diff options
Diffstat (limited to 'fitz')
-rw-r--r-- | fitz/fitz-internal.h | 69 | ||||
-rw-r--r-- | fitz/res_shade.c | 855 |
2 files changed, 859 insertions, 65 deletions
diff --git a/fitz/fitz-internal.h b/fitz/fitz-internal.h index 1d641817..5d94896f 100644 --- a/fitz/fitz-internal.h +++ b/fitz/fitz-internal.h @@ -957,9 +957,13 @@ void fz_print_text(fz_context *ctx, FILE *out, fz_text*); enum { - FZ_LINEAR, - FZ_RADIAL, - FZ_MESH, + FZ_FUNCTION_BASED = 1, + FZ_LINEAR = 2, + FZ_RADIAL = 3, + FZ_MESH_TYPE4 = 4, + FZ_MESH_TYPE5 = 5, + FZ_MESH_TYPE6 = 6, + FZ_MESH_TYPE7 = 7 }; typedef struct fz_shade_s fz_shade; @@ -978,12 +982,36 @@ struct fz_shade_s int use_function; float function[256][FZ_MAX_COLORS + 1]; - int type; /* linear, radial, mesh */ - int extend[2]; + int type; /* function, axial, radial, mesh */ + union + { + struct + { + int extend[2]; + float coords[2][3]; /* (x,y,r) twice */ + } a_or_r; + struct + { + int vprow; + int bpflag; + int bpcoord; + int bpcomp; + float x0, x1; + float y0, y1; + float c0[FZ_MAX_COLORS]; + float c1[FZ_MAX_COLORS]; + } m; + struct + { + fz_matrix matrix; + int xdivs; + int ydivs; + float domain[2][2]; + float *fn_vals; + } f; + } u; - int mesh_len; - int mesh_cap; - float *mesh; /* [x y 0], [x y r], [x y t] or [x y c1 ... cn] */ + fz_buffer *buffer; }; fz_shade *fz_keep_shade(fz_context *ctx, fz_shade *shade); @@ -993,6 +1021,31 @@ void fz_free_shade_imp(fz_context *ctx, fz_storable *shade); fz_rect fz_bound_shade(fz_context *ctx, fz_shade *shade, fz_matrix ctm); void fz_paint_shade(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_pixmap *dest, fz_bbox bbox); +/* + * Handy routine for processing mesh based shades + */ +typedef struct fz_vertex_s fz_vertex; + +struct fz_vertex_s +{ + fz_point p; + float c[FZ_MAX_COLORS]; +}; + +typedef struct fz_mesh_processor_s fz_mesh_processor; + +typedef void (fz_mesh_process_fn)(void *arg, fz_vertex *av, fz_vertex *bv, fz_vertex *cv); + +struct fz_mesh_processor_s { + fz_context *ctx; + fz_shade *shade; + fz_mesh_process_fn *process; + void *process_arg; +}; + +void fz_process_mesh(fz_context *ctx, fz_shade *shade, fz_matrix ctm, + fz_mesh_process_fn *process, void *process_arg); + #ifndef NDEBUG void fz_print_shade(fz_context *ctx, FILE *out, fz_shade *shade); #endif diff --git a/fitz/res_shade.c b/fitz/res_shade.c index 9ebdd51e..231a7ba0 100644 --- a/fitz/res_shade.c +++ b/fitz/res_shade.c @@ -1,5 +1,755 @@ #include "fitz-internal.h" +#define SWAP(a,b) {fz_vertex *t = (a); (a) = (b); (b) = t;} + +static void +paint_tri(fz_mesh_processor *painter, fz_vertex *v0, fz_vertex *v1, fz_vertex *v2) +{ + painter->process(painter->process_arg, v0, v1, v2); +} + +static void +paint_quad(fz_mesh_processor *painter, fz_vertex *v0, fz_vertex *v1, fz_vertex *v2, fz_vertex *v3) +{ + painter->process(painter->process_arg, v0, v1, v3); + painter->process(painter->process_arg, v1, v3, v2); +} + +static void +fz_mesh_type1_process(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 = shade->colorspace->n; + + 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; + v[0].p.x = x; v[0].p.y = y; + v[0].p = fz_transform_point(ctm, v[0].p); + memcpy(v[0].c, p, n*sizeof(float)); + p += n; + v[1].p.x = x; v[1].p.y = yn; + v[1].p = fz_transform_point(ctm, v[1].p); + memcpy(v[1].c, p + xdivs*n, n*sizeof(float)); + for (xx = 0; xx < xdivs; xx++) + { + x = x0 + (x1 - x0) * (xx + 1) / xdivs; + + vn[0].p.x = x; vn[0].p.y = y; + vn[0].p = fz_transform_point(ctm, vn[0].p); + memcpy(vn[0].c, p, n*sizeof(float)); + p += n; + vn[1].p.x = x; vn[1].p.y = yn; + vn[1].p = fz_transform_point(ctm, vn[1].p); + memcpy(vn[1].c, p + xdivs*n, n*sizeof(float)); + + paint_quad(painter, &v[0], &vn[0], &vn[1], &v[1]); + SWAP(v,vn); + } + y = yn; + } +} + +static inline float read_sample(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(stream, bits) * (max - min) * bitscale; +} + +static void +fz_mesh_type4_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter) +{ + fz_stream *stream = fz_open_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; + 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; + float *c0 = shade->u.m.c0; + float *c1 = shade->u.m.c1; + + fz_try(ctx) + { + ncomp = (shade->use_function > 0 ? 1 : shade->colorspace->n); + while (!fz_is_eof_bits(stream)) + { + flag = fz_read_bits(stream, bpflag); + vd->p.x = read_sample(stream, bpcoord, x0, x1); + vd->p.y = read_sample(stream, bpcoord, y0, y1); + vd->p = fz_transform_point(ctm, vd->p); + for (i = 0; i < ncomp; i++) + vd->c[i] = read_sample(stream, bpcomp, c0[i], c1[i]); + + switch (flag) + { + case 0: /* start new triangle */ + SWAP(va, vd); + + fz_read_bits(stream, bpflag); + vb->p.x = read_sample(stream, bpcoord, x0, x1); + vb->p.y = read_sample(stream, bpcoord, y0, y1); + vb->p = fz_transform_point(ctm, vb->p); + for (i = 0; i < ncomp; i++) + vb->c[i] = read_sample(stream, bpcomp, c0[i], c1[i]); + + fz_read_bits(stream, bpflag); + vc->p.x = read_sample(stream, bpcoord, x0, x1); + vc->p.y = read_sample(stream, bpcoord, y0, y1); + vc->p = fz_transform_point(ctm, vc->p); + for (i = 0; i < ncomp; i++) + vc->c[i] = read_sample(stream, bpcomp, c0[i], c1[i]); + + paint_tri(painter, va, vb, vc); + break; + + case 1: /* Vb, Vc, Vd */ + SWAP(va, vb); + SWAP(vb, vc); + SWAP(vc, vd); + paint_tri(painter, va, vb, vc); + break; + + case 2: /* Va, Vc, Vd */ + SWAP(vb, vc); + SWAP(vc, vd); + paint_tri(painter, va, vb, vc); + break; + } + } + } + fz_always(ctx) + { + fz_close(stream); + } + fz_catch(ctx) + { + fz_rethrow(ctx); + } +} + +static void +fz_mesh_type5_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter) +{ + fz_stream *stream = fz_open_buffer(ctx, shade->buffer); + fz_vertex *buf = NULL; + fz_vertex *ref = NULL; + int first; + int 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; + float *c0 = shade->u.m.c0; + float *c1 = shade->u.m.c1; + + fz_var(buf); + fz_var(ref); + + fz_try(ctx) + { + ref = fz_malloc_array(ctx, vprow, sizeof(fz_vertex)); + buf = fz_malloc_array(ctx, vprow, sizeof(fz_vertex)); + first = 1; + + ncomp = (shade->use_function > 0 ? 1 : shade->colorspace->n); + while (!fz_is_eof_bits(stream)) + { + for (i = 0; i < vprow; i++) + { + buf[i].p.x = read_sample(stream, bpcoord, x0, x1); + buf[i].p.y = read_sample(stream, bpcoord, y0, y1); + buf[i].p = fz_transform_point(ctm, buf[i].p); + for (k = 0; k < ncomp; k++) + buf[i].c[k] = read_sample(stream, bpcomp, c0[k], c1[k]); + } + + if (!first) + for (i = 0; i < vprow - 1; i++) + paint_quad(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_close(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_mesh_processor *painter, tensor_patch p) +{ + fz_vertex v0, v1, v2, v3; + + v0.p = p.pole[0][0]; + memcpy(v0.c, p.color[0], sizeof(v0.c)); + + v1.p = p.pole[0][3]; + memcpy(v1.c, p.color[1], sizeof(v1.c)); + + v2.p = p.pole[3][3]; + memcpy(v2.c, p.color[2], sizeof(v2.c)); + + v3.p = p.pole[3][0]; + memcpy(v3.c, p.color[3], sizeof(v3.c)); + + paint_quad(painter, &v0, &v1, &v2, &v3); +} + +static inline void midcolor(float *c, float *c1, float *c2) +{ + int i; + for (i = 0; i < FZ_MAX_COLORS; 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) +{ + /* + 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], sizeof(s0->color[0])); + memcpy(s0->color[1], p->color[1], sizeof(s0->color[1])); + midcolor(s0->color[2], p->color[1], p->color[2]); + midcolor(s0->color[3], p->color[0], p->color[3]); + + memcpy(s1->color[0], s0->color[3], sizeof(s1->color[0])); + memcpy(s1->color[1], s0->color[2], sizeof(s1->color[1])); + memcpy(s1->color[2], p->color[2], sizeof(s1->color[2])); + memcpy(s1->color[3], p->color[3], sizeof(s1->color[3])); +} + +static void +draw_stripe(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); + + depth--; + if (depth == 0) + { + /* if no more subdividing, draw two new patches... */ + triangulate_patch(painter, s1); + triangulate_patch(painter, s0); + } + else + { + /* ...otherwise, continue subdividing. */ + draw_stripe(painter, &s1, depth); + draw_stripe(painter, &s0, depth); + } +} + +static void +split_patch(tensor_patch *p, tensor_patch *s0, tensor_patch *s1) +{ + /* + 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], sizeof(s0->color[0])); + midcolor(s0->color[1], p->color[0], p->color[1]); + midcolor(s0->color[2], p->color[2], p->color[3]); + memcpy(s0->color[3], p->color[3], sizeof(s0->color[3])); + + memcpy(s1->color[0], s0->color[1], sizeof(s1->color[0])); + memcpy(s1->color[1], p->color[1], sizeof(s1->color[1])); + memcpy(s1->color[2], p->color[2], sizeof(s1->color[2])); + memcpy(s1->color[3], s0->color[2], sizeof(s1->color[3])); +} + +static void +draw_patch(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); + + depth--; + if (depth == 0) + { + /* if no more subdividing, draw two new patches... */ + draw_stripe(painter, &s0, origdepth); + draw_stripe(painter, &s1, origdepth); + } + else + { + /* ...otherwise, continue subdividing. */ + draw_patch(painter, &s0, depth, origdepth); + draw_patch(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_mesh_type6_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter) +{ + fz_stream *stream = fz_open_buffer(ctx, shade->buffer); + int haspatch, hasprevpatch; + float prevc[4][FZ_MAX_COLORS]; + fz_point prevp[12]; + int 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; + float *c0 = shade->u.m.c0; + float *c1 = shade->u.m.c1; + + fz_try(ctx) + { + hasprevpatch = 0; + ncomp = (shade->use_function > 0 ? 1 : shade->colorspace->n); + while (!fz_is_eof_bits(stream)) + { + float c[4][FZ_MAX_COLORS]; + fz_point v[12]; + int startcolor; + int startpt; + int flag; + + flag = fz_read_bits(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(stream, bpcoord, x0, x1); + v[i].y = read_sample(stream, bpcoord, y0, y1); + v[i] = fz_transform_point(ctm, v[i]); + } + + for (i = startcolor; i < 4; i++) + { + for (k = 0; k < ncomp; k++) + c[i][k] = read_sample(stream, bpcomp, c0[k], c1[k]); + } + + haspatch = 0; + + if (flag == 0) + { + haspatch = 1; + } + else if (flag == 1 && hasprevpatch) + { + 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)); + + haspatch = 1; + } + else if (flag == 2 && hasprevpatch) + { + 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)); + + haspatch = 1; + } + else if (flag == 3 && hasprevpatch) + { + 