PDF: support perspective in simple shaders. (this version does not work well with tilling)

Review URL: https://codereview.chromium.org/26389006

git-svn-id: http://skia.googlecode.com/svn/trunk@11864 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
vandebo@chromium.org 2013-10-18 20:14:08 +00:00
parent 7938bae14a
commit eb5992c6cc
2 changed files with 135 additions and 22 deletions

View File

@ -648,16 +648,8 @@ private:
void init(const SkClipStack* clipStack, const SkRegion& clipRegion,
const SkMatrix& matrix, const SkPaint& paint, bool hasText) {
fDstFormXObject = NULL;
if (matrix.hasPerspective() ||
(paint.getShader() &&
paint.getShader()->getLocalMatrix().hasPerspective())) {
// Just report that PDF does not supports perspective
// TODO(edisonn): update the shape when possible
// or dump in an image otherwise
NOT_IMPLEMENTED(true, false);
return;
}
// Shape has to be flatten before we get here.
NOT_IMPLEMENTED(!matrix.hasPerspective(), false);
if (paint.getXfermode()) {
paint.getXfermode()->asMode(&fXfermode);
}
@ -705,9 +697,8 @@ SkPDFDevice::SkPDFDevice(const SkISize& pageSize, const SkISize& contentSize,
fLastMarginContentEntry(NULL),
fClipStack(NULL),
fEncoder(NULL) {
// just report that PDF does not supports perspective
// TODO(edisonn): update the shape when possible
// or dump in an image otherwise
// Just report that PDF does not supports perspective in the
// initial transform.
NOT_IMPLEMENTED(initialTransform.hasPerspective(), true);
// Skia generally uses the top left as the origin but PDF natively has the

View File

@ -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.
* 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
* while the rest of the stack is preserved intact.
* xy2xy is the inverse perspective matrix.
*/
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);