/* ============================================================================== This file is part of the JUCE framework. Copyright (c) Raw Material Software Limited JUCE is an open source framework subject to commercial or open source licensing. By downloading, installing, or using the JUCE framework, or combining the JUCE framework with any other source code, object code, content or any other copyrightable work, you agree to the terms of the JUCE End User Licence Agreement, and all incorporated terms including the JUCE Privacy Policy and the JUCE Website Terms of Service, as applicable, which will bind you. If you do not agree to the terms of these agreements, we will not license the JUCE framework to you, and you must discontinue the installation or download process and cease use of the JUCE framework. JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/ JUCE Privacy Policy: https://juce.com/juce-privacy-policy JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/ Or: You may also use this code under the terms of the AGPLv3: https://www.gnu.org/licenses/agpl-3.0.en.html THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED. ============================================================================== */ namespace juce { template D2D1_RECT_F rectangleToRectF (const Rectangle& r) { return { (float) r.getX(), (float) r.getY(), (float) r.getRight(), (float) r.getBottom() }; } static D2D1_COLOR_F colourToD2D (Colour c) { return { c.getFloatRed(), c.getFloatGreen(), c.getFloatBlue(), c.getFloatAlpha() }; } 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: { transform.transformPoint (it.x1, it.y1); transform.transformPoint (it.x2, it.y2); transform.transformPoint (it.x3, it.y3); sink->AddBezier ({ { it.x1, it.y1 }, { it.x2, it.y2 }, { it.x3, it.y3 } }); break; } case Path::Iterator::lineTo: { transform.transformPoint (it.x1, it.y1); sink->AddLine ({ it.x1, it.y1 }); break; } case Path::Iterator::quadraticTo: { transform.transformPoint (it.x1, it.y1); transform.transformPoint (it.x2, it.y2); sink->AddQuadraticBezier ({ { it.x1, it.y1 }, { it.x2, it.y2 } }); break; } case Path::Iterator::closePath: { sink->EndFigure (D2D1_FIGURE_END_CLOSED); break; } case Path::Iterator::startNewSubPath: { transform.transformPoint (it.x1, it.y1); sink->BeginFigure ({ it.x1, it.y1 }, D2D1_FIGURE_BEGIN_FILLED); break; } } } } static D2D1::Matrix3x2F transformToMatrix (const AffineTransform& transform) { return { transform.mat00, transform.mat10, transform.mat01, transform.mat11, transform.mat02, transform.mat12 }; } static D2D1_POINT_2F pointTransformed (int x, int y, const AffineTransform& transform) { transform.transformPoint (x, y); return { (FLOAT) x, (FLOAT) y }; } static void rectToGeometrySink (const Rectangle& rect, ID2D1GeometrySink* sink, const AffineTransform& transform) { sink->BeginFigure (pointTransformed (rect.getX(), rect.getY(), transform), D2D1_FIGURE_BEGIN_FILLED); sink->AddLine (pointTransformed (rect.getRight(), rect.getY(), transform)); sink->AddLine (pointTransformed (rect.getRight(), rect.getBottom(), transform)); sink->AddLine (pointTransformed (rect.getX(), rect.getBottom(), transform)); sink->EndFigure (D2D1_FIGURE_END_CLOSED); } //============================================================================== struct Direct2DLowLevelGraphicsContext::Pimpl { ID2D1PathGeometry* rectListToPathGeometry (const RectangleList& clipRegion) { ID2D1PathGeometry* p = nullptr; factories->d2dFactory->CreatePathGeometry (&p); ComSmartPtr sink; auto 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, AffineTransform()); hr = sink->Close(); return p; } ID2D1PathGeometry* pathToPathGeometry (const Path& path, const AffineTransform& transform) { ID2D1PathGeometry* p = nullptr; factories->d2dFactory->CreatePathGeometry (&p); ComSmartPtr sink; auto 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; } SharedResourcePointer factories; ComSmartPtr renderingTarget; ComSmartPtr colourBrush; }; //============================================================================== struct