/* ============================================================================== This file is part of the JUCE library. Copyright (c) 2013 - Raw Material Software Ltd. Permission is granted to use this software under the terms of either: a) the GPL v2 (or any later version) b) the Affero GPL v3 Details of these licenses can be found at: www.gnu.org/licenses JUCE is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. ------------------------------------------------------------------------------ To release a closed-source product which uses JUCE, commercial licenses are available: visit www.juce.com for more information. ============================================================================== */ class Direct2DLowLevelGraphicsContext : public LowLevelGraphicsContext { public: Direct2DLowLevelGraphicsContext (HWND hwnd_) : hwnd (hwnd_), currentState (nullptr) { RECT windowRect; GetClientRect (hwnd, &windowRect); D2D1_SIZE_U size = { windowRect.right - windowRect.left, windowRect.bottom - windowRect.top }; bounds.setSize (size.width, size.height); D2D1_RENDER_TARGET_PROPERTIES props = D2D1::RenderTargetProperties(); D2D1_HWND_RENDER_TARGET_PROPERTIES propsHwnd = D2D1::HwndRenderTargetProperties (hwnd, size); if (factories->d2dFactory != nullptr) { HRESULT hr = factories->d2dFactory->CreateHwndRenderTarget (props, propsHwnd, renderingTarget.resetAndGetPointerAddress()); jassert (SUCCEEDED (hr)); (void) hr; hr = renderingTarget->CreateSolidColorBrush (D2D1::ColorF::ColorF (0.0f, 0.0f, 0.0f, 1.0f), colourBrush.resetAndGetPointerAddress()); } } ~Direct2DLowLevelGraphicsContext() { states.clear(); } void resized() { RECT windowRect; GetClientRect (hwnd, &windowRect); D2D1_SIZE_U size = { windowRect.right - windowRect.left, windowRect.bottom - windowRect.top }; renderingTarget->Resize (size); bounds.setSize (size.width, size.height); } void clear() { renderingTarget->Clear (D2D1::ColorF (D2D1::ColorF::White, 0.0f)); // xxx why white and not black? } void start() { renderingTarget->BeginDraw(); saveState(); } void end() { states.clear(); currentState = 0; renderingTarget->EndDraw(); renderingTarget->CheckWindowState(); } bool isVectorDevice() const { return false; } void setOrigin (Point o) { addTransform (AffineTransform::translation ((float) o.x, (float) o.y)); } void addTransform (const AffineTransform& transform) { currentState->transform = transform.followedBy (currentState->transform); } float getPhysicalPixelScaleFactor() { return currentState->transform.getScaleFactor(); } bool clipToRectangle (const Rectangle& r) { currentState->clipToRectangle (r); return ! isClipEmpty(); } bool clipToRectangleList (const RectangleList& clipRegion) { currentState->clipToRectList (rectListToPathGeometry (clipRegion)); return ! isClipEmpty(); } void excludeClipRectangle (const Rectangle&) { //xxx } void clipToPath (const Path& path, const AffineTransform& transform) { currentState->clipToPath (pathToPathGeometry (path, transform)); } void clipToImageAlpha (const Image& sourceImage, const AffineTransform& transform) { currentState->clipToImage (sourceImage, transform); } bool clipRegionIntersects (const Rectangle& r) { return currentState->clipRect.intersects (r.toFloat().transformed (currentState->transform).getSmallestIntegerContainer()); } Rectangle getClipBounds() const { // xxx could this take into account complex clip regions? return currentState->clipRect.toFloat().transformed (currentState->transform.inverted()).getSmallestIntegerContainer(); } bool