Files
ofdgo/ofdgo_paint_mesh.go
2026-10-19 09:43:06 +08:00

458 lines
14 KiB
Go

// 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 (
"encoding/xml"
"fmt"
"image/color"
"math"
"slices"
"strconv"
"strings"
)
// 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
profile *colorProfile
}
// 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
}
// MeshSampler 保存独立网格快照和空间索引,支持并发采样
type MeshSampler struct {
mesh MeshShading
nodes []meshSampleNode
}
// meshSampleNode 保存连续三角形组的包围盒及右子树位置
type meshSampleNode struct {
minX, minY, maxX, maxY float64
right int
}
// UnmarshalXML 解析高洛德渐变的控制点和背景色
// 入参: d XML解码器, start 起始节点
// 返回: error 解码错误
func (s *GouraudShd) UnmarshalXML(d *xml.Decoder, start xml.StartElement) error {
*s = GouraudShd{}
if value := strings.TrimSpace(attrValue(start, "Extend")); value != "" {
number, err := strconv.Atoi(value)
if err != nil {
return err
}
s.Extend = number
}
return decodeOFDChildren(d, start, func(d *xml.Decoder, node xml.StartElement) error {
switch node.Name.Local {
case "Point":
return d.DecodeElement(&s.Point, &node)
case "BackColor":
return d.DecodeElement(&s.BackColor, &node)
default:
return d.Skip()
}
})
}
// UnmarshalXML 解析格构高洛德渐变的每行控制点数、控制点和背景色
// 入参: d XML解码器, start 起始节点
// 返回: error 解码错误
func (s *LaGouraudShd) UnmarshalXML(d *xml.Decoder, start xml.StartElement) error {
*s = LaGouraudShd{}
for _, field := range []struct {
name string
target *int
}{
{"Extend", &s.Extend}, {"VerticesPerRow", &s.VerticesPerRow},
} {
if value := strings.TrimSpace(attrValue(start, field.name)); value != "" {
number, err := strconv.Atoi(value)
if err != nil {
return err
}
*field.target = number
}
}
return decodeOFDChildren(d, start, func(d *xml.Decoder, node xml.StartElement) error {
switch node.Name.Local {
case "Point":
return d.DecodeElement(&s.Point, &node)
case "BackColor":
return d.DecodeElement(&s.BackColor, &node)
default:
return d.Skip()
}
})
}
// UnmarshalXML 解析网格控制点坐标、连接标志和基本颜色
// 入参: d XML解码器, start 起始节点
// 返回: error 解码错误
func (p *ShdPoint) UnmarshalXML(d *xml.Decoder, start xml.StartElement) error {
*p = ShdPoint{}
for _, field := range []struct {
name string
target *float64
}{
{"X", &p.X}, {"Y", &p.Y},
} {
if value := strings.TrimSpace(attrValue(start, field.name)); value != "" {
number, err := strconv.ParseFloat(value, 64)
if err != nil {
return err
}
*field.target = number
}
}
if value := strings.TrimSpace(attrValue(start, "EdgeFlag")); value != "" {
number, err := strconv.Atoi(value)
if err != nil {
return err
}
p.EdgeFlag = number
}
return decodeOFDChildren(d, start, func(d *xml.Decoder, node xml.StartElement) error {
if node.Name.Local == "Color" {
return d.DecodeElement(&p.Color, &node)
}
return d.Skip()
})
}
// 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-- {
if value, ok := meshTriangleColor(&m.Triangles[i], x, y); ok {
return value
}
}
return m.Background
}
// meshTriangleColor 按面积权重采样单个三角形,范围外不产生颜色
// 入参: triangle 三角形顶点, x 横坐标, y 纵坐标
// 返回: color.RGBA 预乘颜色, bool 是否位于三角形内
func meshTriangleColor(triangle *[3]MeshVertex, x, y float64) (color.RGBA, bool) {
a, b, c := triangle[0].Point, triangle[1].Point, triangle[2].Point
d := (b.Y-c.Y)*(a.X-c.X) + (c.X-b.X)*(a.Y-c.Y)
if d == 0 {
return color.RGBA{}, false
}
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 {
return color.RGBA{}, false
}
var values [4]float64
alpha := 0.0
for j, weight := range [3]float64{u, v, w} {
alpha += weight * triangle[j].Alpha
for k := range values {
values[k] += weight * triangle[j].Values[k]
}
}
red, green, blue := triangle[0].rgb(values)
return color.RGBA{meshByte(red * alpha), meshByte(green * alpha), meshByte(blue * alpha), meshByte(alpha)}, true
}
// 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/T33190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
kind, values, err := r.colorComponents(point.Color.Value, point.Color.Index, space)
if err != nil {
return nil, err
}
profile, err := r.Reader.colorProfile(r.colorDefinition(space))
if err != nil {
return nil, err
}
alpha := 1.0
if value := mergeAlpha(point.Color.Alpha, fill.Alpha); value != nil {
alpha = float64(*value) / 255
}
vertices[i] = MeshVertex{Point: Point{X: point.X, Y: point.Y}, Space: kind, Values: values, Alpha: alpha, profile: profile}
}
mesh := &MeshShading{}
if extend == 1 && back != nil {
