#include "fitz.h" /* * polygon clipping */ enum { IN, OUT, ENTER, LEAVE }; enum { MAXV = 3 + 4 }; enum { MAXN = 2 + FZ_MAX_COLORS }; static int clipx(float val, int ismax, float *v1, float *v2, int n) { float t; int i; int v1o = ismax ? v1[0] > val : v1[0] < val; int v2o = ismax ? v2[0] > val : v2[0] < val; if (v1o + v2o == 0) return IN; if (v1o + v2o == 2) return OUT; if (v2o) { t = (val - v1[0]) / (v2[0] - v1[0]); v2[0] = val; v2[1] = v1[1] + t * (v2[1] - v1[1]); for (i = 2; i < n; i++) v2[i] = v1[i] + t * (v2[i] - v1[i]); return LEAVE; } else { t = (val - v2[0]) / (v1[0] - v2[0]); v1[0] = val; v1[1] = v2[1] + t * (v1[1] - v2[1]); for (i = 2; i < n; i++) v1[i] = v2[i] + t * (v1[i] - v2[i]); return ENTER; } } static int clipy(float val, int ismax, float *v1, float *v2, int n) { float t; int i; int v1o = ismax ? v1[1] > val : v1[1] < val; int v2o = ismax ? v2[1] > val : v2[1] < val; if (v1o + v2o == 0) return IN; if (v1o + v2o == 2) return OUT; if (v2o) { t = (val - v1[1]) / (v2[1] - v1[1]); v2[0] = v1[0] + t * (v2[0] - v1[0]); v2[1] = val; for (i = 2; i < n; i++) v2[i] = v1[i] + t * (v2[i] - v1[i]); return LEAVE; } else { t = (val - v2[1]) / (v1[1] - v2[1]); v1[0] = v2[0] + t * (v1[0] - v2[0]); v1[1] = val; for (i = 2; i < n; i++) v1[i] = v2[i] + t * (v1[i] - v2[i]); return ENTER; } } static inline void copy_vert(float *dst, float *src, int n) { while (n--) *dst++ = *src++; } static int clip_poly(float src[MAXV][MAXN], float dst[MAXV][MAXN], int len, int n, float val, int isy, int ismax) { float cv1[MAXN]; float cv2[MAXN]; int v1, v2, cp; int r; v1 = len - 1; cp = 0; for (v2 = 0; v2 < len; v2++) { copy_vert(cv1, src[v1], n); copy_vert(cv2, src[v2], n); if (isy) r = clipy(val, ismax, cv1, cv2, n); else r = clipx(val, ismax, cv1, cv2, n); switch (r) { case IN: copy_vert(dst[cp++], cv2, n); break; case OUT: break; case LEAVE: copy_vert(dst[cp++], cv2, n); break; case ENTER: copy_vert(dst[cp++], cv1, n); copy_vert(dst[cp++], cv2, n); break; } v1 = v2; } return cp; } /* * gouraud shaded polygon scan conversion */ static void paint_scan(fz_pixmap *pix, int y, int x1, int x2, int *v1, int *v2, int n) { unsigned char *p = pix->samples + ((y - pix->y) * pix->w + (x1 - pix->x)) * pix->n; int v[FZ_MAX_COLORS]; int dv[FZ_MAX_COLORS]; int w = x2 - x1; int k; assert(w >= 0); assert(y >= pix->y); assert(y < pix->y + pix->h); assert(x1 >= pix->x); assert(x2 <= pix->x + pix->w); if (w == 0) return; for (k = 0; k < n; k++) { v[k] = v1[k]; dv[k] = (v2[k] - v1[k]) / w; } while (w--) { for (k = 0; k < n; k++) { *p++ = v[k] >> 16; v[k] += dv[k]; } *p++ = 255; } } static int find_next(int gel[MAXV][MAXN], int len, int a, int *s, int *e, int d) { int b; while (1) { b = a + d; if (b == len) b = 0; if (b == -1) b = len - 1; if (gel[b][1] == gel[a][1]) { a = b; continue; } if (gel[b][1] > gel[a][1]) { *s = a; *e = b; return 0; } return 1; } } static void load_edge(int gel[MAXV][MAXN], int s, int e, int *ael, int *del, int n) { int swp, k, dy; if (gel[s][1] > gel[e][1]) { swp = s; s = e; e = swp; } dy = gel[e][1] - gel[s][1]; ael[0] = gel[s][0]; del[0] = (gel[e][0] - gel[s][0]) / dy; for (k = 2; k < n; k++) { ael[k] = gel[s][k]; del[k] = (gel[e][k] - gel[s][k]) / dy; } } static inline void step_edge(int *ael, int *del, int n) { int k; ael[0] += del[0]; for (k = 2; k < n; k++) ael[k] += del[k]; } static void fz_paint_triangle(fz_pixmap *pix, float *av, float *bv, float *cv, int n, fz_bbox bbox) { float poly[MAXV][MAXN]; float temp[MAXV][MAXN]; float cx0 = bbox.x0; float cy0 = bbox.y0; float cx1 = bbox.x1; float cy1 = bbox.y1; int gel[MAXV][MAXN]; int ael[2][MAXN]; int del[2][MAXN]; int y, s0, s1, e0, e1; int top, bot, len; int i, k; copy_vert(poly[0], av, n); copy_vert(poly[1], bv, n); copy_vert(poly[2], cv, n); len = clip_poly(poly, temp, 3, n, cx0, 0, 0); len = clip_poly(temp, poly, len, n, cx1, 0, 1); len = clip_poly(poly, temp, len, n, cy0, 1, 0); len = clip_poly(temp, poly, len, n, cy1, 1, 1); if (len < 3) return; for (i = 0; i < len; i++) { gel[i][0] = floorf(poly[i][0] + 0.5f) * 65536; /* trunc and fix */ gel[i][1] = floorf(poly[i][1] + 0.5f); /* y is not fixpoint */ for (k = 2; k < n; k++) gel[i][k] = poly[i][k] * 65536; /* fix with precision */ } top = bot = 0; for (i = 0; i < len; i++) { if (gel[i][1] < gel[top][1]) top = i; if (gel[i][1] > gel[bot][1]) bot = i; } if (gel[bot][1] - gel[top][1] == 0) return; y = gel[top][1]; if (find_next(gel, len, top, &s0, &e0, 1)) return; if (find_next(gel, len, top, &s1, &e1, -1)) return; load_edge(gel, s0, e0, ael[0], del[0], n); load_edge(gel, s1, e1, ael[1], del[1], n); while (1) { int x0 = ael[0][0] >> 16; int x1 = ael[1][0] >> 16; if (ael[0][0] < ael[1][0]) paint_scan(pix, y, x0, x1, ael[0]+2, ael[1]+2, n-2); else paint_scan(pix, y, x1, x0, ael[1]+2, ael[0]+2, n-2); step_edge(ael[0], del[0], n); step_edge(ael[1], del[1], n); y ++; if (y >= gel[e0][1]) { if (find_next(gel, len, e0, &s0, &e0, 1)) return; load_edge(gel, s0, e0, ael[0], del[0], n); } if (y >= gel[e1][1]) { if (find_next(gel, len, e1, &s1, &e1, -1)) return; load_edge(gel, s1, e1, ael[1], del[1], n); } } } static void fz_paint_quad(fz_pixmap *pix, fz_point p0, fz_point p1, fz_point p2, fz_point p3, float c0, float c1, float c2, float c3, int n, fz_bbox bbox) { float v[4][3]; v[0][0] = p0.x; v[0][1] = p0.y; v[0][2] = c0; v[1][0] = p1.x; v[1][1] = p1.y; v[1][2] = c1; v[2][0] = p2.x; v[2][1] = p2.y; v[2][2] = c2; v[3][0] = p3.x; v[3][1] = p3.y; v[3][2] = c3; fz_paint_triangle(pix, v[0], v[2], v[3], n, bbox); fz_paint_triangle(pix, v[0], v[3], v[1], n, bbox); } /* * linear, radial and mesh painting */ #define HUGENUM 32000 /* how far to extend axial/radial shadings */ #define RADSEGS 32 /* how many segments to generate for radial meshes */ 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_paint_linear(fz_shade *shade, fz_matrix ctm, fz_pixmap *dest, fz_bbox bbox) { fz_point p0, p1; fz_point v0, v1, v2, v3; fz_point e0, e1; float theta; p0.x = shade->mesh[0]; p0.y = shade->mesh[1]; p0 = fz_transform_point(ctm, p0); p1.x = shade->mesh[3]; p1.y = shade->mesh[4]; p1 = fz_transform_point(ctm, p1); theta = atan2f(p1.y - p0.y, p1.x - p0.x); theta += (float)M_PI * 0.5f; v0 = fz_point_on_circle(p0, HUGENUM, theta); v1 = fz_point_on_circle(p1, HUGENUM, theta); v2 = fz_point_on_circle(p0, -HUGENUM, theta); v3 = fz_point_on_circle(p1, -HUGENUM, theta); fz_paint_quad(dest, v0, v1, v2, v3, 0, 255, 0, 255, 3, bbox); if (shade->extend[0]) { e0.x = v0.x - (p1.x - p0.x) * HUGENUM; e0.y = v0.y - (p1.y - p0.y) * HUGENUM; e1.x = v2.x - (p1.x - p0.x) * HUGENUM; e1.y = v2.y - (p1.y - p0.y) * HUGENUM; fz_paint_quad(dest, e0, e1, v0, v2, 0, 0, 0, 0, 3, bbox); } if (shade->extend[1]) { e0.x = v1.x + (p1.x - p0.x) * HUGENUM; e0.y = v1.y + (p1.y - p0.y) * HUGENUM; e1.x = v3.x + (p1.x - p0.x) * HUGENUM; e1.y = v3.y + (p1.y - p0.y) * HUGENUM; fz_paint_quad(dest, e0, e1, v1, v3, 255, 255, 255, 255, 3, bbox); } } static void fz_paint_annulus(fz_matrix ctm, fz_point p0, float r0, float c0, fz_point p1, float r1, float c1, fz_pixmap *dest, fz_bbox bbox) { fz_point