#ifndef MUPDF_FITZ_SHADE_H #define MUPDF_FITZ_SHADE_H #include "mupdf/fitz/system.h" #include "mupdf/fitz/context.h" #include "mupdf/fitz/geometry.h" #include "mupdf/fitz/store.h" #include "mupdf/fitz/colorspace.h" #include "mupdf/fitz/pixmap.h" #include "mupdf/fitz/compressed-buffer.h" /* * The shading code uses gouraud shaded triangle meshes. */ enum { 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 }; /* Structure is public to allow derived classes. Do not access the members directly. */ typedef struct fz_shade_s { fz_storable storable; fz_rect bbox; /* can be fz_infinite_rect */ fz_colorspace *colorspace; fz_matrix matrix; /* matrix from pattern dict */ int use_background; /* background color for fills but not 'sh' */ float background[FZ_MAX_COLORS]; /* Just to be confusing, PDF Shadings of Type 1 (Function Based * Shadings), do NOT use_function, but all the others do. This * is because Type 1 shadings take 2 inputs, whereas all the * others (when used with a function take 1 input. The type 1 * data is in the 'f' field of the union below. */ int use_function; float function[256][FZ_MAX_COLORS + 1]; int type; /* function, linear, radial, mesh */ union { struct { int extend[2]; float coords[2][3]; /* (x,y,r) twice */ } l_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; fz_compressed_buffer *buffer; } fz_shade; /* fz_keep_shade: Add a reference to a fz_shade. shade: The reference to keep. Returns shade. */ fz_shade *fz_keep_shade(fz_context *ctx, fz_shade *shade); /* fz_drop_shade: Drop a reference to a fz_shade. shade: The reference to drop. If this is the last reference, shade will be destroyed. */ void fz_drop_shade(fz_context *ctx, fz_shade *shade); /* fz_drop_shade_imp: 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_bound_shade: 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); /* fz_paint_shade: Render a shade to a given pixmap. shade: The shade to paint. override_cs: NULL, or colorspace to override the shades inbuilt colorspace. ctm: The transform to apply. dest: The pixmap to render into. color_params: The color rendering settings bbox: Pointer to a bounding box to limit the rendering of the shade. op: NULL, or pointer to overprint bitmap. */ void fz_paint_shade(fz_context *ctx, fz_shade *shade, fz_colorspace *override_cs, fz_matrix ctm, fz_pixmap *dest, const fz_color_params *color_params, fz_irect bbox, const fz_overprint *op); /* * 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]; }; /* fz_shade_prepare_fn: Callback function type for use with fz_process_shade. arg: Opaque pointer from fz_process_shade caller. v: Pointer to a fz_vertex structure to populate. c: Pointer to an array of floats used to populate v. */ typedef void (fz_shade_prepare_fn)(fz_context *ctx, void *arg, fz_vertex *v, const float *c); /* fz_shade_process_fn: Callback function type for use with fz_process_shade. arg: Opaque pointer from fz_process_shade caller. av, bv, cv: Pointers to a fz_vertex structure describing the corner locations and colors of a triangle to be filled. */ typedef void (fz_shade_process_fn)(fz_context *ctx, void *arg, fz_vertex *av, fz_vertex *bv, fz_vertex *cv); /* fz_process_shade: 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_shade_prepare_fn *prepare, fz_shade_process_fn *process, void *process_arg); #endif