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#ifndef MUPDF_FITZ_SHADE_H
#define MUPDF_FITZ_SHADE_H
#include "mupdf/fitz/system.h"
#include "mupdf/fitz/context.h"
#include "mupdf/fitz/math.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
};
typedef struct fz_shade_s fz_shade;
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];
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(fz_context *ctx, fz_shade *shade);
void fz_drop_shade(fz_context *ctx, fz_shade *shade);
void fz_free_shade_imp(fz_context *ctx, fz_storable *shade);
fz_rect *fz_bound_shade(fz_context *ctx, fz_shade *shade, const fz_matrix *ctm, fz_rect *r);
void fz_paint_shade(fz_context *ctx, fz_shade *shade, const fz_matrix *ctm, fz_pixmap *dest, const fz_irect *bbox);
/*
* 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];
};
typedef struct fz_mesh_processor_s fz_mesh_processor;
typedef void (fz_mesh_prepare_fn)(void *arg, fz_vertex *v);
typedef void (fz_mesh_process_fn)(void *arg, fz_vertex *av, fz_vertex *bv, fz_vertex *cv);
struct fz_mesh_processor_s {
fz_context *ctx;
fz_shade *shade;
fz_mesh_prepare_fn *prepare;
fz_mesh_process_fn *process;
void *process_arg;
int ncomp;
};
void fz_process_mesh(fz_context *ctx, fz_shade *shade, const fz_matrix *ctm,
fz_mesh_prepare_fn *prepare, fz_mesh_process_fn *process, void *process_arg);
#ifndef NDEBUG
void fz_print_shade(fz_context *ctx, FILE *out, fz_shade *shade);
#endif
#endif
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