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