Chromium Code Reviews| Index: src/pdf/SkPDFShader.cpp |
| diff --git a/src/pdf/SkPDFShader.cpp b/src/pdf/SkPDFShader.cpp |
| index 70fb616a24f672cbf0b57603cf400defb69d0973..3f1b3c802a95a6cfbb742340f5b671a36a547851 100644 |
| --- a/src/pdf/SkPDFShader.cpp |
| +++ b/src/pdf/SkPDFShader.cpp |
| @@ -210,16 +210,74 @@ static void tileModeCode(SkShader::TileMode mode, SkString* result) { |
| } |
| } |
| -static SkString linearCode(const SkShader::GradientInfo& info) { |
| - SkString function("{pop\n"); // Just ditch the y value. |
| +/** |
| + * Returns PS function code that would apply perspective to a x, y point. |
|
vandebo (ex-Chrome)
2013/10/21 19:23:19
nit: would apply -> applies
edisonn
2013/10/23 19:45:18
Done.
|
| + * The function assumes that the stack has at least two elements, |
| + * and that the top 2 elements are numeric values. |
| + * After ececuting this code on a PS stack, the last 2 elements are updated |
|
vandebo (ex-Chrome)
2013/10/21 19:23:19
nit: ececuting -> executing
edisonn
2013/10/23 19:45:18
Done.
|
| + * while the rest of the stack is preserved intact. |
| + * xy2xy is the inverse perspective matrix. |
|
vandebo (ex-Chrome)
2013/10/21 19:23:19
nit: update or remove
edisonn
2013/10/23 19:45:18
Done.
|
| + */ |
| +static SkString apply_perspective_to_coordinates( |
| + const SkMatrix& inversePerspectiveMatrix) { |
| + SkString code; |
| + if (!inversePerspectiveMatrix.hasPerspective()) { |
| + return code; |
| + } |
| + |
| + // Perspective matrix should be: |
| + // 1 0 0 |
| + // 0 1 0 |
| + // p0 p1 p2 |
| + |
| + SkScalar p0 = inversePerspectiveMatrix[SkMatrix::kMPersp0]; |
| + SkScalar p1 = inversePerspectiveMatrix[SkMatrix::kMPersp1]; |
| + SkScalar p2 = inversePerspectiveMatrix[SkMatrix::kMPersp2]; |
| + |
| + // y = y / (p2 + p0 x + p1 y) |
| + // x = x / (p2 + p0 x + p1 y) |
| + |
| + // Input on stack: x y |
| + code.append("dup "); // x y y |
| + code.appendScalar(p1); // x y y p1 |
| + code.append(" mul " // x y y*p1 |
| + " 2 index "); // x y y*p1 x |
| + code.appendScalar(p0); // x y y p1 x p0 |
| + code.append(" mul "); // x y y*p1 x*p0 |
| + code.appendScalar(p2); // x y y p1 x*p0 p2 |
| + code.append("add " // x y y*p1 x*p0+p2 |
| + "add " // x y y*p1+x*p0+p2 |
| + "1 index " // x y y*p1+x*p0+p2 y |
| + "1 index " // x y y*p1+x*p0+p2 y y*p1+x*p0+p2 |
| + "div " // x y y*p1+x*p0+p2 y/(y*p1+x*p0+p2) |
| + "4 1 roll " // y/(y*p1+x*p0+p2) x y y*p1+x*p0+p2 |
| + "exch " // y/(y*p1+x*p0+p2) x y*p1+x*p0+p2 y |
| + "pop " // y/(y*p1+x*p0+p2) x y*p1+x*p0+p2 |
| + "div " // y/(y*p1+x*p0+p2) x/(y*p1+x*p0+p2) |
| + "exch\n"); // x/(y*p1+x*p0+p2) y/(y*p1+x*p0+p2) |
| + |
| + return code; |
| +} |
| + |
| +static SkString linearCode(const SkShader::GradientInfo& info, |
| + const SkMatrix& perspectiveRemover) { |
| + SkString function("{"); |
| + |
| + function.append(apply_perspective_to_coordinates(perspectiveRemover)); |
| + |
| + function.append("pop\n"); // Just ditch the y value. |
| tileModeCode(info.fTileMode, &function); |
| gradientFunctionCode(info, &function); |
| function.append("}"); |
| return function; |
| } |