t0, t1, t2, t3, b0, b1, b2, b3; float theta, step; int i; theta = atan2f(p1.y - p0.y, p1.x - p0.x); step = (float)M_PI * 2 / RADSEGS; for (i = 0; i < RADSEGS / 2; i++) { t0 = fz_point_on_circle(p0, r0, theta + i * step); t1 = fz_point_on_circle(p0, r0, theta + i * step + step); t2 = fz_point_on_circle(p1, r1, theta + i * step); t3 = fz_point_on_circle(p1, r1, theta + i * step + step); b0 = fz_point_on_circle(p0, r0, theta - i * step); b1 = fz_point_on_circle(p0, r0, theta - i * step - step); b2 = fz_point_on_circle(p1, r1, theta - i * step); b3 = fz_point_on_circle(p1, r1, theta - i * step - step); t0 = fz_transform_point(ctm, t0); t1 = fz_transform_point(ctm, t1); t2 = fz_transform_point(ctm, t2); t3 = fz_transform_point(ctm, t3); b0 = fz_transform_point(ctm, b0); b1 = fz_transform_point(ctm, b1); b2 = fz_transform_point(ctm, b2); b3 = fz_transform_point(ctm, b3); fz_paint_quad(dest, t0, t1, t2, t3, c0, c0, c1, c1, 3, bbox); fz_paint_quad(dest, b0, b1, b2, b3, c0, c0, c1, c1, 3, bbox); } } static void fz_paint_radial(fz_shade *shade, fz_matrix ctm, fz_pixmap *dest, fz_bbox bbox) { fz_point p0, p1; float r0, r1; fz_point e; float er, rs; p0.x = shade->mesh[0]; p0.y = shade->mesh[1]; r0 = shade->mesh[2]; p1.x = shade->mesh[3]; p1.y = shade->mesh[4]; r1 = shade->mesh[5]; if (shade->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(ctm, e, er, 0, p0, r0, 0, dest, bbox); } fz_paint_annulus(ctm, p0, r0, 0, p1, r1, 255, dest, bbox); if (shade->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(ctm, p1, r1, 255, e, er, 255, dest, bbox); } } static void fz_paint_mesh(fz_shade *shade, fz_matrix ctm, fz_pixmap *dest, fz_bbox bbox) { float tri[3][MAXN]; fz_point p; float *mesh; int ntris; int i, k; mesh = shade->mesh; if (shade->use_function) ntris = shade->mesh_len / 9; else ntris = shade->mesh_len / ((2 + shade->colorspace->n) * 3); while (ntris--) { for (k = 0; k < 3; k++) { p.x = *mesh++; p.y = *mesh++; p = fz_transform_point(ctm, p); tri[k][0] = p.x; tri[k][1] = p.y; if (shade->use_function) tri[k][2] = *mesh++ * 255; else { fz_convert_color(shade->colorspace, mesh, dest->colorspace, tri[k] + 2); for (i = 0; i < dest->colorspace->n; i++) tri[k][i + 2] *= 255; mesh += shade->colorspace->n; } } fz_paint_triangle(dest, tri[0], tri[1], tri[2], 2 + dest->colorspace->n, bbox); } } void fz_paint_shade(fz_shade *shade, fz_matrix ctm, fz_pixmap *dest, fz_bbox bbox) { unsigned char clut[256][FZ_MAX_COLORS]; fz_pixmap *temp, *conv; float color[FZ_MAX_COLORS]; int i, k; ctm = fz_concat(shade->matrix, ctm); if (shade->use_function) { for (i = 0; i < 256; i++) { fz_convert_color(shade->colorspace, shade->function[i], dest->colorspace, color); for (k = 0; k < dest->colorspace->n; k++) clut[i][k] = color[k] * 255; clut[i][k] = shade->function[i][shade->colorspace->n] * 255; } conv = fz_new_pixmap_with_rect(dest->colorspace, bbox); temp = fz_new_pixmap_with_rect(fz_device_gray, bbox); fz_clear_pixmap(temp); } else { temp = dest; } switch (shade->type) { case FZ_LINEAR: fz_paint_linear(shade, ctm, temp, bbox); break; case FZ_RADIAL: fz_paint_radial(shade, ctm, temp, bbox); break; case FZ_MESH: fz_paint_mesh(shade, ctm, temp, bbox); break; } if (shade->use_function) { unsigned char *s = temp->samples; unsigned char *d = conv->samples; int len = temp->w * temp->h; while (len--) { int v = *s++; int a = fz_mul255(*s++, clut[v][conv->n - 1]); for (k = 0; k < conv->n - 1; k++) *d++ = fz_mul255(clut[v][k], a); *d++ = a; } fz_paint_pixmap(dest, conv, 255); fz_drop_pixmap(conv); fz_drop_pixmap(temp); } }