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LibPDF: Add an initial implementation of type 3 glyph rendering

This is a very inefficient implementation: Every time a type 3 font
glyph is drawn, we parse its operator stream and execute all the
operators therein.

We'll want to instead cache the glyphs in bitmaps (at least in most
cases), like we do for other fonts. But it's a good first step, and
all the coordinate math seems to work in the files I've tested.

Good test files from pdfa dataset 0000.zip:

- 0000559.pdf page 1 (and 2): Has a non-default font matrix;
  text appears mirrored if the font matrix isn't handled correctly

- 0000425.pdf, page 1: Draws several glyphs in a single run;
  glyphs overlap if Renderer::render_type3_glyph() ignores the
  passed-in point

- 0000211.pdf, any page: Uses type 3 glyphs for all text.
  Good perf test (already "reasonably fast")

- 0000521.pdf, page 5 (or 7 or or 16): The little red flag in the
  purple box is a type 3 font glyph, and it's colored (which in part
  means the first operator is `d0`, while all the other documents above
  use `d1`)
This commit is contained in:
Nico Weber 2023-11-15 07:51:56 -05:00 committed by Sam Atkins
parent 14ddab5519
commit 29396415d5
3 changed files with 26 additions and 4 deletions

View file

@ -1008,4 +1008,21 @@ Gfx::AffineTransform const& Renderer::calculate_text_rendering_matrix() const
return m_text_rendering_matrix;
}
PDFErrorOr<void> Renderer::render_type3_glyph(Gfx::FloatPoint point, StreamObject const& glyph_data, Gfx::AffineTransform const& font_matrix, Optional<NonnullRefPtr<DictObject>> resources)
{
ScopedState scoped_state { *this };
auto text_rendering_matrix = calculate_text_rendering_matrix();
text_rendering_matrix.set_translation(point);
state().ctm = text_rendering_matrix;
state().ctm.scale(text_state().font_size, text_state().font_size);
state().ctm.multiply(font_matrix);
m_text_rendering_matrix_is_dirty = true;
auto operators = TRY(Parser::parse_operators(m_document, glyph_data.bytes()));
for (auto& op : operators)
TRY(handle_operator(op, resources));
return {};
}
}