pdf.js/src/display/pattern_helper.js
Jonas Jenwald 916fff0e42 Access the bbox/background data correctly in the MeshShadingPattern class (issue 18816)
This appears to have regressed in PR 13808, since it removed the `matrix`-entry from array returned by the `MeshShading.prototype.getIR` method *without* also updating the indexes in the `MeshShadingPattern` constructor.
2025-01-08 15:57:56 +01:00

739 lines
21 KiB
JavaScript

/* 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.
*/
import { FormatError, info, unreachable, Util } from "../shared/util.js";
import { getCurrentTransform } from "./display_utils.js";
const PathType = {
FILL: "Fill",
STROKE: "Stroke",
SHADING: "Shading",
};
function applyBoundingBox(ctx, bbox) {
if (!bbox) {
return;
}
const width = bbox[2] - bbox[0];
const height = bbox[3] - bbox[1];
const region = new Path2D();
region.rect(bbox[0], bbox[1], width, height);
ctx.clip(region);
}
class BaseShadingPattern {
constructor() {
if (
(typeof PDFJSDev === "undefined" || PDFJSDev.test("TESTING")) &&
this.constructor === BaseShadingPattern
) {
unreachable("Cannot initialize BaseShadingPattern.");
}
}
getPattern() {
unreachable("Abstract method `getPattern` called.");
}
}
class RadialAxialShadingPattern extends BaseShadingPattern {
constructor(IR) {
super();
this._type = IR[1];
this._bbox = IR[2];
this._colorStops = IR[3];
this._p0 = IR[4];
this._p1 = IR[5];
this._r0 = IR[6];
this._r1 = IR[7];
this.matrix = null;
}
_createGradient(ctx) {
let grad;
if (this._type === "axial") {
grad = ctx.createLinearGradient(
this._p0[0],
this._p0[1],
this._p1[0],
this._p1[1]
);
} else if (this._type === "radial") {
grad = ctx.createRadialGradient(
this._p0[0],
this._p0[1],
this._r0,
this._p1[0],
this._p1[1],
this._r1
);
}
for (const colorStop of this._colorStops) {
grad.addColorStop(colorStop[0], colorStop[1]);
}
return grad;
}
getPattern(ctx, owner, inverse, pathType) {
let pattern;
if (pathType === PathType.STROKE || pathType === PathType.FILL) {
const ownerBBox = owner.current.getClippedPathBoundingBox(
pathType,
getCurrentTransform(ctx)
) || [0, 0, 0, 0];
// Create a canvas that is only as big as the current path. This doesn't
// allow us to cache the pattern, but it generally creates much smaller
// canvases and saves memory use. See bug 1722807 for an example.
const width = Math.ceil(ownerBBox[2] - ownerBBox[0]) || 1;
const height = Math.ceil(ownerBBox[3] - ownerBBox[1]) || 1;
const tmpCanvas = owner.cachedCanvases.getCanvas(
"pattern",
width,
height
);
const tmpCtx = tmpCanvas.context;
tmpCtx.clearRect(0, 0, tmpCtx.canvas.width, tmpCtx.canvas.height);
tmpCtx.beginPath();
tmpCtx.rect(0, 0, tmpCtx.canvas.width, tmpCtx.canvas.height);
// Non shading fill patterns are positioned relative to the base transform
// (usually the page's initial transform), but we may have created a
// smaller canvas based on the path, so we must account for the shift.
tmpCtx.translate(-ownerBBox[0], -ownerBBox[1]);
inverse = Util.transform(inverse, [
1,
0,
0,
1,
ownerBBox[0],
ownerBBox[1],
]);
tmpCtx.transform(...owner.baseTransform);
if (this.matrix) {
tmpCtx.transform(...this.matrix);
}
applyBoundingBox(tmpCtx, this._bbox);
tmpCtx.fillStyle = this._createGradient(tmpCtx);
tmpCtx.fill();
pattern = ctx.createPattern(tmpCanvas.canvas, "no-repeat");
const domMatrix = new DOMMatrix(inverse);
pattern.setTransform(domMatrix);
} else {
// Shading fills are applied relative to the current matrix which is also
// how canvas gradients work, so there's no need to do anything special
// here.
applyBoundingBox(ctx, this._bbox);
pattern = this._createGradient(ctx);
}
return pattern;
}
}
function drawTriangle(data, context, p1, p2, p3, c1, c2, c3) {
// Very basic Gouraud-shaded triangle rasterization algorithm.
