gecko-dev/gfx/2d/ConicGradientEffectD2D1.cpp

376 lines
11 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "ConicGradientEffectD2D1.h"
#include "Logging.h"
#include "ShadersD2D1.h"
#include "HelpersD2D.h"
#include <vector>
#define TEXTW(x) L##x
#define XML(X) \
TEXTW(#X) // This macro creates a single string from multiple lines of text.
static const PCWSTR kXmlDescription =
XML(
<?xml version='1.0'?>
<Effect>
<!-- System Properties -->
<Property name='DisplayName' type='string' value='ConicGradientEffect'/>
<Property name='Author' type='string' value='Mozilla'/>
<Property name='Category' type='string' value='Pattern effects'/>
<Property name='Description' type='string' value='This effect is used to render CSS conic gradients.'/>
<Inputs>
<Input name='Geometry'/>
</Inputs>
<Property name='StopCollection' type='iunknown'>
<Property name='DisplayName' type='string' value='Gradient stop collection'/>
</Property>
<Property name='Center' type='vector2'>
<Property name='DisplayName' type='string' value='Gradient center'/>
</Property>
<Property name='Angle' type='vector2'>
<Property name='DisplayName' type='string' value='Gradient angle'/>
</Property>
<Property name='StartOffset' type='float'>
<Property name='DisplayName' type='string' value='Start stop offset'/>
</Property>
<Property name='EndOffset' type='float'>
<Property name='DisplayName' type='string' value='End stop offset'/>
</Property>
<Property name='Transform' type='matrix3x2'>
<Property name='DisplayName' type='string' value='Transform applied to the pattern'/>
</Property>
</Effect>
);
// {091fda1d-857e-4b1e-828f-1c839d9b7897}
static const GUID GUID_SampleConicGradientPS = {
0x091fda1d,
0x857e,
0x4b1e,
{0x82, 0x8f, 0x1c, 0x83, 0x9d, 0x9b, 0x78, 0x97}};
namespace mozilla {
namespace gfx {
ConicGradientEffectD2D1::ConicGradientEffectD2D1()
: mRefCount(0),
mCenter(D2D1::Vector2F(0, 0)),
mAngle(0),
mStartOffset(0),
mEndOffset(0),
mTransform(D2D1::IdentityMatrix())
{}
IFACEMETHODIMP
ConicGradientEffectD2D1::Initialize(ID2D1EffectContext* pContextInternal,
ID2D1TransformGraph* pTransformGraph) {
HRESULT hr;
hr = pContextInternal->LoadPixelShader(GUID_SampleConicGradientPS,
SampleConicGradientPS,
sizeof(SampleConicGradientPS));
if (FAILED(hr)) {
return hr;
}
hr = pTransformGraph->SetSingleTransformNode(this);
if (FAILED(hr)) {
return hr;
}
mEffectContext = pContextInternal;
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::PrepareForRender(D2D1_CHANGE_TYPE changeType) {
if (changeType == D2D1_CHANGE_TYPE_NONE) {
return S_OK;
}
// We'll need to inverse transform our pixel, precompute inverse here.
