eBookReaderSwitch/mupdf/source/fitz/shade.c

1153 lines
30 KiB
C

#include "mupdf/fitz.h"
#include <string.h>
#include <math.h>
typedef struct fz_mesh_processor_s fz_mesh_processor;
struct fz_mesh_processor_s {
fz_shade *shade;
fz_shade_prepare_fn *prepare;
fz_shade_process_fn *process;
void *process_arg;
int ncomp;
};
#define SWAP(a,b) {fz_vertex *t = (a); (a) = (b); (b) = t;}
static inline void
paint_tri(fz_context *ctx, fz_mesh_processor *painter, fz_vertex *v0, fz_vertex *v1, fz_vertex *v2)
{
if (painter->process)
{
painter->process(ctx, painter->process_arg, v0, v1, v2);
}
}
static inline void
paint_quad(fz_context *ctx, fz_mesh_processor *painter, fz_vertex *v0, fz_vertex *v1, fz_vertex *v2, fz_vertex *v3)
{
/* For a quad with corners (in clockwise or anticlockwise order) are
* v0, v1, v2, v3. We can choose to split in in various different ways.
* Arbitrarily we can pick v0, v1, v3 for the first triangle. We then
* have to choose between v1, v2, v3 or v3, v2, v1 (or their equivalent
* rotations) for the second triangle.
*
* v1, v2, v3 has the property that both triangles share the same
* winding (useful if we were ever doing simple back face culling).
*
* v3, v2, v1 has the property that all the 'shared' edges (both
* within this quad, and with adjacent quads) are walked in the same
* direction every time. This can be useful in that depending on the
* implementation/rounding etc walking from A -> B can hit different
* pixels than walking from B->A.
*
* In the event neither of these things matter at the moment, as all
* the process functions where it matters order the edges from top to
* bottom before walking them.
*/
if (painter->process)
{
painter->process(ctx, painter->process_arg, v0, v1, v3);
painter->process(ctx, painter->process_arg, v3, v2, v1);
}
}
static inline void
fz_prepare_color(fz_context *ctx, fz_mesh_processor *painter, fz_vertex *v, float *c)
{
if (painter->prepare)
{
painter->prepare(ctx, painter->process_arg, v, c);
}
}
static inline void
fz_prepare_vertex(fz_context *ctx, fz_mesh_processor *painter, fz_vertex *v, fz_matrix ctm, float x, float y, float *c)
{
v->p = fz_transform_point_xy(x, y, ctm);
if (painter->prepare)
{
painter->prepare(ctx, painter->process_arg, v, c);
}
}
static void
fz_process_shade_type1(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter)
{
float *p = shade->u.f.fn_vals;
int xdivs = shade->u.f.xdivs;
int ydivs = shade->u.f.ydivs;
float x0 = shade->u.f.domain[0][0];
float y0 = shade->u.f.domain[0][1];
float x1 = shade->u.f.domain[1][0];
float y1 = shade->u.f.domain[1][1];
int xx, yy;
float y, yn, x;
fz_vertex vs[2][2];
fz_vertex *v = vs[0];
fz_vertex *vn = vs[1];
int n = fz_colorspace_n(ctx, shade->colorspace);
ctm = fz_concat(shade->u.f.matrix, ctm);
y = y0;
for (yy = 0; yy < ydivs; yy++)
{
yn = y0 + (y1 - y0) * (yy + 1) / ydivs;
x = x0;
fz_prepare_vertex(ctx, painter, &v[0], ctm, x, y, p);
p += n;
fz_prepare_vertex(ctx, painter, &v[1], ctm, x, yn, p + xdivs * n);
for (xx = 0; xx < xdivs; xx++)
{
x = x0 + (x1 - x0) * (xx + 1) / xdivs;
fz_prepare_vertex(ctx, painter, &vn[0], ctm, x, y, p);
p += n;
fz_prepare_vertex(ctx, painter, &vn[1], ctm, x, yn, p + xdivs * n);
paint_quad(ctx, painter, &v[0], &vn[0], &vn[1], &v[1]);
SWAP(v,vn);
}
y = yn;
}
}
#define HUGENUM 32000 /* how far to extend linear/radial shadings */
static fz_point
fz_point_on_circle(fz_point p, float r, float theta)
{
p.x = p.x + cosf(theta) * r;
p.y = p.y + sinf(theta) * r;
return p;
}
static void
fz_process_shade_type2(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter, fz_rect scissor)
