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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 18:24:48 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 18:24:48 +0000 |
commit | cca66b9ec4e494c1d919bff0f71a820d8afab1fa (patch) | |
tree | 146f39ded1c938019e1ed42d30923c2ac9e86789 /src/extension/internal/polyfill/mesh.js | |
parent | Initial commit. (diff) | |
download | inkscape-upstream.tar.xz inkscape-upstream.zip |
Adding upstream version 1.2.2.upstream/1.2.2upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to '')
-rw-r--r-- | src/extension/internal/polyfill/mesh.js | 1192 |
1 files changed, 1192 insertions, 0 deletions
diff --git a/src/extension/internal/polyfill/mesh.js b/src/extension/internal/polyfill/mesh.js new file mode 100644 index 0000000..bcce389 --- /dev/null +++ b/src/extension/internal/polyfill/mesh.js @@ -0,0 +1,1192 @@ +// SPDX-License-Identifier: CC0 +/** @file + * Use Canvas to render a mesh gradient, passing the rendering to an image via a data stream. + *//* + * Authors: + * - Tavmjong Bah 2018 + * - Valentin Ionita (2019) + * License: CC0 / Public Domain + */ + +(function () { + // Name spaces ----------------------------------- + const svgNS = 'http://www.w3.org/2000/svg'; + const xlinkNS = 'http://www.w3.org/1999/xlink'; + const xhtmlNS = 'http://www.w3.org/1999/xhtml'; + /* + * Maximum threshold for Bezier step size + * Larger values leave holes, smaller take longer to render. + */ + const maxBezierStep = 2.0; + + // Test if mesh gradients are supported. + if (document.createElementNS(svgNS, 'meshgradient').x) { + return; + } + + /* + * Utility functions ----------------------------- + */ + // Split Bezier using de Casteljau's method. + const splitBezier = (p0, p1, p2, p3) => { + let tmp = new Point((p1.x + p2.x) * 0.5, (p1.y + p2.y) * 0.5); + let p01 = new Point((p0.x + p1.x) * 0.5, (p0.y + p1.y) * 0.5); + let p12 = new Point((p2.x + p3.x) * 0.5, (p2.y + p3.y) * 0.5); + let p02 = new Point((tmp.x + p01.x) * 0.5, (tmp.y + p01.y) * 0.5); + let p11 = new Point((tmp.x + p12.x) * 0.5, (tmp.y + p12.y) * 0.5); + let p03 = new Point((p02.x + p11.x) * 0.5, (p02.y + p11.y) * 0.5); + + return ([ + [p0, p01, p02, p03], + [p03, p11, p12, p3] + ]); + }; + + // See Cairo: cairo-mesh-pattern-rasterizer.c + const bezierStepsSquared = (points) => { + let tmp0 = points[0].distSquared(points[1]); + let tmp1 = points[2].distSquared(points[3]); + let tmp2 = points[0].distSquared(points[2]) * 0.25; + let tmp3 = points[1].distSquared(points[3]) * 0.25; + + let max1 = tmp0 > tmp1 ? tmp0 : tmp1; + + let max2 = tmp2 > tmp3 ? tmp2 : tmp3; + + let max = max1 > max2 ? max1 : max2; + + return max * 18; + }; + + // Euclidean distance + const distance = (p0, p1) => Math.sqrt(p0.distSquared(p1)); + + // Weighted average to find Bezier points for linear sides. + const wAvg = (p0, p1) => p0.scale(2.0 / 3.0).add(p1.scale(1.0 / 3.0)); + + // Browsers return a string rather than a transform list for gradientTransform! + const parseTransform = (t) => { + let affine = new Affine(); + let trans, scale, radian, tan, skewx, skewy, rotate; + let transforms = t.match(/(\w+\(\s*[^)]+\))+/g); + + transforms.forEach((i) => { + let c = i.match(/[\w.-]+/g); + let type = c.shift(); + + switch (type) { + case 'translate': + if (c.length === 2) { + trans = new Affine(1, 0, 0, 1, c[0], c[1]); + } else { + console.error('mesh.js: translate does not have 2 arguments!'); + trans = new Affine(1, 0, 0, 1, 0, 0); + } + affine = affine.append(trans); + break; + + case 'scale': + if (c.length === 1) { + scale = new Affine(c[0], 0, 0, c[0], 0, 0); + } else if (c.length === 2) { + scale = new Affine(c[0], 0, 0, c[1], 0, 0); + } else { + console.error('mesh.js: scale does not have 1 or 2 arguments!'); + scale = new Affine(1, 0, 0, 1, 0, 0); + } + affine = affine.append(scale); + break; + + case 'rotate': + if (c.length === 3) { + trans = new Affine(1, 0, 0, 1, c[1], c[2]); + affine = affine.append(trans); + } + if (c[0]) { + radian = c[0] * Math.PI / 180.0; + let cos = Math.cos(radian); + let sin = Math.sin(radian); + if (Math.abs(cos) < 1e-16) { // I hate rounding errors... + cos = 0; + } + if (Math.abs(sin) < 1e-16) { // I hate rounding errors... + sin = 0; + } + rotate = new Affine(cos, sin, -sin, cos, 0, 0); + affine = affine.append(rotate); + } else { + console.error('math.js: No argument to rotate transform!'); + } + if (c.length === 3) { + trans = new Affine(1, 0, 0, 1, -c[1], -c[2]); + affine = affine.append(trans); + } + break; + + case 'skewX': + if (c[0]) { + radian = c[0] * Math.PI / 180.0; + tan = Math.tan(radian); + skewx = new Affine(1, 0, tan, 1, 0, 0); + affine = affine.append(skewx); + } else { + console.error('math.js: No argument to skewX transform!'); + } + break; + + case 'skewY': + if (c[0]) { + radian = c[0] * Math.PI / 180.0; + tan = Math.tan(radian); + skewy = new Affine(1, tan, 0, 1, 0, 0); + affine = affine.append(skewy); + } else { + console.error('math.js: No argument to skewY transform!'); + } + break; + + case 'matrix': + if (c.length === 6) { + affine = affine.append(new Affine(...c)); + } else { + console.error('math.js: Incorrect number of arguments for matrix!'); + } + break; + + default: + console.error('mesh.js: Unhandled transform type: ' + type); + break; + } + }); + + return affine; + }; + + const parsePoints = (s) => { + let points = []; + let values = s.split(/[ ,]+/); + for (let i = 0, imax = values.length - 1; i < imax; i += 2) { + points.push(new Point(parseFloat(values[i]), parseFloat(values[i + 1]))); + } + return points; + }; + + // Set multiple attributes to an element + const setAttributes = (el, attrs) => { + for (let key in attrs) { + el.setAttribute(key, attrs[key]); + } + }; + + // Find the slope of point p_k by the values in p_k-1 and p_k+1 + const finiteDifferences = (c0, c1, c2, d01, d12) => { + let slope = [0, 0, 0, 0]; + let slow, shigh; + + for (let k = 0; k < 3; ++k) { + if ((c1[k] < c0[k] && c1[k] < c2[k]) || (c0[k] < c1[k] && c2[k] < c1[k])) { + slope[k] = 0; + } else { + slope[k] = 0.5 * ((c1[k] - c0[k]) / d01 + (c2[k] - c1[k]) / d12); + slow = Math.abs(3.0 * (c1[k] - c0[k]) / d01); + shigh = Math.abs(3.0 * (c2[k] - c1[k]) / d12); + + if (slope[k] > slow) { + slope[k] = slow; + } else if (slope[k] > shigh) { + slope[k] = shigh; + } + } + } + + return slope; + }; + + // Coefficient matrix used for solving linear system + const A = [ + [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], + [0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], + [-3, 3, 0, 0, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], + [2, -2, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], + [0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0], + [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0], + [0, 0, 0, 0, 0, 0, 0, 0, -3, 3, 0, 0, -2, -1, 0, 0], + [0, 0, 0, 0, 0, 0, 0, 0, 2, -2, 0, 0, 1, 1, 0, 0], + [-3, 0, 3, 0, 0, 0, 0, 0, -2, 0, -1, 0, 0, 0, 0, 0], + [0, 0, 0, 0, -3, 0, 3, 0, 0, 0, 0, 0, -2, 0, -1, 0], + [9, -9, -9, 9, 6, 3, -6, -3, 6, -6, 3, -3, 4, 2, 2, 1], + [-6, 6, 6, -6, -3, -3, 3, 3, -4, 4, -2, 2, -2, -2, -1, -1], + [2, 0, -2, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0], + [0, 0, 0, 0, 2, 0, -2, 0, 0, 0, 0, 0, 1, 0, 1, 0], + [-6, 6, 6, -6, -4, -2, 4, 2, -3, 3, -3, 3, -2, -1, -2, -1], + [4, -4, -4, 4, 2, 2, -2, -2, 2, -2, 2, -2, 1, 1, 1, 1] + ]; + + // Solve the linear system for bicubic interpolation + const solveLinearSystem = (v) => { + let alpha = []; + + for (let i = 0; i < 16; ++i) { + alpha[i] = 0; + for (let j = 0; j < 16; ++j) { + alpha[i] += A[i][j] * v[j]; + } + } + + return alpha; + }; + + // Evaluate the interpolation parameters at (y, x) + const evaluateSolution = (alpha, x, y) => { + const xx = x * x; + const yy = y * y; + const xxx = x * x * x; + const yyy = y * y * y; + + let result = + alpha[0] + + alpha[1] * x + + alpha[2] * xx + + alpha[3] * xxx + + alpha[4] * y + + alpha[5] * y * x + + alpha[6] * y * xx + + alpha[7] * y * xxx + + alpha[8] * yy + + alpha[9] * yy * x + + alpha[10] * yy * xx + + alpha[11] * yy * xxx + + alpha[12] * yyy + + alpha[13] * yyy * x + + alpha[14] * yyy * xx + + alpha[15] * yyy * xxx; + + return result; + }; + + // Split a patch into 8x8 smaller patches + const splitPatch = (patch) => { + let yPatches = []; + let xPatches = []; + let patches = []; + + // Horizontal splitting + for (let i = 0; i < 4; ++i) { + yPatches[i] = []; + yPatches[i][0] = splitBezier( + patch[0][i], patch[1][i], + patch[2][i], patch[3][i] + ); + + yPatches[i][1] = []; + yPatches[i][1].push(...splitBezier(...yPatches[i][0][0])); + yPatches[i][1].push(...splitBezier(...yPatches[i][0][1])); + + yPatches[i][2] = []; + yPatches[i][2].push(...splitBezier(...yPatches[i][1][0])); + yPatches[i][2].push(...splitBezier(...yPatches[i][1][1])); + yPatches[i][2].push(...splitBezier(...yPatches[i][1][2])); + yPatches[i][2].push(...splitBezier(...yPatches[i][1][3])); + } + + // Vertical splitting + for (let i = 0; i < 8; ++i) { + xPatches[i] = []; + + for (let j = 0; j < 4; ++j) { + xPatches[i][j] = []; + xPatches[i][j][0] = splitBezier( + yPatches[0][2][i][j], yPatches[1][2][i][j], + yPatches[2][2][i][j], yPatches[3][2][i][j] + ); + + xPatches[i][j][1] = []; + xPatches[i][j][1].push(...splitBezier(...xPatches[i][j][0][0])); + xPatches[i][j][1].push(...splitBezier(...xPatches[i][j][0][1])); + + xPatches[i][j][2] = []; + xPatches[i][j][2].push(...splitBezier(...xPatches[i][j][1][0])); + xPatches[i][j][2].push(...splitBezier(...xPatches[i][j][1][1])); + xPatches[i][j][2].push(...splitBezier(...xPatches[i][j][1][2])); + xPatches[i][j][2].push(...splitBezier(...xPatches[i][j][1][3])); + } + } + + for (let i = 0; i < 8; ++i) { + patches[i] = []; + + for (let j = 0; j < 8; ++j) { + patches[i][j] = []; + + patches[i][j][0] = xPatches[i][0][2][j]; + patches[i][j][1] = xPatches[i][1][2][j]; + patches[i][j][2] = xPatches[i][2][2][j]; + patches[i][j][3] = xPatches[i][3][2][j]; + } + } + + return patches; + }; + + // Point class ----------------------------------- + class Point { + constructor (x, y) { + this.x = x || 0; + this.y = y || 0; + } + + toString () { + return `(x=${this.x}, y=${this.y})`; + } + + clone () { + return new Point(this.x, this.y); + } + + add (v) { + return new Point(this.x + v.x, this.y + v.y); + } + + scale (v) { + if (v.x === undefined) { + return new Point(this.x * v, this.y * v); + } + return new Point(this.x * v.x, this.y * v.y); + } + + distSquared (v) { + let x = this.x - v.x; + let y = this.y - v.y; + return (x * x + y * y); + } + + // Transform by affine + transform (affine) { + let x = this.x * affine.a + this.y * affine.c + affine.e; + let y = this.x * affine.b + this.y * affine.d + affine.f; + return new Point(x, y); + } + } + + /* + * Affine class ------------------------------------- + * + * As defined in the SVG spec + * | a c e | + * | b d f | + * | 0 0 1 | + * + */ + + class Affine { + constructor (a, b, c, d, e, f) { + if (a === undefined) { + this.a = 1; + this.b = 0; + this.c = 0; + this.d = 1; + this.e = 0; + this.f = 0; + } else { + this.a = a; + this.b = b; + this.c = c; + this.d = d; + this.e = e; + this.f = f; + } + } + + toString () { + return `affine: ${this.a} ${this.c} ${this.e} \n\ + ${this.b} ${this.d} ${this.f}`; + } + + append (v) { + if (!(v instanceof Affine)) { + console.error(`mesh.js: argument to Affine.append is not affine!`); + } + let a = this.a * v.a + this.c * v.b; + let b = this.b * v.a + this.d * v.b; + let c = this.a * v.c + this.c * v.d; + let d = this.b * v.c + this.d * v.d; + let e = this.a * v.e + this.c * v.f + this.e; + let f = this.b * v.e + this.d * v.f + this.f; + return new Affine(a, b, c, d, e, f); + } + } + + // Curve class -------------------------------------- + class Curve { + constructor (nodes, colors) { + this.nodes = nodes; // 4 Bezier points + this.colors = colors; // 2 x 4 colors (two ends x R+G+B+A) + } + + /* + * Paint a Bezier curve + * w is canvas.width + * h is canvas.height + */ + paintCurve (v, w) { + // If inside, see if we need to split + if (bezierStepsSquared(this.nodes) > maxBezierStep) { + const beziers = splitBezier(...this.nodes); + // ([start][end]) + let colors0 = [[], []]; + let colors1 = [[], []]; + + /* + * Linear horizontal interpolation of the middle value for every + * patch exceeding thereshold + */ + for (let i = 0; i < 4; ++i) { + colors0[0][i] = this.colors[0][i]; + colors0[1][i] = (this.colors[0][i] + this.colors[1][i]) / 2; + colors1[0][i] = colors0[1][i]; + colors1[1][i] = this.colors[1][i]; + } + let curve0 = new Curve(beziers[0], colors0); + let curve1 = new Curve(beziers[1], colors1); + curve0.paintCurve(v, w); + curve1.paintCurve(v, w); + } else { + // Directly write data + let x = Math.round(this.nodes[0].x); + if (x >= 0 && x < w) { + let index = (~~this.nodes[0].y * w + x) * 4; + v[index] = Math.round(this.colors[0][0]); + v[index + 1] = Math.round(this.colors[0][1]); + v[index + 2] = Math.round(this.colors[0][2]); + v[index + 3] = Math.round(this.colors[0][3]); // Alpha + } + } + } + } + + // Patch class ------------------------------------- + class Patch { + constructor (nodes, colors) { + this.nodes = nodes; // 4x4 array of points + this.colors = colors; // 2x2x4 colors (four corners x R+G+B+A) + } + + // Split patch horizontally into two patches. + split () { + let nodes0 = [[], [], [], []]; + let nodes1 = [[], [], [], []]; + let colors0 = [ + [[], []], + [[], []] + ]; + let colors1 = [ + [[], []], + [[], []] + ]; + + for (let i = 0; i < 4; ++i) { + const beziers = splitBezier( + this.nodes[0][i], this.nodes[1][i], + this.nodes[2][i], this.nodes[3][i] + ); + + nodes0[0][i] = beziers[0][0]; + nodes0[1][i] = beziers[0][1]; + nodes0[2][i] = beziers[0][2]; + nodes0[3][i] = beziers[0][3]; + nodes1[0][i] = beziers[1][0]; + nodes1[1][i] = beziers[1][1]; + nodes1[2][i] = beziers[1][2]; + nodes1[3][i] = beziers[1][3]; + } + + /* + * Linear vertical interpolation of the middle value for every + * patch exceeding thereshold + */ + for (let i = 0; i < 4; ++i) { + colors0[0][0][i] = this.colors[0][0][i]; + colors0[0][1][i] = this.colors[0][1][i]; + colors0[1][0][i] = (this.colors[0][0][i] + this.colors[1][0][i]) / 2; + colors0[1][1][i] = (this.colors[0][1][i] + this.colors[1][1][i]) / 2; + colors1[0][0][i] = colors0[1][0][i]; + colors1[0][1][i] = colors0[1][1][i]; + colors1[1][0][i] = this.colors[1][0][i]; + colors1[1][1][i] = this.colors[1][1][i]; + } + + return ([new Patch(nodes0, colors0), new Patch(nodes1, colors1)]); + } + + paint (v, w) { + // Check if we need to split + let larger = false; + let step; + for (let i = 0; i < 4; ++i) { + step = bezierStepsSquared([ + this.nodes[0][i], this.nodes[1][i], + this.nodes[2][i], this.nodes[3][i] + ]); + + if (step > maxBezierStep) { + larger = true; + break; + } + } + + if (larger) { + let patches = this.split(); + patches[0].paint(v, w); + patches[1].paint(v, w); + } else { + /* + * Paint a Bezier curve using just the top of the patch. If + * the patch is thin enough this should work. We leave this + * function here in case we want to do something more fancy. + */ + let curve = new Curve([...this.nodes[0]], [...this.colors[0]]); + curve.paintCurve(v, w); + } + } + } + + // Mesh class --------------------------------------- + class Mesh { + constructor (mesh) { + this.readMesh(mesh); + this.type = mesh.getAttribute('type') || 'bilinear'; + } + + // Function to parse an SVG mesh and set the nodes (points) and colors + readMesh (mesh) { + let nodes = [[]]; + let colors = [[]]; + + let x = Number(mesh.getAttribute('x')); + let y = Number(mesh.getAttribute('y')); + nodes[0][0] = new Point(x, y); + + let rows = mesh.children; + for (let i = 0, imax = rows.length; i < imax; ++i) { + // Need to validate if meshrow... + nodes[3 * i + 1] = []; // Need three extra rows for each meshrow. + nodes[3 * i + 2] = []; + nodes[3 * i + 3] = []; + colors[i + 1] = []; // Need one more row than number of meshrows. + + let patches = rows[i].children; + for (let j = 0, jmax = patches.length; j < jmax; ++j) { + let stops = patches[j].children; + for (let k = 0, kmax = stops.length; k < kmax; ++k) { + let l = k; + if (i !== 0) { + ++l; // There is no top if row isn't first row. + } + let path = stops[k].getAttribute('path'); + let parts; + + let type = 'l'; // We need to still find mid-points even if no path. + if (path != null) { + parts = path.match(/\s*([lLcC])\s*(.*)/); + type = parts[1]; + } + let stopNodes = parsePoints(parts[2]); + + switch (type) { + case 'l': + if (l === 0) { // Top + nodes[3 * i][3 * j + 3] = stopNodes[0].add(nodes[3 * i][3 * j]); + nodes[3 * i][3 * j + 1] = wAvg(nodes[3 * i][3 * j], nodes[3 * i][3 * j + 3]); + nodes[3 * i][3 * j + 2] = wAvg(nodes[3 * i][3 * j + 3], nodes[3 * i][3 * j]); + } else if (l === 1) { // Right + nodes[3 * i + 3][3 * j + 3] = stopNodes[0].add(nodes[3 * i][3 * j + 3]); + nodes[3 * i + 1][3 * j + 3] = wAvg(nodes[3 * i][3 * j + 3], nodes[3 * i + 3][3 * j + 3]); + nodes[3 * i + 2][3 * j + 3] = wAvg(nodes[3 * i + 3][3 * j + 3], nodes[3 * i][3 * j + 3]); + } else if (l === 2) { // Bottom + if (j === 0) { + nodes[3 * i + 3][3 * j + 0] = stopNodes[0].add(nodes[3 * i + 3][3 * j + 3]); + } + nodes[3 * i + 3][3 * j + 1] = wAvg(nodes[3 * i + 3][3 * j], nodes[3 * i + 3][3 * j + 3]); + nodes[3 * i + 3][3 * j + 2] = wAvg(nodes[3 * i + 3][3 * j + 3], nodes[3 * i + 3][3 * j]); + } else { // Left + nodes[3 * i + 1][3 * j] = wAvg(nodes[3 * i][3 * j], nodes[3 * i + 3][3 * j]); + nodes[3 * i + 2][3 * j] = wAvg(nodes[3 * i + 3][3 * j], nodes[3 * i][3 * j]); + } + break; + case 'L': + if (l === 0) { // Top + nodes[3 * i][3 * j + 3] = stopNodes[0]; + nodes[3 * i][3 * j + 1] = wAvg(nodes[3 * i][3 * j], nodes[3 * i][3 * j + 3]); + nodes[3 * i][3 * j + 2] = wAvg(nodes[3 * i][3 * j + 3], nodes[3 * i][3 * j]); + } else if (l === 1) { // Right + nodes[3 * i + 3][3 * j + 3] = stopNodes[0]; + nodes[3 * i + 1][3 * j + 3] = wAvg(nodes[3 * i][3 * j + 3], nodes[3 * i + 3][3 * j + 3]); + nodes[3 * i + 2][3 * j + 3] = wAvg(nodes[3 * i + 3][3 * j + 3], nodes[3 * i][3 * j + 3]); + } else if (l === 2) { // Bottom + if (j === 0) { + nodes[3 * i + 3][3 * j + 0] = stopNodes[0]; + } + nodes[3 * i + 3][3 * j + 1] = wAvg(nodes[3 * i + 3][3 * j], nodes[3 * i + 3][3 * j + 3]); + nodes[3 * i + 3][3 * j + 2] = wAvg(nodes[3 * i + 3][3 * j + 3], nodes[3 * i + 3][3 * j]); + } else { // Left + nodes[3 * i + 1][3 * j] = wAvg(nodes[3 * i][3 * j], nodes[3 * i + 3][3 * j]); + nodes[3 * i + 2][3 * j] = wAvg(nodes[3 * i + 3][3 * j], nodes[3 * i][3 * j]); + } + break; + case 'c': + if (l === 0) { // Top + nodes[3 * i][3 * j + 1] = stopNodes[0].add(nodes[3 * i][3 * j]); + nodes[3 * i][3 * j + 2] = stopNodes[1].add(nodes[3 * i][3 * j]); + nodes[3 * i][3 * j + 3] = stopNodes[2].add(nodes[3 * i][3 * j]); + } else if (l === 1) { // Right + nodes[3 * i + 1][3 * j + 3] = stopNodes[0].add(nodes[3 * i][3 * j + 3]); + nodes[3 * i + 2][3 * j + 3] = stopNodes[1].add(nodes[3 * i][3 * j + 3]); + nodes[3 * i + 3][3 * j + 3] = stopNodes[2].add(nodes[3 * i][3 * j + 3]); + } else if (l === 2) { // Bottom + nodes[3 * i + 3][3 * j + 2] = stopNodes[0].add(nodes[3 * i + 3][3 * j + 3]); + nodes[3 * i + 3][3 * j + 1] = stopNodes[1].add(nodes[3 * i + 3][3 * j + 3]); + if (j === 0) { + nodes[3 * i + 3][3 * j + 0] = stopNodes[2].add(nodes[3 * i + 3][3 * j + 3]); + } + } else { // Left + nodes[3 * i + 2][3 * j] = stopNodes[0].add(nodes[3 * i + 3][3 * j]); + nodes[3 * i + 1][3 * j] = stopNodes[1].add(nodes[3 * i + 3][3 * j]); + } + break; + case 'C': + if (l === 0) { // Top + nodes[3 * i][3 * j + 1] = stopNodes[0]; + nodes[3 * i][3 * j + 2] = stopNodes[1]; + nodes[3 * i][3 * j + 3] = stopNodes[2]; + } else if (l === 1) { // Right + nodes[3 * i + 1][3 * j + 3] = stopNodes[0]; + nodes[3 * i + 2][3 * j + 3] = stopNodes[1]; + nodes[3 * i + 3][3 * j + 3] = stopNodes[2]; + } else if (l === 2) { // Bottom + nodes[3 * i + 3][3 * j + 2] = stopNodes[0]; + nodes[3 * i + 3][3 * j + 1] = stopNodes[1]; + if (j === 0) { + nodes[3 * i + 3][3 * j + 0] = stopNodes[2]; + } + } else { // Left + nodes[3 * i + 2][3 * j] = stopNodes[0]; + nodes[3 * i + 1][3 * j] = stopNodes[1]; + } + break; + default: + console.error('mesh.js: ' + type + ' invalid path type.'); + } + + if ((i === 0 && j === 0) || k > 0) { + let colorRaw = window.getComputedStyle(stops[k]).stopColor + .match(/^rgb\s*\(\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*\)$/i); + let alphaRaw = window.getComputedStyle(stops[k]).stopOpacity; + let alpha = 255; + if (alphaRaw) { + alpha = Math.floor(alphaRaw * 255); + } + + if (colorRaw) { + if (l === 0) { // upper left corner + colors[i][j] = []; + colors[i][j][0] = Math.floor(colorRaw[1]); + colors[i][j][1] = Math.floor(colorRaw[2]); + colors[i][j][2] = Math.floor(colorRaw[3]); + colors[i][j][3] = alpha; // Alpha + } else if (l === 1) { // upper right corner + colors[i][j + 1] = []; + colors[i][j + 1][0] = Math.floor(colorRaw[1]); + colors[i][j + 1][1] = Math.floor(colorRaw[2]); + colors[i][j + 1][2] = Math.floor(colorRaw[3]); + colors[i][j + 1][3] = alpha; // Alpha + } else if (l === 2) { // lower right corner + colors[i + 1][j + 1] = []; + colors[i + 1][j + 1][0] = Math.floor(colorRaw[1]); + colors[i + 1][j + 1][1] = Math.floor(colorRaw[2]); + colors[i + 1][j + 1][2] = Math.floor(colorRaw[3]); + colors[i + 1][j + 1][3] = alpha; // Alpha + } else if (l === 3) { // lower left corner + colors[i + 1][j] = []; + colors[i + 1][j][0] = Math.floor(colorRaw[1]); + colors[i + 1][j][1] = Math.floor(colorRaw[2]); + colors[i + 1][j][2] = Math.floor(colorRaw[3]); + colors[i + 1][j][3] = alpha; // Alpha + } + } + } + } + + // SVG doesn't use tensor points but we need them for rendering. + nodes[3 * i + 1][3 * j + 1] = new Point(); + nodes[3 * i + 1][3 * j + 2] = new Point(); + nodes[3 * i + 2][3 * j + 1] = new Point(); + nodes[3 * i + 2][3 * j + 2] = new Point(); + + nodes[3 * i + 1][3 * j + 1].x = + (-4.0 * nodes[3 * i][3 * j].x + + 6.0 * (nodes[3 * i][3 * j + 1].x + nodes[3 * i + 1][3 * j].x) + + -2.0 * (nodes[3 * i][3 * j + 3].x + nodes[3 * i + 3][3 * j].x) + + 3.0 * (nodes[3 * i + 3][3 * j + 1].x + nodes[3 * i + 1][3 * j + 3].x) + + -1.0 * nodes[3 * i + 3][3 * j + 3].x) / 9.0; + nodes[3 * i + 1][3 * j + 2].x = + (-4.0 * nodes[3 * i][3 * j + 3].x + + 6.0 * (nodes[3 * i][3 * j + 2].x + nodes[3 * i + 1][3 * j + 3].x) + + -2.0 * (nodes[3 * i][3 * j].x + nodes[3 * i + 3][3 * j + 3].x) + + 3.0 * (nodes[3 * i + 3][3 * j + 2].x + nodes[3 * i + 1][3 * j].x) + + -1.0 * nodes[3 * i + 3][3 * j].x) / 9.0; + nodes[3 * i + 2][3 * j + 1].x = + (-4.0 * nodes[3 * i + 3][3 * j].x + + 6.0 * (nodes[3 * i + 3][3 * j + 1].x + nodes[3 * i + 2][3 * j].x) + + -2.0 * (nodes[3 * i + 3][3 * j + 3].x + nodes[3 * i][3 * j].x) + + 3.0 * (nodes[3 * i][3 * j + 1].x + nodes[3 * i + 2][3 * j + 3].x) + + -1.0 * nodes[3 * i][3 * j + 3].x) / 9.0; + nodes[3 * i + 2][3 * j + 2].x = + (-4.0 * nodes[3 * i + 3][3 * j + 3].x + + 6.0 * (nodes[3 * i + 3][3 * j + 2].x + nodes[3 * i + 2][3 * j + 3].x) + + -2.0 * (nodes[3 * i + 3][3 * j].x + nodes[3 * i][3 * j + 3].x) + + 3.0 * (nodes[3 * i][3 * j + 2].x + nodes[3 * i + 2][3 * j].x) + + -1.0 * nodes[3 * i][3 * j].x) / 9.0; + + nodes[3 * i + 1][3 * j + 1].y = + (-4.0 * nodes[3 * i][3 * j].y + + 6.0 * (nodes[3 * i][3 * j + 1].y + nodes[3 * i + 1][3 * j].y) + + -2.0 * (nodes[3 * i][3 * j + 3].y + nodes[3 * i + 3][3 * j].y) + + 3.0 * (nodes[3 * i + 3][3 * j + 1].y + nodes[3 * i + 1][3 * j + 3].y) + + -1.0 * nodes[3 * i + 3][3 * j + 3].y) / 9.0; + nodes[3 * i + 1][3 * j + 2].y = + (-4.0 * nodes[3 * i][3 * j + 3].y + + 6.0 * (nodes[3 * i][3 * j + 2].y + nodes[3 * i + 1][3 * j + 3].y) + + -2.0 * (nodes[3 * i][3 * j].y + nodes[3 * i + 3][3 * j + 3].y) + + 3.0 * (nodes[3 * i + 3][3 * j + 2].y + nodes[3 * i + 1][3 * j].y) + + -1.0 * nodes[3 * i + 3][3 * j].y) / 9.0; + nodes[3 * i + 2][3 * j + 1].y = + (-4.0 * nodes[3 * i + 3][3 * j].y + + 6.0 * (nodes[3 * i + 3][3 * j + 1].y + nodes[3 * i + 2][3 * j].y) + + -2.0 * (nodes[3 * i + 3][3 * j + 3].y + nodes[3 * i][3 * j].y) + + 3.0 * (nodes[3 * i][3 * j + 1].y + nodes[3 * i + 2][3 * j + 3].y) + + -1.0 * nodes[3 * i][3 * j + 3].y) / 9.0; + nodes[3 * i + 2][3 * j + 2].y = + (-4.0 * nodes[3 * i + 3][3 * j + 3].y + + 6.0 * (nodes[3 * i + 3][3 * j + 2].y + nodes[3 * i + 2][3 * j + 3].y) + + -2.0 * (nodes[3 * i + 3][3 * j].y + nodes[3 * i][3 * j + 3].y) + + 3.0 * (nodes[3 * i][3 * j + 2].y + nodes[3 * i + 2][3 * j].y) + + -1.0 * nodes[3 * i][3 * j].y) / 9.0; + } + } + + this.nodes = nodes; // (m*3+1) x (n*3+1) points + this.colors = colors; // (m+1) x (n+1) x 4 colors (R+G+B+A) + } + + // Extracts out each patch and then paints it + paintMesh (v, w) { + let imax = (this.nodes.length - 1) / 3; + let jmax = (this.nodes[0].length - 1) / 3; + + if (this.type === 'bilinear' || imax < 2 || jmax < 2) { + let patch; + + for (let i = 0; i < imax; ++i) { + for (let j = 0; j < jmax; ++j) { + let sliceNodes = []; + for (let k = i * 3, kmax = (i * 3) + 4; k < kmax; ++k) { + sliceNodes.push(this.nodes[k].slice(j * 3, (j * 3) + 4)); + } + + let sliceColors = []; + sliceColors.push(this.colors[i].slice(j, j + 2)); + sliceColors.push(this.colors[i + 1].slice(j, j + 2)); + + patch = new Patch(sliceNodes, sliceColors); + patch.paint(v, w); + } + } + } else { + // Reference: + // https://en.wikipedia.org/wiki/Bicubic_interpolation#Computation + let d01, d12, patch, sliceNodes, nodes, f, alpha; + const ilast = imax; + const jlast = jmax; + imax++; + jmax++; + + /* + * d = the interpolation data + * d[i][j] = a node record (Point, color_array, color_dx, color_dy) + * d[i][j][0] : Point + * d[i][j][1] : [RGBA] + * d[i][j][2] = dx [RGBA] + * d[i][j][3] = dy [RGBA] + * d[i][j][][k] : color channel k + */ + let d = new Array(imax); + + // Setting the node and the colors + for (let i = 0; i < imax; ++i) { + d[i] = new Array(jmax); + for (let j = 0; j < jmax; ++j) { + d[i][j] = []; + d[i][j][0] = this.nodes[3 * i][3 * j]; + d[i][j][1] = this.colors[i][j]; + } + } + + // Calculate the inner derivatives + for (let i = 0; i < imax; ++i) { + for (let j = 0; j < jmax; ++j) { + // dx + if (i !== 0 && i !== ilast) { + d01 = distance(d[i - 1][j][0], d[i][j][0]); + d12 = distance(d[i + 1][j][0], d[i][j][0]); + d[i][j][2] = finiteDifferences(d[i - 1][j][1], d[i][j][1], + d[i + 1][j][1], d01, d12); + } + + // dy + if (j !== 0 && j !