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#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");
}
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