| -static SkString radialCode(const SkShader::GradientInfo& info) { |
| +static SkString radialCode(const SkShader::GradientInfo& info, |
| + const SkMatrix& perspectiveRemover) { |
| SkString function("{"); |
| + |
| + function.append(apply_perspective_to_coordinates(perspectiveRemover)); |
| + |
| // Find the distance from the origin. |
| function.append("dup " // x y y |
| "mul " // x y^2 |
| @@ -239,7 +297,8 @@ static SkString radialCode(const SkShader::GradientInfo& info) { |
| with one simplification, the coordinate space has been scaled so that |
| Dr = 1. This means we don't need to scale the entire equation by 1/Dr^2. |
| */ |
| -static SkString twoPointRadialCode(const SkShader::GradientInfo& info) { |
| +static SkString twoPointRadialCode(const SkShader::GradientInfo& info, |
| + const SkMatrix& perspectiveRemover) { |
| SkScalar dx = info.fPoint[0].fX - info.fPoint[1].fX; |
| SkScalar dy = info.fPoint[0].fY - info.fPoint[1].fY; |
| SkScalar sr = info.fRadius[0]; |
| @@ -249,6 +308,9 @@ static SkString twoPointRadialCode(const SkShader::GradientInfo& info) { |
| // We start with a stack of (x y), copy it and then consume one copy in |
| // order to calculate b and the other to calculate c. |
| SkString function("{"); |
| + |
| + function.append(apply_perspective_to_coordinates(perspectiveRemover)); |
| + |
| function.append("2 copy "); |
| // Calculate -b and b^2. |
| @@ -286,7 +348,8 @@ static SkString twoPointRadialCode(const SkShader::GradientInfo& info) { |
| /* Conical gradient shader, based on the Canvas spec for radial gradients |
| See: http://www.w3.org/TR/2dcontext/#dom-context-2d-createradialgradient |
| */ |
| -static SkString twoPointConicalCode(const SkShader::GradientInfo& info) { |
| +static SkString twoPointConicalCode(const SkShader::GradientInfo& info, |
| + const SkMatrix& perspectiveRemover) { |
| SkScalar dx = info.fPoint[1].fX - info.fPoint[0].fX; |
| SkScalar dy = info.fPoint[1].fY - info.fPoint[0].fY; |
| SkScalar r0 = info.fRadius[0]; |
| @@ -300,6 +363,9 @@ static SkString twoPointConicalCode(const SkShader::GradientInfo& info) { |
| // We start with a stack of (x y), copy it and then consume one copy in |
| // order to calculate b and the other to calculate c. |
| SkString function("{"); |
| + |
| + function.append(apply_perspective_to_coordinates(perspectiveRemover)); |
| + |
| function.append("2 copy "); |
| // Calculate b and b^2; b = -2 * (y * dy + x * dx + r0 * dr). |
| @@ -395,7 +461,8 @@ static SkString twoPointConicalCode(const SkShader::GradientInfo& info) { |
| return function; |
| } |
| -static SkString sweepCode(const SkShader::GradientInfo& info) { |
| +static SkString sweepCode(const SkShader::GradientInfo& info, |
| + const SkMatrix& perspectiveRemover) { |
| SkString function("{exch atan 360 div\n"); |
| tileModeCode(info.fTileMode, &function); |
| gradientFunctionCode(info, &function); |
| @@ -725,10 +792,49 @@ SkPDFAlphaFunctionShader::SkPDFAlphaFunctionShader(SkPDFShader::State* state) |
| SkMatrix::I()); |
| } |
| +// Finds affine and persp such that in = affine * persp. |
| +// but it returns the inverse of perspective matrix. |
