blob: 7dc8ce34125a28717ee6aebbaf79fa19adbf8d51 [file] [log] [blame]
// Copyright 2016 PDFium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// Original code copyright 2014 Foxit Software Inc. http://www.foxitsoftware.com
#include "xfa/fxgraphics/cfx_shading.h"
CFX_Shading::CFX_Shading(const CFX_PointF& beginPoint,
const CFX_PointF& endPoint,
bool isExtendedBegin,
bool isExtendedEnd,
const FX_ARGB beginArgb,
const FX_ARGB endArgb)
: m_type(FX_SHADING_Axial),
m_beginPoint(beginPoint),
m_endPoint(endPoint),
m_beginRadius(0),
m_endRadius(0),
m_isExtendedBegin(isExtendedBegin),
m_isExtendedEnd(isExtendedEnd),
m_beginArgb(beginArgb),
m_endArgb(endArgb) {
InitArgbArray();
}
CFX_Shading::CFX_Shading(const CFX_PointF& beginPoint,
const CFX_PointF& endPoint,
const float beginRadius,
const float endRadius,
bool isExtendedBegin,
bool isExtendedEnd,
const FX_ARGB beginArgb,
const FX_ARGB endArgb)
: m_type(FX_SHADING_Radial),
m_beginPoint(beginPoint),
m_endPoint(endPoint),
m_beginRadius(beginRadius),
m_endRadius(endRadius),
m_isExtendedBegin(isExtendedBegin),
m_isExtendedEnd(isExtendedEnd),
m_beginArgb(beginArgb),
m_endArgb(endArgb) {
InitArgbArray();
}
CFX_Shading::~CFX_Shading() {}
void CFX_Shading::InitArgbArray() {
int32_t a1;
int32_t r1;
int32_t g1;
int32_t b1;
ArgbDecode(m_beginArgb, a1, r1, g1, b1);
int32_t a2;
int32_t r2;
int32_t g2;
int32_t b2;
ArgbDecode(m_endArgb, a2, r2, g2, b2);
float f = (float)(FX_SHADING_Steps - 1);
float aScale = 1.0 * (a2 - a1) / f;
float rScale = 1.0 * (r2 - r1) / f;
float gScale = 1.0 * (g2 - g1) / f;
float bScale = 1.0 * (b2 - b1) / f;
for (int32_t i = 0; i < FX_SHADING_Steps; i++) {
int32_t a3 = static_cast<int32_t>(i * aScale);
int32_t r3 = static_cast<int32_t>(i * rScale);
int32_t g3 = static_cast<int32_t>(i * gScale);
int32_t b3 = static_cast<int32_t>(i * bScale);
// TODO(dsinclair): Add overloads for FX_ARGB. pdfium:437
m_argbArray[i] =
FXARGB_TODIB(FXARGB_MAKE(a1 + a3, r1 + r3, g1 + g3, b1 + b3));
}
}