isClipEmpty() const { return currentState->clipRect.isEmpty(); } void saveState() { states.add (new SavedState (*this)); currentState = states.getLast(); } void restoreState() { jassert (states.size() > 1) //you should never pop the last state! states.removeLast (1); currentState = states.getLast(); } void beginTransparencyLayer (float /*opacity*/) { jassertfalse; //xxx todo } void endTransparencyLayer() { jassertfalse; //xxx todo } void setFill (const FillType& fillType) { currentState->setFill (fillType); } void setOpacity (float newOpacity) { currentState->setOpacity (newOpacity); } void setInterpolationQuality (Graphics::ResamplingQuality /*quality*/) { } void fillRect (const Rectangle& r, bool /*replaceExistingContents*/) { fillRect (r.toFloat()); } void fillRect (const Rectangle& r) { renderingTarget->SetTransform (transformToMatrix (currentState->transform)); currentState->createBrush(); renderingTarget->FillRectangle (rectangleToRectF (r), currentState->currentBrush); renderingTarget->SetTransform (D2D1::IdentityMatrix()); } void fillRectList (const RectangleList& list) { for (const Rectangle* r = list.begin(), * const e = list.end(); r != e; ++r) fillRect (*r); } void fillPath (const Path& p, const AffineTransform& transform) { currentState->createBrush(); ComSmartPtr geometry (pathToPathGeometry (p, transform.followedBy (currentState->transform))); if (renderingTarget != nullptr) renderingTarget->FillGeometry (geometry, currentState->currentBrush); } void drawImage (const Image& image, const AffineTransform& transform) { renderingTarget->SetTransform (transformToMatrix (transform.followedBy (currentState->transform))); D2D1_SIZE_U size; size.width = image.getWidth(); size.height = image.getHeight(); D2D1_BITMAP_PROPERTIES bp = D2D1::BitmapProperties(); Image img (image.convertedToFormat (Image::ARGB)); Image::BitmapData bd (img, Image::BitmapData::readOnly); bp.pixelFormat = renderingTarget->GetPixelFormat(); bp.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED; { ComSmartPtr tempBitmap; renderingTarget->CreateBitmap (size, bd.data, bd.lineStride, bp, tempBitmap.resetAndGetPointerAddress()); if (tempBitmap != nullptr) renderingTarget->DrawBitmap (tempBitmap); } renderingTarget->SetTransform (D2D1::IdentityMatrix()); } void drawLine (const Line & line) { // xxx doesn't seem to be correctly aligned, may need nudging by 0.5 to match the software renderer's behaviour renderingTarget->SetTransform (transformToMatrix (currentState->transform)); currentState->createBrush(); renderingTarget->DrawLine (D2D1::Point2F (line.getStartX(), line.getStartY()), D2D1::Point2F (line.getEndX(), line.getEndY()), currentState->currentBrush); renderingTarget->SetTransform (D2D1::IdentityMatrix()); } void setFont (const Font& newFont) { currentState->setFont (newFont); } const Font& getFont() { return currentState->font; } void drawGlyph (int glyphNumber, const AffineTransform& transform) { currentState->createBrush(); currentState->createFont(); float hScale = currentState->font.getHorizontalScale(); renderingTarget->SetTransform (transformToMatrix (AffineTransform::scale (hScale, 1.0f) .followedBy (transform) .followedBy (currentState->transform))); const UINT16 glyphIndices = (UINT16) glyphNumber; const FLOAT glyphAdvances = 0; DWRITE_GLYPH_OFFSET offset; offset.advanceOffset = 0; offset.ascenderOffset = 0; DWRITE_GLYPH_RUN glyphRun; glyphRun.fontFace = currentState->currentFontFace; glyphRun.fontEmSize = (FLOAT) (currentState->font.getHeight() * currentState->fontHeightToEmSizeFactor); glyphRun.glyphCount = 1; glyphRun.glyphIndices = &glyphIndices; glyphRun.glyphAdvances = &glyphAdvances; glyphRun.glyphOffsets = &offset; glyphRun.isSideways = FALSE; glyphRun.bidiLevel = 0; renderingTarget->DrawGlyphRun (D2D1::Point2F (0, 0), &glyphRun, currentState->currentBrush); renderingTarget->SetTransform (D2D1::IdentityMatrix()); } bool drawTextLayout (const AttributedString& text, const Rectangle& area) { renderingTarget->SetTransform (transformToMatrix (currentState->transform)); DirectWriteTypeLayout::drawToD2DContext (text, area, renderingTarget, factories->directWriteFactory, factories->d2dFactory, factories->systemFonts); renderingTarget->SetTransform (D2D1::IdentityMatrix()); return true; } //============================================================================== class SavedState { public: SavedState (Direct2DLowLevelGraphicsContext& owner_) : owner (owner_), currentBrush (0), fontHeightToEmSizeFactor (1.0f), currentFontFace (0), clipsRect (false), shouldClipRect (false), clipsRectList (false), shouldClipRectList (false), clipsComplex (false), shouldClipComplex (false), clipsBitmap (false), shouldClipBitmap (false) { if (owner.currentState != nullptr) { // xxx seems like a very slow way to create one of these, and this is a performance // bottleneck.. Can the same internal objects be shared by multiple state objects, maybe using copy-on-write? setFill (owner.currentState->fillType); currentBrush = owner.currentState->currentBrush; clipRect = owner.currentState->clipRect; transform = owner.currentState->transform; font = owner.currentState->font; currentFontFace = owner.currentState->currentFontFace; } else { const D2D1_SIZE_U size (owner.renderingTarget->GetPixelSize()); clipRect.setSize (size.width, size.height); setFill (FillType (Colours::black)); } } ~SavedState() { clearClip(); clearFont(); clearFill(); clearPathClip(); clearImageClip(); complexClipLayer = 0; bitmapMaskLayer = 0; } void clearClip() { popClips(); shouldClipRect = false; } void clipToRectangle (const Rectangle& r) { clearClip(); clipRect = r.toFloat().transformed (transform).getSmallestIntegerContainer(); shouldClipRect = true; pushClips(); } void clearPathClip() { popClips(); if (shouldClipComplex) { complexClipGeometry = 0; shouldClipComplex = false; } } void clipToPath (ID2D1Geometry* geometry) { clearPathClip(); if (complexClipLayer == 0) owner.renderingTarget->CreateLayer (complexClipLayer.resetAndGetPointerAddress()); complexClipGeometry = geometry; shouldClipComplex = true; pushClips(); } void clearRectListClip() { popClips(); if (shouldClipRectList) { rectListGeometry = 0; shouldClipRectList = false; } } void clipToRectList (ID2D1Geometry* geometry) { clearRectListClip(); if (rectListLayer == 0) owner.renderingTarget->CreateLayer (rectListLayer.resetAndGetPointerAddress()); rectListGeometry = geometry; shouldClipRectList = true; pushClips(); } void clearImageClip() { popClips(); if (shouldClipBitmap) { maskBitmap = 0; bitmapMaskBrush = 0; shouldClipBitmap = false; } } void clipToImage (const Image& image, const AffineTransform& transform) { clearImageClip(); if (bitmapMaskLayer == 0) owner.renderingTarget->CreateLayer (bitmapMaskLayer.resetAndGetPointerAddress()); D2D1_BRUSH_PROPERTIES brushProps; brushProps.opacity = 1; brushProps.transform = transformToMatrix (transform); D2D1_BITMAP_BRUSH_PROPERTIES bmProps = D2D1::BitmapBrushProperties (D2D1_EXTEND_MODE_WRAP, D2D1_EXTEND_MODE_WRAP); D2D1_SIZE_U size; size.width = image.getWidth(); size.height = image.getHeight(); D2D1_BITMAP_PROPERTIES bp = D2D1::BitmapProperties(); maskImage = image.convertedToFormat (Image::ARGB); Image::BitmapData bd (this->image, Image::BitmapData::readOnly); // xxx should be maskImage? bp.pixelFormat = owner.renderingTarget->GetPixelFormat(); bp.