pdf.js/src/display/pattern_helper.js
Fabian Lange dd2adf6200 Fixes mesh fill pattern with optional matrix (#5020)
In the referenced issue, there is a PDF which uses a fill pattern which does not
have a matrix defined. This causes singularValueDecompose2dScale to fail with
undefined property error when accessing elements of that matrix.

This fix will only use the matrix when it is defined. The output for the PDF in
question now looks identical to chrome and preview with respect to the gradient
fill pattern.
2014-07-13 15:45:12 +02:00

425 lines
14 KiB
JavaScript

/* -*- Mode: Java; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set shiftwidth=2 tabstop=2 autoindent cindent expandtab: */
/* Copyright 2014 Mozilla Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/* globals CanvasGraphics, CachedCanvases, ColorSpace, Util, error, info,
isArray, makeCssRgb, WebGLUtils */
'use strict';
var ShadingIRs = {};
ShadingIRs.RadialAxial = {
fromIR: function RadialAxial_fromIR(raw) {
var type = raw[1];
var colorStops = raw[2];
var p0 = raw[3];
var p1 = raw[4];
var r0 = raw[5];
var r1 = raw[6];
return {
type: 'Pattern',
getPattern: function RadialAxial_getPattern(ctx) {
var grad;
if (type === 'axial') {
grad = ctx.createLinearGradient(p0[0], p0[1], p1[0], p1[1]);
} else if (type === 'radial') {
grad = ctx.createRadialGradient(p0[0], p0[1], r0, p1[0], p1[1], r1);
}
for (var i = 0, ii = colorStops.length; i < ii; ++i) {
var c = colorStops[i];
grad.addColorStop(c[0], c[1]);
}
return grad;
}
};
}
};
var createMeshCanvas = (function createMeshCanvasClosure() {
function drawTriangle(data, context, p1, p2, p3, c1, c2, c3) {
// Very basic Gouraud-shaded triangle rasterization algorithm.
var coords = context.coords, colors = context.colors;
var bytes = data.data, rowSize = data.width * 4;
var tmp;
if (coords[p1 + 1] > coords[p2 + 1]) {
tmp = p1; p1 = p2; p2 = tmp; tmp = c1; c1 = c2; c2 = tmp;
}
if (coords[p2 + 1] > coords[p3 + 1]) {
tmp = p2; p2 = p3; p3 = tmp; tmp = c2; c2 = c3; c3 = tmp;
}
if (coords[p1 + 1] > coords[p2 + 1]) {
tmp = p1; p1 = p2; p2 = tmp; tmp = c1; c1 = c2; c2 = tmp;
}
var x1 = (coords[p1] + context.offsetX) * context.scaleX;
var y1 = (coords[p1 + 1] + context.offsetY) * context.scaleY;
var x2 = (coords[p2] + context.offsetX) * context.scaleX;
var y2 = (coords[p2 + 1] + context.offsetY) * context.scaleY;
var x3 = (coords[p3] + context.offsetX) * context.scaleX;
var y3 = (coords[p3 + 1] + context.offsetY) * context.scaleY;
if (y1 >= y3) {
return;
}
var c1r = colors[c1], c1g = colors[c1 + 1], c1b = colors[c1 + 2];
var c2r = colors[c2], c2g = colors[c2 + 1], c2b = colors[c2 + 2];
var c3r = colors[c3], c3g = colors[c3 + 1], c3b = colors[c3 + 2];
var minY = Math.round(y1), maxY = Math.round(y3);
var xa, car, cag, cab;
var xb, cbr, cbg, cbb;
var k;
for (var y = minY; y <= maxY; y++) {
if (y < y2) {
k = y < y1 ? 0 : y1 === y2 ? 1 : (y1 - y) / (y1 - y2);
xa = x1 - (x1 - x2) * k;
car = c1r - (c1r - c2r) * k;
cag = c1g - (c1g - c2g) * k;
cab = c1b - (c1b - c2b) * k;
} else {
k = y > y3 ? 1 : y2 === y3 ? 0 : (y2 - y) / (y2 - y3);
xa = x2 - (x2 - x3) * k;
car = c2r - (c2r - c3r) * k;
cag = c2g - (c2g - c3g) * k;
cab = c2b - (c2b - c3b) * k;
}
k = y < y1 ? 0 : y > y3 ? 1 : (y1 - y) / (y1 - y3);
xb = x1 - (x1 - x3) * k;
cbr = c1r - (c1r - c3r) * k;
cbg = c1g - (c1g - c3g) * k;
cbb = c1b - (c1b - c3b) * k;
var x1_ = Math.round(Math.min(xa, xb));
var x2_ = Math.round(Math.max(xa, xb));
var j = rowSize * y + x1_ * 4;
for (var x = x1_; x <= x2_; x++) {
k = (xa - x) / (xa - xb);
k = k < 0 ? 0 : k > 1 ? 1 : k;
bytes[j++] = (car - (car - cbr) * k) | 0;
bytes[j++] = (cag - (cag - cbg) * k) | 0;
bytes[j++] = (cab - (cab - cbb) * k) | 0;
bytes[j++] = 255;
}
}
}
function drawFigure(data, figure, context) {
var ps = figure.coords;
var cs = figure.colors;
var i, ii;
switch (figure.type) {
case 'lattice':
var verticesPerRow = figure.verticesPerRow;
var rows = Math.floor(ps.length / verticesPerRow) - 1;
var cols = verticesPerRow - 1;
for (i = 0; i < rows; i++) {
var q = i * verticesPerRow;
for (var j = 0; j < cols; j++, q++) {
drawTriangle(data, context,
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;
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:
error('illigal figure');
break;
}
}
function createMeshCanvas(bounds, combinesScale, coords, colors, figures,
backgroundColor) {
// we will increase scale on some weird factor to let antialiasing take
// care of "rough" edges
var EXPECTED_SCALE = 1.1;
// MAX_PATTERN_SIZE is used to avoid OOM situation.