{
fz_point p0, p1, dir;
fz_vertex v0, v1, v2, v3;
fz_vertex e0, e1;
float theta;
float zero = 0;
float one = 1;
float r;
p0.x = shade->u.l_or_r.coords[0][0];
p0.y = shade->u.l_or_r.coords[0][1];
p1.x = shade->u.l_or_r.coords[1][0];
p1.y = shade->u.l_or_r.coords[1][1];
dir.x = p0.y - p1.y;
dir.y = p1.x - p0.x;
p0 = fz_transform_point(p0, ctm);
p1 = fz_transform_point(p1, ctm);
dir = fz_transform_vector(dir, ctm);
theta = atan2f(dir.y, dir.x);
if (fz_is_infinite_rect(scissor)) {
r = HUGENUM; /* Not ideal, but it'll do for now */
} else {
float x = p0.x - scissor.x0;
float y = p0.y - scissor.y0;
if (x < scissor.x1 - p0.x)
x = scissor.x1 - p0.x;
if (x < p0.x - scissor.x1)
x = p0.x - scissor.x1;
if (x < scissor.x1 - p1.x)
x = scissor.x1 - p1.x;
if (y < scissor.y1 - p0.y)
y = scissor.y1 - p0.y;
if (y < p0.y - scissor.y1)
y = p0.y - scissor.y1;
if (y < scissor.y1 - p1.y)
y = scissor.y1 - p1.y;
r = x+y;
}
v0.p = fz_point_on_circle(p0, r, theta);
v1.p = fz_point_on_circle(p1, r, theta);
v2.p.x = 2*p0.x - v0.p.x;
v2.p.y = 2*p0.y - v0.p.y;
v3.p.x = 2*p1.x - v1.p.x;
v3.p.y = 2*p1.y - v1.p.y;
fz_prepare_color(ctx, painter, &v0, &zero);
fz_prepare_color(ctx, painter, &v1, &one);
fz_prepare_color(ctx, painter, &v2, &zero);
fz_prepare_color(ctx, painter, &v3, &one);
paint_quad(ctx, painter, &v0, &v2, &v3, &v1);
if (shade->u.l_or_r.extend[0] || shade->u.l_or_r.extend[1]) {
float d = fabsf(p1.x - p0.x);
float e = fabsf(p1.y - p0.y);
if (d < e)
d = e;
if (d != 0)
r /= d;
}
if (shade->u.l_or_r.extend[0])
{
e0.p.x = v0.p.x - (p1.x - p0.x) * r;
e0.p.y = v0.p.y - (p1.y - p0.y) * r;
fz_prepare_color(ctx, painter, &e0, &zero);
e1.p.x = v2.p.x - (p1.x - p0.x) * r;
e1.p.y = v2.p.y - (p1.y - p0.y) * r;
fz_prepare_color(ctx, painter, &e1, &zero);
paint_quad(ctx, painter, &e0, &v0, &v2, &e1);
}
if (shade->u.l_or_r.extend[1])
{
e0.p.x = v1.p.x + (p1.x - p0.x) * r;
e0.p.y = v1.p.y + (p1.y - p0.y) * r;
fz_prepare_color(ctx, painter, &e0, &one);
e1.p.x = v3.p.x + (p1.x - p0.x) * r;
e1.p.y = v3.p.y + (p1.y - p0.y) * r;
fz_prepare_color(ctx, painter, &e1, &one);
paint_quad(ctx, painter, &e0, &v1, &v3, &e1);
}
}
static void
fz_paint_annulus(fz_context *ctx, fz_matrix ctm,
fz_point p0, float r0, float c0,
fz_point p1, float r1, float c1,
int count,
fz_mesh_processor *painter)
{
fz_vertex t0, t1, t2, t3, b0, b1, b2, b3;
float theta, step, a, b;
int i;
theta = atan2f(p1.y - p0.y, p1.x - p0.x);
step = FZ_PI / count;
a = 0;
for (i = 1; i <= count; i++)
{
b = i * step;
t0.p = fz_transform_point(fz_point_on_circle(p0, r0, theta + a), ctm);
t1.p = fz_transform_point(fz_point_on_circle(p0, r0, theta + b), ctm);
t2.p = fz_transform_point(fz_point_on_circle(p1, r1, theta + a), ctm);
t3.p = fz_transform_point(fz_point_on_circle(p1, r1, theta + b), ctm);
b0.p = fz_transform_point(fz_point_on_circle(p0, r0, theta - a), ctm);
b1.p = fz_transform_point(fz_point_on_circle(p0, r0, theta - b), ctm);
b2.p = fz_transform_point(fz_point_on_circle(p1, r1, theta - a), ctm);
b3.p = fz_transform_point(fz_point_on_circle(p1, r1, theta - b), ctm);
fz_prepare_color(ctx, painter, &t0, &c0);
fz_prepare_color(ctx, painter, &t1, &c0);
fz_prepare_color(ctx, painter, &t2, &c1);
fz_prepare_color(ctx, painter, &t3, &c1);
fz_prepare_color(ctx, painter, &b0, &c0);
fz_prepare_color(ctx, painter, &b1, &c0);
fz_prepare_color(ctx, painter, &b2, &c1);
fz_prepare_color(ctx, painter, &b3, &c1);
paint_quad(ctx, painter, &t0, &t2, &t3, &t1);
paint_quad(ctx, painter, &b0, &b2, &b3, &b1);
a = b;
}
}
static void
fz_process_shade_type3(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter)
{
