/* -*- 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 #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( ); // {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 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(static_cast(this)); } else if (aIID == IID_ID2D1EffectImpl) { *aPtr = static_cast(this); } else if (aIID == IID_ID2D1DrawTransform) { *aPtr = static_cast(this); } else if (aIID == IID_ID2D1Transform) { *aPtr = static_cast(this); } else if (aIID == IID_ID2D1TransformNode) { *aPtr = static_cast(this); } else { return E_NOINTERFACE; } static_cast(*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(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 ConicGradientEffectD2D1::CreateGradientTexture() { std::vector rawStops; rawStops.resize(mStopCollection->GetGradientStopCount()); mStopCollection->GetGradientStops(&rawStops.front(), rawStops.size()); std::vector 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 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