Modernize the ShadingIRs
structure, in src/display/pattern_helper.js
, to use standard classes
This patch replaces the old structure with an abstract base-class, which the new ShadingPattern classes then inherit from. The old `createMeshCanvasClosure` can now be removed, since it's not necessary any more with modern JavaScript, and the `createMeshCanvas` function is now instead a method on the new `MeshShadingPattern` class (avoids unnecessary parameter passing).
This commit is contained in:
parent
40939d5955
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@ -27,7 +27,7 @@ import {
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Util,
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warn,
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} from "../shared/util.js";
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import { getShadingPatternFromIR, TilingPattern } from "./pattern_helper.js";
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import { getShadingPattern, TilingPattern } from "./pattern_helper.js";
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// <canvas> contexts store most of the state we need natively.
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// However, PDF needs a bit more state, which we store here.
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@ -1973,7 +1973,7 @@ const CanvasGraphics = (function CanvasGraphicsClosure() {
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baseTransform
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);
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} else {
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pattern = getShadingPatternFromIR(IR);
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pattern = getShadingPattern(IR);
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}
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return pattern;
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}
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@ -2007,7 +2007,7 @@ const CanvasGraphics = (function CanvasGraphicsClosure() {
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const ctx = this.ctx;
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this.save();
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const pattern = getShadingPatternFromIR(patternIR);
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const pattern = getShadingPattern(patternIR);
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ctx.fillStyle = pattern.getPattern(ctx, this, true);
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const inv = ctx.mozCurrentTransformInverse;
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@ -13,9 +13,13 @@
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* limitations under the License.
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*/
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import { FormatError, info, shadow, Util } from "../shared/util.js";
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const ShadingIRs = {};
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import {
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FormatError,
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info,
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shadow,
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unreachable,
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Util,
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} from "../shared/util.js";
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let svgElement;
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@ -41,249 +45,265 @@ function applyBoundingBox(ctx, bbox) {
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ctx.clip(region);
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}
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ShadingIRs.RadialAxial = {
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fromIR: function RadialAxial_fromIR(raw) {
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const type = raw[1];
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const bbox = raw[2];
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const colorStops = raw[3];
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const p0 = raw[4];
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const p1 = raw[5];
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const r0 = raw[6];
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const r1 = raw[7];
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const matrix = raw[8];
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return {
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getPattern: function RadialAxial_getPattern(ctx, owner, shadingFill) {
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const tmpCanvas = owner.cachedCanvases.getCanvas(
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"pattern",
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ctx.canvas.width,
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ctx.canvas.height,
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true
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);
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const tmpCtx = tmpCanvas.context;
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tmpCtx.clearRect(0, 0, tmpCtx.canvas.width, tmpCtx.canvas.height);
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tmpCtx.beginPath();
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tmpCtx.rect(0, 0, tmpCtx.canvas.width, tmpCtx.canvas.height);
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if (!shadingFill) {
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tmpCtx.setTransform.apply(tmpCtx, owner.baseTransform);
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if (matrix) {
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tmpCtx.transform.apply(tmpCtx, matrix);
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}
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} else {
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tmpCtx.setTransform.apply(tmpCtx, ctx.mozCurrentTransform);
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}
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applyBoundingBox(tmpCtx, bbox);
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let grad;
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if (type === "axial") {
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grad = tmpCtx.createLinearGradient(p0[0], p0[1], p1[0], p1[1]);
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} else if (type === "radial") {
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grad = tmpCtx.createRadialGradient(
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p0[0],
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p0[1],
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r0,
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p1[0],
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p1[1],
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r1
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);
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}
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for (let i = 0, ii = colorStops.length; i < ii; ++i) {
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const c = colorStops[i];
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grad.addColorStop(c[0], c[1]);
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}
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tmpCtx.fillStyle = grad;
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tmpCtx.fill();
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const pattern = ctx.createPattern(tmpCanvas.canvas, "repeat");
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pattern.setTransform(createMatrix(ctx.mozCurrentTransformInverse));
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return pattern;
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},
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};
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},
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};
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const createMeshCanvas = (function createMeshCanvasClosure() {
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function drawTriangle(data, context, p1, p2, p3, c1, c2, c3) {
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// Very basic Gouraud-shaded triangle rasterization algorithm.