== jlast) { + d01 = distance(d[i][j - 1][0], d[i][j][0]); + d12 = distance(d[i][j + 1][0], d[i][j][0]); + d[i][j][3] = finiteDifferences(d[i][j - 1][1], d[i][j][1], + d[i][j + 1][1], d01, d12); + } + + // dxy is, by standard, set to 0 + } + } + + /* + * Calculate the exterior derivatives + * We fit the exterior derivatives onto parabolas generated by + * the point and the interior derivatives. + */ + for (let j = 0; j < jmax; ++j) { + d[0][j][2] = []; + d[ilast][j][2] = []; + + for (let k = 0; k < 4; ++k) { + d01 = distance(d[1][j][0], d[0][j][0]); + d12 = distance(d[ilast][j][0], d[ilast - 1][j][0]); + + if (d01 > 0) { + d[0][j][2][k] = 2.0 * (d[1][j][1][k] - d[0][j][1][k]) / d01 - + d[1][j][2][k]; + } else { + console.log(`0 was 0! (j: ${j}, k: ${k})`); + d[0][j][2][k] = 0; + } + + if (d12 > 0) { + d[ilast][j][2][k] = 2.0 * (d[ilast][j][1][k] - d[ilast - 1][j][1][k]) / + d12 - d[ilast - 1][j][2][k]; + } else { + console.log(`last was 0! (j: ${j}, k: ${k})`); + d[ilast][j][2][k] = 0; + } + } + } + + for (let i = 0; i < imax; ++i) { + d[i][0][3] = []; + d[i][jlast][3] = []; + + for (let k = 0; k < 4; ++k) { + d01 = distance(d[i][1][0], d[i][0][0]); + d12 = distance(d[i][jlast][0], d[i][jlast - 1][0]); + + if (d01 > 0) { + d[i][0][3][k] = 2.0 * (d[i][1][1][k] - d[i][0][1][k]) / d01 - + d[i][1][3][k]; + } else { + console.log(`0 was 0! (i: ${i}, k: ${k})`); + d[i][0][3][k] = 0; + } + + if (d12 > 0) { + d[i][jlast][3][k] = 2.0 * (d[i][jlast][1][k] - d[i][jlast - 1][1][k]) / + d12 - d[i][jlast - 1][3][k]; + } else { + console.log(`last was 0! (i: ${i}, k: ${k})`); + d[i][jlast][3][k] = 0; + } + } + } + + // Fill patches + for (let i = 0; i < ilast; ++i) { + for (let j = 0; j < jlast; ++j) { + let dLeft = distance(d[i][j][0], d[i + 1][j][0]); + let dRight = distance(d[i][j + 1][0], d[i + 1][j + 1][0]); + let dTop = distance(d[i][j][0], d[i][j + 1][0]); + let dBottom = distance(d[i + 1][j][0], d[i + 1][j + 1][0]); + let r = [[], [], [], []]; + + for (let k = 0; k < 4; ++k) { + f = []; + + f[0] = d[i][j][1][k]; + f[1] = d[i + 1][j][1][k]; + f[2] = d[i][j + 1][1][k]; + f[3] = d[i + 1][j + 1][1][k]; + f[4] = d[i][j][2][k] * dLeft; + f[5] = d[i + 1][j][2][k] * dLeft; + f[6] = d[i][j + 1][2][k] * dRight; + f[7] = d[i + 1][j + 1][2][k] * dRight; + f[8] = d[i][j][3][k] * dTop; + f[9] = d[i + 1][j][3][k] * dBottom; + f[10] = d[i][j + 1][3][k] * dTop; + f[11] = d[i + 1][j + 1][3][k] * dBottom; + f[12] = 0; // dxy + f[13] = 0; // dxy + f[14] = 0; // dxy + f[15] = 0; // dxy + + // get alpha values + alpha = solveLinearSystem(f); + + for (let l = 0; l < 9; ++l) { + r[k][l] = []; + + for (let m = 0; m < 9; ++m) { + // evaluation + r[k][l][m] = evaluateSolution(alpha, l / 8, m / 8); + + if (r[k][l][m] > 255) { + r[k][l][m] = 255; + } else if (r[k][l][m] < 0.0) { + r[k][l][m] = 0.0; + } + } + } + } + + // split the bezier patch into 8x8 patches + sliceNodes = []; + for (let k = i * 3, kmax = (i * 3) + 4; k < kmax; ++k) { + sliceNodes.push(this.nodes[k].slice(j * 3, (j * 3) + 4)); + } + + nodes = splitPatch(sliceNodes); + + // Create patches and paint the bilinearliy + for (let l = 0; l < 8; ++l) { + for (let m = 0; m < 8; ++m) { + patch = new Patch( + nodes[l][m], + [[ + [r[0][l][m], r[1][l][m], r[2][l][m], r[3][l][m]], + [r[0][l][m + 1], r[1][l][m + 1], r[2][l][m + 1], r[3][l][m + 1]] + ], [ + [r[0][l + 1][m], r[1][l + 1][m], r[2][l + 1][m], r[3][l + 1][m]], + [r[0][l + 1][m + 1], r[1][l + 1][m + 1], r[2][l + 1][m + 1], r[3][l + 1][m + 1]] + ]] + ); + + patch.paint(v, w); + } + } + } + } + } + } + + // Transforms mesh into coordinate space of canvas (t is either Point or Affine). + transform (t) { + if (t instanceof Point) { + for (let i = 0, imax = this.nodes.length; i < imax; ++i) { + for (let j = 0, jmax = this.nodes[0].length; j < jmax; ++j) { + this.nodes[i][j] = this.nodes[i][j].add(t); + } + } + } else if (t instanceof Affine) { + for (let i = 0, imax = this.nodes.length; i < imax; ++i) { + for (let j = 0, jmax = this.nodes[0].length; j < jmax; ++j) { + this.nodes[i][j] = this.nodes[i][j].transform(t); + } + } + } + } + + // Scale mesh into coordinate space of canvas (t is a Point). + scale (t) { + for (let i = 0, imax = this.nodes.length; i < imax; ++i) { + for (let j = 0, jmax = this.nodes[0].length; j < jmax; ++j) { + this.nodes[i][j] = this.nodes[i][j].scale(t); + } + } + } + } + + // Start of document processing --------------------- + const shapes = document.querySelectorAll('rect,circle,ellipse,path,text'); + + shapes.forEach((shape, i) => { + // Get id. If no id, create one. + let shapeId = shape.getAttribute('id'); + if (!shapeId) { + shapeId = 'patchjs_shape' + i; + shape.setAttribute('id', shapeId); + } + + const fillURL = shape.style.fill.match(/^url\(\s*"?\s*#([^\s"]+)"?\s*\)/); + const strokeURL = shape.style.stroke.match(/^url\(\s*"?\s*#([^\s"]+)"?