fz_point p0, p1;
float r0, r1;
fz_point e;
float er, rs;
int count;
p0.x = shade->u.l_or_r.coords[0][0];
p0.y = shade->u.l_or_r.coords[0][1];
r0 = shade->u.l_or_r.coords[0][2];
p1.x = shade->u.l_or_r.coords[1][0];
p1.y = shade->u.l_or_r.coords[1][1];
r1 = shade->u.l_or_r.coords[1][2];
/* number of segments for a half-circle */
count = 4 * sqrtf(fz_matrix_expansion(ctm) * fz_max(r0, r1));
if (count < 3)
count = 3;
if (count > 1024)
count = 1024;
if (shade->u.l_or_r.extend[0])
{
if (r0 < r1)
rs = r0 / (r0 - r1);
else
rs = -HUGENUM;
e.x = p0.x + (p1.x - p0.x) * rs;
e.y = p0.y + (p1.y - p0.y) * rs;
er = r0 + (r1 - r0) * rs;
fz_paint_annulus(ctx, ctm, e, er, 0, p0, r0, 0, count, painter);
}
fz_paint_annulus(ctx, ctm, p0, r0, 0, p1, r1, 1, count, painter);
if (shade->u.l_or_r.extend[1])
{
if (r0 > r1)
rs = r1 / (r1 - r0);
else
rs = -HUGENUM;
e.x = p1.x + (p0.x - p1.x) * rs;
e.y = p1.y + (p0.y - p1.y) * rs;
er = r1 + (r0 - r1) * rs;
fz_paint_annulus(ctx, ctm, p1, r1, 1, e, er, 1, count, painter);
}
}
static inline float read_sample(fz_context *ctx, fz_stream *stream, int bits, float min, float max)
{
/* we use pow(2,x) because (1<<x) would overflow the math on 32-bit samples */
float bitscale = 1 / (powf(2, bits) - 1);
return min + fz_read_bits(ctx, stream, bits) * (max - min) * bitscale;
}
static void
fz_process_shade_type4(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter)
{
fz_stream *stream = fz_open_compressed_buffer(ctx, shade->buffer);
fz_vertex v[4];
fz_vertex *va = &v[0];
fz_vertex *vb = &v[1];
fz_vertex *vc = &v[2];
fz_vertex *vd = &v[3];
int flag, i, ncomp = painter->ncomp;
int bpflag = shade->u.m.bpflag;
int bpcoord = shade->u.m.bpcoord;
int bpcomp = shade->u.m.bpcomp;
float x0 = shade->u.m.x0;
float x1 = shade->u.m.x1;
float y0 = shade->u.m.y0;
float y1 = shade->u.m.y1;
const float *c0 = shade->u.m.c0;
const float *c1 = shade->u.m.c1;
float x, y, c[FZ_MAX_COLORS];
int first_triangle = 1;
fz_try(ctx)
{
while (!fz_is_eof_bits(ctx, stream))
{
flag = fz_read_bits(ctx, stream, bpflag);
x = read_sample(ctx, stream, bpcoord, x0, x1);
y = read_sample(ctx, stream, bpcoord, y0, y1);
for (i = 0; i < ncomp; i++)
c[i] = read_sample(ctx, stream, bpcomp, c0[i], c1[i]);
fz_prepare_vertex(ctx, painter, vd, ctm, x, y, c);
if (first_triangle)
{
if (flag != 0)
{
fz_warn(ctx, "ignoring non-zero edge flags for first vertex in mesh");
flag = 0;
}
first_triangle = 0;
}
switch (flag)
{
default:
fz_warn(ctx, "ignoring out of range edge flag in mesh");
/* fallthrough */
case 0: /* start new triangle */
SWAP(va, vd);
fz_read_bits(ctx, stream, bpflag);
x = read_sample(ctx, stream, bpcoord, x0, x1);
y = read_sample(ctx, stream, bpcoord, y0, y1);
for (i = 0; i < ncomp; i++)
c[i] = read_sample(ctx, stream, bpcomp, c0[i], c1[i]);
fz_prepare_vertex(ctx, painter, vb, ctm, x, y, c);
fz_read_bits(ctx, stream, bpflag);
x = read_sample(ctx, stream, bpcoord, x0, x1);
y = read_sample(ctx, stream, bpcoord, y0, y1);
for (i = 0; i < ncomp; i++)
c[i] = read_sample(ctx, stream, bpcomp, c0[i], c1[i]);
fz_prepare_vertex(ctx, painter, vc, ctm, x, y, c);
paint_tri(ctx, painter, va, vb, vc);
break;
case 1: /* Vb, Vc, Vd */
SWAP(va, vb);
SWAP(vb, vc);
SWAP(vc, vd);
paint_tri(ctx, painter, va, vb, vc);
break;
case 2: /* Va, Vc, Vd */
SWAP(vb, vc);
SWAP(vc, vd);
paint_tri(ctx, painter, va, vb, vc);
break;
}
}
}
fz_always(ctx)
{
fz_drop_stream(ctx, stream);
}
fz_catch(ctx)
{
fz_rethrow(ctx);
}
}
static void
fz_process_shade_type5(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter)
{
fz_stream *stream = fz_open_compressed_buffer(ctx, shade->buffer);
