53991d0924
After drawing a tiling pattern we were not calling endDrawing, which handles compositing any active smasks. Fixes #8565.
644 lines
18 KiB
JavaScript
644 lines
18 KiB
JavaScript
/* Copyright 2014 Mozilla Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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import { FormatError, info, Util } from "../shared/util.js";
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const ShadingIRs = {};
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let svgElement;
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// TODO: remove this when Firefox ESR supports DOMMatrix.
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function createMatrix(matrix) {
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if (typeof DOMMatrix !== "undefined") {
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return new DOMMatrix(matrix);
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}
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if (!svgElement) {
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svgElement = document.createElementNS("http://www.w3.org/2000/svg", "svg");
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}
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return svgElement.createSVGMatrix(matrix);
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}
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function applyBoundingBox(ctx, bbox) {
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if (!bbox || typeof Path2D === "undefined") {
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return;
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}
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const width = bbox[2] - bbox[0];
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const height = bbox[3] - bbox[1];
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const region = new Path2D();
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region.rect(bbox[0], bbox[1], width, height);
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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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}
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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 (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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}
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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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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],
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cs[i + 1],
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cs[i + 2]
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);
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}
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break;
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default:
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throw new Error("illegal figure");
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}
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}
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// eslint-disable-next-line no-shadow
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function createMeshCanvas(
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bounds,
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combinesScale,
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coords,
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colors,
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figures,
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backgroundColor,
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cachedCanvases
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) {
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// we will increase scale on some weird factor to let antialiasing take
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// care of "rough" edges
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const EXPECTED_SCALE = 1.1;
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// MAX_PATTERN_SIZE is used to avoid OOM situation.
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const MAX_PATTERN_SIZE = 3000; // 10in @ 300dpi shall be enough
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// We need to keep transparent border around our pattern for fill():
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// createPattern with 'no-repeat' will bleed edges across entire area.
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const BORDER_SIZE = 2;
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const offsetX = Math.floor(bounds[0]);
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const offsetY = Math.floor(bounds[1]);
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const boundsWidth = Math.ceil(bounds[2]) - offsetX;
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const boundsHeight = Math.ceil(bounds[3]) - offsetY;
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const width = Math.min(
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Math.ceil(Math.abs(boundsWidth * combinesScale[0] * EXPECTED_SCALE)),
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MAX_PATTERN_SIZE
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);
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const height = Math.min(
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Math.ceil(Math.abs(boundsHeight * combinesScale[1] * EXPECTED_SCALE)),
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MAX_PATTERN_SIZE
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);
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const scaleX = boundsWidth / width;
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const scaleY = boundsHeight / height;
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const context = {
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coords,
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colors,
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offsetX: -offsetX,
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offsetY: -offsetY,
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scaleX: 1 / scaleX,
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scaleY: 1 / scaleY,
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};
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const paddedWidth = width + BORDER_SIZE * 2;
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const paddedHeight = height + BORDER_SIZE * 2;
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const tmpCanvas = cachedCanvases.getCanvas(
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"mesh",
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paddedWidth,
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paddedHeight,
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false
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);
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const tmpCtx = tmpCanvas.context;
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const data = tmpCtx.createImageData(width, height);
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if (backgroundColor) {
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const bytes = data.data;
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for (let i = 0, ii = bytes.length; i < ii; i += 4) {
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bytes[i] = backgroundColor[0];
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bytes[i + 1] = backgroundColor[1];
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bytes[i + 2] = backgroundColor[2];
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bytes[i + 3] = 255;
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}
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}
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for (let i = 0, ii = figures.length; i < ii; i++) {
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drawFigure(data, figures[i], context);
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}
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tmpCtx.putImageData(data, BORDER_SIZE, BORDER_SIZE);
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const canvas = tmpCanvas.canvas;
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return {
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canvas,
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offsetX: offsetX - BORDER_SIZE * scaleX,
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offsetY: offsetY - BORDER_SIZE * scaleY,
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scaleX,
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scaleY,
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};
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}
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return createMeshCanvas;
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})();
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ShadingIRs.Mesh = {
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fromIR: function Mesh_fromIR(raw) {
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// var type = raw[1];
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const coords = raw[2];
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const colors = raw[3];
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const figures = raw[4];
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const bounds = raw[5];
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const matrix = raw[6];
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const bbox = raw[7];
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const background = raw[8];
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return {
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getPattern: function Mesh_getPattern(ctx, owner, shadingFill) {
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applyBoundingBox(ctx, bbox);
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let scale;
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if (shadingFill) {
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scale = Util.singularValueDecompose2dScale(ctx.mozCurrentTransform);
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} else {
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// Obtain scale from matrix and current transformation matrix.
