Files
ofdgo/ofdgo_paint_mesh.go
T
2026-09-27 13:44:41 +08:00

231 lines
7.2 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 (
"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)) }