fz_vertex *buf = NULL;
fz_vertex *ref = NULL;
int first;
int ncomp = painter->ncomp;
int i, k;
int vprow = shade->u.m.vprow;
int bpcoord = shade->u.m.bpcoord;
int bpcomp = shade->u.m.bpcomp;
float x0 = shade->u.m.x0;
float x1 = shade->u.m.x1;
float y0 = shade->u.m.y0;
float y1 = shade->u.m.y1;
const float *c0 = shade->u.m.c0;
const float *c1 = shade->u.m.c1;
float x, y, c[FZ_MAX_COLORS];
fz_var(buf);
fz_var(ref);
fz_try(ctx)
{
ref = fz_malloc_array(ctx, vprow, fz_vertex);
buf = fz_malloc_array(ctx, vprow, fz_vertex);
first = 1;
while (!fz_is_eof_bits(ctx, stream))
{
for (i = 0; i < vprow; i++)
{
x = read_sample(ctx, stream, bpcoord, x0, x1);
y = read_sample(ctx, stream, bpcoord, y0, y1);
for (k = 0; k < ncomp; k++)
c[k] = read_sample(ctx, stream, bpcomp, c0[k], c1[k]);
fz_prepare_vertex(ctx, painter, &buf[i], ctm, x, y, c);
}
if (!first)
for (i = 0; i < vprow - 1; i++)
paint_quad(ctx, painter, &ref[i], &ref[i+1], &buf[i+1], &buf[i]);
SWAP(ref,buf);
first = 0;
}
}
fz_always(ctx)
{
fz_free(ctx, ref);
fz_free(ctx, buf);
fz_drop_stream(ctx, stream);
}
fz_catch(ctx)
{
fz_rethrow(ctx);
}
}
/* Subdivide and tessellate tensor-patches */
typedef struct tensor_patch_s tensor_patch;
struct tensor_patch_s
{
fz_point pole[4][4];
float color[4][FZ_MAX_COLORS];
};
static void
triangulate_patch(fz_context *ctx, fz_mesh_processor *painter, tensor_patch p)
{
fz_vertex v0, v1, v2, v3;
v0.p = p.pole[0][0];
v1.p = p.pole[0][3];
v2.p = p.pole[3][3];
v3.p = p.pole[3][0];
fz_prepare_color(ctx, painter, &v0, p.color[0]);
fz_prepare_color(ctx, painter, &v1, p.color[1]);
fz_prepare_color(ctx, painter, &v2, p.color[2]);
fz_prepare_color(ctx, painter, &v3, p.color[3]);
paint_quad(ctx, painter, &v0, &v1, &v2, &v3);
}
static inline void midcolor(float *c, float *c1, float *c2, int n)
{
int i;
for (i = 0; i < n; i++)
c[i] = (c1[i] + c2[i]) * 0.5f;
}
static void
split_curve(fz_point *pole, fz_point *q0, fz_point *q1, int polestep)
{
/*
split bezier curve given by control points pole[0]..pole[3]
using de casteljau algo at midpoint and build two new
bezier curves q0[0]..q0[3] and q1[0]..q1[3]. all indices
should be multiplies by polestep == 1 for vertical bezier
curves in patch and == 4 for horizontal bezier curves due
to C's multi-dimensional matrix memory layout.
*/
float x12 = (pole[1 * polestep].x + pole[2 * polestep].x) * 0.5f;
float y12 = (pole[1 * polestep].y + pole[2 * polestep].y) * 0.5f;
q0[1 * polestep].x = (pole[0 * polestep].x + pole[1 * polestep].x) * 0.5f;
q0[1 * polestep].y = (pole[0 * polestep].y + pole[1 * polestep].y) * 0.5f;
q1[2 * polestep].x = (pole[2 * polestep].x + pole[3 * polestep].x) * 0.5f;
q1[2 * polestep].y = (pole[2 * polestep].y + pole[3 * polestep].y) * 0.5f;
q0[2 * polestep].x = (q0[1 * polestep].x + x12) * 0.5f;
q0[2 * polestep].y = (q0[1 * polestep].y + y12) * 0.5f;
q1[1 * polestep].x = (x12 + q1[2 * polestep].x) * 0.5f;
q1[1 * polestep].y = (y12 + q1[2 * polestep].y) * 0.5f;
q0[3 * polestep].x = (q0[2 * polestep].x + q1[1 * polestep].x) * 0.5f;
q0[3 * polestep].y = (q0[2 * polestep].y + q1[1 * polestep].y) * 0.5f;
q1[0 * polestep].x = (q0[2 * polestep].x + q1[1 * polestep].x) * 0.5f;
q1[0 * polestep].y = (q0[2 * polestep].y + q1[1 * polestep].y) * 0.5f;
q0[0 * polestep].x = pole[0 * polestep].x;
q0[0 * polestep].y = pole[0 * polestep].y;
q1[3 * polestep].x = pole[3 * polestep].x;
q1[3 * polestep].y = pole[3 * polestep].y;
}
static void
split_stripe(tensor_patch *p, tensor_patch *s0, tensor_patch *s1, int n)
{
/*
split all horizontal bezier curves in patch,
creating two new patches with half the width.