var MAX_PATTERN_SIZE = 3000; // 10in @ 300dpi shall be enough
var offsetX = Math.floor(bounds[0]);
var offsetY = Math.floor(bounds[1]);
var boundsWidth = Math.ceil(bounds[2]) - offsetX;
var boundsHeight = Math.ceil(bounds[3]) - offsetY;
var width = Math.min(Math.ceil(Math.abs(boundsWidth * combinesScale[0] *
EXPECTED_SCALE)), MAX_PATTERN_SIZE);
var height = Math.min(Math.ceil(Math.abs(boundsHeight * combinesScale[1] *
EXPECTED_SCALE)), MAX_PATTERN_SIZE);
var scaleX = boundsWidth / width;
var scaleY = boundsHeight / height;
var context = {
coords: coords,
colors: colors,
offsetX: -offsetX,
offsetY: -offsetY,
scaleX: 1 / scaleX,
scaleY: 1 / scaleY
};
var canvas, tmpCanvas, i, ii;
if (WebGLUtils.isEnabled) {
canvas = WebGLUtils.drawFigures(width, height, backgroundColor,
figures, context);
// https://bugzilla.mozilla.org/show_bug.cgi?id=972126
tmpCanvas = CachedCanvases.getCanvas('mesh', width, height, false);
tmpCanvas.context.drawImage(canvas, 0, 0);
canvas = tmpCanvas.canvas;
} else {
tmpCanvas = CachedCanvases.getCanvas('mesh', width, height, false);
var tmpCtx = tmpCanvas.context;
var data = tmpCtx.createImageData(width, height);
if (backgroundColor) {
var bytes = data.data;
for (i = 0, ii = bytes.length; i < ii; i += 4) {
bytes[i] = backgroundColor[0];
bytes[i + 1] = backgroundColor[1];
bytes[i + 2] = backgroundColor[2];
bytes[i + 3] = 255;
}
}
for (i = 0; i < figures.length; i++) {
drawFigure(data, figures[i], context);
}
tmpCtx.putImageData(data, 0, 0);
canvas = tmpCanvas.canvas;
}
return {canvas: canvas, offsetX: offsetX, offsetY: offsetY,
scaleX: scaleX, scaleY: scaleY};
}
return createMeshCanvas;
})();
ShadingIRs.Mesh = {
fromIR: function Mesh_fromIR(raw) {
//var type = raw[1];
var coords = raw[2];
var colors = raw[3];
var figures = raw[4];
var bounds = raw[5];
var matrix = raw[6];
//var bbox = raw[7];
var background = raw[8];
return {
type: 'Pattern',
getPattern: function Mesh_getPattern(ctx, owner, shadingFill) {
var scale;
if (shadingFill) {
scale = Util.singularValueDecompose2dScale(ctx.mozCurrentTransform);
} else {
// Obtain scale from matrix and current transformation matrix.
scale = Util.singularValueDecompose2dScale(owner.baseTransform);
if (matrix) {
var matrixScale = Util.singularValueDecompose2dScale(matrix);
scale = [scale[0] * matrixScale[0],
scale[1] * matrixScale[1]];
}
}
// Rasterizing on the main thread since sending/queue large canvases
// might cause OOM.
