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Implements shading types 4-7
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6 changed files with 3587 additions and 9 deletions
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@ -15,7 +15,7 @@
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* limitations under the License.
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*/
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/* globals CanvasGraphics, CachedCanvases, ColorSpace, Util, error, info,
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isArray */
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isArray, makeCssRgb */
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'use strict';
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@ -49,6 +49,186 @@ ShadingIRs.RadialAxial = {
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}
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};
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var createMeshCanvas = (function createMeshCanvasClosure() {
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function drawTriangle(data, context, p1, p2, p3, c1, c2, c3) {
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// Very basic Gouraud-shaded triangle rasterization algorithm.
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var coords = context.coords, colors = context.colors;
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var bytes = data.data, rowSize = data.width * 4;
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var tmp;
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if (coords[p1 * 2 + 1] > coords[p2 * 2 + 1]) {
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tmp = p1; p1 = p2; p2 = tmp; tmp = c1; c1 = c2; c2 = tmp;
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}
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if (coords[p2 * 2 + 1] > coords[p3 * 2 + 1]) {
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tmp = p2; p2 = p3; p3 = tmp; tmp = c2; c2 = c3; c3 = tmp;
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}
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if (coords[p1 * 2 + 1] > coords[p2 * 2 + 1]) {
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tmp = p1; p1 = p2; p2 = tmp; tmp = c1; c1 = c2; c2 = tmp;
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}
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var x1 = (coords[p1 * 2] + context.offsetX) * context.scaleX;
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var y1 = (coords[p1 * 2 + 1] + context.offsetY) * context.scaleY;
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var x2 = (coords[p2 * 2] + context.offsetX) * context.scaleX;
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var y2 = (coords[p2 * 2 + 1] + context.offsetY) * context.scaleY;
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var x3 = (coords[p3 * 2] + context.offsetX) * context.scaleX;
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var y3 = (coords[p3 * 2 + 1] + context.offsetY) * context.scaleY;
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if (y1 >= y3) {
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return;
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}
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var c1i = c1 * 3, c2i = c2 * 3, c3i = c3 * 3;
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var c1r = colors[c1i], c1g = colors[c1i + 1], c1b = colors[c1i + 2];
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var c2r = colors[c2i], c2g = colors[c2i + 1], c2b = colors[c2i + 2];
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var c3r = colors[c3i], c3g = colors[c3i + 1], c3b = colors[c3i + 2];
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var minY = Math.round(y1), maxY = Math.round(y3);
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var xa, car, cag, cab;
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var xb, cbr, cbg, cbb;
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var k;
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for (var y = minY; y <= maxY; y++) {
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if (y < y2) {
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k = y < y1 ? 0 : y1 === y2 ? 1 : (y1 - y) / (y1 - y2);
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xa = x1 - (x1 - x2) * k;
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car = c1r - (c1r - c2r) * k;
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cag = c1g - (c1g - c2g) * k;
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cab = c1b - (c1b - c2b) * k;
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} else {
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k = y > y3 ? 1 : y2 === y3 ? 0 : (y2 - y) / (y2 - y3);
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xa = x2 - (x2 - x3) * k;
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car = c2r - (c2r - c3r) * k;
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cag = c2g - (c2g - c3g) * k;
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cab = c2b - (c2b - c3b) * k;
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}
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k = y < y1 ? 0 : y > y3 ? 1 : (y1 - y) / (y1 - y3);
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xb = x1 - (x1 - x3) * k;
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cbr = c1r - (c1r - c3r) * k;
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cbg = c1g - (c1g - c3g) * k;
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cbb = c1b - (c1b - c3b) * k;
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var x1_ = Math.round(Math.min(xa, xb));
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var x2_ = Math.round(Math.max(xa, xb));
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var j = rowSize * y + x1_ * 4;
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for (var x = x1_; x <= x2_; x++) {
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k = (xa - x) / (xa - xb);
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k = k < 0 ? 0 : k > 1 ? 1 : k;
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bytes[j++] = (car - (car - cbr) * k) | 0;
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bytes[j++] = (cag - (cag - cbg) * k) | 0;
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bytes[j++] = (cab - (cab - cbb) * k) | 0;
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bytes[j++] = 255;
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}
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}
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}
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function drawFigure(data, figure, context) {
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var ps = figure.coords;
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var cs = figure.colors;
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switch (figure.type) {
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case 'lattice':
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var verticesPerRow = figure.verticesPerRow;
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var rows = Math.floor(ps.length / verticesPerRow) - 1;
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var cols = verticesPerRow - 1;
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for (var i = 0; i < rows; i++) {
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var q = i * verticesPerRow;
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for (var j = 0; j < cols; j++, q++) {
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drawTriangle(data, context,
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ps[q], ps[q + 1], ps[q + verticesPerRow],
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cs[q], cs[q + 1], cs[q + verticesPerRow]);
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drawTriangle(data, context,
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ps[q + verticesPerRow + 1], ps[q + 1], ps[q + verticesPerRow],
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cs[q + verticesPerRow + 1], cs[q + 1], cs[q + verticesPerRow]);
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}
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}
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break;
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case 'triangles':
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for (var i = 0, ii = ps.length; i < ii; i += 3) {
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drawTriangle(data, context,
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ps[i], ps[i + 1], ps[i + 2],
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cs[i], cs[i + 1], cs[i + 2]);
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}
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break;
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default:
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error('illigal figure');
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break;
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}
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}
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function createMeshCanvas(owner, bounds, coords, colors, figures,
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backgroundColor) {
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// we will increase scale on some weird factor to let antialiasing take
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// care of "rough" edges
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var EXPECTED_SCALE = 1.5;
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// MAX_PATTERN_SIZE is used to avoid OOM situation.
