131 lines
3.0 KiB
C
131 lines
3.0 KiB
C
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#ifndef MUPDF_FITZ_SHADE_H
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#define MUPDF_FITZ_SHADE_H
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#include "mupdf/fitz/system.h"
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#include "mupdf/fitz/context.h"
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#include "mupdf/fitz/geometry.h"
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#include "mupdf/fitz/store.h"
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#include "mupdf/fitz/pixmap.h"
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#include "mupdf/fitz/compressed-buffer.h"
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/*
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* The shading code uses gouraud shaded triangle meshes.
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*/
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enum
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{
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FZ_FUNCTION_BASED = 1,
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FZ_LINEAR = 2,
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FZ_RADIAL = 3,
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FZ_MESH_TYPE4 = 4,
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FZ_MESH_TYPE5 = 5,
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FZ_MESH_TYPE6 = 6,
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FZ_MESH_TYPE7 = 7
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};
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/*
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Structure is public to allow derived classes. Do not
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access the members directly.
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*/
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typedef struct fz_shade_s
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{
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fz_storable storable;
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fz_rect bbox; /* can be fz_infinite_rect */
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fz_colorspace *colorspace;
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fz_matrix matrix; /* matrix from pattern dict */
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int use_background; /* background color for fills but not 'sh' */
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float background[FZ_MAX_COLORS];
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/* Just to be confusing, PDF Shadings of Type 1 (Function Based
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* Shadings), do NOT use_function, but all the others do. This
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* is because Type 1 shadings take 2 inputs, whereas all the
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* others (when used with a function take 1 input. The type 1
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* data is in the 'f' field of the union below. */
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int use_function;
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float function[256][FZ_MAX_COLORS + 1];
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int type; /* function, linear, radial, mesh */
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union
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{
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struct
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{
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int extend[2];
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float coords[2][3]; /* (x,y,r) twice */
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} l_or_r;
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struct
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{
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int vprow;
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int bpflag;
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int bpcoord;
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int bpcomp;
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float x0, x1;
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float y0, y1;
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float c0[FZ_MAX_COLORS];
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float c1[FZ_MAX_COLORS];
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} m;
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struct
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{
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fz_matrix matrix;
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int xdivs;
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int ydivs;
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float domain[2][2];
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float *fn_vals;
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} f;
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} u;
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fz_compressed_buffer *buffer;
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} fz_shade;
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fz_shade *fz_keep_shade(fz_context *ctx, fz_shade *shade);
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void fz_drop_shade(fz_context *ctx, fz_shade *shade);
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void fz_drop_shade_imp(fz_context *ctx, fz_storable *shade);
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fz_rect fz_bound_shade(fz_context *ctx, fz_shade *shade, fz_matrix ctm);
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void fz_paint_shade(fz_context *ctx, fz_shade *shade, fz_colorspace *override_cs, 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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* Handy routine for processing mesh based shades
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*/
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typedef struct fz_vertex_s fz_vertex;
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struct fz_vertex_s
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{
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fz_point p;
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float c[FZ_MAX_COLORS];
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};
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/*
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Callback function type for use with
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fz_process_shade.
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arg: Opaque pointer from fz_process_shade caller.
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v: Pointer to a fz_vertex structure to populate.
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c: Pointer to an array of floats used to populate v.
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*/
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typedef void (fz_shade_prepare_fn)(fz_context *ctx, void *arg, fz_vertex *v, const float *c);
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/*
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Callback function type for use with
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fz_process_shade.
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arg: Opaque pointer from fz_process_shade caller.
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av, bv, cv: Pointers to a fz_vertex structure describing
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the corner locations and colors of a triangle to be
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filled.
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*/
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typedef void (fz_shade_process_fn)(fz_context *ctx, void *arg, fz_vertex *av, fz_vertex *bv, fz_vertex *cv);
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void fz_process_shade(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_rect scissor,
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fz_shade_prepare_fn *prepare,
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fz_shade_process_fn *process,
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void *process_arg);
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#endif
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