forked from KolibriOS/kolibrios
4f7ee97ec9
git-svn-id: svn://kolibrios.org@4680 a494cfbc-eb01-0410-851d-a64ba20cac60
128 lines
2.3 KiB
C
128 lines
2.3 KiB
C
#include "fitz.h"
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fz_shade *
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fz_keep_shade(fz_shade *shade)
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{
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shade->refs ++;
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return shade;
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}
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void
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fz_drop_shade(fz_shade *shade)
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{
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if (shade && --shade->refs == 0)
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{
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if (shade->colorspace)
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fz_drop_colorspace(shade->colorspace);
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fz_free(shade->mesh);
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fz_free(shade);
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}
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}
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fz_rect
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fz_bound_shade(fz_shade *shade, fz_matrix ctm)
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{
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float *v;
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fz_rect r;
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fz_point p;
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int i, ncomp, nvert;
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ctm = fz_concat(shade->matrix, ctm);
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ncomp = shade->use_function ? 3 : 2 + shade->colorspace->n;
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nvert = shade->mesh_len / ncomp;
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v = shade->mesh;
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if (shade->type == FZ_LINEAR)
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return fz_infinite_rect;
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if (shade->type == FZ_RADIAL)
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return fz_infinite_rect;
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if (nvert == 0)
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return fz_empty_rect;
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p.x = v[0];
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p.y = v[1];
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v += ncomp;
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p = fz_transform_point(ctm, p);
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r.x0 = r.x1 = p.x;
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r.y0 = r.y1 = p.y;
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for (i = 1; i < nvert; i++)
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{
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p.x = v[0];
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p.y = v[1];
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p = fz_transform_point(ctm, p);
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v += ncomp;
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if (p.x < r.x0) r.x0 = p.x;
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if (p.y < r.y0) r.y0 = p.y;
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if (p.x > r.x1) r.x1 = p.x;
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if (p.y > r.y1) r.y1 = p.y;
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}
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return r;
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}
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void
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fz_debug_shade(fz_shade *shade)
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{
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int i, j, n;
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float *vertex;
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int triangle;
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printf("shading {\n");
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switch (shade->type)
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{
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case FZ_LINEAR: printf("\ttype linear\n"); break;
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case FZ_RADIAL: printf("\ttype radial\n"); break;
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case FZ_MESH: printf("\ttype mesh\n"); break;
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}
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printf("\tbbox [%g %g %g %g]\n",
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shade->bbox.x0, shade->bbox.y0,
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shade->bbox.x1, shade->bbox.y1);
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printf("\tcolorspace %s\n", shade->colorspace->name);
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printf("\tmatrix [%g %g %g %g %g %g]\n",
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shade->matrix.a, shade->matrix.b, shade->matrix.c,
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shade->matrix.d, shade->matrix.e, shade->matrix.f);
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if (shade->use_background)
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{
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printf("\tbackground [");
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for (i = 0; i < shade->colorspace->n; i++)
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printf("%s%g", i == 0 ? "" : " ", shade->background[i]);
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printf("]\n");
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}
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if (shade->use_function)
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{
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printf("\tfunction\n");
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n = 3;
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}
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else
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n = 2 + shade->colorspace->n;
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printf("\tvertices: %d\n", shade->mesh_len);
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vertex = shade->mesh;
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triangle = 0;
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i = 0;
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while (i < shade->mesh_len)
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{
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printf("\t%d:(%g, %g): ", triangle, vertex[0], vertex[1]);
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for (j = 2; j < n; j++)
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printf("%s%g", j == 2 ? "" : " ", vertex[j]);
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printf("\n");
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vertex += n;
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i++;
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if (i % 3 == 0)
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triangle++;
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}
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printf("}\n");
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}
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