compileType3Glyph cleanup
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@ -191,13 +191,13 @@ var CachedCanvases = (function CachedCanvasesClosure() {
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})();
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function compileType3Glyph(imgData) {
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var t1 = window.performance.now();
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var POINT_TO_PROCESS_LIMIT = 1000;
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var width = imgData.width, height = imgData.height;
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var i, j, width1 = width+1;
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var points = new Uint8Array(width1*(height+1));
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var TYPES = [0, 2, 4, 0, 1, 0, 5, 4, 8, 10, 0, 8, 0, 2, 1, 0];
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var i, j, j0, width1 = width + 1;
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var points = new Uint8Array(width1 * (height + 1));
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var POINT_TYPES =
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new Uint8Array([0, 2, 4, 0, 1, 0, 5, 4, 8, 10, 0, 8, 0, 2, 1, 0]);
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// finding iteresting points: every point is located between mask pixels,
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// so there will be points of the (width + 1)x(height + 1) grid. Every point
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// will have flags assigned based on neighboring mask pixels:
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@ -226,20 +226,19 @@ function compileType3Glyph(imgData) {
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}
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pos += 4;
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for (i = 1; i < height; i++) {
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var j0 = i * width1;
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j0 = i * width1;
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if (data[pos - lineSize] !== data[pos]) {
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points[j0] = data[pos] ? 1 : 8;
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++count;
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}
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// 'sum' is the position of the current pixel configuration in the 'TYPES'
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// array (in order 8-1-2-4, so we can use '>>2' to shift the column).
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var sum = (data[pos] ? 4 : 0) + (data[pos - lineSize] ? 8 : 0);
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for (j = 1; j < width; j++) {
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sum = (sum >> 2) + (data[pos + 4] ? 4 : 0) +
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(data[pos - lineSize + 4] ? 8 : 0);
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if (TYPES[sum]) {
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points[j0 + j] = TYPES[sum];
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if (POINT_TYPES[sum]) {
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points[j0 + j] = POINT_TYPES[sum];
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++count;
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}
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pos += 4;
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@ -254,20 +253,22 @@ function compileType3Glyph(imgData) {
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return null;
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}
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}
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pos -= lineSize;
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j0 = i * width1;
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if (data[pos] !== 0) {
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points[i * width1] = 8;
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points[j0] = 8;
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++count;
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}
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for (j = 1; j < width; j++) {
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if (data[pos] !== data[pos + 4]) {
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points[i * width1 + j] = data[pos] ? 4 : 8;
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points[j0 + j] = data[pos] ? 4 : 8;
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++count;
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}
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pos += 4;
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}
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if (data[pos] !== 0) {
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points[i * width1 + j] = 4;
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points[j0 + j] = 4;
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++count;
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}
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if (count > POINT_TO_PROCESS_LIMIT) {
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@ -275,8 +276,8 @@ function compileType3Glyph(imgData) {
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}
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// building outlines
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var steps = new Int32Array([0, width1, -1, 0, -width1, 0, 0, 0, 1]);
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var outlines = [];
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var steps = [0, width1, -1, 0, -width1, 0, 0, 0, 1];
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for (i = 0; count && i <= height; i++) {
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var p = i * width1;
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var end = p + width;
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@ -286,31 +287,31 @@ function compileType3Glyph(imgData) {
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if (p === end) {
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continue;
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}
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var from = [p % width1];
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var to = [i];
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var coords = [p % width1, i];
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var type = points[p], p0 = p;
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var type = points[p], p0 = p, pp;
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do {
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var step = steps[type];
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do { p += step; } while (!points[p]);
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if (points[p] % 5) {
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pp = points[p];
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if (pp !== 5 && pp !== 10) {
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// set new direction
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type = points[p];
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type = pp;
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// delete mark
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points[p] = 0;
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} else { // type is 5 or 10, ie, a crossing
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// set new direction
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type = points[p] & ((0x33 * type) >> 4);
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type = pp & ((0x33 * type) >> 4);
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// set new type for "future hit"
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points[p] &= (type >> 2 | type << 2);
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}
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from.push(p % width1);
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to.push((p / width1) | 0);
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coords.push(p % width1);
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coords.push((p / width1) | 0);
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--count;
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} while (p0 !== p);
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outlines.push([from, to]);
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outlines.push(coords);
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--i;
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}
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@ -320,12 +321,11 @@ function compileType3Glyph(imgData) {
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c.scale(1 / width, -1 / height);
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c.translate(0, -height);
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c.beginPath();
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for (var i=0; i<outlines.length; i++) {
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var f = outlines[i][0];
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var t = outlines[i][1];
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c.moveTo(f[0], t[0]);
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for (var j=1; j<f.length; j++) {
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c.lineTo(f[j], t[j]);
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for (var i = 0, ii = outlines.length; i < ii; i++) {
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var o = outlines[i];
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c.moveTo(o[0], o[1]);
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for (var j = 2, jj = o.length; j < jj; j += 2) {
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c.lineTo(o[j], o[j+1]);
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}
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}
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c.fill();
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