const coords = context.coords,
colors = context.colors;
const bytes = data.data,
rowSize = data.width * 4;
let 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;
}
const x1 = (coords[p1] + context.offsetX) * context.scaleX;
const y1 = (coords[p1 + 1] + context.offsetY) * context.scaleY;
const x2 = (coords[p2] + context.offsetX) * context.scaleX;
const y2 = (coords[p2 + 1] + context.offsetY) * context.scaleY;
const x3 = (coords[p3] + context.offsetX) * context.scaleX;
const y3 = (coords[p3 + 1] + context.offsetY) * context.scaleY;
if (y1 >= y3) {
return;
}
const c1r = colors[c1],
c1g = colors[c1 + 1],
c1b = colors[c1 + 2];
const c2r = colors[c2],
c2g = colors[c2 + 1],
c2b = colors[c2 + 2];
const c3r = colors[c3],
c3g = colors[c3 + 1],
c3b = colors[c3 + 2];
const minY = Math.round(y1),
maxY = Math.round(y3);
let xa, car, cag, cab;
let xb, cbr, cbg, cbb;
for (let y = minY; y <= maxY; y++) {
if (y < y2) {
const k = y < y1 ? 0 : (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 {
let k;
if (y > y3) {
k = 1;
} else if (y2 === y3) {
k = 0;
} else {
k = (y2 - y) / (y2 - y3);
}
xa = x2 - (x2 - x3) * k;
car = c2r - (c2r - c3r) * k;
cag = c2g - (c2g - c3g) * k;
cab = c2b - (c2b - c3b) * k;
}
let k;
if (y < y1) {
k = 0;
} else if (y > y3) {
k = 1;
} else {
k = (y1 - y) / (y1 - y3);
}
xb = x1 - (x1 - x3) * k;
cbr = c1r - (c1r - c3r) * k;
cbg = c1g - (c1g - c3g) * k;
cbb = c1b - (c1b - c3b) * k;
const x1_ = Math.round(Math.min(xa, xb));
const x2_ = Math.round(Math.max(xa, xb));
let j = rowSize * y + x1_ * 4;
for (let x = x1_; x <= x2_; x++) {
k = (xa - x) / (xa - xb);
if (k < 0) {
k = 0;
} else if (k > 1) {
k = 1;
}
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) {
const ps = figure.coords;
const cs = figure.colors;
let i, ii;
switch (figure.type) {
case "lattice":
const verticesPerRow = figure.verticesPerRow;
const rows = Math.floor(ps.length / verticesPerRow) - 1;
const cols = verticesPerRow - 1;
for (i = 0; i < rows; i++) {
let q = i * verticesPerRow;
for (let 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:
throw new Error("illegal figure");
}
}
class MeshShadingPattern extends BaseShadingPattern {
constructor(IR) {
super();
this._coords = IR[2];
this._colors = IR[3];
this._figures = IR[4];
this._bounds = IR[5];
this._bbox = IR[6];
this._background = IR[7];
this.matrix = null;
}
_createMeshCanvas(combinedScale, backgroundColor, cachedCanvases) {
// we will increase scale on some weird factor to let antialiasing take
// care of "rough" edges
const EXPECTED_SCALE = 1.1;
// MAX_PATTERN_SIZE is used to avoid OOM situation.
const MAX_PATTERN_SIZE = 3000; // 10in @ 300dpi shall be enough
// We need to keep transparent border around our pattern for fill():
// createPattern with 'no-repeat' will bleed edges across entire area.
const BORDER_SIZE = 2;
const offsetX = Math.floor(this._bounds[0]);
const offsetY = Math.floor(this._bounds[1]);
const boundsWidth = Math.ceil(this._bounds[2]) - offsetX;
const boundsHeight = Math.ceil(this._bounds[3]) - offsetY;
const width = Math.min(
Math.ceil(Math.abs(boundsWidth * combinedScale[0] * EXPECTED_SCALE)),
MAX_PATTERN_SIZE
);
const height = Math.min(
Math.ceil(Math.abs(boundsHeight * combinedScale[1] * EXPECTED_SCALE)),
MAX_PATTERN_SIZE
);
const scaleX = boundsWidth / width;
const scaleY = boundsHeight / height;
const context = {
coords: this._coords,
colors: this._colors,
offsetX: -offsetX,
offsetY: -offsetY,
scaleX: 1 / scaleX,
scaleY: 1 / scaleY,
};
const paddedWidth = width + BORDER_SIZE * 2;
const paddedHeight = height + BORDER_SIZE * 2;
const tmpCanvas = cachedCanvases.getCanvas(
"mesh",
paddedWidth,
paddedHeight
);
const tmpCtx = tmpCanvas.context;
const data = tmpCtx.createImageData(width, height);
if (backgroundColor) {
const bytes = data.data;
for (let 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 (const figure of this._figures) {
drawFigure(data, figure, context);
}
tmpCtx.putImageData(data, BORDER_SIZE, BORDER_SIZE);
const canvas = tmpCanvas.canvas;
return {
canvas,
offsetX: offsetX - BORDER_SIZE * scaleX,
offsetY: offsetY - BORDER_SIZE * scaleY,
scaleX,
scaleY,
};
}
getPattern(ctx, owner, inverse, pathType) {
applyBoundingBox(ctx, this._bbox);
let scale;
if (pathType === PathType.SHADING) {
scale = Util.singularValueDecompose2dScale(getCurrentTransform(ctx));
} else {
// Obtain scale from matrix and current transformation matrix.