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const coords = context.coords,
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colors = context.colors;
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const bytes = data.data,
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rowSize = data.width * 4;
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let tmp;
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if (coords[p1 + 1] > coords[p2 + 1]) {
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tmp = p1;
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p1 = p2;
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p2 = tmp;
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tmp = c1;
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c1 = c2;
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c2 = tmp;
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class BaseShadingPattern {
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constructor() {
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if (this.constructor === BaseShadingPattern) {
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unreachable("Cannot initialize BaseShadingPattern.");
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}
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if (coords[p2 + 1] > coords[p3 + 1]) {
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tmp = p2;
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p2 = p3;
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p3 = tmp;
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tmp = c2;
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c2 = c3;
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c3 = tmp;
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}
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if (coords[p1 + 1] > coords[p2 + 1]) {
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tmp = p1;
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p1 = p2;
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p2 = tmp;
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tmp = c1;
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c1 = c2;
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c2 = tmp;
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}
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const x1 = (coords[p1] + context.offsetX) * context.scaleX;
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const y1 = (coords[p1 + 1] + context.offsetY) * context.scaleY;
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const x2 = (coords[p2] + context.offsetX) * context.scaleX;
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const y2 = (coords[p2 + 1] + context.offsetY) * context.scaleY;
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const x3 = (coords[p3] + context.offsetX) * context.scaleX;
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const y3 = (coords[p3 + 1] + context.offsetY) * context.scaleY;
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if (y1 >= y3) {
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return;
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}
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const c1r = colors[c1],
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c1g = colors[c1 + 1],
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c1b = colors[c1 + 2];
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const c2r = colors[c2],
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c2g = colors[c2 + 1],
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c2b = colors[c2 + 2];
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const c3r = colors[c3],
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c3g = colors[c3 + 1],
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c3b = colors[c3 + 2];
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}
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const minY = Math.round(y1),
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maxY = Math.round(y3);
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let xa, car, cag, cab;
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let xb, cbr, cbg, cbb;
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for (let y = minY; y <= maxY; y++) {
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if (y < y2) {
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let k;
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if (y < y1) {
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k = 0;
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} else if (y1 === y2) {
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k = 1;
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} else {
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k = (y1 - y) / (y1 - y2);
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}
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xa = x1 - (x1 - x2) * k;
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car = c1r - (c1r - c2r) * k;
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cag = c1g - (c1g - c2g) * k;
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cab = c1b - (c1b - c2b) * k;
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} else {
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let k;
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if (y > y3) {
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k = 1;
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} else if (y2 === y3) {
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k = 0;
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} else {
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k = (y2 - y) / (y2 - y3);
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}
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xa = x2 - (x2 - x3) * k;
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car = c2r - (c2r - c3r) * k;
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cag = c2g - (c2g - c3g) * k;
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cab = c2b - (c2b - c3b) * k;
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getPattern() {
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unreachable("Abstract method `getPattern` called.");
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}
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}
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class RadialAxialShadingPattern extends BaseShadingPattern {
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constructor(IR) {
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super();
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this._type = IR[1];
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this._bbox = IR[2];
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this._colorStops = IR[3];
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this._p0 = IR[4];
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this._p1 = IR[5];
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this._r0 = IR[6];
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this._r1 = IR[7];
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this._matrix = IR[8];
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}
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getPattern(ctx, owner, shadingFill) {
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const tmpCanvas = owner.cachedCanvases.getCanvas(
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"pattern",
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ctx.canvas.width,
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ctx.canvas.height,
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true
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);
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const tmpCtx = tmpCanvas.context;
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tmpCtx.clearRect(0, 0, tmpCtx.canvas.width, tmpCtx.canvas.height);
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tmpCtx.beginPath();
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tmpCtx.rect(0, 0, tmpCtx.canvas.width, tmpCtx.canvas.height);
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if (!shadingFill) {
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tmpCtx.setTransform.apply(tmpCtx, owner.baseTransform);
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if (this._matrix) {
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tmpCtx.transform.apply(tmpCtx, this._matrix);
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}
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} else {
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tmpCtx.setTransform.apply(tmpCtx, ctx.mozCurrentTransform);
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}
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applyBoundingBox(tmpCtx, this._bbox);
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let grad;
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if (this._type === "axial") {
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grad = tmpCtx.createLinearGradient(
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this._p0[0],
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this._p0[1],
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this._p1[0],
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this._p1[1]
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);
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} else if (this._type === "radial") {
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grad = tmpCtx.createRadialGradient(
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this._p0[0],
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this._p0[1],
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this._r0,
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this._p1[0],
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this._p1[1],
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this._r1
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);
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}
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for (const colorStop of this._colorStops) {
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grad.addColorStop(colorStop[0], colorStop[1]);
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}
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tmpCtx.fillStyle = grad;
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tmpCtx.fill();
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const pattern = ctx.createPattern(tmpCanvas.canvas, "repeat");
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pattern.setTransform(createMatrix(ctx.mozCurrentTransformInverse));
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return pattern;
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}
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}
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function drawTriangle(data, context, p1, p2, p3, c1, c2, c3) {
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// Very basic Gouraud-shaded triangle rasterization algorithm.