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED; HRESULT hr = owner.renderingTarget->CreateBitmap (size, bd.data, bd.lineStride, bp, maskBitmap.resetAndGetPointerAddress()); hr = owner.renderingTarget->CreateBitmapBrush (maskBitmap, bmProps, brushProps, bitmapMaskBrush.resetAndGetPointerAddress()); imageMaskLayerParams = D2D1::LayerParameters(); imageMaskLayerParams.opacityBrush = bitmapMaskBrush; shouldClipBitmap = true; pushClips(); } void popClips() { if (clipsBitmap) { owner.renderingTarget->PopLayer(); clipsBitmap = false; } if (clipsComplex) { owner.renderingTarget->PopLayer(); clipsComplex = false; } if (clipsRectList) { owner.renderingTarget->PopLayer(); clipsRectList = false; } if (clipsRect) { owner.renderingTarget->PopAxisAlignedClip(); clipsRect = false; } } void pushClips() { if (shouldClipRect && ! clipsRect) { owner.renderingTarget->PushAxisAlignedClip (rectangleToRectF (clipRect), D2D1_ANTIALIAS_MODE_PER_PRIMITIVE); clipsRect = true; } if (shouldClipRectList && ! clipsRectList) { D2D1_LAYER_PARAMETERS layerParams = D2D1::LayerParameters(); rectListGeometry->GetBounds (D2D1::IdentityMatrix(), &layerParams.contentBounds); layerParams.geometricMask = rectListGeometry; owner.renderingTarget->PushLayer (layerParams, rectListLayer); clipsRectList = true; } if (shouldClipComplex && ! clipsComplex) { D2D1_LAYER_PARAMETERS layerParams = D2D1::LayerParameters(); complexClipGeometry->GetBounds (D2D1::IdentityMatrix(), &layerParams.contentBounds); layerParams.geometricMask = complexClipGeometry; owner.renderingTarget->PushLayer (layerParams, complexClipLayer); clipsComplex = true; } if (shouldClipBitmap && ! clipsBitmap) { owner.renderingTarget->PushLayer (imageMaskLayerParams, bitmapMaskLayer); clipsBitmap = true; } } void setFill (const FillType& newFillType) { if (fillType != newFillType) { fillType = newFillType; clearFill(); } } void clearFont() { currentFontFace = localFontFace = 0; } void setFont (const Font& newFont) { if (font != newFont) { font = newFont; clearFont(); } } void createFont() { if (currentFontFace == nullptr) { WindowsDirectWriteTypeface* typeface = dynamic_cast (font.getTypeface()); currentFontFace = typeface->getIDWriteFontFace(); fontHeightToEmSizeFactor = typeface->unitsToHeightScaleFactor(); } } void setOpacity (float newOpacity) { fillType.setOpacity (newOpacity); if (currentBrush != nullptr) currentBrush->SetOpacity (newOpacity); } void clearFill() { gradientStops = 0; linearGradient = 0; radialGradient = 0; bitmap = 0; bitmapBrush = 0; currentBrush = 0; } void createBrush() { if (currentBrush == 0) { if (fillType.isColour()) { D2D1_COLOR_F colour = colourToD2D (fillType.colour); owner.colourBrush->SetColor (colour); currentBrush = owner.colourBrush; } else if (fillType.isTiledImage()) { D2D1_BRUSH_PROPERTIES brushProps; brushProps.opacity = fillType.getOpacity(); brushProps.transform = transformToMatrix (fillType.transform); D2D1_BITMAP_BRUSH_PROPERTIES bmProps = D2D1::BitmapBrushProperties (D2D1_EXTEND_MODE_WRAP,D2D1_EXTEND_MODE_WRAP); image = fillType.image; D2D1_SIZE_U size; size.width = image.getWidth(); size.height = image.getHeight(); D2D1_BITMAP_PROPERTIES bp = D2D1::BitmapProperties(); this->image = image.convertedToFormat (Image::ARGB); Image::BitmapData bd (this->image, Image::BitmapData::readOnly); bp.pixelFormat = owner.renderingTarget->GetPixelFormat(); bp.