space := back.ColorSpace
var err error
mesh.Background, err = r.ResolveColor(back.Value, back.Index, space, mergeAlpha(back.Alpha, fill.Alpha))
if err != nil {
return nil, err
}
}
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].sameSpace(t[1]) || !t[0].sameSpace(t[2]) {
for j := range t {
r, g, b := t[j].rgb(t[j].Values)
t[j].Space, t[j].Values = "RGB", [4]float64{r, g, b}
t[j].profile = nil
}
}
}
return mesh, nil
}
// sameSpace 判断分量能否在原颜色空间内插值,不混合不同ICC定义的分量
// 入参: other 另一顶点
// 返回: bool 模型及配置是否相同
func (v MeshVertex) sameSpace(other MeshVertex) bool {
if v.Space != other.Space {
return false
}
if v.profile == other.profile {
return true
}
return v.profile != nil && other.profile != nil && v.profile.space.Equal(other.profile.space)
}
// rgb 转换采样分量,插值浮点误差裁切到源空间单位区间
// 入参: values 插值分量
// 返回: float64 红、绿、蓝分量
func (v MeshVertex) rgb(values [4]float64) (float64, float64, float64) {
for i := range values {
values[i] = math.Max(0, math.Min(1, values[i]))
}
rgb, err := displayColor(v.Space, values, v.profile)
if err != nil {
return 0, 0, 0
}
return rgb[0], rgb[1], rgb[2]
}
// 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
}
// 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) {
return (MeshVertex{Space: space}).rgb(values)
}
// 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)) }
// NewSampler 创建网格快照,后续修改原网格不影响采样结果
// 返回: *MeshSampler 只读采样器
func (m *MeshShading) NewSampler() *MeshSampler {
s := &MeshSampler{}
if m != nil {
s.mesh = *m
s.mesh.Triangles = slices.Clone(m.Triangles)
if len(m.Triangles) > 8 {
s.build(0, len(m.Triangles))
}
}
return s
}
// At 采样快照中的预乘颜色,后绘制的三角形优先
// 入参: x 横坐标, y 纵坐标
// 返回: color.RGBA 预乘颜色
func (s *MeshSampler) At(x, y float64) color.RGBA {
if len(s.nodes) == 0 || !finite(x) || !finite(y) {
return s.mesh.At(x, y)
}
if value, ok := s.sample(0, 0, len(s.mesh.Triangles), x, y); ok {
return value
}
return s.mesh.Background
}
// build 按绘制顺序构建包围盒层级,不重排原三角形
// 入参: first 起始三角形, end 结束位置
// 返回: int 节点位置
func (s *MeshSampler) build(first, end int) int {
index := len(s.nodes)
s.nodes = append(s.nodes, meshSampleNode{})
if end-first <= 8 {
node := meshSampleNode{minX: math.Inf(1), minY: math.Inf(1), maxX: math.Inf(-1), maxY: math.Inf(-1)}
for _, triangle := range s.mesh.Triangles[first:end] {
a, b, c := triangle[0].Point, triangle[1].Point, triangle[2].Point
d := (b.Y-c.Y)*(a.X-c.X) + (c.X-b.X)*(a.Y-c.Y)
if !finite(d) {
node = meshSampleNode{minX: math.Inf(-1), minY: math.Inf(-1), maxX: math.Inf(1), maxY: math.Inf(1)}
break
}
for _, vertex := range triangle {
node.minX, node.minY = math.Min(node.minX, vertex.Point.X), math.Min(node.minY, vertex.Point.Y)
node.maxX, node.maxY = math.Max(node.maxX, vertex.Point.X), math.Max(node.maxY, vertex.Point.Y)
}
}
if finite(node.minX) && finite(node.minY) && finite(node.maxX) && finite(node.maxY) {
dx := 2e-12*(node.maxX-node.minX) + 1e-14*math.Max(math.Abs(node.minX), math.Abs(node.maxX))
dy := 2e-12*(node.maxY-node.minY) + 1e-14*math.Max(math.Abs(node.minY), math.Abs(node.maxY))
node.minX, node.maxX = math.Nextafter(node.minX-dx, math.Inf(-1)), math.Nextafter(node.maxX+dx, math.Inf(1))
node.minY, node.maxY = math.Nextafter(node.minY-dy, math.Inf(-1)), math.Nextafter(node.maxY+dy, math.Inf(1))
}
s.nodes[index] = node
return index
}
middle := first + (end-first)/2
left := s.build(first, middle)
right := s.build(middle, end)
a, b := s.nodes[left], s.nodes[right]
s.nodes[index] = meshSampleNode{minX: math.Min(a.minX, b.minX), minY: math.Min(a.minY, b.minY), maxX: math.Max(a.maxX, b.maxX), maxY: math.Max(a.maxY, b.maxY), right: right}
return index
}
// sample 优先查询后绘制的区域,包围盒外跳过整组三角形
// 入参: index 节点位置, first 起始三角形, end 结束位置, x 横坐标, y 纵坐标
// 返回: color.RGBA 采样颜色, bool 是否命中
func (s *MeshSampler) sample(index, first, end int, x, y float64) (color.RGBA, bool) {
node := s.nodes[index]
if x < node.minX || x > node.maxX || y < node.minY || y > node.maxY {
return color.RGBA{}, false
}
if end-first <= 8 {
for i := end - 1; i >= first; i-- {
if value, ok := meshTriangleColor(&s.mesh.Triangles[i], x, y); ok {
return value, true
}
}
return color.RGBA{}, false
}
middle := first + (end-first)/2
if value, ok := s.sample(node.right, middle, end, x, y); ok {
return value, true
}
return s.sample(index+1, first, middle, x, y)
}