Matrix mat = ToMatrix(mTransform);
if (!mat.Invert()) {
// Singular
return S_OK;
}
if (!mStopCollection) {
return S_OK;
}
HRESULT hr = mDrawInfo->SetPixelShader(GUID_SampleConicGradientPS);
if (FAILED(hr)) {
return hr;
}
RefPtr<ID2D1ResourceTexture> tex = CreateGradientTexture();
hr = mDrawInfo->SetResourceTexture(1, tex);
if (FAILED(hr)) {
return hr;
}
struct PSConstantBuffer {
float center[2];
float angle;
float start_offset;
float end_offset;
float repeat_correct;
float allow_odd;
float padding[1];
float transform[8];
};
PSConstantBuffer buffer = {
{mCenter.x, mCenter.y},
mAngle,
mStartOffset,
mEndOffset,
mStopCollection->GetExtendMode() != D2D1_EXTEND_MODE_CLAMP ? 1.0f : 0.0f,
mStopCollection->GetExtendMode() == D2D1_EXTEND_MODE_MIRROR ? 1.0f : 0.0f,
{0.0f},
{mat._11, mat._21, mat._31, 0.0f, mat._12, mat._22, mat._32, 0.0f}};
hr = mDrawInfo->SetPixelShaderConstantBuffer((BYTE*)&buffer, sizeof(buffer));
if (FAILED(hr)) {
return hr;
}
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::SetGraph(ID2D1TransformGraph* pGraph) {
return pGraph->SetSingleTransformNode(this);
}
IFACEMETHODIMP_(ULONG)
ConicGradientEffectD2D1::AddRef() { return ++mRefCount; }
IFACEMETHODIMP_(ULONG)
ConicGradientEffectD2D1::Release() {
if (!--mRefCount) {
delete this;
return 0;
}
return mRefCount;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::QueryInterface(const IID& aIID, void** aPtr) {
if (!aPtr) {
return E_POINTER;
}
if (aIID == IID_IUnknown) {
*aPtr = static_cast<IUnknown*>(static_cast<ID2D1EffectImpl*>(this));
} else if (aIID == IID_ID2D1EffectImpl) {
*aPtr = static_cast<ID2D1EffectImpl*>(this);
} else if (aIID == IID_ID2D1DrawTransform) {
*aPtr = static_cast<ID2D1DrawTransform*>(this);
} else if (aIID == IID_ID2D1Transform) {
*aPtr = static_cast<ID2D1Transform*>(this);
} else if (aIID == IID_ID2D1TransformNode) {
*aPtr = static_cast<ID2D1TransformNode*>(this);
} else {
return E_NOINTERFACE;
}
static_cast<IUnknown*>(*aPtr)->AddRef();
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::MapInputRectsToOutputRect(
const D2D1_RECT_L* pInputRects, const D2D1_RECT_L* pInputOpaqueSubRects,
UINT32 inputRectCount, D2D1_RECT_L* pOutputRect,
D2D1_RECT_L* pOutputOpaqueSubRect) {
if (inputRectCount != 1) {
return E_INVALIDARG;
}
*pOutputRect = *pInputRects;
*pOutputOpaqueSubRect = *pInputOpaqueSubRects;
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::MapOutputRectToInputRects(
const D2D1_RECT_L* pOutputRect, D2D1_RECT_L* pInputRects,
UINT32 inputRectCount) const {
if (inputRectCount != 1) {
return E_INVALIDARG;
}
*pInputRects = *pOutputRect;
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::MapInvalidRect(UINT32 inputIndex,
D2D1_RECT_L invalidInputRect,
D2D1_RECT_L* pInvalidOutputRect) const {
MOZ_ASSERT(inputIndex == 0);
*pInvalidOutputRect = invalidInputRect;
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::SetDrawInfo(ID2D1DrawInfo* pDrawInfo) {
mDrawInfo = pDrawInfo;
return S_OK;
}
HRESULT
ConicGradientEffectD2D1::Register(ID2D1Factory1* aFactory) {
D2D1_PROPERTY_BINDING bindings[] = {
D2D1_VALUE_TYPE_BINDING(L"StopCollection",
&ConicGradientEffectD2D1::SetStopCollection,
&ConicGradientEffectD2D1::GetStopCollection),
D2D1_VALUE_TYPE_BINDING(L"Center", &ConicGradientEffectD2D1::SetCenter,
&ConicGradientEffectD2D1::GetCenter),
D2D1_VALUE_TYPE_BINDING(L"Angle", &ConicGradientEffectD2D1::SetAngle,
&ConicGradientEffectD2D1::GetAngle),
D2D1_VALUE_TYPE_BINDING(L"StartOffset",
&ConicGradientEffectD2D1::SetStartOffset,
&ConicGradientEffectD2D1::GetStartOffset),