*/
split_curve(&p->pole[0][0], &s0->pole[0][0], &s1->pole[0][0], 4);
split_curve(&p->pole[0][1], &s0->pole[0][1], &s1->pole[0][1], 4);
split_curve(&p->pole[0][2], &s0->pole[0][2], &s1->pole[0][2], 4);
split_curve(&p->pole[0][3], &s0->pole[0][3], &s1->pole[0][3], 4);
/* interpolate the colors for the two new patches. */
memcpy(s0->color[0], p->color[0], n * sizeof(s0->color[0][0]));
memcpy(s0->color[1], p->color[1], n * sizeof(s0->color[1][0]));
midcolor(s0->color[2], p->color[1], p->color[2], n);
midcolor(s0->color[3], p->color[0], p->color[3], n);
memcpy(s1->color[0], s0->color[3], n * sizeof(s1->color[0][0]));
memcpy(s1->color[1], s0->color[2], n * sizeof(s1->color[1][0]));
memcpy(s1->color[2], p->color[2], n * sizeof(s1->color[2][0]));
memcpy(s1->color[3], p->color[3], n * sizeof(s1->color[3][0]));
}
static void
draw_stripe(fz_context *ctx, fz_mesh_processor *painter, tensor_patch *p, int depth)
{
tensor_patch s0, s1;
/* split patch into two half-height patches */
split_stripe(p, &s0, &s1, painter->ncomp);
depth--;
if (depth == 0)
{
/* if no more subdividing, draw two new patches... */
triangulate_patch(ctx, painter, s1);
triangulate_patch(ctx, painter, s0);
}
else
{
/* ...otherwise, continue subdividing. */
draw_stripe(ctx, painter, &s1, depth);
draw_stripe(ctx, painter, &s0, depth);
}
}
static void
split_patch(tensor_patch *p, tensor_patch *s0, tensor_patch *s1, int n)
{
/*
split all vertical bezier curves in patch,
creating two new patches with half the height.
*/
split_curve(p->pole[0], s0->pole[0], s1->pole[0], 1);
split_curve(p->pole[1], s0->pole[1], s1->pole[1], 1);
split_curve(p->pole[2], s0->pole[2], s1->pole[2], 1);
split_curve(p->pole[3], s0->pole[3], s1->pole[3], 1);
/* interpolate the colors for the two new patches. */
memcpy(s0->color[0], p->color[0], n * sizeof(s0->color[0][0]));
midcolor(s0->color[1], p->color[0], p->color[1], n);
midcolor(s0->color[2], p->color[2], p->color[3], n);
memcpy(s0->color[3], p->color[3], n * sizeof(s0->color[3][0]));
memcpy(s1->color[0], s0->color[1], n * sizeof(s1->color[0][0]));
memcpy(s1->color[1], p->color[1], n * sizeof(s1->color[1][0]));
memcpy(s1->color[2], p->color[2], n * sizeof(s1->color[2][0]));
memcpy(s1->color[3], s0->color[2], n * sizeof(s1->color[3][0]));
}
static void
draw_patch(fz_context *ctx, fz_mesh_processor *painter, tensor_patch *p, int depth, int origdepth)
{
tensor_patch s0, s1;
/* split patch into two half-width patches */
split_patch(p, &s0, &s1, painter->ncomp);
depth--;
if (depth == 0)
{
/* if no more subdividing, draw two new patches... */
draw_stripe(ctx, painter, &s0, origdepth);
draw_stripe(ctx, painter, &s1, origdepth);
}
else
{
/* ...otherwise, continue subdividing. */
draw_patch(ctx, painter, &s0, depth, origdepth);
draw_patch(ctx, painter, &s1, depth, origdepth);
}
}
static fz_point
compute_tensor_interior(
fz_point a, fz_point b, fz_point c, fz_point d,
fz_point e, fz_point f, fz_point g, fz_point h)
{
fz_point pt;
/* see equations at page 330 in pdf 1.7 */
pt.x = -4 * a.x;
pt.x += 6 * (b.x + c.x);
pt.x += -2 * (d.x + e.x);
pt.x += 3 * (f.x + g.x);
pt.x += -1 * h.x;
pt.x /= 9;
pt.y = -4 * a.y;
pt.y += 6 * (b.y + c.y);
pt.y += -2 * (d.y + e.y);
pt.y += 3 * (f.y + g.y);
pt.y += -1 * h.y;
pt.y /= 9;
return pt;
}
static void
