//======================================================================== // // SplashXPath.cc // //======================================================================== //======================================================================== // // Modified under the Poppler project - http://poppler.freedesktop.org // // All changes made under the Poppler project to this file are licensed // under GPL version 2 or later // // Copyright (C) 2010 Paweł Wiejacha // Copyright (C) 2010, 2011, 2018, 2019 Albert Astals Cid // Copyright (C) 2013 Thomas Freitag // Copyright (C) 2017 Adrian Johnson // // To see a description of the changes please see the Changelog file that // came with your tarball or type make ChangeLog if you are building from git // //======================================================================== #include #include #include #include #include "goo/gmem.h" #include "goo/GooLikely.h" #include "SplashMath.h" #include "SplashPath.h" #include "SplashXPath.h" //------------------------------------------------------------------------ struct SplashXPathPoint { SplashCoord x, y; }; struct SplashXPathAdjust { int firstPt, lastPt; // range of points bool vert; // vertical or horizontal hint SplashCoord x0a, x0b, // hint boundaries xma, xmb, x1a, x1b; SplashCoord x0, x1, xm; // adjusted coordinates }; //------------------------------------------------------------------------ // Transform a point from user space to device space. inline void SplashXPath::transform(SplashCoord *matrix, SplashCoord xi, SplashCoord yi, SplashCoord *xo, SplashCoord *yo) { // [ m[0] m[1] 0 ] // [xo yo 1] = [xi yi 1] * [ m[2] m[3] 0 ] // [ m[4] m[5] 1 ] *xo = xi * matrix[0] + yi * matrix[2] + matrix[4]; *yo = xi * matrix[1] + yi * matrix[3] + matrix[5]; } //------------------------------------------------------------------------ // SplashXPath //------------------------------------------------------------------------ SplashXPath::SplashXPath(SplashPath *path, SplashCoord *matrix, SplashCoord flatness, bool closeSubpaths, bool adjustLines, int linePosI) { SplashPathHint *hint; SplashXPathPoint *pts; SplashXPathAdjust *adjusts, *adjust; SplashCoord x0, y0, x1, y1, x2, y2, x3, y3, xsp, ysp; SplashCoord adj0, adj1; int curSubpath, i, j; // transform the points pts = (SplashXPathPoint *)gmallocn(path->length, sizeof(SplashXPathPoint)); for (i = 0; i < path->length; ++i) { transform(matrix, path->pts[i].x, path->pts[i].y, &pts[i].x, &pts[i].y); } // set up the stroke adjustment hints if (path->hints) { adjusts = (SplashXPathAdjust *)gmallocn_checkoverflow(path->hintsLength, sizeof(SplashXPathAdjust)); if (adjusts) { for (i = 0; i < path->hintsLength; ++i) { hint = &path->hints[i]; if (hint->ctrl0 + 1 >= path->length || hint->ctrl1 + 1 >= path->length) { gfree(adjusts); adjusts = nullptr; break; } x0 = pts[hint->ctrl0].x; y0 = pts[hint->ctrl0].y; x1 = pts[hint->ctrl0 + 1].x; y1 = pts[hint->ctrl0 + 1].y; x2 = pts[hint->ctrl1].x; y2 = pts[hint->ctrl1].y; x3 = pts[hint->ctrl1 + 1].x; y3 = pts[hint->ctrl1 + 1].y; if (x0 == x1 && x2 == x3) { adjusts[i].vert = true; adj0 = x0; adj1 = x2; } else if (y0 == y1 && y2 == y3) { adjusts[i].vert = false; adj0 = y0; adj1 = y2; } else { gfree(adjusts); adjusts = nullptr; break; } if (adj0 > adj1) { x0 = adj0; adj0 = adj1; adj1 = x0; } adjusts[i].x0a = adj0 - 0.01; adjusts[i].x0b = adj0 + 0.01; adjusts[i].xma = (SplashCoord)0.5 * (adj0 + adj1) - 0.01; adjusts[i].xmb = (SplashCoord)0.5 * (adj0 + adj1) + 0.01; adjusts[i].x1a = adj1 - 0.01; adjusts[i].x1b = adj1 + 0.01; // rounding both edge coordinates