D2D1_VALUE_TYPE_BINDING(L"EndOffset",
&ConicGradientEffectD2D1::SetEndOffset,
&ConicGradientEffectD2D1::GetEndOffset),
D2D1_VALUE_TYPE_BINDING(L"Transform",
&ConicGradientEffectD2D1::SetTransform,
&ConicGradientEffectD2D1::GetTransform)};
HRESULT hr = aFactory->RegisterEffectFromString(
CLSID_ConicGradientEffect, kXmlDescription, bindings, ARRAYSIZE(bindings),
CreateEffect);
if (FAILED(hr)) {
gfxWarning() << "Failed to register radial gradient effect.";
}
return hr;
}
void ConicGradientEffectD2D1::Unregister(ID2D1Factory1* aFactory) {
aFactory->UnregisterEffect(CLSID_ConicGradientEffect);
}
HRESULT __stdcall ConicGradientEffectD2D1::CreateEffect(
IUnknown** aEffectImpl) {
*aEffectImpl = static_cast<ID2D1EffectImpl*>(new ConicGradientEffectD2D1());
(*aEffectImpl)->AddRef();
return S_OK;
}
HRESULT
ConicGradientEffectD2D1::SetStopCollection(IUnknown* aStopCollection) {
if (SUCCEEDED(aStopCollection->QueryInterface(
(ID2D1GradientStopCollection**)getter_AddRefs(mStopCollection)))) {
return S_OK;
}
return E_INVALIDARG;
}
already_AddRefed<ID2D1ResourceTexture>
ConicGradientEffectD2D1::CreateGradientTexture() {
std::vector<D2D1_GRADIENT_STOP> rawStops;
rawStops.resize(mStopCollection->GetGradientStopCount());
mStopCollection->GetGradientStops(&rawStops.front(), rawStops.size());
std::vector<unsigned char> textureData;
textureData.resize(4096 * 4);
unsigned char* texData = &textureData.front();
float prevColorPos = 0;
float nextColorPos = rawStops[0].position;
D2D1_COLOR_F prevColor = rawStops[0].color;
D2D1_COLOR_F nextColor = prevColor;
uint32_t stopPosition = 1;
// Not the most optimized way but this will do for now.
for (int i = 0; i < 4096; i++) {
// The 4095 seems a little counter intuitive, but we want the gradient
// color at offset 0 at the first pixel, and at offset 1.0f at the last
// pixel.
float pos = float(i) / 4095;
while (pos > nextColorPos) {
prevColor = nextColor;
prevColorPos = nextColorPos;
if (rawStops.size() > stopPosition) {
nextColor = rawStops[stopPosition].color;
nextColorPos = rawStops[stopPosition++].position;
} else {
nextColorPos = 1.0f;
}
}
float interp;
if (nextColorPos != prevColorPos) {
interp = (pos - prevColorPos) / (nextColorPos - prevColorPos);
} else {
interp = 0;
}
DeviceColor newColor(prevColor.r + (nextColor.r - prevColor.r) * interp,
prevColor.g + (nextColor.g - prevColor.g) * interp,
prevColor.b + (nextColor.b - prevColor.b) * interp,
prevColor.a + (nextColor.a - prevColor.a) * interp);
// Note D2D expects RGBA here!!
texData[i * 4] = (char)(255.0f * newColor.r);
texData[i * 4 + 1] = (char)(255.0f * newColor.g);
texData[i * 4 + 2] = (char)(255.0f * newColor.b);
texData[i * 4 + 3] = (char)(255.0f * newColor.a);
}
RefPtr<ID2D1ResourceTexture> tex;
UINT32 width = 4096;
UINT32 stride = 4096 * 4;
D2D1_RESOURCE_TEXTURE_PROPERTIES props;
// Older shader models do not support 1D textures. So just use a width x 1
// texture.
props.dimensions = 2;
UINT32 dims[] = {width, 1};
props.extents = dims;
props.channelDepth = D2D1_CHANNEL_DEPTH_4;
props.bufferPrecision = D2D1_BUFFER_PRECISION_8BPC_UNORM;
props.filter = D2D1_FILTER_MIN_MAG_MIP_LINEAR;
D2D1_EXTEND_MODE extendMode[] = {mStopCollection->GetExtendMode(),
mStopCollection->GetExtendMode()};
props.extendModes = extendMode;
HRESULT hr = mEffectContext->CreateResourceTexture(
nullptr, &props, &textureData.front(), &stride, 4096 * 4,
getter_AddRefs(tex));
if (FAILED(hr)) {
gfxWarning() << "Failed to create resource texture: " << hexa(hr);
}
return tex.forget();
}
} // namespace gfx
} // namespace mozilla