make_tensor_patch(tensor_patch *p, int type, fz_point *pt)
{
if (type == 6)
{
/* see control point stream order at page 325 in pdf 1.7 */
p->pole[0][0] = pt[0];
p->pole[0][1] = pt[1];
p->pole[0][2] = pt[2];
p->pole[0][3] = pt[3];
p->pole[1][3] = pt[4];
p->pole[2][3] = pt[5];
p->pole[3][3] = pt[6];
p->pole[3][2] = pt[7];
p->pole[3][1] = pt[8];
p->pole[3][0] = pt[9];
p->pole[2][0] = pt[10];
p->pole[1][0] = pt[11];
/* see equations at page 330 in pdf 1.7 */
p->pole[1][1] = compute_tensor_interior(
p->pole[0][0], p->pole[0][1], p->pole[1][0], p->pole[0][3],
p->pole[3][0], p->pole[3][1], p->pole[1][3], p->pole[3][3]);
p->pole[1][2] = compute_tensor_interior(
p->pole[0][3], p->pole[0][2], p->pole[1][3], p->pole[0][0],
p->pole[3][3], p->pole[3][2], p->pole[1][0], p->pole[3][0]);
p->pole[2][1] = compute_tensor_interior(
p->pole[3][0], p->pole[3][1], p->pole[2][0], p->pole[3][3],
p->pole[0][0], p->pole[0][1], p->pole[2][3], p->pole[0][3]);
p->pole[2][2] = compute_tensor_interior(
p->pole[3][3], p->pole[3][2], p->pole[2][3], p->pole[3][0],
p->pole[0][3], p->pole[0][2], p->pole[2][0], p->pole[0][0]);
}
else if (type == 7)
{
/* see control point stream order at page 330 in pdf 1.7 */
p->pole[0][0] = pt[0];
p->pole[0][1] = pt[1];
p->pole[0][2] = pt[2];
p->pole[0][3] = pt[3];
p->pole[1][3] = pt[4];
p->pole[2][3] = pt[5];
p->pole[3][3] = pt[6];
p->pole[3][2] = pt[7];
p->pole[3][1] = pt[8];
p->pole[3][0] = pt[9];
p->pole[2][0] = pt[10];
p->pole[1][0] = pt[11];
p->pole[1][1] = pt[12];
p->pole[1][2] = pt[13];
p->pole[2][2] = pt[14];
p->pole[2][1] = pt[15];
}
}
/* FIXME: Nasty */
#define SUBDIV 3 /* how many levels to subdivide patches */
static void
fz_process_shade_type6(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter)
{
fz_stream *stream = fz_open_compressed_buffer(ctx, shade->buffer);
float color_storage[2][4][FZ_MAX_COLORS];
fz_point point_storage[2][12];
int store = 0;
int ncomp = painter->ncomp;
int i, k;
int bpflag = shade->u.m.bpflag;
int bpcoord = shade->u.m.bpcoord;
int bpcomp = shade->u.m.bpcomp;
float x0 = shade->u.m.x0;
float x1 = shade->u.m.x1;
float y0 = shade->u.m.y0;
float y1 = shade->u.m.y1;
const float *c0 = shade->u.m.c0;
const float *c1 = shade->u.m.c1;
fz_try(ctx)
{
float (*prevc)[FZ_MAX_COLORS] = NULL;
fz_point *prevp = NULL;
while (!fz_is_eof_bits(ctx, stream))
{
float (*c)[FZ_MAX_COLORS] = color_storage[store];
fz_point *v = point_storage[store];
int startcolor;
int startpt;
int flag;
tensor_patch patch;
flag = fz_read_bits(ctx, stream, bpflag);
if (flag == 0)
{
startpt = 0;
startcolor = 0;
}
else
{
startpt = 4;
startcolor = 2;
}
for (i = startpt; i < 12; i++)
{
v[i].x = read_sample(ctx, stream, bpcoord, x0, x1);
v[i].y = read_sample(ctx, stream, bpcoord, y0, y1);
v[i] = fz_transform_point(v[i], ctm);
}
for (i = startcolor; i < 4; i++)
{
for (k = 0; k < ncomp; k++)
c[i][k] = read_sample(ctx, stream, bpcomp, c0[k], c1[k]);
}
if (flag == 0)
{
}
else if (flag == 1 && prevc)
{
v[0] = prevp[3];
v[1] = prevp[4];
v[2] = prevp[5];
v[3] = prevp[6];
memcpy(c[0], prevc[1], ncomp * sizeof(float));
memcpy(c[1], prevc[2], ncomp * sizeof(float));
}
else if (flag == 2 && prevc)
{
v[0] = prevp[6];
v[1] = prevp[7];
v[2] = prevp[8];
v[3] = prevp[9];
memcpy(c[0], prevc[2], ncomp * sizeof(float));
memcpy(c[1], prevc[3], ncomp * sizeof(float));
}
else if (flag == 3 && prevc)