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scale = Util.singularValueDecompose2dScale(owner.baseTransform);
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if (matrix) {
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const matrixScale = Util.singularValueDecompose2dScale(matrix);
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scale = [scale[0] * matrixScale[0], scale[1] * matrixScale[1]];
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}
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}
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// Rasterizing on the main thread since sending/queue large canvases
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// might cause OOM.
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const temporaryPatternCanvas = createMeshCanvas(
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bounds,
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scale,
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coords,
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colors,
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figures,
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shadingFill ? null : background,
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owner.cachedCanvases
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);
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if (!shadingFill) {
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ctx.setTransform.apply(ctx, owner.baseTransform);
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if (matrix) {
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ctx.transform.apply(ctx, matrix);
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}
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}
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ctx.translate(
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temporaryPatternCanvas.offsetX,
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temporaryPatternCanvas.offsetY
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);
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ctx.scale(temporaryPatternCanvas.scaleX, temporaryPatternCanvas.scaleY);
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return ctx.createPattern(temporaryPatternCanvas.canvas, "no-repeat");
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},
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};
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},
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};
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ShadingIRs.Dummy = {
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fromIR: function Dummy_fromIR() {
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return {
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getPattern: function Dummy_fromIR_getPattern() {
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return "hotpink";
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},
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};
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},
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};
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function getShadingPatternFromIR(raw) {
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const shadingIR = ShadingIRs[raw[0]];
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if (!shadingIR) {
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throw new Error(`Unknown IR type: ${raw[0]}`);
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}
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return shadingIR.fromIR(raw);
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}
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/**
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* @type {any}
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*/
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const TilingPattern = (function TilingPatternClosure() {
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const PaintType = {
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COLORED: 1,
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UNCOLORED: 2,
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};
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const MAX_PATTERN_SIZE = 3000; // 10in @ 300dpi shall be enough
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// eslint-disable-next-line no-shadow
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function TilingPattern(IR, color, ctx, canvasGraphicsFactory, baseTransform) {
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this.operatorList = IR[2];
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this.matrix = IR[3] || [1, 0, 0, 1, 0, 0];
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this.bbox = IR[4];
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this.xstep = IR[5];
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this.ystep = IR[6];
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this.paintType = IR[7];
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this.tilingType = IR[8];
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this.color = color;
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this.canvasGraphicsFactory = canvasGraphicsFactory;
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this.baseTransform = baseTransform;
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this.ctx = ctx;
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}
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TilingPattern.prototype = {
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createPatternCanvas: function TilinPattern_createPatternCanvas(owner) {
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const operatorList = this.operatorList;
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const bbox = this.bbox;
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const xstep = this.xstep;
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const ystep = this.ystep;
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const paintType = this.paintType;
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const tilingType = this.tilingType;
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const color = this.color;
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const canvasGraphicsFactory = this.canvasGraphicsFactory;
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info("TilingType: " + tilingType);
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// A tiling pattern as defined by PDF spec 8.7.2 is a cell whose size is
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// described by bbox, and may repeat regularly by shifting the cell by
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// xstep and ystep.
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// Because the HTML5 canvas API does not support pattern repetition with
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// gaps in between, we use the xstep/ystep instead of the bbox's size.
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//
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// This has the following consequences (similarly for ystep):
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//
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// - If xstep is the same as bbox, then there is no observable difference.
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//
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// - If xstep is larger than bbox, then the pattern canvas is partially
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// empty: the area bounded by bbox is painted, the outside area is void.
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//
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// - If xstep is smaller than bbox, then the pixels between xstep and the
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// bbox boundary will be missing. This is INCORRECT behavior.
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// "Figures on adjacent tiles should not overlap" (PDF spec 8.7.3.1),
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// but overlapping cells without common pixels are still valid.
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// TODO: Fix the implementation, to allow this scenario to be painted
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// correctly.
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const x0 = bbox[0],
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y0 = bbox[1],
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x1 = bbox[2],
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y1 = bbox[3];
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// Obtain scale from matrix and current transformation matrix.
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const matrixScale = Util.singularValueDecompose2dScale(this.matrix);
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const curMatrixScale = Util.singularValueDecompose2dScale(
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this.baseTransform
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);
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const combinedScale = [
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matrixScale[0] * curMatrixScale[0],
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matrixScale[1] * curMatrixScale[1],
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];
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// Use width and height values that are as close as possible to the end
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// result when the pattern is used. Too low value makes the pattern look
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// blurry. Too large value makes it look too crispy.