| +static bool split_perspective(const SkMatrix in, SkMatrix* affine, |
| + SkMatrix* perspectiveInverse) { |
| + const SkScalar p2 = in[SkMatrix::kMPersp2]; |
| + |
| + if (SkScalarNearlyZero(p2)) { |
| + return false; |
| + } |
| + |
| + const SkScalar zero = SkIntToScalar(0); |
| + const SkScalar one = SkIntToScalar(1); |
| + |
| + const SkScalar sx = in[SkMatrix::kMScaleX]; |
| + const SkScalar kx = in[SkMatrix::kMSkewX]; |
| + const SkScalar tx = in[SkMatrix::kMTransX]; |
| + const SkScalar ky = in[SkMatrix::kMSkewY]; |
| + const SkScalar sy = in[SkMatrix::kMScaleY]; |
| + const SkScalar ty = in[SkMatrix::kMTransY]; |
| + const SkScalar p0 = in[SkMatrix::kMPersp0]; |
| + const SkScalar p1 = in[SkMatrix::kMPersp1]; |
| + |
| + // Perspective matrix would be: |
| + // 1 0 0 |
| + // 0 1 0 |
| + // p0 p1 p2 |
| + // But we need the inverse of persp. |
| + perspectiveInverse->setAll(one, zero, zero, |
| + zero, one, zero, |
| + -p0 / p2, -p1/p2, 1/p2); |
| + |
| + affine->setAll(sx - p0 * tx / p2, kx - p1 * tx / p2, tx / p2, |
| + ky - p0 * ty / p2, sy - p1 * ty / p2, ty / p2, |
| + zero, zero, one); |
| + |
| + return true; |
| +} |
| + |
| SkPDFFunctionShader::SkPDFFunctionShader(SkPDFShader::State* state) |
| : SkPDFDict("Pattern"), |
| fState(state) { |
| - SkString (*codeFunction)(const SkShader::GradientInfo& info) = NULL; |
| + SkString (*codeFunction)(const SkShader::GradientInfo& info, |
| + const SkMatrix& perspectiveRemover) = NULL; |
| SkPoint transformPoints[2]; |
| // Depending on the type of the gradient, we want to transform the |
| @@ -780,8 +886,24 @@ SkPDFFunctionShader::SkPDFFunctionShader(SkPDFShader::State* state) |
| // the gradient can be drawn on on the unit segment. |
| SkMatrix mapperMatrix; |
| unitToPointsMatrix(transformPoints, &mapperMatrix); |
| + |
| + SkMatrix perspectiveInverseOnly = SkMatrix::I(); |
| + |
| SkMatrix finalMatrix = fState.get()->fCanvasTransform; |
| finalMatrix.preConcat(fState.get()->fShaderTransform); |
| + |
| + // Preserves as much as posible in the final matrix, and only removes |
| + // the perspective. The inverse of the perspective is stored in |
| + // perspectiveInverseOnly matrix and has 3 useful numbers |
| + // (p0, p1, p2), while everything else is either 0 or 1. |
| + // In this way the shader will handle it eficiently, with minimal code. |
| + if (finalMatrix.hasPerspective()) { |
| + if (!split_perspective(finalMatrix, |
| + &finalMatrix, &perspectiveInverseOnly)) { |
| + return; |
| + } |
| + } |
| + |
| finalMatrix.preConcat(mapperMatrix); |
| SkRect bbox; |
| @@ -812,9 +934,9 @@ SkPDFFunctionShader::SkPDFFunctionShader(SkPDFShader::State* state) |
| inverseMapperMatrix.mapRadius(info->fRadius[0]); |
| twoPointRadialInfo.fRadius[1] = |
| inverseMapperMatrix.mapRadius(info->fRadius[1]); |
| - functionCode = codeFunction(twoPointRadialInfo); |
| + functionCode = codeFunction(twoPointRadialInfo, perspectiveInverseOnly); |
| } else { |
| - functionCode = codeFunction(*info); |
| + functionCode = codeFunction(*info, perspectiveInverseOnly); |
| } |
| SkAutoTUnref<SkPDFDict> pdfShader(new SkPDFDict); |