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED; HRESULT hr = owner.renderingTarget->CreateBitmap (size, bd.data, bd.lineStride, bp, bitmap.resetAndGetPointerAddress()); hr = owner.renderingTarget->CreateBitmapBrush (bitmap, bmProps, brushProps, bitmapBrush.resetAndGetPointerAddress()); currentBrush = bitmapBrush; } else if (fillType.isGradient()) { gradientStops = 0; D2D1_BRUSH_PROPERTIES brushProps; brushProps.opacity = fillType.getOpacity(); brushProps.transform = transformToMatrix (fillType.transform.followedBy (transform)); const int numColors = fillType.gradient->getNumColours(); HeapBlock stops (numColors); for (int i = fillType.gradient->getNumColours(); --i >= 0;) { stops[i].color = colourToD2D (fillType.gradient->getColour(i)); stops[i].position = (FLOAT) fillType.gradient->getColourPosition(i); } owner.renderingTarget->CreateGradientStopCollection (stops.getData(), numColors, gradientStops.resetAndGetPointerAddress()); if (fillType.gradient->isRadial) { radialGradient = 0; const Point p1 = fillType.gradient->point1; const Point p2 = fillType.gradient->point2; float r = p1.getDistanceFrom (p2); D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES props = D2D1::RadialGradientBrushProperties (D2D1::Point2F (p1.x, p1.y), D2D1::Point2F (0, 0), r, r); owner.renderingTarget->CreateRadialGradientBrush (props, brushProps, gradientStops, radialGradient.resetAndGetPointerAddress()); currentBrush = radialGradient; } else { linearGradient = 0; const Point p1 = fillType.gradient->point1; const Point p2 = fillType.gradient->point2; D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES props = D2D1::LinearGradientBrushProperties (D2D1::Point2F (p1.x, p1.y), D2D1::Point2F (p2.x, p2.y)); owner.renderingTarget->CreateLinearGradientBrush (props, brushProps, gradientStops, linearGradient.resetAndGetPointerAddress()); currentBrush = linearGradient; } } } } //============================================================================== //xxx most of these members should probably be private... Direct2DLowLevelGraphicsContext& owner; AffineTransform transform; Font font; float fontHeightToEmSizeFactor; IDWriteFontFace* currentFontFace; ComSmartPtr localFontFace; FillType fillType; Image image; ComSmartPtr bitmap; // xxx needs a better name - what is this for?? Rectangle clipRect; bool clipsRect, shouldClipRect; ComSmartPtr complexClipGeometry; D2D1_LAYER_PARAMETERS complexClipLayerParams; ComSmartPtr complexClipLayer; bool clipsComplex, shouldClipComplex; ComSmartPtr rectListGeometry; D2D1_LAYER_PARAMETERS rectListLayerParams; ComSmartPtr rectListLayer; bool clipsRectList, shouldClipRectList; Image maskImage; D2D1_LAYER_PARAMETERS imageMaskLayerParams; ComSmartPtr bitmapMaskLayer; ComSmartPtr maskBitmap; ComSmartPtr bitmapMaskBrush; bool clipsBitmap, shouldClipBitmap; ID2D1Brush* currentBrush; ComSmartPtr bitmapBrush; ComSmartPtr linearGradient; ComSmartPtr radialGradient; ComSmartPtr gradientStops; private: JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (SavedState) }; //============================================================================== private: SharedResourcePointer factories; HWND hwnd; ComSmartPtr renderingTarget; ComSmartPtr colourBrush; Rectangle