scale = Util.singularValueDecompose2dScale(owner.baseTransform);
if (this.matrix) {
const matrixScale = Util.singularValueDecompose2dScale(this.matrix);
scale = [scale[0] * matrixScale[0], scale[1] * matrixScale[1]];
}
}
// Rasterizing on the main thread since sending/queue large canvases
// might cause OOM.
const temporaryPatternCanvas = this._createMeshCanvas(
scale,
pathType === PathType.SHADING ? null : this._background,
owner.cachedCanvases
);
if (pathType !== PathType.SHADING) {
ctx.setTransform(...owner.baseTransform);
if (this.matrix) {
ctx.transform(...this.matrix);
}
}
ctx.translate(
temporaryPatternCanvas.offsetX,
temporaryPatternCanvas.offsetY
);
ctx.scale(temporaryPatternCanvas.scaleX, temporaryPatternCanvas.scaleY);
return ctx.createPattern(temporaryPatternCanvas.canvas, "no-repeat");
}
}
class DummyShadingPattern extends BaseShadingPattern {
getPattern() {
return "hotpink";
}
}
function getShadingPattern(IR) {
switch (IR[0]) {
case "RadialAxial":
return new RadialAxialShadingPattern(IR);
case "Mesh":
return new MeshShadingPattern(IR);
case "Dummy":
return new DummyShadingPattern();
}
throw new Error(`Unknown IR type: ${IR[0]}`);
}
const PaintType = {
COLORED: 1,
UNCOLORED: 2,
};
class TilingPattern {
// 10in @ 300dpi shall be enough.
static MAX_PATTERN_SIZE = 3000;
constructor(IR, color, ctx, canvasGraphicsFactory, baseTransform) {
this.operatorList = IR[2];
this.matrix = IR[3];
this.bbox = IR[4];
this.xstep = IR[5];
this.ystep = IR[6];
this.paintType = IR[7];
this.tilingType = IR[8];
this.color = color;
this.ctx = ctx;
this.canvasGraphicsFactory = canvasGraphicsFactory;
this.baseTransform = baseTransform;
}
createPatternCanvas(owner) {
const {
bbox,
operatorList,
paintType,
tilingType,
color,
canvasGraphicsFactory,
} = this;
let { xstep, ystep } = this;
xstep = Math.abs(xstep);
ystep = Math.abs(ystep);
info("TilingType: " + tilingType);
// A tiling pattern as defined by PDF spec 8.7.2 is a cell whose size is
// described by bbox, and may repeat regularly by shifting the cell by
// xstep and ystep.
// Because the HTML5 canvas API does not support pattern repetition with
// gaps in between, we use the xstep/ystep instead of the bbox's size.
//
// This has the following consequences (similarly for ystep):
//
// - If xstep is the same as bbox, then there is no observable difference.
//
// - If xstep is larger than bbox, then the pattern canvas is partially
// empty: the area bounded by bbox is painted, the outside area is void.
//
// - If xstep is smaller than bbox, then the pixels between xstep and the
// bbox boundary will be missing. This is INCORRECT behavior.
// "Figures on adjacent tiles should not overlap" (PDF spec 8.7.3.1),
// but overlapping cells without common pixels are still valid.
const x0 = bbox[0],
y0 = bbox[1],
x1 = bbox[2],
y1 = bbox[3];
const width = x1 - x0;
const height = y1 - y0;
// Obtain scale from matrix and current transformation matrix.
const matrixScale = Util.singularValueDecompose2dScale(this.matrix);
const curMatrixScale = Util.singularValueDecompose2dScale(
this.baseTransform
);
const combinedScaleX = matrixScale[0] * curMatrixScale[0];
const combinedScaleY = matrixScale[1] * curMatrixScale[1];
let canvasWidth = width,
canvasHeight = height,
redrawHorizontally = false,
redrawVertically = false;
const xScaledStep = Math.ceil(xstep * combinedScaleX);
const yScaledStep = Math.ceil(ystep * combinedScaleY);
const xScaledWidth = Math.ceil(width * combinedScaleX);
const yScaledHeight = Math.ceil(height * combinedScaleY);
if (xScaledStep >= xScaledWidth) {
canvasWidth = xstep;
} else {
redrawHorizontally = true;
}
if (yScaledStep >= yScaledHeight) {
canvasHeight = ystep;
} else {
redrawVertically = true;
}
// 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.
