Merge pull request #3354 from fkaelberer/fasterType3Glyph
Faster type3 glyph outlines
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commit
ee1a4cd449
147
src/canvas.js
147
src/canvas.js
@ -194,13 +194,10 @@ function compileType3Glyph(imgData) {
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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;
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// we need sparse arrays
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var points = [];
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for (i = 0; i <= height; i++) {
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points.push([]);
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}
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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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@ -213,40 +210,41 @@ function compileType3Glyph(imgData) {
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// - and, intersections: 5, 10.
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var pos = 3, data = imgData.data, lineSize = width * 4, count = 0;
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if (data[3] !== 0) {
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points[0][0] = 1;
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points[0] = 1;
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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[0][j] = data[pos] ? 2 : 1;
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points[j] = data[pos] ? 2 : 1;
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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[0][j] = 2;
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points[j] = 2;
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++count;
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}
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pos += 4;
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for (i = 1; i < height; i++) {
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j0 = i * width1;
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if (data[pos - lineSize] !== data[pos]) {
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points[i][0] = data[pos] ? 1 : 8;
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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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var f1 = data[pos + 4] ? 1 : 0;
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var f2 = data[pos] ? 1 : 0;
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var f4 = data[pos - lineSize] ? 1 : 0;
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var f8 = data[pos - lineSize + 4] ? 1 : 0;
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var fSum = f1 + f2 + f4 + f8;
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if (fSum === 1 || fSum === 3 || (fSum === 2 && f1 === f4)) {
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points[i][j] = f1 | (f2 << 1) | (f4 << 2) | (f8 << 3);
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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 (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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}
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if (data[pos - lineSize] !== data[pos]) {
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points[i][j] = data[pos] ? 2 : 4;
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points[j0 + j] = data[pos] ? 2 : 4;
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++count;
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}
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pos += 4;
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@ -255,20 +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][0] = 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][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][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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@ -276,69 +276,64 @@ function compileType3Glyph(imgData) {
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}
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// building outlines
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var outline = [];
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outline.push('c.save();');
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// the path shall be painted in [0..1]x[0..1] space
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outline.push('c.scale(' + (1 / width) + ',' + (-1 / height) + ');');
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outline.push('c.translate(0,-' + height + ');');
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outline.push('c.beginPath();');
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for (i = 0; i <= height; i++) {
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if (points[i].length === 0) {
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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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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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while (p < end && !points[p]) {
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p++;
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}
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if (p === end) {
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continue;
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}
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var js = null;
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for (js in points[i]) {
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break;
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}
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if (js === null) {
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continue;
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}
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var i0 = i, j0 = (j = +js);
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var coords = [p % width1, i];
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outline.push('c.moveTo(' + j + ',' + i + ');');
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var type = points[i][j], d = 0;
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var type = points[p], p0 = p, pp;
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do {
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if (type === 5 || type === 10) {
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// line crossed: following dirrection we followed
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points[i0][j0] = type | (15 ^ d); // changing direction for "future hit"
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type |= d;
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var step = steps[type];
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do { p += step; } while (!points[p]);
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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 = 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 = 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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switch (type) {
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case 1:
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case 13:
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do { i0++; } while (!points[i0][j0]);
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d = 9;
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break;
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case 4:
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case 7:
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do { i0--; } while (!points[i0][j0]);
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d = 6;
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break;
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case 8:
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case 14:
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do { j0++; } while (!points[i0][j0]);
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d = 12;
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break;
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case 2:
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case 11:
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do { j0--; } while (!points[i0][j0]);
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d = 3;
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break;
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}
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outline.push('c.lineTo(' + j0 + ',' + i0 + ');');
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type = points[i0][j0];
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delete points[i0][j0];
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} while (j0 !== j || i0 !== i);
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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(coords);
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--i;
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}
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outline.push('c.fill();');
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outline.push('c.beginPath();');
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outline.push('c.restore();');
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/*jshint -W054 */
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return new Function('c', outline.join('\n'));
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var drawOutline = function(c) {
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c.save();
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// the path shall be painted in [0..1]x[0..1] space
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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, 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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c.beginPath();
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c.restore();
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};
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return drawOutline;
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}
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var CanvasExtraState = (function CanvasExtraStateClosure() {
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