Direct2DLowLevelGraphicsContext::SavedState { public: SavedState (Direct2DLowLevelGraphicsContext& owner_) : owner (owner_) { 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 auto size = owner.pimpl->renderingTarget->GetPixelSize(); clipRect.setSize (size.width, size.height); setFill (FillType (Colours::black)); } } ~SavedState() { clearClip(); clearFont(); clearFill(); clearPathClip(); clearImageClip(); complexClipLayer = nullptr; bitmapMaskLayer = nullptr; } void clearClip() { popClips(); shouldClipRect = false; } void clipToRectangle (const Rectangle& r) { clearClip(); clipRect = r.toFloat().transformedBy (transform).getSmallestIntegerContainer(); shouldClipRect = true; pushClips(); } void clearPathClip() { popClips(); if (shouldClipComplex) { complexClipGeometry = nullptr; shouldClipComplex = false; } } void Direct2DLowLevelGraphicsContext::SavedState::clipToPath (ID2D1Geometry* geometry) { clearPathClip(); if (complexClipLayer == nullptr) owner.pimpl->renderingTarget->CreateLayer (complexClipLayer.resetAndGetPointerAddress()); complexClipGeometry = geometry; shouldClipComplex = true; pushClips(); } void clearRectListClip() { popClips(); if (shouldClipRectList) { rectListGeometry = nullptr; shouldClipRectList = false; } } void clipToRectList (ID2D1Geometry* geometry) { clearRectListClip(); if (rectListLayer == nullptr) owner.pimpl->renderingTarget->CreateLayer (rectListLayer.resetAndGetPointerAddress()); rectListGeometry = geometry; shouldClipRectList = true; pushClips(); } void clearImageClip() { popClips(); if (shouldClipBitmap) { maskBitmap = nullptr; bitmapMaskBrush = nullptr; shouldClipBitmap = false; } } void clipToImage (const Image& clipImage, const AffineTransform& clipTransform) { clearImageClip(); if (bitmapMaskLayer == nullptr) owner.pimpl->renderingTarget->CreateLayer (bitmapMaskLayer.resetAndGetPointerAddress()); D2D1_BRUSH_PROPERTIES brushProps = { 1, transformToMatrix (clipTransform) }; auto bmProps = D2D1::BitmapBrushProperties (D2D1_EXTEND_MODE_WRAP, D2D1_EXTEND_MODE_WRAP); D2D1_SIZE_U size = { (UINT32) clipImage.getWidth(), (UINT32) clipImage.getHeight() }; auto bp = D2D1::BitmapProperties(); maskImage = clipImage.convertedToFormat (Image::ARGB); Image::BitmapData bd (maskImage, Image::BitmapData::readOnly); // xxx should be maskImage? bp.pixelFormat = owner.pimpl->renderingTarget->GetPixelFormat(); bp.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED; auto hr = owner.pimpl->renderingTarget->CreateBitmap (size, bd.data, bd.lineStride, bp, maskBitmap.resetAndGetPointerAddress()); hr = owner.pimpl->renderingTarget->CreateBitmapBrush (maskBitmap, bmProps, brushProps, bitmapMaskBrush.resetAndGetPointerAddress()); imageMaskLayerParams = D2D1::LayerParameters(); imageMaskLayerParams.opacityBrush = bitmapMaskBrush; shouldClipBitmap = true; pushClips(); } void popClips() { if (clipsBitmap) { owner.pimpl->renderingTarget->PopLayer(); clipsBitmap = false; } if (clipsComplex) { owner.pimpl->renderingTarget->PopLayer(); clipsComplex = false; } if (clipsRectList) { owner.pimpl->renderingTarget->PopLayer(); clipsRectList = false; } if (clipsRect) { owner.pimpl->renderingTarget->PopAxisAlignedClip(); clipsRect = false; } } void pushClips() { if (shouldClipRect && !clipsRect) { owner.pimpl->renderingTarget->PushAxisAlignedClip (rectangleToRectF (clipRect), D2D1_ANTIALIAS_MODE_PER_PRIMITIVE); clipsRect = true; } if (shouldClipRectList && !clipsRectList) { auto layerParams = D2D1::LayerParameters(); rectListGeometry->GetBounds (D2D1::IdentityMatrix(), &layerParams.contentBounds); layerParams.geometricMask = rectListGeometry; owner.pimpl->renderingTarget->PushLayer (layerParams, rectListLayer); clipsRectList = true; } if (shouldClipComplex && !clipsComplex) { auto layerParams = D2D1::LayerParameters(); complexClipGeometry->GetBounds (D2D1::IdentityMatrix(), &layerParams.contentBounds); layerParams.geometricMask = complexClipGeometry; owner.pimpl->renderingTarget->PushLayer (layerParams, complexClipLayer); clipsComplex = true; } if (shouldClipBitmap && !clipsBitmap) { owner.pimpl->renderingTarget->PushLayer (imageMaskLayerParams, bitmapMaskLayer); clipsBitmap = true; } } void setFill (const FillType& newFillType) { if (fillType != newFillType) { fillType = newFillType; clearFill(); } } void clearFont() { currentFontFace = localFontFace = nullptr; } void setFont (const Font& newFont) { if (font != newFont) { font = newFont; clearFont(); } } void createFont() { if (currentFontFace == nullptr) { auto typefacePtr = font.getTypefacePtr(); auto* typeface = dynamic_cast (typefacePtr.get()); currentFontFace = typeface->getIDWriteFontFace(); fontHeightToEmSizeFactor = typeface->getUnitsToHeightScaleFactor(); } } void setOpacity (float newOpacity) { fillType.setOpacity (newOpacity); if (currentBrush != nullptr) currentBrush->SetOpacity (newOpacity); } void clearFill() { gradientStops = nullptr; linearGradient = nullptr; radialGradient = nullptr; bitmap = nullptr; bitmapBrush = nullptr; currentBrush = nullptr; } void createBrush() { if (currentBrush == nullptr) { if (fillType.isColour()) { auto colour = colourToD2D (fillType.colour); owner.pimpl->colourBrush->SetColor (colour); currentBrush = owner.pimpl->colourBrush; } else if (fillType.isTiledImage()) { D2D1_BRUSH_PROPERTIES brushProps = { fillType.getOpacity(), transformToMatrix (fillType.transform) }; auto bmProps = D2D1::BitmapBrushProperties (D2D1_EXTEND_MODE_WRAP, D2D1_EXTEND_MODE_WRAP); image = fillType.image; D2D1_SIZE_U size = { (UINT32) image.getWidth(), (UINT32) image.getHeight() }; auto bp = D2D1::BitmapProperties(); this->image = image.convertedToFormat (Image::ARGB); Image::BitmapData bd (this->image, Image::BitmapData::readOnly); bp.pixelFormat = owner.pimpl->renderingTarget->GetPixelFormat(); bp.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED; auto hr = owner.pimpl->renderingTarget->CreateBitmap (size, bd.data, bd.lineStride, bp, bitmap.resetAndGetPointerAddress()); hr = owner.pimpl->renderingTarget->CreateBitmapBrush (bitmap, bmProps, brushProps, bitmapBrush.resetAndGetPointerAddress()); currentBrush = bitmapBrush; } else if (fillType.isGradient()) { gradientStops = nullptr; D2D1_BRUSH_PROPERTIES brushProps = { fillType.getOpacity(), 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.pimpl->renderingTarget->CreateGradientStopCollection (stops.getData(), numColors, gradientStops.resetAndGetPointerAddress()); if (fillType.gradient->isRadial) { radialGradient = nullptr; const auto p1 = fillType.gradient->point1; const auto p2 = fillType.gradient->point2; const auto r = p1.getDistanceFrom (p2); const auto props = D2D1::RadialGradientBrushProperties ({ p1.x, p1.y }, {}, r, r); owner.pimpl->renderingTarget->CreateRadialGradientBrush (props, brushProps, gradientStops, radialGradient.resetAndGetPointerAddress()); currentBrush = radialGradient; } else { linearGradient = 0; const auto p1 = fillType.gradient->point1; const auto p2 = fillType.gradient->point2; const auto props = D2D1::LinearGradientBrushProperties ({ p1.x, p1.y }, { p2.x, p2.y }); owner.pimpl->renderingTarget->CreateLinearGradientBrush (props, brushProps, gradientStops, linearGradient.resetAndGetPointerAddress()); currentBrush = linearGradient; } } } } Direct2DLowLevelGraphicsContext& owner; AffineTransform transform; Font font; float fontHeightToEmSizeFactor = 1.0f; IDWriteFontFace* currentFontFace = nullptr; ComSmartPtr localFontFace; Rectangle clipRect; bool clipsRect = false, shouldClipRect = false; Image image; ComSmartPtr bitmap; // xxx needs a better name - what is this for?? bool clipsBitmap = false, shouldClipBitmap = false; ComSmartPtr complexClipGeometry; D2D1_LAYER_PARAMETERS complexClipLayerParams; ComSmartPtr complexClipLayer; bool clipsComplex = false, shouldClipComplex = false; ComSmartPtr rectListGeometry; D2D1_LAYER_PARAMETERS rectListLayerParams; ComSmartPtr rectListLayer; bool clipsRectList = false, shouldClipRectList = false; Image maskImage; D2D1_LAYER_PARAMETERS imageMaskLayerParams; ComSmartPtr bitmapMaskLayer; ComSmartPtr