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const coords = context.coords,
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colors = context.colors;
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const bytes = data.data,
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rowSize = data.width * 4;
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let tmp;
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if (coords[p1 + 1] > coords[p2 + 1]) {
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tmp = p1;
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p1 = p2;
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p2 = tmp;
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tmp = c1;
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c1 = c2;
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c2 = tmp;
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}
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if (coords[p2 + 1] > coords[p3 + 1]) {
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tmp = p2;
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p2 = p3;
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p3 = tmp;
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tmp = c2;
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c2 = c3;
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c3 = tmp;
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}
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if (coords[p1 + 1] > coords[p2 + 1]) {
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tmp = p1;
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p1 = p2;
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p2 = tmp;
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tmp = c1;
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c1 = c2;
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c2 = tmp;
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}
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const x1 = (coords[p1] + context.offsetX) * context.scaleX;
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const y1 = (coords[p1 + 1] + context.offsetY) * context.scaleY;
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const x2 = (coords[p2] + context.offsetX) * context.scaleX;
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const y2 = (coords[p2 + 1] + context.offsetY) * context.scaleY;
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const x3 = (coords[p3] + context.offsetX) * context.scaleX;
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const y3 = (coords[p3 + 1] + context.offsetY) * context.scaleY;
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if (y1 >= y3) {
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return;
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}
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const c1r = colors[c1],
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c1g = colors[c1 + 1],
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c1b = colors[c1 + 2];
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const c2r = colors[c2],
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c2g = colors[c2 + 1],
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c2b = colors[c2 + 2];
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const c3r = colors[c3],
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c3g = colors[c3 + 1],
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c3b = colors[c3 + 2];
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const minY = Math.round(y1),
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maxY = Math.round(y3);
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let xa, car, cag, cab;
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let xb, cbr, cbg, cbb;
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for (let y = minY; y <= maxY; y++) {
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if (y < y2) {
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let k;
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if (y < y1) {
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k = 0;
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} else if (y > y3) {
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} else if (y1 === y2) {
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k = 1;
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} else {
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k = (y1 - y) / (y1 - y3);
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k = (y1 - y) / (y1 - y2);
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}
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xb = x1 - (x1 - x3) * k;
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cbr = c1r - (c1r - c3r) * k;
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cbg = c1g - (c1g - c3g) * k;
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cbb = c1b - (c1b - c3b) * k;
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const x1_ = Math.round(Math.min(xa, xb));
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const x2_ = Math.round(Math.max(xa, xb));
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let j = rowSize * y + x1_ * 4;
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for (let x = x1_; x <= x2_; x++) {
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k = (xa - x) / (xa - xb);
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if (k < 0) {
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k = 0;
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} else if (k > 1) {
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k = 1;
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}
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bytes[j++] = (car - (car - cbr) * k) | 0;
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bytes[j++] = (cag - (cag - cbg) * k) | 0;
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bytes[j++] = (cab - (cab - cbb) * k) | 0;
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bytes[j++] = 255;
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xa = x1 - (x1 - x2) * k;
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car = c1r - (c1r - c2r) * k;
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cag = c1g - (c1g - c2g) * k;
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cab = c1b - (c1b - c2b) * k;
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} else {
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let k;
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if (y > y3) {
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k = 1;
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} else if (y2 === y3) {
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k = 0;
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} else {
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k = (y2 - y) / (y2 - y3);
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}
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xa = x2 - (x2 - x3) * k;
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car = c2r - (c2r - c3r) * k;
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cag = c2g - (c2g - c3g) * k;
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cab = c2b - (c2b - c3b) * k;
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}
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let k;
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if (y < y1) {
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k = 0;
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} else if (y > y3) {
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k = 1;
