pdf.js.mirror/src/display/pattern_helper.js
Nicolò Ribaudo e4ea2e0c79
Store ops bboxes in a linear Uint8Array
This PR changes the way we store bounding boxes so that they use less
memory and can be more easily shared across threads in the future.

Instead of storing the bounding box and list of dependencies for each
operation that renders _something_, we now only store the bounding box
of _every_ operation and no dependencies list. The bounding box of
each operation covers the bounding box of all the operations affected
by it that render something. For example, the bounding box of a
`setFont` operation will be the bounding box of all the `showText`
operations that use that font.

This affects the debugging experience in pdfBug, since now the bounding
box of an operation may be larger than what it renders itself. To help
with this, now when hovering on an operation we also highlight (in red)
all its dependents. We highlight with white stripes operations that do
not affect any part of the page (i.e. with an empty bbox).

To save memory, we now save bounding box x/y coordinates as uint8
rather than float64. This effectively gives us a 256x256 uniform grid
that covers the page, which is high enough resolution for the usecase.
2025-09-09 10:24:48 +02:00

761 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.");
}
}
isModifyingCurrentTransform() {
return false;
}
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,
};
}
isModifyingCurrentTransform() {
return true;
}
getPattern(ctx, owner, inverse, pathType) {
applyBoundingBox(ctx, this._bbox);
const scale = new Float32Array(2);
if (pathType === PathType.SHADING) {
Util.singularValueDecompose2dScale(getCurrentTransform(ctx), scale);
} else if (this.matrix) {
// Obtain scale from matrix and current transformation matrix.
Util.singularValueDecompose2dScale(this.matrix, scale);
const [matrixScaleX, matrixScaleY] = scale;
Util.singularValueDecompose2dScale(owner.baseTransform, scale);
scale[0] *= matrixScaleX;
scale[1] *= matrixScaleY;
} else {
Util.singularValueDecompose2dScale(owner.baseTransform, scale);
}
// 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, ctx, canvasGraphicsFactory, baseTransform) {
this.color = IR[1];
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.ctx = ctx;
this.canvasGraphicsFactory = canvasGraphicsFactory;
this.baseTransform = baseTransform;
}
createPatternCanvas(owner, opIdx) {
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 scale = new Float32Array(2);
Util.singularValueDecompose2dScale(this.matrix, scale);
const [matrixScaleX, matrixScaleY] = scale;
Util.singularValueDecompose2dScale(this.baseTransform, scale);
const combinedScaleX = matrixScaleX * scale[0];
const combinedScaleY = matrixScaleY * scale[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, opIdx);
graphics.groupLevel = owner.groupLevel;
this.setFillAndStrokeStyleToContext(graphics, paintType, color);
tmpCtx.translate(-dimx.scale * x0, -dimy.scale * y0);
graphics.transform(
// We pass 0 as the 'opIdx' argument, but the value is irrelevant.
// We know that we are in a 'CanvasNestedDependencyTracker' that captures
// all the sub-operations needed to create this pattern canvas and uses
// the top-level operation index as their index.
0,
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();
graphics.dependencyTracker?.save();
this.clipBbox(graphics, x0, y0, x1, y1);
graphics.baseTransform = getCurrentTransform(graphics.ctx);
graphics.executeOperatorList(operatorList);
graphics.endDrawing();
graphics.dependencyTracker?.restore();
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);
Util.axialAlignedBoundingBox(
[x0, y0, x1, y1],
getCurrentTransform(graphics.ctx),
graphics.current.minMax
);
graphics.clip();
graphics.endPath();
}
setFillAndStrokeStyleToContext(graphics, paintType, color) {
const context = graphics.ctx,
current = graphics.current;
switch (paintType) {
case PaintType.COLORED:
const { fillStyle, strokeStyle } = this.ctx;
context.fillStyle = current.fillColor = fillStyle;
context.strokeStyle = current.strokeColor = strokeStyle;
break;
case PaintType.UNCOLORED:
context.fillStyle = context.strokeStyle = color;
// Set color needed by image masks (fixes issues 3226 and 8741).
current.fillColor = current.strokeColor = color;
break;
default:
throw new FormatError(`Unsupported paint type: ${paintType}`);
}
}
isModifyingCurrentTransform() {
return false;
}
getPattern(ctx, owner, inverse, pathType, opIdx) {
// 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, opIdx);
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 };