const dimx = this.getSizeAndScale(
canvasWidth,
this.ctx.canvas.width,
combinedScaleX
);
const dimy = this.getSizeAndScale(
canvasHeight,
this.ctx.canvas.height,
combinedScaleY
);
const tmpCanvas = owner.cachedCanvases.getCanvas(
"pattern",
dimx.size,
dimy.size
);
const tmpCtx = tmpCanvas.context;
const graphics = canvasGraphicsFactory.createCanvasGraphics(tmpCtx);
graphics.groupLevel = owner.groupLevel;
this.setFillAndStrokeStyleToContext(graphics, paintType, color);
tmpCtx.translate(-dimx.scale * x0, -dimy.scale * y0);
graphics.transform(dimx.scale, 0, 0, dimy.scale, 0, 0);
// To match CanvasGraphics beginDrawing we must save the context here or
// else we end up with unbalanced save/restores.
tmpCtx.save();
this.clipBbox(graphics, x0, y0, x1, y1);
graphics.baseTransform = getCurrentTransform(graphics.ctx);
graphics.executeOperatorList(operatorList);
graphics.endDrawing();
tmpCtx.restore();
if (redrawHorizontally || redrawVertically) {
// The tile is overlapping itself, so we create a new tile with
// dimensions xstep * ystep.
// Then we draw the overlapping parts of the original tile on the new
// tile.
// Just as a side note, the code here works correctly even if we don't
// have to redraw the tile horizontally or vertically. In that case, the
// original tile is drawn on the new tile only once, but it's useless.
const image = tmpCanvas.canvas;
if (redrawHorizontally) {
canvasWidth = xstep;
}
if (redrawVertically) {
canvasHeight = ystep;
}
const dimx2 = this.getSizeAndScale(
canvasWidth,
this.ctx.canvas.width,
combinedScaleX
);
const dimy2 = this.getSizeAndScale(
canvasHeight,
this.ctx.canvas.height,
combinedScaleY
);
const xSize = dimx2.size;
const ySize = dimy2.size;
const tmpCanvas2 = owner.cachedCanvases.getCanvas(
"pattern-workaround",
xSize,
ySize
);
const tmpCtx2 = tmpCanvas2.context;
const ii = redrawHorizontally ? Math.floor(width / xstep) : 0;
const jj = redrawVertically ? Math.floor(height / ystep) : 0;
// Draw the overlapping parts of the original tile on the new tile.
for (let i = 0; i <= ii; i++) {
for (let j = 0; j <= jj; j++) {
tmpCtx2.drawImage(
image,
xSize * i,
ySize * j,
xSize,
ySize,
0,
0,
xSize,
ySize
);
}
}
return {
canvas: tmpCanvas2.canvas,
scaleX: dimx2.scale,
scaleY: dimy2.scale,
offsetX: x0,
offsetY: y0,
};
}
return {
canvas: tmpCanvas.canvas,
scaleX: dimx.scale,
scaleY: dimy.scale,
offsetX: x0,
offsetY: y0,
};
}
getSizeAndScale(step, realOutputSize, scale) {
// 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(TilingPattern.MAX_PATTERN_SIZE, realOutputSize);
let size = Math.ceil(step * scale);
if (size >= maxSize) {
size = maxSize;
} else {
scale = size / step;
}
return { scale, size };
}
clipBbox(graphics, x0, y0, x1, y1) {
const bboxWidth = x1 - x0;
const bboxHeight = y1 - y0;
graphics.ctx.rect(x0, y0, bboxWidth, bboxHeight);
graphics.current.updateRectMinMax(getCurrentTransform(graphics.ctx), [
x0,
y0,
x1,
y1,
]);
graphics.clip();
graphics.endPath();
}
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(ctx, owner, inverse, pathType) {
// PDF spec 8.7.2 NOTE 1: pattern's matrix is relative to initial matrix.
let matrix = inverse;
if (pathType !== PathType.SHADING) {
matrix = Util.transform(matrix, owner.baseTransform);
if (this.matrix) {
matrix = Util.transform(matrix, this.matrix);
}
}
const temporaryPatternCanvas = this.createPatternCanvas(owner);
let domMatrix = new DOMMatrix(matrix);
// Rescale and so that the ctx.createPattern call generates a pattern with
// the desired size.
domMatrix = domMatrix.translate(
temporaryPatternCanvas.offsetX,
temporaryPatternCanvas.offsetY
);
domMatrix = domMatrix.scale(
1 / temporaryPatternCanvas.scaleX,
1 / temporaryPatternCanvas.scaleY
);
const pattern = ctx.createPattern(temporaryPatternCanvas.canvas, "repeat");
pattern.setTransform(domMatrix);
return pattern;
}
}
export { getShadingPattern, PathType, TilingPattern };