{
v[0] = prevp[ 9];
v[1] = prevp[10];
v[2] = prevp[11];
v[3] = prevp[ 0];
memcpy(c[0], prevc[3], ncomp * sizeof(float));
memcpy(c[1], prevc[0], ncomp * sizeof(float));
}
else
continue;
make_tensor_patch(&patch, 6, v);
for (i = 0; i < 4; i++)
memcpy(patch.color[i], c[i], ncomp * sizeof(float));
draw_patch(ctx, painter, &patch, SUBDIV, SUBDIV);
prevp = v;
prevc = c;
store ^= 1;
}
}
fz_always(ctx)
{
fz_drop_stream(ctx, stream);
}
fz_catch(ctx)
{
fz_rethrow(ctx);
}
}
static void
fz_process_shade_type7(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter)
{
fz_stream *stream = fz_open_compressed_buffer(ctx, shade->buffer);
int bpflag = shade->u.m.bpflag;
int bpcoord = shade->u.m.bpcoord;
int bpcomp = shade->u.m.bpcomp;
float x0 = shade->u.m.x0;
float x1 = shade->u.m.x1;
float y0 = shade->u.m.y0;
float y1 = shade->u.m.y1;
const float *c0 = shade->u.m.c0;
const float *c1 = shade->u.m.c1;
float color_storage[2][4][FZ_MAX_COLORS];
fz_point point_storage[2][16];
int store = 0;
int ncomp = painter->ncomp;
int i, k;
float (*prevc)[FZ_MAX_COLORS] = NULL;
fz_point (*prevp) = NULL;
fz_try(ctx)
{
while (!fz_is_eof_bits(ctx, stream))
{
float (*c)[FZ_MAX_COLORS] = color_storage[store];
fz_point *v = point_storage[store];
int startcolor;
int startpt;
int flag;
tensor_patch patch;
flag = fz_read_bits(ctx, stream, bpflag);
if (flag == 0)
{
startpt = 0;
startcolor = 0;
}
else
{
startpt = 4;
startcolor = 2;
}
for (i = startpt; i < 16; i++)
{
v[i].x = read_sample(ctx, stream, bpcoord, x0, x1);
v[i].y = read_sample(ctx, stream, bpcoord, y0, y1);
v[i] = fz_transform_point(v[i], ctm);
}
for (i = startcolor; i < 4; i++)
{
for (k = 0; k < ncomp; k++)
c[i][k] = read_sample(ctx, stream, bpcomp, c0[k], c1[k]);
}
if (flag == 0)
{
}
else if (flag == 1 && prevc)
{
v[0] = prevp[3];
v[1] = prevp[4];
v[2] = prevp[5];
v[3] = prevp[6];
memcpy(c[0], prevc[1], ncomp * sizeof(float));
memcpy(c[1], prevc[2], ncomp * sizeof(float));
}
else if (flag == 2 && prevc)
{
v[0] = prevp[6];
v[1] = prevp[7];
v[2] = prevp[8];
v[3] = prevp[9];
memcpy(c[0], prevc[2], ncomp * sizeof(float));
memcpy(c[1], prevc[3], ncomp * sizeof(float));
}
else if (flag == 3 && prevc)
{
v[0] = prevp[ 9];
v[1] = prevp[10];
v[2] = prevp[11];
v[3] = prevp[ 0];
memcpy(c[0], prevc[3], ncomp * sizeof(float));
memcpy(c[1], prevc[0], ncomp * sizeof(float));
}
else
continue; /* We have no patch! */
make_tensor_patch(&patch, 7, v);
for (i = 0; i < 4; i++)
memcpy(patch.color[i], c[i], ncomp * sizeof(float));
draw_patch(ctx, painter, &patch, SUBDIV, SUBDIV);
prevp = v;
prevc = c;
store ^= 1;
}
}
fz_always(ctx)
{
fz_drop_stream(ctx, stream);
}
fz_catch(ctx)
{
fz_rethrow(ctx);
}
}
/*
Process a shade, using supplied callback
functions. This decomposes the shading to a mesh (even ones
that are not natively meshes, such as linear or radial
shadings), and processes triangles from those meshes.
shade: The shade to process.
ctm: The transform to use
prepare: Callback function to 'prepare' each vertex.
This function is passed an array of floats, and populates
a fz_vertex structure.
process: This function is passed 3 pointers to vertex
structures, and actually performs the processing (typically
filling the area between the vertexes).
process_arg: An opaque argument passed through from caller
to callback functions.