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} else {
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k = (y1 - y) / (y1 - y3);
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}
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xb = x1 - (x1 - x3) * k;
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cbr = c1r - (c1r - c3r) * k;
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cbg = c1g - (c1g - c3g) * k;
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cbb = c1b - (c1b - c3b) * k;
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const x1_ = Math.round(Math.min(xa, xb));
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const x2_ = Math.round(Math.max(xa, xb));
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let j = rowSize * y + x1_ * 4;
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for (let x = x1_; x <= x2_; x++) {
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k = (xa - x) / (xa - xb);
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if (k < 0) {
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k = 0;
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} else if (k > 1) {
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k = 1;
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}
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bytes[j++] = (car - (car - cbr) * k) | 0;
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bytes[j++] = (cag - (cag - cbg) * k) | 0;
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bytes[j++] = (cab - (cab - cbb) * k) | 0;
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bytes[j++] = 255;
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}
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}
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}
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function drawFigure(data, figure, context) {
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const ps = figure.coords;
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const cs = figure.colors;
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let i, ii;
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switch (figure.type) {
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case "lattice":
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const verticesPerRow = figure.verticesPerRow;
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const rows = Math.floor(ps.length / verticesPerRow) - 1;
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const cols = verticesPerRow - 1;
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for (i = 0; i < rows; i++) {
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let q = i * verticesPerRow;
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for (let j = 0; j < cols; j++, q++) {
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drawTriangle(
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data,
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context,
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ps[q],
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ps[q + 1],
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ps[q + verticesPerRow],
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cs[q],
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cs[q + 1],
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cs[q + verticesPerRow]
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);
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drawTriangle(
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data,
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context,
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ps[q + verticesPerRow + 1],
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ps[q + 1],
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ps[q + verticesPerRow],
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cs[q + verticesPerRow + 1],
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cs[q + 1],
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cs[q + verticesPerRow]
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);
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}
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}
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break;
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case "triangles":
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for (i = 0, ii = ps.length; i < ii; i += 3) {
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function drawFigure(data, figure, context) {
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const ps = figure.coords;
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const cs = figure.colors;
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let i, ii;
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switch (figure.type) {
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case "lattice":
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const verticesPerRow = figure.verticesPerRow;
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const rows = Math.floor(ps.length / verticesPerRow) - 1;
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const cols = verticesPerRow - 1;
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for (i = 0; i < rows; i++) {
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let q = i * verticesPerRow;
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for (let j = 0; j < cols; j++, q++) {
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drawTriangle(
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data,
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context,
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ps[i],
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ps[i + 1],
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ps[i + 2],
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cs[i],
|
||||
cs[i + 1],
|
||||
cs[i + 2]
|
||||
ps[q],
|
||||
ps[q + 1],
|
||||
ps[q + verticesPerRow],
|
||||
cs[q],
|
||||
cs[q + 1],
|
||||
cs[q + verticesPerRow]
|
||||
);
|
||||
drawTriangle(
|
||||
data,
|
||||
context,
|
||||
ps[q + verticesPerRow + 1],
|
||||
ps[q + 1],
|
||||
ps[q + verticesPerRow],
|
||||
cs[q + verticesPerRow + 1],
|
||||
cs[q + 1],
|
||||
cs[q + verticesPerRow]
|
||||
);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
throw new Error("illegal figure");
|
||||
}
|
||||
}
|
||||
break;
|
||||
case "triangles":
|
||||
for (i = 0, ii = ps.length; i < ii; i += 3) {
|
||||
drawTriangle(
|
||||
data,
|
||||
context,
|
||||
ps[i],
|
||||
ps[i + 1],
|
||||
ps[i + 2],
|
||||
cs[i],
|
||||
cs[i + 1],
|
||||
cs[i + 2]
|
||||
);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
throw new Error("illegal figure");
|
||||
}
|
||||
}
|
||||
|
||||
class MeshShadingPattern extends BaseShadingPattern {
|
||||
constructor(IR) {
|
||||
super();
|
||||
this._coords = IR[2];
|
||||
this._colors = IR[3];
|
||||
this._figures = IR[4];
|
||||
this._bounds = IR[5];
|
||||
this._matrix = IR[6];
|
||||
this._bbox = IR[7];
|
||||
this._background = IR[8];
|
||||
}
|
||||
|
||||
// eslint-disable-next-line no-shadow
|
||||
function createMeshCanvas(
|
||||
bounds,
|
||||
combinesScale,
|
||||
coords,
|
||||
colors,
|
||||
figures,
|
||||
backgroundColor,
|
||||
cachedCanvases
|
||||
) {
|
||||
_createMeshCanvas(combinedScale, backgroundColor, cachedCanvases) {
|
||||
// we will increase scale on some weird factor to let antialiasing take
|
||||
// care of "rough" edges
|
||||
const EXPECTED_SCALE = 1.1;
|
||||
@ -293,25 +313,25 @@ const createMeshCanvas = (function createMeshCanvasClosure() {
|
||||
// createPattern with 'no-repeat' will bleed edges across entire area.