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var MAX_PATTERN_SIZE = 3000; // 10in @ 300dpi shall be enough
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var boundsWidth = bounds[2] - bounds[0];
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var boundsHeight = bounds[3] - bounds[1];
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var width = Math.min(Math.ceil(Math.abs(boundsWidth * EXPECTED_SCALE)),
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MAX_PATTERN_SIZE);
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var height = Math.min(Math.ceil(Math.abs(boundsHeight * EXPECTED_SCALE)),
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MAX_PATTERN_SIZE);
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var scaleX = width / boundsWidth;
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var scaleY = height / boundsHeight;
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var tmpCanvas = CachedCanvases.getCanvas('mesh', width, height, false);
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var tmpCtx = tmpCanvas.context;
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if (backgroundColor) {
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tmpCtx.fillStyle = makeCssRgb(backgroundColor);
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tmpCtx.fillRect(0, 0, width, height);
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}
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var context = {
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coords: coords,
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colors: colors,
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offsetX: -bounds[0],
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offsetY: -bounds[1],
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scaleX: scaleX,
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scaleY: scaleY
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};
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var data = tmpCtx.getImageData(0, 0, width, height);
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for (var i = 0; i < figures.length; i++) {
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drawFigure(data, figures[i], context);
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}
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tmpCtx.putImageData(data, 0, 0);
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return {canvas: tmpCanvas.canvas, scaleX: 1 / scaleX, scaleY: 1 / scaleY};
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}
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return createMeshCanvas;
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})();
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ShadingIRs.Mesh = {
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fromIR: function Mesh_fromIR(raw) {
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var type = raw[1];
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var coords = raw[2];
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var colors = raw[3];
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var figures = raw[4];
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var bounds = raw[5];
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var matrix = raw[6];
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var bbox = raw[7];
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var background = raw[8];
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return {
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type: 'Pattern',
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getPattern: function Mesh_getPattern(ctx, owner, shadingFill) {
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// Rasterizing on the main thread since sending/queue large canvases
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// might cause OOM.
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// TODO consider using WebGL or asm.js to perform rasterization
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var temporaryPatternCanvas = createMeshCanvas(owner, bounds,
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coords, colors, figures, shadingFill ? null : background);
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if (!shadingFill) {
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ctx.setTransform.apply(ctx, owner.baseTransform);
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if (matrix) {
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ctx.transform.apply(ctx, matrix);
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}
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}
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ctx.translate(bounds[0], bounds[1]);
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ctx.scale(temporaryPatternCanvas.scaleX,
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temporaryPatternCanvas.scaleY);
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return ctx.createPattern(temporaryPatternCanvas.canvas, 'no-repeat');
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}
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};
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}
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};
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ShadingIRs.Dummy = {
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fromIR: function Dummy_fromIR() {
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return {
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};
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function getShadingPatternFromIR(raw) {
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return ShadingIRs[raw[0]].fromIR(raw);
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var shadingIR = ShadingIRs[raw[0]];
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if (!shadingIR) {
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error('Unknown IR type: ' + raw[0]);
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}
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return shadingIR.fromIR(raw);
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}
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var TilingPattern = (function TilingPatternClosure() {
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