can result in lines of // different widths (e.g., adj=10.1, adj1=11.3 --> x0=10, x1=11; // adj0=10.4, adj1=11.6 --> x0=10, x1=12), but it has the // benefit of making adjacent strokes/fills line up without any // gaps between them x0 = splashRound(adj0); x1 = splashRound(adj1); if (x1 == x0) { if (adjustLines) { // the adjustment moves thin lines (clip rectangle with // empty width or height) out of clip area, here we need // a special adjustment: x0 = linePosI; x1 = x0 + 1; } else { x1 = x1 + 1; } } adjusts[i].x0 = (SplashCoord)x0; adjusts[i].x1 = (SplashCoord)x1 - 0.01; adjusts[i].xm = (SplashCoord)0.5 * (adjusts[i].x0 + adjusts[i].x1); adjusts[i].firstPt = hint->firstPt; adjusts[i].lastPt = hint->lastPt; } } } else { adjusts = nullptr; } // perform stroke adjustment if (adjusts) { for (i = 0, adjust = adjusts; i < path->hintsLength; ++i, ++adjust) { for (j = adjust->firstPt; j <= adjust->lastPt; ++j) { strokeAdjust(adjust, &pts[j].x, &pts[j].y); } } gfree(adjusts); } segs = nullptr; length = size = 0; x0 = y0 = xsp = ysp = 0; // make gcc happy adj0 = adj1 = 0; // make gcc happy curSubpath = 0; i = 0; while (i < path->length) { // first point in subpath - skip it if (path->flags[i] & splashPathFirst) { x0 = pts[i].x; y0 = pts[i].y; xsp = x0; ysp = y0; curSubpath = i; ++i; } else { // curve segment if (path->flags[i] & splashPathCurve) { x1 = pts[i].x; y1 = pts[i].y; x2 = pts[i + 1].x; y2 = pts[i + 1].y; x3 = pts[i + 2].x; y3 = pts[i + 2].y; addCurve(x0, y0, x1, y1, x2, y2, x3, y3, flatness, (path->flags[i - 1] & splashPathFirst), (path->flags[i + 2] & splashPathLast), !closeSubpaths && (path->flags[i - 1] & splashPathFirst) && !(path->flags[i - 1] & splashPathClosed), !closeSubpaths && (path->flags[i + 2] & splashPathLast) && !(path->flags[i + 2] & splashPathClosed)); x0 = x3; y0 = y3; i += 3; // line segment } else { x1 = pts[i].x; y1 = pts[i].y; addSegment(x0, y0, x1, y1); x0 = x1; y0 = y1; ++i; } // close a subpath if (closeSubpaths && (path->flags[i - 1] & splashPathLast) && (pts[i - 1].x != pts[curSubpath].x || pts[i - 1].y != pts[curSubpath].y)) { addSegment(x0, y0, xsp, ysp); } } } gfree(pts); } // Apply the stroke adjust hints to point : (*, *). void SplashXPath::strokeAdjust(SplashXPathAdjust *adjust, SplashCoord *xp, SplashCoord *yp) { SplashCoord x, y; if (adjust->vert) { x = *xp; if (x > adjust->x0a && x < adjust->x0b) { *xp = adjust->x0; } else if (x > adjust->xma && x < adjust->xmb) { *xp = adjust->xm; } else if (x > adjust->x1a && x < adjust->x1b) { *xp = adjust->x1; } } else { y = *yp; if (y > adjust->x0a && y < adjust->x0b) { *yp = adjust->x0; } else if (y > adjust->xma && y < adjust->xmb) { *yp = adjust->xm; } else if (y > adjust->x1a && y < adjust->x1b) { *yp = adjust->x1; } } } SplashXPath::SplashXPath(SplashXPath *xPath) { length = xPath->length; size = xPath->size; segs = (SplashXPathSeg *)gmallocn(size, sizeof(SplashXPathSeg)); memcpy(segs, xPath->segs, length * sizeof(SplashXPathSeg)); } SplashXPath::~SplashXPath() { gfree(segs); } // Add space for more segments void SplashXPath::grow(int nSegs) { if (length + nSegs > size) { if (size == 0) { size = 32; } while (size < length + nSegs) { size *= 2; } segs = (SplashXPathSeg *)greallocn_checkoverflow(segs, size, sizeof(SplashXPathSeg)); if (unlikely(!segs)) { length = 0; size = 0; } } } void SplashXPath::addCurve(SplashCoord x0, SplashCoord y0, SplashCoord x1, SplashCoord y1, SplashCoord x2, SplashCoord y2, SplashCoord x3, SplashCoord y3, SplashCoord flatness, bool first, bool last, bool end0, bool end1) { SplashCoord *cx = new