// Copyright 2025-2026 肖其顿 (XIAO QI DUN) // // 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. package ofdgo import ( "fmt" "image/color" "math" ) // GouraudShd 高洛德渐变,按EdgeFlag连接三角形 type GouraudShd struct { Extend int `xml:"Extend,attr,omitempty"` Point []ShdPoint `xml:"Point"` BackColor *ShdColor `xml:"BackColor,omitempty"` } // LaGouraudShd 格构高洛德渐变,按行排列控制点 type LaGouraudShd struct { VerticesPerRow int `xml:"VerticesPerRow,attr"` Extend int `xml:"Extend,attr,omitempty"` Point []ShdPoint `xml:"Point"` BackColor *ShdColor `xml:"BackColor,omitempty"` } // ShdPoint 网格控制点及基本颜色 type ShdPoint struct { X float64 `xml:"X,attr"` Y float64 `xml:"Y,attr"` EdgeFlag int `xml:"EdgeFlag,attr,omitempty"` Color ShdColor `xml:"Color"` } // MeshVertex 保存局部毫米坐标、原颜色分量及非预乘透明度 type MeshVertex struct { Point Point Space string Values [4]float64 Alpha float64 } // MeshShading 保存后端无关的三角网格,后出现的三角形覆盖先出现的三角形 type MeshShading struct { Triangles [][3]MeshVertex Background color.RGBA } // outline 返回方向一致的三角形轮廓,供绘制裁剪和对象度量共用 // 返回: GeometryPath 非零绕数填充轮廓 func (m *MeshShading) outline() GeometryPath { var path GeometryPath for _, t := range m.Triangles { a, b, c := t[0].Point, t[1].Point, t[2].Point cross := (b.X-a.X)*(c.Y-a.Y) - (b.Y-a.Y)*(c.X-a.X) if cross == 0 { continue } if cross < 0 { b, c = c, b } path = append(path, GeometrySegment{Verb: GeometryMove, End: a}, GeometrySegment{Verb: GeometryLine, End: b}, GeometrySegment{Verb: GeometryLine, End: c}, GeometrySegment{Verb: GeometryClose}) } return path } // resolveMesh 按GB/T 33190的三角形连接规则解析网格 // 入参: fill 网格颜色 // 返回: *MeshShading 网格画刷, error 无效控制点 func (r *Renderer) resolveMesh(fill *FillColor) (*MeshShading, error) { var points []ShdPoint var back *ShdColor var extend, columns int if node := fill.GouraudShd; node != nil { points, back, extend = node.Point, node.BackColor, node.Extend } else { node := fill.LaGouraudShd points, back, extend, columns = node.Point, node.BackColor, node.Extend, node.VerticesPerRow if columns == 0 { return nil, fmt.Errorf("invalid lattice shading dimensions") } } indices, err := meshTriangleIndices(points, columns, extend) if err != nil { return nil, err } vertices := make([]MeshVertex, len(points)) for i, point := range points { space := point.Color.ColorSpace if space == "" { space = fill.ColorSpace } kind, values := r.colorComponents(point.Color.Value, point.Color.Index, space) alpha := 1.0 if value := mergeAlpha(point.Color.Alpha, fill.Alpha); value != nil { alpha = float64(*value) / 255 } vertices[i] = MeshVertex{Point{point.X, point.Y}, kind, values, alpha} } mesh := &MeshShading{} if extend == 1 && back != nil { space := back.ColorSpace if space == "" { space = fill.ColorSpace } mesh.Background = r.ResolveColor(back.Value, back.Index, space, mergeAlpha(back.Alpha, fill.Alpha)) } for _, triangle := range indices { mesh.Triangles = append(mesh.Triangles, [3]MeshVertex{vertices[triangle[0]], vertices[triangle[1]], vertices[triangle[2]]}) } for i := range mesh.Triangles { t := &mesh.Triangles[i] if t[0].Space != t[1].Space || t[0].Space != t[2].Space { for j := range t { r, g, b := meshRGB(t[j].Space, t[j].Values) t[j].Space, t[j].Values = "RGB", [4]float64{r, g, b} } } } return mesh, nil } // meshTriangleIndices 校验控制点并生成共享边或格构三角形编号 // 入参: points 控制点, columns 每行点数,零表示非格构, extend 延伸标志 // 返回: [][3]int 三角形顶点编号, error 非法拓扑 func meshTriangleIndices(points []ShdPoint, columns, extend int) ([][3]int, error) { if len(points) < 3 || extend < 0 || extend > 1 { return nil, fmt.Errorf("invalid mesh shading") } if columns != 0 && (columns < 2 || columns > len(points)/2 || len(points)%columns != 0) { return nil, fmt.Errorf("invalid lattice shading dimensions") } for i, p := range points { if !finite(p.X) || !finite(p.Y) || p.EdgeFlag < 0 || p.EdgeFlag > 2 { return nil, fmt.Errorf("invalid mesh shading point %d", i) } } var result [][3]int if columns != 0 { for i := columns; i < len(points); i++ { if i%columns != 0 { result = append(result, [3]int{i - columns - 1, i - columns, i - 1}, [3]int{i - columns, i - 1, i}) } } return result, nil } var triangle [3]int for i := 0; i < len(points); { switch points[i].EdgeFlag { case 0: if len(points)-i < 3 { return nil, fmt.Errorf("incomplete mesh shading triangle") } triangle = [3]int{i, i + 1, i + 2} i += 3 case 1, 2: if i == 0 { return nil, fmt.Errorf("mesh shading starts with a shared edge") } if points[i].EdgeFlag == 1 { triangle[0] = triangle[1] } triangle[1], triangle[2] = triangle[2], i i++ } result = append(result, triangle) } return result, nil } // At 按三角形面积权重插值原颜色分量,返回预乘RGBA // 入参: x 横坐标, y 纵坐标 // 返回: color.RGBA 采样颜色 func (m *MeshShading) At(x, y float64) color.RGBA { for i := len(m.Triangles) - 1; i >= 0; i-- { t := m.Triangles[i] a, b, c := t[0].Point, t[1].Point, t[2].Point d := (b.Y-c.Y)*(a.X-c.X) + (c.X-b.X)*(a.Y-c.Y) if d == 0 { continue } u := ((b.Y-c.Y)*(x-c.X) + (c.X-b.X)*(y-c.Y)) / d v := ((c.Y-a.Y)*(x-c.X) + (a.X-c.X)*(y-c.Y)) / d w := 1 - u - v if u < -1e-12 || v < -1e-12 || w < -1e-12 { continue } var values [4]float64 alpha := 0.0 for j, weight := range [3]float64{u, v, w} { alpha += weight * t[j].Alpha for k := range values { values[k] += weight * t[j].Values[k] } } red, green, blue := meshRGB(t[0].Space, values) return color.RGBA{meshByte(red * alpha), meshByte(green * alpha), meshByte(blue * alpha), meshByte(alpha)} } return m.Background } // meshRGB 将插值后的颜色分量转换为RGB // 入参: space 颜色模型, values 分量 // 返回: float64 红、绿、蓝分量 func meshRGB(space string, values [4]float64) (float64, float64, float64) { switch space { case "GRAY": return values[0], values[0], values[0] case "CMYK": return (1 - values[0]) * (1 - values[3]), (1 - values[1]) * (1 - values[3]), (1 - values[2]) * (1 - values[3]) default: return values[0], values[1], values[2] } } // meshByte 将归一化颜色分量量化为八位整数 // 入参: value 分量 // 返回: uint8 量化结果 func meshByte(value float64) uint8 { return uint8(math.Round(math.Max(0, math.Min(1, value)) * 255)) }