maskBitmap; ComSmartPtr bitmapMaskBrush; ID2D1Brush* currentBrush = nullptr; ComSmartPtr bitmapBrush; ComSmartPtr linearGradient; ComSmartPtr radialGradient; ComSmartPtr gradientStops; FillType fillType; JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (SavedState) }; //============================================================================== Direct2DLowLevelGraphicsContext::Direct2DLowLevelGraphicsContext (HWND hwnd_) : hwnd (hwnd_), currentState (nullptr), pimpl (new Pimpl()) { RECT windowRect; GetClientRect (hwnd, &windowRect); D2D1_SIZE_U size = { (UINT32) (windowRect.right - windowRect.left), (UINT32) (windowRect.bottom - windowRect.top) }; bounds.setSize (size.width, size.height); if (pimpl->factories->d2dFactory != nullptr) { [[maybe_unused]] auto hr = pimpl->factories->d2dFactory->CreateHwndRenderTarget ({}, { hwnd, size }, pimpl->renderingTarget.resetAndGetPointerAddress()); jassert (SUCCEEDED (hr)); hr = pimpl->renderingTarget->CreateSolidColorBrush (D2D1::ColorF::ColorF (0.0f, 0.0f, 0.0f, 1.0f), pimpl->colourBrush.resetAndGetPointerAddress()); } } Direct2DLowLevelGraphicsContext::~Direct2DLowLevelGraphicsContext() { states.clear(); } void Direct2DLowLevelGraphicsContext::resized() { RECT windowRect; GetClientRect (hwnd, &windowRect); D2D1_SIZE_U size = { (UINT32) (windowRect.right - windowRect.left), (UINT32) (windowRect.bottom - windowRect.top) }; pimpl->renderingTarget->Resize (size); bounds.setSize (size.width, size.height); } void Direct2DLowLevelGraphicsContext::clear() { pimpl->renderingTarget->Clear (D2D1::ColorF (D2D1::ColorF::White, 0.0f)); // xxx why white and not black? } void Direct2DLowLevelGraphicsContext::start() { pimpl->renderingTarget->BeginDraw(); saveState(); } void Direct2DLowLevelGraphicsContext::end() { states.clear(); currentState = nullptr; pimpl->renderingTarget->EndDraw(); pimpl->renderingTarget->CheckWindowState(); } void Direct2DLowLevelGraphicsContext::setOrigin (Point o) { addTransform (AffineTransform::translation ((float) o.x, (float) o.y)); } void Direct2DLowLevelGraphicsContext::addTransform (const AffineTransform& transform) { currentState->transform = transform.followedBy (currentState->transform); } float Direct2DLowLevelGraphicsContext::getPhysicalPixelScaleFactor() { return std::sqrt (std::abs (currentState->transform.getDeterminant())); } bool Direct2DLowLevelGraphicsContext::clipToRectangle (const Rectangle& r) { currentState->clipToRectangle (r); return ! isClipEmpty(); } bool Direct2DLowLevelGraphicsContext::clipToRectangleList (const RectangleList& clipRegion) { currentState->clipToRectList (pimpl->rectListToPathGeometry (clipRegion)); return ! isClipEmpty(); } void Direct2DLowLevelGraphicsContext::excludeClipRectangle (const Rectangle&) { //xxx } void Direct2DLowLevelGraphicsContext::clipToPath (const Path& path, const AffineTransform& transform) { currentState->clipToPath (pimpl->pathToPathGeometry (path, transform)); } void Direct2DLowLevelGraphicsContext::clipToImageAlpha (const Image& sourceImage, const AffineTransform& transform) { currentState->clipToImage (sourceImage, transform); } bool Direct2DLowLevelGraphicsContext::clipRegionIntersects (const Rectangle& r) { return currentState->clipRect.intersects (r.toFloat().transformedBy (currentState->transform).getSmallestIntegerContainer()); } Rectangle Direct2DLowLevelGraphicsContext::getClipBounds() const { // xxx could this take into account complex clip regions? return currentState->clipRect.toFloat().transformedBy (currentState->transform.inverted()).getSmallestIntegerContainer(); } bool Direct2DLowLevelGraphicsContext::isClipEmpty() const { return currentState->clipRect.isEmpty(); } void Direct2DLowLevelGraphicsContext::saveState() { states.add (new SavedState (*this)); currentState = states.getLast(); } void Direct2DLowLevelGraphicsContext::restoreState() { jassert (states.size() > 1); //you should never pop the last state! states.removeLast (1); currentState = states.getLast(); } void Direct2DLowLevelGraphicsContext::beginTransparencyLayer (float /*opacity*/) { jassertfalse; //xxx todo } void Direct2DLowLevelGraphicsContext::endTransparencyLayer() { jassertfalse; //xxx todo } void Direct2DLowLevelGraphicsContext::setFill (const FillType& fillType) { currentState->setFill (fillType); } void Direct2DLowLevelGraphicsContext::setOpacity (float newOpacity) { currentState->setOpacity (newOpacity); } void Direct2DLowLevelGraphicsContext::setInterpolationQuality (Graphics::ResamplingQuality /*quality*/) { } void Direct2DLowLevelGraphicsContext::fillRect (const Rectangle& r, bool /*replaceExistingContents*/) { fillRect (r.toFloat()); } void Direct2DLowLevelGraphicsContext::fillRect (const Rectangle& r) { pimpl->renderingTarget->SetTransform (transformToMatrix (currentState->transform)); currentState->createBrush(); pimpl->renderingTarget->FillRectangle (rectangleToRectF (r), currentState->currentBrush); pimpl->renderingTarget->SetTransform (D2D1::IdentityMatrix()); } void Direct2DLowLevelGraphicsContext::fillRectList (const RectangleList& list) { for (auto& r : list) fillRect (r); } void Direct2DLowLevelGraphicsContext::fillPath (const Path& p, const AffineTransform& transform) { currentState->createBrush(); ComSmartPtr geometry (pimpl->pathToPathGeometry (p, transform.followedBy (currentState->transform))); if (pimpl->renderingTarget != nullptr) pimpl->renderingTarget->FillGeometry (geometry, currentState->currentBrush); } void Direct2DLowLevelGraphicsContext::drawImage (const Image& image, const AffineTransform& transform) { pimpl->renderingTarget->SetTransform (transformToMatrix (transform.followedBy (currentState->transform))); D2D1_SIZE_U size = { (UINT32) image.getWidth(), (UINT32) image.getHeight() }; auto bp = D2D1::BitmapProperties(); Image img (image.convertedToFormat (Image::ARGB)); Image::BitmapData bd (img, Image::BitmapData::readOnly); bp.pixelFormat = pimpl->renderingTarget->GetPixelFormat(); bp.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED; { ComSmartPtr tempBitmap; pimpl->renderingTarget->CreateBitmap (size, bd.data, bd.lineStride, bp, tempBitmap.resetAndGetPointerAddress()); if (tempBitmap != nullptr) pimpl->renderingTarget->DrawBitmap (tempBitmap); } pimpl->renderingTarget->SetTransform (D2D1::IdentityMatrix()); } void Direct2DLowLevelGraphicsContext::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 pimpl->renderingTarget->SetTransform (transformToMatrix (currentState->transform)); currentState->createBrush(); pimpl->renderingTarget->DrawLine (D2D1::Point2F (line.getStartX(), line.getStartY()), D2D1::Point2F (line.getEndX(), line.getEndY()), currentState->currentBrush); pimpl->renderingTarget->SetTransform (D2D1::IdentityMatrix()); } void Direct2DLowLevelGraphicsContext::setFont (const Font& newFont) { currentState->setFont (newFont); } const Font& Direct2DLowLevelGraphicsContext::getFont() { return currentState->font; } void Direct2DLowLevelGraphicsContext::drawGlyph (int glyphNumber, const AffineTransform& transform) { currentState->createBrush(); currentState->createFont(); auto hScale = currentState->font.getHorizontalScale(); pimpl->renderingTarget->SetTransform (transformToMatrix (AffineTransform::scale (hScale, 1.0f) .followedBy (transform) .followedBy (currentState->transform))); const auto glyphIndices = (UINT16) glyphNumber; const auto glyphAdvances = 0.0f; DWRITE_GLYPH_OFFSET offset = { 0.0f, 0.0f }; 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; pimpl->renderingTarget->DrawGlyphRun ({}, &glyphRun, currentState->currentBrush); pimpl->renderingTarget->SetTransform (D2D1::IdentityMatrix()); } bool Direct2DLowLevelGraphicsContext::drawTextLayout (const AttributedString& text, const Rectangle& area) { pimpl->renderingTarget->SetTransform (transformToMatrix (currentState->transform)); DirectWriteTypeLayout::drawToD2DContext (text, area, *(pimpl->renderingTarget), *(pimpl->factories->directWriteFactory), *(pimpl->factories->systemFonts)); pimpl->renderingTarget->SetTransform (D2D1::IdentityMatrix()); return true; } } // namespace juce