SplashCoord[(splashMaxCurveSplits + 1) * 3]; SplashCoord *cy = new SplashCoord[(splashMaxCurveSplits + 1) * 3]; int *cNext = new int[splashMaxCurveSplits + 1]; SplashCoord xl0, xl1, xl2, xr0, xr1, xr2, xr3, xx1, xx2, xh; SplashCoord yl0, yl1, yl2, yr0, yr1, yr2, yr3, yy1, yy2, yh; SplashCoord dx, dy, mx, my, d1, d2, flatness2; int p1, p2, p3; flatness2 = flatness * flatness; // initial segment p1 = 0; p2 = splashMaxCurveSplits; *(cx + p1 * 3 + 0) = x0; *(cx + p1 * 3 + 1) = x1; *(cx + p1 * 3 + 2) = x2; *(cx + p2 * 3 + 0) = x3; *(cy + p1 * 3 + 0) = y0; *(cy + p1 * 3 + 1) = y1; *(cy + p1 * 3 + 2) = y2; *(cy + p2 * 3 + 0) = y3; *(cNext + p1) = p2; while (p1 < splashMaxCurveSplits) { // get the next segment xl0 = *(cx + p1 * 3 + 0); xx1 = *(cx + p1 * 3 + 1); xx2 = *(cx + p1 * 3 + 2); yl0 = *(cy + p1 * 3 + 0); yy1 = *(cy + p1 * 3 + 1); yy2 = *(cy + p1 * 3 + 2); p2 = *(cNext + p1); xr3 = *(cx + p2 * 3 + 0); yr3 = *(cy + p2 * 3 + 0); // compute the distances from the control points to the // midpoint of the straight line (this is a bit of a hack, but // it's much faster than computing the actual distances to the // line) mx = (xl0 + xr3) * 0.5; my = (yl0 + yr3) * 0.5; dx = xx1 - mx; dy = yy1 - my; d1 = dx * dx + dy * dy; dx = xx2 - mx; dy = yy2 - my; d2 = dx * dx + dy * dy; // if the curve is flat enough, or no more subdivisions are // allowed, add the straight line segment if (p2 - p1 == 1 || (d1 <= flatness2 && d2 <= flatness2)) { addSegment(xl0, yl0, xr3, yr3); p1 = p2; // otherwise, subdivide the curve } else { xl1 = (xl0 + xx1) * 0.5; yl1 = (yl0 + yy1) * 0.5; xh = (xx1 + xx2) * 0.5; yh = (yy1 + yy2) * 0.5; xl2 = (xl1 + xh) * 0.5; yl2 = (yl1 + yh) * 0.5; xr2 = (xx2 + xr3) * 0.5; yr2 = (yy2 + yr3) * 0.5; xr1 = (xh + xr2) * 0.5; yr1 = (yh + yr2) * 0.5; xr0 = (xl2 + xr1) * 0.5; yr0 = (yl2 + yr1) * 0.5; // add the new subdivision points p3 = (p1 + p2) / 2; *(cx + p1 * 3 + 1) = xl1; *(cx + p1 * 3 + 2) = xl2; *(cy + p1 * 3 + 1) = yl1; *(cy + p1 * 3 + 2) = yl2; *(cNext + p1) = p3; *(cx + p3 * 3 + 0) = xr0; *(cx + p3 * 3 + 1) = xr1; *(cx + p3 * 3 + 2) = xr2; *(cy + p3 * 3 + 0) = yr0; *(cy + p3 * 3 + 1) = yr1; *(cy + p3 * 3 + 2) = yr2; *(cNext + p3) = p2; } } delete[] cx; delete[] cy; delete[] cNext; } void SplashXPath::addSegment(SplashCoord x0, SplashCoord y0, SplashCoord x1, SplashCoord y1) { grow(1); if (unlikely(!segs)) return; segs[length].x0 = x0; segs[length].y0 = y0; segs[length].x1 = x1; segs[length].y1 = y1; segs[length].flags = 0; if (y1 == y0) { segs[length].dxdy = segs[length].dydx = 0; segs[length].flags |= splashXPathHoriz; if (x1 == x0) { segs[length].flags |= splashXPathVert; } } else if (x1 == x0) { segs[length].dxdy = segs[length].dydx = 0; segs[length].flags |= splashXPathVert; } else { segs[length].dxdy = (x1 - x0) / (y1 - y0); segs[length].dydx = (SplashCoord)1 / segs[length].dxdy; } if (y0 > y1) { segs[length].flags |= splashXPathFlip; } ++length; } struct cmpXPathSegsFunctor { bool operator()(const SplashXPathSeg &seg0, const SplashXPathSeg &seg1) { SplashCoord x0, y0, x1, y1; if (seg0.flags & splashXPathFlip) { x0 = seg0.x1; y0 = seg0.y1; } else { x0 = seg0.x0; y0 = seg0.y0; } if (seg1.flags & splashXPathFlip) { x1 = seg1.x1; y1 = seg1.y1; } else { x1 = seg1.x0; y1 = seg1.y0; } return (y0 != y1) ? (y0 < y1) : (x0 < x1); } }; void SplashXPath::aaScale() { SplashXPathSeg *seg; int i; for (i = 0, seg = segs; i < length; ++i, ++seg) { seg->x0 *= splashAASize; seg->y0 *= splashAASize; seg->x1 *= splashAASize; seg->y1 *= splashAASize; } } void SplashXPath::sort() { std::sort(segs, segs + length, cmpXPathSegsFunctor()); }