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const dimx = this.getSizeAndScale(
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xstep,
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this.ctx.canvas.width,
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combinedScale[0]
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);
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const dimy = this.getSizeAndScale(
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ystep,
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this.ctx.canvas.height,
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combinedScale[1]
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|
);
|
|
|
|
const tmpCanvas = owner.cachedCanvases.getCanvas(
|
|
"pattern",
|
|
dimx.size,
|
|
dimy.size,
|
|
true
|
|
);
|
|
const tmpCtx = tmpCanvas.context;
|
|
const graphics = canvasGraphicsFactory.createCanvasGraphics(tmpCtx);
|
|
graphics.groupLevel = owner.groupLevel;
|
|
|
|
this.setFillAndStrokeStyleToContext(graphics, paintType, color);
|
|
|
|
graphics.transform(dimx.scale, 0, 0, dimy.scale, 0, 0);
|
|
|
|
this.clipBbox(graphics, bbox, x0, y0, x1, y1);
|
|
|
|
graphics.baseTransform = graphics.ctx.mozCurrentTransform.slice();
|
|
|
|
graphics.executeOperatorList(operatorList);
|
|
|
|
graphics.endDrawing();
|
|
|
|
return {
|
|
canvas: tmpCanvas.canvas,
|
|
scaleX: dimx.scale,
|
|
scaleY: dimy.scale,
|
|
};
|
|
},
|
|
|
|
getSizeAndScale: function TilingPattern_getSizeAndScale(
|
|
step,
|
|
realOutputSize,
|
|
scale
|
|
) {
|
|
// xstep / ystep may be negative -- normalize.
|
|
step = Math.abs(step);
|
|
// MAX_PATTERN_SIZE is used to avoid OOM situation.
|
|
// Use the destination canvas's size if it is bigger than the hard-coded
|
|
// limit of MAX_PATTERN_SIZE to avoid clipping patterns that cover the
|
|
// whole canvas.
|
|
const maxSize = Math.max(MAX_PATTERN_SIZE, realOutputSize);
|
|
let size = Math.ceil(step * scale);
|
|
if (size >= maxSize) {
|
|
size = maxSize;
|
|
} else {
|
|
scale = size / step;
|
|
}
|
|
return { scale, size };
|
|
},
|
|
|
|
clipBbox: function clipBbox(graphics, bbox, x0, y0, x1, y1) {
|
|
if (Array.isArray(bbox) && bbox.length === 4) {
|
|
const bboxWidth = x1 - x0;
|
|
const bboxHeight = y1 - y0;
|
|
graphics.ctx.rect(x0, y0, bboxWidth, bboxHeight);
|
|
graphics.clip();
|
|
graphics.endPath();
|
|
}
|
|
},
|
|
|
|
setFillAndStrokeStyleToContext: function setFillAndStrokeStyleToContext(
|
|
graphics,
|
|
paintType,
|
|
color
|
|
) {
|
|
const context = graphics.ctx,
|
|
current = graphics.current;
|
|
switch (paintType) {
|
|
case PaintType.COLORED:
|
|
const ctx = this.ctx;
|
|
context.fillStyle = ctx.fillStyle;
|
|
context.strokeStyle = ctx.strokeStyle;
|
|
current.fillColor = ctx.fillStyle;
|
|
current.strokeColor = ctx.strokeStyle;
|
|
break;
|
|
case PaintType.UNCOLORED:
|
|
const cssColor = Util.makeHexColor(color[0], color[1], color[2]);
|
|
context.fillStyle = cssColor;
|
|
context.strokeStyle = cssColor;
|
|
// Set color needed by image masks (fixes issues 3226 and 8741).
|
|
current.fillColor = cssColor;
|
|
current.strokeColor = cssColor;
|
|
break;
|
|
default:
|
|
throw new FormatError(`Unsupported paint type: ${paintType}`);
|
|
}
|
|
},
|
|
|
|
getPattern: function TilingPattern_getPattern(ctx, owner, shadingFill) {
|
|
ctx = this.ctx;
|
|
// PDF spec 8.7.2 NOTE 1: pattern's matrix is relative to initial matrix.
|
|
let matrix = ctx.mozCurrentTransformInverse;
|
|
if (!shadingFill) {
|
|
matrix = Util.transform(matrix, owner.baseTransform);
|
|
if (this.matrix) {
|
|
matrix = Util.transform(matrix, this.matrix);
|
|
}
|
|
}
|
|
|
|
const temporaryPatternCanvas = this.createPatternCanvas(owner);
|
|
|
|
let domMatrix = createMatrix(matrix);
|
|
// Rescale and so that the ctx.createPattern call generates a pattern with
|
|
// the desired size.
|
|
domMatrix = domMatrix.scale(
|
|
1 / temporaryPatternCanvas.scaleX,
|
|
1 / temporaryPatternCanvas.scaleY
|
|
);
|
|
|
|
const pattern = ctx.createPattern(
|
|
temporaryPatternCanvas.canvas,
|
|
"repeat"
|
|
);
|
|
pattern.setTransform(domMatrix);
|
|
|
|
return pattern;
|
|
},
|
|
};
|
|
|
|
return TilingPattern;
|
|
})();
|
|
|
|
export { getShadingPatternFromIR, TilingPattern };
|