\s*\)/); + + if (fillURL && fillURL[1]) { + const mesh = document.getElementById(fillURL[1]); + + if (mesh && mesh.nodeName === 'meshgradient') { + const bbox = shape.getBBox(); + + // Create temporary canvas + let myCanvas = document.createElementNS(xhtmlNS, 'canvas'); + setAttributes(myCanvas, { + 'width': bbox.width, + 'height': bbox.height + }); + + const myContext = myCanvas.getContext('2d'); + let myCanvasImage = myContext.createImageData(bbox.width, bbox.height); + + // Draw a mesh + const myMesh = new Mesh(mesh); + + // Adjust for bounding box if necessary. + if (mesh.getAttribute('gradientUnits') === 'objectBoundingBox') { + myMesh.scale(new Point(bbox.width, bbox.height)); + } + + // Apply gradient transform. + const gradientTransform = mesh.getAttribute('gradientTransform'); + if (gradientTransform != null) { + myMesh.transform(parseTransform(gradientTransform)); + } + + // Position to Canvas coordinate. + if (mesh.getAttribute('gradientUnits') === 'userSpaceOnUse') { + myMesh.transform(new Point(-bbox.x, -bbox.y)); + } + + // Paint + myMesh.paintMesh(myCanvasImage.data, myCanvas.width); + myContext.putImageData(myCanvasImage, 0, 0); + + // Create image element of correct size + const myImage = document.createElementNS(svgNS, 'image'); + setAttributes(myImage, { + 'width': bbox.width, + 'height': bbox.height, + 'x': bbox.x, + 'y': bbox.y + }); + + // Set image to data url + let myPNG = myCanvas.toDataURL(); + myImage.setAttributeNS(xlinkNS, 'xlink:href', myPNG); + + // Insert image into document + shape.parentNode.insertBefore(myImage, shape); + shape.style.fill = 'none'; + + // Create clip referencing shape and insert into document + const use = document.createElementNS(svgNS, 'use'); + use.setAttributeNS(xlinkNS, 'xlink:href', '#' + shapeId); + + const clipId = 'patchjs_clip' + i; + const clip = document.createElementNS(svgNS, 'clipPath'); + clip.setAttribute('id', clipId); + clip.appendChild(use); + shape.parentElement.insertBefore(clip, shape); + myImage.setAttribute('clip-path', 'url(#' + clipId + ')'); + + // Force the Garbage Collector to free the space + myCanvasImage = null; + myCanvas = null; + myPNG = null; + } + } + + if (strokeURL && strokeURL[1]) { + const mesh = document.getElementById(strokeURL[1]); + + if (mesh && mesh.nodeName === 'meshgradient') { + const strokeWidth = parseFloat(shape.style.strokeWidth.slice(0, -2)); + const strokeMiterlimit = parseFloat(shape.style.strokeMiterlimit) || + parseFloat(shape.getAttribute('stroke-miterlimit')) || 1; + const phase = strokeWidth * strokeMiterlimit; + + const bbox = shape.getBBox(); + const boxWidth = Math.trunc(bbox.width + phase); + const boxHeight = Math.trunc(bbox.height + phase); + const boxX = Math.trunc(bbox.x - phase / 2); + const boxY = Math.trunc(bbox.y - phase / 2); + + // Create temporary canvas + let myCanvas = document.createElementNS(xhtmlNS, 'canvas'); + setAttributes(myCanvas, { + 'width': boxWidth, + 'height': boxHeight + }); + + const myContext = myCanvas.getContext('2d'); + let myCanvasImage = myContext.createImageData(boxWidth, boxHeight); + + // Draw a mesh + const myMesh = new Mesh(mesh); + + // Adjust for bounding box if necessary. + if (mesh.getAttribute('gradientUnits') === 'objectBoundingBox') { + myMesh.scale(new Point(boxWidth, boxHeight)); + } + + // Apply gradient transform. + const gradientTransform = mesh.getAttribute('gradientTransform'); + if (gradientTransform != null) { + myMesh.transform(parseTransform(gradientTransform)); + } + + // Position to Canvas coordinate. + if (mesh.getAttribute('gradientUnits') === 'userSpaceOnUse') { + myMesh.transform(new Point(-boxX, -boxY)); + } + + // Paint + myMesh.paintMesh(myCanvasImage.data, myCanvas.width); + myContext.putImageData(myCanvasImage, 0, 0); + + // Create image element of correct size + const myImage = document.createElementNS(svgNS, 'image'); + setAttributes(myImage, { + 'width': boxWidth, + 'height': boxHeight, + 'x': 0, + 'y': 0 + }); + + // Set image to data url + let myPNG = myCanvas.toDataURL(); + myImage.setAttributeNS(xlinkNS, 'xlink:href', myPNG); + + // Create pattern to hold the stroke image + const patternId = 'pattern_clip' + i; + const myPattern = document.createElementNS(svgNS, 'pattern'); + setAttributes(myPattern, { + 'id': patternId, + 'patternUnits': 'userSpaceOnUse', + 'width': boxWidth, + 'height': boxHeight, + 'x': boxX, + 'y': boxY + }); + myPattern.appendChild(myImage); + + // Insert image into document + mesh.parentNode.appendChild(myPattern); + shape.style.stroke = 'url(#' + patternId + ')'; + + // Force the Garbage Collector to free the space + myCanvasImage = null; + myCanvas = null; + myPNG = null; + } + } + }); +})(); |