][cn] * 255;
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}
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}
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conv = fz_new_pixmap_with_bbox(ctx, dest->colorspace, bbox, dest->seps, 1);
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d = conv->samples;
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da = conv->alpha;
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while (hh--)
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{
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int len = temp->w;
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while (len--)
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{
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int v = *s++;
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int a = (da ? clut[v][conv->n - 1] : 255);
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if (sa)
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a = fz_mul255(*s++, a);
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for (k = 0; k < conv->n - da; k++)
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*d++ = fz_mul255(clut[v][k], a);
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if (da)
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*d++ = a;
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}
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d += conv->stride - conv->w * conv->n;
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s += temp->stride - temp->w * temp->n;
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}
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}
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fz_paint_pixmap_with_overprint(dest, conv, eop);
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}
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}
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fz_always(ctx)
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{
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if (shade->use_function)
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{
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fz_drop_color_converter(ctx, &cc);
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fz_drop_pixmap(ctx, temp);
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fz_drop_pixmap(ctx, conv);
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}
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fz_fin_cached_color_converter(ctx, &ptd.cc);
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}
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fz_catch(ctx)
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fz_rethrow(ctx);
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}
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