|
||||
const BORDER_SIZE = 2;
|
||||
|
||||
const offsetX = Math.floor(bounds[0]);
|
||||
const offsetY = Math.floor(bounds[1]);
|
||||
const boundsWidth = Math.ceil(bounds[2]) - offsetX;
|
||||
const boundsHeight = Math.ceil(bounds[3]) - offsetY;
|
||||
const offsetX = Math.floor(this._bounds[0]);
|
||||
const offsetY = Math.floor(this._bounds[1]);
|
||||
const boundsWidth = Math.ceil(this._bounds[2]) - offsetX;
|
||||
const boundsHeight = Math.ceil(this._bounds[3]) - offsetY;
|
||||
|
||||
const width = Math.min(
|
||||
Math.ceil(Math.abs(boundsWidth * combinesScale[0] * EXPECTED_SCALE)),
|
||||
Math.ceil(Math.abs(boundsWidth * combinedScale[0] * EXPECTED_SCALE)),
|
||||
MAX_PATTERN_SIZE
|
||||
);
|
||||
const height = Math.min(
|
||||
Math.ceil(Math.abs(boundsHeight * combinesScale[1] * EXPECTED_SCALE)),
|
||||
Math.ceil(Math.abs(boundsHeight * combinedScale[1] * EXPECTED_SCALE)),
|
||||
MAX_PATTERN_SIZE
|
||||
);
|
||||
const scaleX = boundsWidth / width;
|
||||
const scaleY = boundsHeight / height;
|
||||
|
||||
const context = {
|
||||
coords,
|
||||
colors,
|
||||
coords: this._coords,
|
||||
colors: this._colors,
|
||||
offsetX: -offsetX,
|
||||
offsetY: -offsetY,
|
||||
scaleX: 1 / scaleX,
|
||||
@ -339,8 +359,8 @@ const createMeshCanvas = (function createMeshCanvasClosure() {
|
||||
bytes[i + 3] = 255;
|
||||
}
|
||||
}
|
||||
for (let i = 0, ii = figures.length; i < ii; i++) {
|
||||
drawFigure(data, figures[i], context);
|
||||
for (const figure of this._figures) {
|
||||
drawFigure(data, figure, context);
|
||||
}
|
||||
tmpCtx.putImageData(data, BORDER_SIZE, BORDER_SIZE);
|
||||
const canvas = tmpCanvas.canvas;
|
||||
@ -353,81 +373,62 @@ const createMeshCanvas = (function createMeshCanvasClosure() {
|
||||
scaleY,
|
||||
};
|
||||
}
|
||||
return createMeshCanvas;
|
||||
})();
|
||||
|
||||
ShadingIRs.Mesh = {
|
||||
fromIR: function Mesh_fromIR(raw) {
|
||||
// var type = raw[1];
|
||||
const coords = raw[2];
|
||||
const colors = raw[3];
|
||||
const figures = raw[4];
|
||||
const bounds = raw[5];
|
||||
const matrix = raw[6];
|
||||
const bbox = raw[7];
|
||||
const background = raw[8];
|
||||
return {
|
||||
getPattern: function Mesh_getPattern(ctx, owner, shadingFill) {
|
||||
applyBoundingBox(ctx, bbox);
|
||||
let scale;
|
||||
if (shadingFill) {
|
||||
scale = Util.singularValueDecompose2dScale(ctx.mozCurrentTransform);
|
||||
} else {
|
||||
// Obtain scale from matrix and current transformation matrix.
|
||||
scale = Util.singularValueDecompose2dScale(owner.baseTransform);
|
||||
if (matrix) {
|
||||
const matrixScale = Util.singularValueDecompose2dScale(matrix);
|
||||
scale = [scale[0] * matrixScale[0], scale[1] * matrixScale[1]];
|
||||
}
|
||||
}
|
||||
getPattern(ctx, owner, shadingFill) {
|
||||
applyBoundingBox(ctx, this._bbox);
|
||||
let scale;
|
||||
if (shadingFill) {
|
||||
scale = Util.singularValueDecompose2dScale(ctx.mozCurrentTransform);
|
||||
} else {
|
||||
// Obtain scale from matrix and current transformation matrix.