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)); + + haspatch = 1; + } + + if (haspatch) + { + tensor_patch patch; + + make_tensor_patch(&patch, 6, v); + + for (i = 0; i < 4; i++) + memcpy(patch.color[i], c[i], ncomp * sizeof(float)); + + draw_patch(painter, &patch, SUBDIV, SUBDIV); + + for (i = 0; i < 12; i++) + prevp[i] = v[i]; + + for (i = 0; i < 4; i++) + memcpy(prevc[i], c[i], ncomp * sizeof(float)); + + hasprevpatch = 1; + } + } + } + fz_always(ctx) + { + fz_close(stream); + } + fz_catch(ctx) + { + fz_rethrow(ctx); + } +} + +static void +fz_mesh_type7_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter) +{ + fz_stream *stream = fz_open_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; + float *c0 = shade->u.m.c0; + float *c1 = shade->u.m.c1; + float prevc[4][FZ_MAX_COLORS]; + fz_point prevp[16]; + int ncomp; + int i, k; + int haspatch, hasprevpatch; + + fz_try(ctx) + { + hasprevpatch = 0; + ncomp = (shade->use_function > 0 ? 1 : shade->colorspace->n); + while (!fz_is_eof_bits(stream)) + { + float c[4][FZ_MAX_COLORS]; + fz_point v[16]; + int startcolor; + int startpt; + int flag; + + flag = fz_read_bits(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(stream, bpcoord, x0, x1); + v[i].y = read_sample(stream, bpcoord, y0, y1); + v[i] = fz_transform_point(ctm, v[i]); + } + + for (i = startcolor; i < 4; i++) + { + for (k = 0; k < ncomp; k++) + c[i][k] = read_sample(stream, bpcomp, c0[k], c1[k]); + } + + haspatch = 0; + + if (flag == 0) + { + haspatch = 1; + } + else if (flag == 1 && hasprevpatch) + { + 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)); + + haspatch = 1; + } + else if (flag == 2 && hasprevpatch) + { + 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)); + + haspatch = 1; + } + else if (flag == 3 && hasprevpatch) + { + 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)); + + haspatch = 1; + } + + if (haspatch) + { + tensor_patch patch; + + make_tensor_patch(&patch, 7, v); + + for (i = 0; i < 4; i++) + memcpy(patch.color[i], c[i], ncomp * sizeof(float)); + + draw_patch(painter, &patch, SUBDIV, SUBDIV); + + for (i = 0; i < 16; i++) + prevp[i] = v[i]; + + for (i = 0; i < 4; i++) + memcpy(prevc[i], c[i], FZ_MAX_COLORS * sizeof(float)); + + hasprevpatch = 1; + } + } + } + fz_always(ctx) + { + fz_close(stream); + } + fz_catch(ctx) + { + fz_rethrow(ctx); + } +} + +void +fz_process_mesh(fz_context *ctx, fz_shade *shade, fz_matrix ctm, + fz_mesh_process_fn *process, void *process_arg) +{ + fz_mesh_processor painter; + + painter.ctx = ctx; + painter.shade = shade; + painter.process = process; + painter.process_arg = process_arg; + + if (shade->type == FZ_FUNCTION_BASED) + fz_mesh_type1_process(ctx, shade, ctm, &painter); + else if (shade->type == FZ_MESH_TYPE4) + fz_mesh_type4_process(ctx, shade, ctm, &painter); + else if (shade->type == FZ_MESH_TYPE5) + fz_mesh_type5_process(ctx, shade, ctm, &painter); + else if (shade->type == FZ_MESH_TYPE6) + fz_mesh_type6_process(ctx, shade, ctm, &painter); + else if (shade->type == FZ_MESH_TYPE7) + fz_mesh_type7_process(ctx, shade, ctm, &painter); + else + fz_throw(ctx, "Unexpected mesh type %d\n", shade->type); +} + fz_shade * fz_keep_shade(fz_context *ctx, fz_shade *shade) { @@ -13,7 +763,9 @@ fz_free_shade_imp(fz_context *ctx, fz_storable *shade_) if (shade->colorspace) fz_drop_colorspace(ctx, shade->colorspace); - fz_free(ctx, shade->mesh); + if (shade->type == FZ_FUNCTION_BASED) + fz_free(ctx, shade->u.f.fn_vals); + fz_drop_buffer(ctx, shade->buffer); fz_free(ctx, shade); } @@ -23,65 +775,76 @@ fz_drop_shade(fz_context *ctx, fz_shade *shade) fz_drop_storable(ctx, &shade->storable); } +struct bound_mesh_data +{ + fz_rect rect; + int first; +}; + +static void +bound_tri(void *arg, fz_vertex *v1, fz_vertex *v2, fz_vertex *v3) +{ + struct bound_mesh_data *bmd = (struct bound_mesh_data *)arg; + + if (bmd->first) + { + bmd->rect.x0 = bmd->rect.x1 = v1->p.x; + bmd->rect.y0 = bmd->rect.y1 = v1->p.y; + bmd->first = 0; + } + else + { + if (v1->p.x < bmd->rect.x0) bmd->rect.x0 = v1->p.x; + if (v1->p.y < bmd->rect.y0) bmd->rect.y0 = v1->p.y; + if (v1->p.x > bmd->rect.x1) bmd->rect.x1 = v1->p.x; + if (v1->p.y > bmd->rect.y1) bmd->rect.y1 = v1->p.y; + } + + if (v2->p.x < bmd->rect.x0) bmd->rect.x0 = v2->p.x; + if (v2->p.y < bmd->rect.y0) bmd->rect.y0 = v2->p.y; + if (v2->p.x > bmd->rect.x1) bmd->rect.x1 = v2->p.x; + if (v2->p.y > bmd->rect.y1) bmd->rect.y1 = v2->p.y; + + if (v3->p.x < bmd->rect.x0) bmd->rect.x0 = v3->p.x; + if (v3->p.y < bmd->rect.y0) bmd->rect.y0 = v3->p.y; + if (v3->p.x > bmd->rect.x1) bmd->rect.x1 = v3->p.x; + if (v3->p.y > bmd->rect.y1) bmd->rect.y1 = v3->p.y; +} + fz_rect fz_bound_shade(fz_context *ctx, fz_shade *shade, fz_matrix ctm) { - float *v; - fz_rect r, s; - fz_point p; - int i, ncomp, nvert; + fz_rect s; + struct bound_mesh_data bmd; ctm = fz_concat(shade->matrix, ctm); - ncomp = shade->use_function ? 3 : 2 + shade->colorspace->n; - nvert = shade->mesh_len / ncomp; - v = shade->mesh; - s = fz_transform_rect(ctm, shade->bbox); if (shade->type == FZ_LINEAR) return fz_intersect_rect(s, fz_infinite_rect); if (shade->type == FZ_RADIAL) return fz_intersect_rect(s, fz_infinite_rect); - if (nvert == 0) - return fz_empty_rect; + bmd.rect = fz_empty_rect; + bmd.first = 1; + fz_process_mesh(ctx, shade, ctm, &bound_tri, &bmd); - p.x = v[0]; - p.y = v[1]; - v += ncomp; - p = fz_transform_point(ctm, p); - r.x0 = r.x1 = p.x; - r.y0 = r.y1 = p.y; - - for (i = 1; i < nvert; i++) - { - p.x = v[0]; - p.y = v[1]; - p = fz_transform_point(ctm, p); - v += ncomp; - if (p.x < r.x0) r.x0 = p.x; - if (p.y < r.y0) r.y0 = p.y; - if (p.x > r.x1) r.x1 = p.x; - if (p.y > r.y1) r.y1 = p.y; - } - - return fz_intersect_rect(s, r); + return fz_intersect_rect(s, bmd.rect); } #ifndef NDEBUG void fz_print_shade(fz_context *ctx, FILE *out, fz_shade *shade) { - int i, j, n; - float *vertex; - int triangle; + int i; fprintf(out, "shading {\n"); switch (shade->type) { + case FZ_FUNCTION_BASED: fprintf(out, "\ttype function_based\n"); break; case FZ_LINEAR: fprintf(out, "\ttype linear\n"); break; case FZ_RADIAL: fprintf(out, "\ttype radial\n"); break; - case FZ_MESH: fprintf(out, "\ttype mesh\n"); break; + default: /* MESH */ fprintf(out, "\ttype mesh\n"); break; } fprintf(out, "\tbbox [%g %g %g %g]\n", @@ -105,28 +868,6 @@ fz_print_shade(fz_context *ctx, FILE *out, fz_shade *shade) if (shade->use_function) { fprintf(out, "\tfunction\n"); - n = 3; - } - else - n = 2 + shade->colorspace->n; - - fprintf(out, "\tvertices: %d\n", shade->mesh_len); - - vertex = shade->mesh; - triangle = 0; - i = 0; - while (i < shade->mesh_len) - { - fprintf(out, "\t%d:(%g, %g): ", triangle, vertex[0], vertex[1]); - - for (j = 2; j < n; j++) - fprintf(out, "%s%g", j == 2 ? "" : " ", vertex[j]); - fprintf(out, "\n"); - - vertex += n; - i++; - if (i % 3 == 0) - triangle++; } fprintf(out, "}\n"); |