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#include "fitz.h"
fz_shade *
fz_keep_shade(fz_context *ctx, fz_shade *shade)
{
return (fz_shade *)fz_keep_storable(ctx, &shade->storable);
}
void
fz_free_shade_imp(fz_context *ctx, fz_storable *shade_)
{
fz_shade *shade = (fz_shade *)shade_;
if (shade->colorspace)
fz_drop_colorspace(ctx, shade->colorspace);
fz_free(ctx, shade->mesh);
fz_free(ctx, shade);
}
void
fz_drop_shade(fz_context *ctx, fz_shade *shade)
{
fz_drop_storable(ctx, &shade->storable);
}
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;
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;
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);
}
void
fz_debug_shade(fz_context *ctx, fz_shade *shade)
{
int i, j, n;
float *vertex;
int triangle;
printf("shading {\n");
switch (shade->type)
{
case FZ_LINEAR: printf("\ttype linear\n"); break;
case FZ_RADIAL: printf("\ttype radial\n"); break;
case FZ_MESH: printf("\ttype mesh\n"); break;
}
printf("\tbbox [%g %g %g %g]\n",
shade->bbox.x0, shade->bbox.y0,
shade->bbox.x1, shade->bbox.y1);
printf("\tcolorspace %s\n", shade->colorspace->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->use_background)
{
printf("\tbackground [");
for (i = 0; i < shade->colorspace->n; i++)
printf("%s%g", i == 0 ? "" : " ", shade->background[i]);
printf("]\n");
}
if (shade->use_function)
{
printf("\tfunction\n");
n = 3;
}
else
n = 2 + shade->colorspace->n;
printf("\tvertices: %d\n", shade->mesh_len);
vertex = shade->mesh;
triangle = 0;
i = 0;
while (i < shade->mesh_len)
{
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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