bounds; SavedState* currentState; OwnedArray states; //============================================================================== template static D2D1_RECT_F rectangleToRectF (const Rectangle& r) { return D2D1::RectF ((float) r.getX(), (float) r.getY(), (float) r.getRight(), (float) r.getBottom()); } static D2D1_COLOR_F colourToD2D (Colour c) { return D2D1::ColorF::ColorF (c.getFloatRed(), c.getFloatGreen(), c.getFloatBlue(), c.getFloatAlpha()); } static D2D1_POINT_2F pointTransformed (int x, int y, const AffineTransform& transform) { transform.transformPoint (x, y); return D2D1::Point2F ((FLOAT) x, (FLOAT) y); } static void rectToGeometrySink (const Rectangle& rect, ID2D1GeometrySink* sink) { sink->BeginFigure (pointTransformed (rect.getX(), rect.getY()), D2D1_FIGURE_BEGIN_FILLED); sink->AddLine (pointTransformed (rect.getRight(), rect.getY())); sink->AddLine (pointTransformed (rect.getRight(), rect.getBottom())); sink->AddLine (pointTransformed (rect.getX(), rect.getBottom())); sink->EndFigure (D2D1_FIGURE_END_CLOSED); } static ID2D1PathGeometry* rectListToPathGeometry (const RectangleList& clipRegion) { ID2D1PathGeometry* p = nullptr; factories->d2dFactory->CreatePathGeometry (&p); ComSmartPtr sink; HRESULT hr = p->Open (sink.resetAndGetPointerAddress()); // xxx handle error sink->SetFillMode (D2D1_FILL_MODE_WINDING); for (int i = clipRegion.getNumRectangles(); --i >= 0;) rectToGeometrySink (clipRegion.getRectangle(i), sink); hr = sink->Close(); return p; } static void pathToGeometrySink (const Path& path, ID2D1GeometrySink* sink, const AffineTransform& transform) { Path::Iterator it (path); while (it.next()) { switch (it.elementType) { case Path::Iterator::cubicTo: { D2D1_BEZIER_SEGMENT seg; transform.transformPoint (it.x1, it.y1); seg.point1 = D2D1::Point2F (it.x1, it.y1); transform.transformPoint (it.x2, it.y2); seg.point2 = D2D1::Point2F (it.x2, it.y2); transform.transformPoint(it.x3, it.y3); seg.point3 = D2D1::Point2F (it.x3, it.y3); sink->AddBezier (seg); break; } case Path::Iterator::lineTo: { transform.transformPoint (it.x1, it.y1); sink->AddLine (D2D1::Point2F (it.x1, it.y1)); break; } case Path::Iterator::quadraticTo: { D2D1_QUADRATIC_BEZIER_SEGMENT seg; transform.transformPoint (it.x1, it.y1); seg.point1 = D2D1::Point2F (it.x1, it.y1); transform.transformPoint (it.x2, it.y2); seg.point2 = D2D1::Point2F (it.x2, it.y2); sink->AddQuadraticBezier (seg); break; } case Path::Iterator::closePath: { sink->EndFigure (D2D1_FIGURE_END_CLOSED); break; } case Path::Iterator::startNewSubPath: { transform.transformPoint (it.x1, it.y1); sink->BeginFigure (D2D1::Point2F (it.x1, it.y1), D2D1_FIGURE_BEGIN_FILLED); break; } } } } static ID2D1PathGeometry* pathToPathGeometry (const Path& path, const AffineTransform& transform) { ID2D1PathGeometry* p = nullptr; factories->d2dFactory->CreatePathGeometry (&p); ComSmartPtr sink; HRESULT hr = p->Open (sink.resetAndGetPointerAddress()); sink->SetFillMode (D2D1_FILL_MODE_WINDING); // xxx need to check Path::isUsingNonZeroWinding() pathToGeometrySink (path, sink, transform); hr = sink->Close(); return p; } static D2D1::Matrix3x2F transformToMatrix (const AffineTransform& transform) { D2D1::Matrix3x2F matrix; matrix._11 = transform.mat00; matrix._12 = transform.mat10; matrix._21 = transform.mat01; matrix._22 = transform.mat11; matrix._31 = transform.mat02; matrix._32 = transform.mat12; return matrix; } JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (Direct2DLowLevelGraphicsContext) };