|
||||
scale = Util.singularValueDecompose2dScale(owner.baseTransform);
|
||||
if (this._matrix) {
|
||||
const matrixScale = Util.singularValueDecompose2dScale(this._matrix);
|
||||
scale = [scale[0] * matrixScale[0], scale[1] * matrixScale[1]];
|
||||
}
|
||||
}
|
||||
|
||||
// Rasterizing on the main thread since sending/queue large canvases
|
||||
// might cause OOM.
|
||||
const temporaryPatternCanvas = createMeshCanvas(
|
||||
bounds,
|
||||
scale,
|
||||
coords,
|
||||
colors,
|
||||
figures,
|
||||
shadingFill ? null : background,
|
||||
owner.cachedCanvases
|
||||
);
|
||||
// Rasterizing on the main thread since sending/queue large canvases
|
||||
// might cause OOM.
|
||||
const temporaryPatternCanvas = this._createMeshCanvas(
|
||||
scale,
|
||||
shadingFill ? null : this._background,
|
||||
owner.cachedCanvases
|
||||
);
|
||||
|
||||
if (!shadingFill) {
|
||||
ctx.setTransform.apply(ctx, owner.baseTransform);
|
||||
if (matrix) {
|
||||
ctx.transform.apply(ctx, matrix);
|
||||
}
|
||||
}
|
||||
if (!shadingFill) {
|
||||
ctx.setTransform.apply(ctx, owner.baseTransform);
|
||||
if (this._matrix) {
|
||||
ctx.transform.apply(ctx, this._matrix);
|
||||
}
|
||||
}
|
||||
|
||||
ctx.translate(
|
||||
temporaryPatternCanvas.offsetX,
|
||||
temporaryPatternCanvas.offsetY
|
||||
);
|
||||
ctx.scale(temporaryPatternCanvas.scaleX, temporaryPatternCanvas.scaleY);
|
||||
ctx.translate(
|
||||
temporaryPatternCanvas.offsetX,
|
||||
temporaryPatternCanvas.offsetY
|
||||
);
|
||||
ctx.scale(temporaryPatternCanvas.scaleX, temporaryPatternCanvas.scaleY);
|
||||
|
||||
return ctx.createPattern(temporaryPatternCanvas.canvas, "no-repeat");
|
||||
},
|
||||
};
|
||||
},
|
||||
};
|
||||
|
||||
ShadingIRs.Dummy = {
|
||||
fromIR: function Dummy_fromIR() {
|
||||
return {
|
||||
getPattern: function Dummy_fromIR_getPattern() {
|
||||
return "hotpink";
|
||||
},
|
||||
};
|
||||
},
|
||||
};
|
||||
|
||||
function getShadingPatternFromIR(raw) {
|
||||
const shadingIR = ShadingIRs[raw[0]];
|
||||
if (!shadingIR) {
|
||||
throw new Error(`Unknown IR type: ${raw[0]}`);
|
||||
return ctx.createPattern(temporaryPatternCanvas.canvas, "no-repeat");
|
||||
}
|
||||
return shadingIR.fromIR(raw);
|
||||
}
|
||||
|
||||
class DummyShadingPattern extends BaseShadingPattern {
|
||||
getPattern() {
|
||||
return "hotpink";
|
||||
}
|
||||
}
|
||||
|
||||
function getShadingPattern(IR) {
|
||||
switch (IR[0]) {
|
||||
case "RadialAxial":
|
||||
return new RadialAxialShadingPattern(IR);
|
||||
case "Mesh":
|
||||
return new MeshShadingPattern(IR);
|
||||
case "Dummy":
|
||||
return new DummyShadingPattern();
|
||||
}
|
||||
throw new Error(`Unknown IR type: ${IR[0]}`);
|
||||
}
|
||||
|
||||
const PaintType = {
|
||||
@ -624,4 +625,4 @@ class TilingPattern {
|
||||
}
|
||||
}
|
||||
|
||||
export { getShadingPatternFromIR, TilingPattern };
|
||||
export { getShadingPattern, TilingPattern };
|
||||
|
Loading…
x
Reference in New Issue
Block a user