*/
void
fz_process_shade(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_rect scissor,
fz_shade_prepare_fn *prepare, fz_shade_process_fn *process, void *process_arg)
{
fz_mesh_processor painter;
painter.shade = shade;
painter.prepare = prepare;
painter.process = process;
painter.process_arg = process_arg;
painter.ncomp = (shade->use_function > 0 ? 1 : fz_colorspace_n(ctx, shade->colorspace));
if (shade->type == FZ_FUNCTION_BASED)
fz_process_shade_type1(ctx, shade, ctm, &painter);
else if (shade->type == FZ_LINEAR)
fz_process_shade_type2(ctx, shade, ctm, &painter, scissor);
else if (shade->type == FZ_RADIAL)
fz_process_shade_type3(ctx, shade, ctm, &painter);
else if (shade->type == FZ_MESH_TYPE4)
fz_process_shade_type4(ctx, shade, ctm, &painter);
else if (shade->type == FZ_MESH_TYPE5)
fz_process_shade_type5(ctx, shade, ctm, &painter);
else if (shade->type == FZ_MESH_TYPE6)
fz_process_shade_type6(ctx, shade, ctm, &painter);
else if (shade->type == FZ_MESH_TYPE7)
fz_process_shade_type7(ctx, shade, ctm, &painter);
else
fz_throw(ctx, FZ_ERROR_GENERIC, "Unexpected mesh type %d\n", shade->type);
}
static fz_rect
fz_bound_mesh_type1(fz_context *ctx, fz_shade *shade)
{
fz_rect bbox;
bbox.x0 = shade->u.f.domain[0][0];
bbox.y0 = shade->u.f.domain[0][1];
bbox.x1 = shade->u.f.domain[1][0];
bbox.y1 = shade->u.f.domain[1][1];
return fz_transform_rect(bbox, shade->u.f.matrix);
}
static fz_rect
fz_bound_mesh_type2(fz_context *ctx, fz_shade *shade)
{
/* FIXME: If axis aligned and not extended, the bbox may only be
* infinite in one direction */
return fz_infinite_rect;
}
static fz_rect
fz_bound_mesh_type3(fz_context *ctx, fz_shade *shade)
{
fz_rect bbox;
fz_point p0, p1;
float r0, r1;
r0 = shade->u.l_or_r.coords[0][2];
r1 = shade->u.l_or_r.coords[1][2];
if (shade->u.l_or_r.extend[0])
{
if (r0 >= r1)
return fz_infinite_rect;
}
if (shade->u.l_or_r.extend[1])
{
if (r0 <= r1)
return fz_infinite_rect;
}
p0.x = shade->u.l_or_r.coords[0][0];
p0.y = shade->u.l_or_r.coords[0][1];
p1.x = shade->u.l_or_r.coords[1][0];
p1.y = shade->u.l_or_r.coords[1][1];
bbox.x0 = p0.x - r0; bbox.y0 = p0.y - r0;
bbox.x1 = p0.x + r0; bbox.y1 = p0.x + r0;
if (bbox.x0 > p1.x - r1)
bbox.x0 = p1.x - r1;
if (bbox.x1 < p1.x + r1)
bbox.x1 = p1.x + r1;
if (bbox.y0 > p1.y - r1)
bbox.y0 = p1.y - r1;
if (bbox.y1 < p1.y + r1)
bbox.y1 = p1.y + r1;
return bbox;
}
static fz_rect
fz_bound_mesh_type4567(fz_context *ctx, fz_shade *shade)
{
fz_rect bbox;
bbox.x0 = shade->u.m.x0;
bbox.y0 = shade->u.m.y0;
bbox.x1 = shade->u.m.x1;
bbox.y1 = shade->u.m.y1;
return bbox;
}
static fz_rect
fz_bound_mesh(fz_context *ctx, fz_shade *shade)
{
if (shade->type == FZ_FUNCTION_BASED)
return fz_bound_mesh_type1(ctx, shade);
else if (shade->type == FZ_LINEAR)
return fz_bound_mesh_type2(ctx, shade);
else if (shade->type == FZ_RADIAL)
return fz_bound_mesh_type3(ctx, shade);
else if (shade->type == FZ_MESH_TYPE4 ||
shade->type == FZ_MESH_TYPE5 ||
shade->type == FZ_MESH_TYPE6 ||
shade->type == FZ_MESH_TYPE7)
return fz_bound_mesh_type4567(ctx, shade);
else
fz_throw(ctx, FZ_ERROR_GENERIC, "Unexpected mesh type %d\n", shade->type);
}
fz_shade *
fz_keep_shade(fz_context *ctx, fz_shade *shade)
{
return fz_keep_storable(ctx, &shade->storable);
}
/*
Internal function to destroy a
shade. Only exposed for use with the fz_store.
shade: The reference to destroy.
*/
void
fz_drop_shade_imp(fz_context *ctx, fz_storable *shade_)
{
fz_shade *shade = (fz_shade *)shade_;
fz_drop_colorspace(ctx, shade->colorspace);
if (shade->type == FZ_FUNCTION_BASED)
fz_free(ctx, shade->u.f.fn_vals);
fz_drop_compressed_buffer(ctx, shade->buffer);
fz_free(ctx, shade);
}
void
fz_drop_shade(fz_context *ctx, fz_shade *shade)
{
fz_drop_storable(ctx, &shade->storable);
}
/*
Bound a given shading.
shade: The shade to bound.
ctm: The transform to apply to the shade before bounding.
r: Pointer to storage to put the bounds in.
Returns r, updated to contain the bounds for the shading.
*/
fz_rect
fz_bound_shade(fz_context *ctx, fz_shade *shade, fz_matrix ctm)
{
ctm = fz_concat(shade->matrix, ctm);
if (shade->type != FZ_LINEAR && shade->type != FZ_RADIAL)
{
fz_rect rect = fz_bound_mesh(ctx, shade);
rect = fz_intersect_rect(rect, shade->bbox);
return fz_transform_rect(rect, ctm);
}
return fz_transform_rect(shade->bbox, ctm);
}