var temporaryPatternCanvas = createMeshCanvas(bounds, scale, coords,
colors, figures, shadingFill ? null : background);
if (!shadingFill) {
ctx.setTransform.apply(ctx, owner.baseTransform);
if (matrix) {
ctx.transform.apply(ctx, matrix);
}
}
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 {
type: 'Pattern',
getPattern: function Dummy_fromIR_getPattern() {
return 'hotpink';
}
};
}
};
function getShadingPatternFromIR(raw) {
var shadingIR = ShadingIRs[raw[0]];
if (!shadingIR) {
error('Unknown IR type: ' + raw[0]);
}
return shadingIR.fromIR(raw);
}
var TilingPattern = (function TilingPatternClosure() {
var PaintType = {
COLORED: 1,
UNCOLORED: 2
};
var MAX_PATTERN_SIZE = 3000; // 10in @ 300dpi shall be enough
function TilingPattern(IR, color, ctx, objs, commonObjs, baseTransform) {
this.operatorList = IR[2];
this.matrix = IR[3] || [1, 0, 0, 1, 0, 0];
this.bbox = IR[4];
this.xstep = IR[5];
this.ystep = IR[6];
this.paintType = IR[7];
this.tilingType = IR[8];
this.color = color;
this.objs = objs;
this.commonObjs = commonObjs;
this.baseTransform = baseTransform;
this.type = 'Pattern';
this.ctx = ctx;
}
TilingPattern.prototype = {
createPatternCanvas: function TilinPattern_createPatternCanvas(owner) {
var operatorList = this.operatorList;
var bbox = this.bbox;
var xstep = this.xstep;
var ystep = this.ystep;
var paintType = this.paintType;
var tilingType = this.tilingType;
var color = this.color;
var objs = this.objs;
var commonObjs = this.commonObjs;
info('TilingType: ' + tilingType);
var x0 = bbox[0], y0 = bbox[1], x1 = bbox[2], y1 = bbox[3];
var topLeft = [x0, y0];
// we want the canvas to be as large as the step size
var botRight = [x0 + xstep, y0 + ystep];
var width = botRight[0] - topLeft[0];
var height = botRight[1] - topLeft[1];
// Obtain scale from matrix and current transformation matrix.
var matrixScale = Util.singularValueDecompose2dScale(this.matrix);
var curMatrixScale = Util.singularValueDecompose2dScale(
this.baseTransform);
var combinedScale = [matrixScale[0] * curMatrixScale[0],
matrixScale[1] * curMatrixScale[1]];
// MAX_PATTERN_SIZE is used to avoid OOM situation.
// Use width and height values that are as close as possible to the end
// result when the pattern is used. Too low value makes the pattern look
// blurry. Too large value makes it look too crispy.
width = Math.min(Math.ceil(Math.abs(width * combinedScale[0])),
MAX_PATTERN_SIZE);
height = Math.min(Math.ceil(Math.abs(height * combinedScale[1])),
MAX_PATTERN_SIZE);
var tmpCanvas = CachedCanvases.getCanvas('pattern', width, height, true);
var tmpCtx = tmpCanvas.context;
var graphics = new CanvasGraphics(tmpCtx, commonObjs, objs);
graphics.groupLevel = owner.groupLevel;
this.setFillAndStrokeStyleToContext(tmpCtx, paintType, color);
this.setScale(width, height, xstep, ystep);
this.transformToScale(graphics);
// transform coordinates to pattern space
var tmpTranslate = [1, 0, 0, 1, -topLeft[0], -topLeft[1]];
graphics.transform.apply(graphics, tmpTranslate);
this.clipBbox(graphics, bbox, x0, y0, x1, y1);
graphics.executeOperatorList(operatorList);
return tmpCanvas.canvas;
},
setScale: function TilingPattern_setScale(width, height, xstep, ystep) {
this.scale = [width / xstep, height / ystep];
},
transformToScale: function TilingPattern_transformToScale(graphics) {
var scale = this.scale;
var tmpScale = [scale[0], 0, 0, scale[1], 0, 0];
graphics.transform.apply(graphics, tmpScale);
},
scaleToContext: function TilingPattern_scaleToContext() {
var scale = this.scale;
this.ctx.scale(1 / scale[0], 1 / scale[1]);
},
clipBbox: function clipBbox(graphics, bbox, x0, y0, x1, y1) {
if (bbox && isArray(bbox) && 4 == bbox.length) {
var bboxWidth = x1 - x0;
var bboxHeight = y1 - y0;
graphics.ctx.rect(x0, y0, bboxWidth, bboxHeight);
graphics.clip();
graphics.endPath();
}
},
setFillAndStrokeStyleToContext:
function setFillAndStrokeStyleToContext(context, paintType, color) {
switch (paintType) {
case PaintType.COLORED:
var ctx = this.ctx;
context.fillStyle = ctx.fillStyle;
context.strokeStyle = ctx.strokeStyle;
break;
case PaintType.UNCOLORED:
var cssColor = Util.makeCssRgb(color);
context.fillStyle = cssColor;
context.strokeStyle = cssColor;
break;
default:
error('Unsupported paint type: ' + paintType);
}
},
getPattern: function TilingPattern_getPattern(ctx, owner) {
var temporaryPatternCanvas = this.createPatternCanvas(owner);
ctx = this.ctx;
ctx.setTransform.apply(ctx, this.baseTransform);
ctx.transform.apply(ctx, this.matrix);
this.scaleToContext();
return ctx.createPattern(temporaryPatternCanvas, 'repeat');
}
};
return TilingPattern;
})();