#include "fitz.h" fz_shade * fz_keepshade(fz_shade *shade) { shade->refs ++; return shade; } void fz_dropshade(fz_shade *shade) { if (shade && --shade->refs == 0) { if (shade->cs) fz_dropcolorspace(shade->cs); fz_free(shade->mesh); fz_free(shade); } } fz_rect fz_boundshade(fz_shade *shade, fz_matrix ctm) { float *v; fz_rect r; fz_point p; int i, ncomp, nvert; ctm = fz_concat(shade->matrix, ctm); ncomp = shade->usefunction ? 3 : 2 + shade->cs->n; nvert = shade->meshlen / ncomp; v = shade->mesh; if (nvert == 0) return fz_emptyrect; p.x = v[0]; p.y = v[1]; v += ncomp; p = fz_transformpoint(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_transformpoint(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 r; } void fz_debugshade(fz_shade *shade) { int i, j, n; float *vertex; int triangle; printf("shading {\n"); printf("\tbbox [%g %g %g %g]\n", shade->bbox.x0, shade->bbox.y0, shade->bbox.x1, shade->bbox.y1); printf("\tcolorspace %s\n", shade->cs->name); printf("\tmatrix [%g %g %g %g %g %g]\n", shade->matrix.a, shade->matrix.b, shade->matrix.c, shade->matrix.d, shade->matrix.e, shade->matrix.f); if (shade->usebackground) { printf("\tbackground ["); for (i = 0; i < shade->cs->n; i++) printf("%s%g", i == 0 ? "" : " ", shade->background[i]); printf("]\n"); } if (shade->usefunction) { printf("\tfunction\n"); n = 3; } else n = 2 + shade->cs->n; printf("\tvertices: %d\n", shade->meshlen); vertex = shade->mesh; triangle = 0; i = 0; while (i < shade->meshlen) { printf("\t%d:(%g, %g): ", triangle, vertex[0], vertex[1]); for (j = 2; j < n; j++) printf("%s%g", j == 2 ? "" : " ", vertex[j]); printf("\n"); vertex += n; i++; if (i % 3 == 0) triangle++; } printf("}\n"); }