// 7 september 2015 #include "uipriv_windows.hpp" #include "draw.hpp" ID2D1Factory *d2dfactory = NULL; HRESULT initDraw(void) { D2D1_FACTORY_OPTIONS opts; ZeroMemory(&opts, sizeof (D2D1_FACTORY_OPTIONS)); // TODO make this an option opts.debugLevel = D2D1_DEBUG_LEVEL_NONE; return D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, IID_ID2D1Factory, &opts, (void **) (&d2dfactory)); } void uninitDraw(void) { d2dfactory->Release(); } ID2D1HwndRenderTarget *makeHWNDRenderTarget(HWND hwnd) { D2D1_RENDER_TARGET_PROPERTIES props; D2D1_HWND_RENDER_TARGET_PROPERTIES hprops; HDC dc; RECT r; ID2D1HwndRenderTarget *rt; HRESULT hr; // we need a DC for the DPI // we *could* just use the screen DPI but why when we have a window handle and its DC has a DPI dc = GetDC(hwnd); if (dc == NULL) logLastError(L"error getting DC to find DPI"); ZeroMemory(&props, sizeof (D2D1_RENDER_TARGET_PROPERTIES)); props.type = D2D1_RENDER_TARGET_TYPE_HARDWARE;//DEFAULT; props.pixelFormat.format = DXGI_FORMAT_UNKNOWN; props.pixelFormat.alphaMode = D2D1_ALPHA_MODE_UNKNOWN; props.dpiX = GetDeviceCaps(dc, LOGPIXELSX); props.dpiY = GetDeviceCaps(dc, LOGPIXELSY); props.usage = D2D1_RENDER_TARGET_USAGE_NONE; props.minLevel = D2D1_FEATURE_LEVEL_DEFAULT; if (ReleaseDC(hwnd, dc) == 0) logLastError(L"error releasing DC for finding DPI"); uiWindowsEnsureGetClientRect(hwnd, &r); ZeroMemory(&hprops, sizeof (D2D1_HWND_RENDER_TARGET_PROPERTIES)); hprops.hwnd = hwnd; hprops.pixelSize.width = r.right - r.left; hprops.pixelSize.height = r.bottom - r.top; // according to Rick Brewster, some drivers will misbehave if we don't specify this (see http://stackoverflow.com/a/33222983/3408572) hprops.presentOptions = D2D1_PRESENT_OPTIONS_RETAIN_CONTENTS; hr = d2dfactory->CreateHwndRenderTarget( &props, &hprops, &rt); if (hr != S_OK) { props.type = D2D1_RENDER_TARGET_TYPE_DEFAULT; hr = d2dfactory->CreateHwndRenderTarget( &props, &hprops, &rt); if (hr != S_OK) logHRESULT(L"error creating HWND render target", hr); } return rt; } ID2D1DCRenderTarget *makeHDCRenderTarget(HDC dc, RECT *r) { D2D1_RENDER_TARGET_PROPERTIES props; ID2D1DCRenderTarget *rt; HRESULT hr; ZeroMemory(&props, sizeof (D2D1_RENDER_TARGET_PROPERTIES)); props.type = D2D1_RENDER_TARGET_TYPE_DEFAULT; props.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM; props.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED; props.dpiX = GetDeviceCaps(dc, LOGPIXELSX); props.dpiY = GetDeviceCaps(dc, LOGPIXELSY); props.usage = D2D1_RENDER_TARGET_USAGE_GDI_COMPATIBLE; props.minLevel = D2D1_FEATURE_LEVEL_DEFAULT; hr = d2dfactory->CreateDCRenderTarget(&props, &rt); if (hr != S_OK) logHRESULT(L"error creating DC render target", hr); hr = rt->BindDC(dc, r); if (hr != S_OK) logHRESULT(L"error binding DC to DC render target", hr); return rt; } static void resetTarget(ID2D1RenderTarget *rt) { D2D1_MATRIX_3X2_F dm; // transformations persist // reset to the identity matrix ZeroMemory(&dm, sizeof (D2D1_MATRIX_3X2_F)); dm._11 = 1; dm._22 = 1; rt->SetTransform(&dm); } uiDrawContext *newContext(ID2D1RenderTarget *rt) { uiDrawContext *c; c = uiNew(uiDrawContext); c->rt = rt; c->states = new std::vector; resetTarget(c->rt); return c; } void freeContext(uiDrawContext *c) { if (c->currentClip != NULL) c->currentClip->Release(); if (c->states->size() != 0) // TODO do this on other platforms userbug("You did not balance uiDrawSave() and uiDrawRestore() calls."); delete c->states; uiFree(c); } static ID2D1Brush *makeSolidBrush(uiDrawBrush *b, ID2D1RenderTarget *rt, D2D1_BRUSH_PROPERTIES *props) { D2D1_COLOR_F color; ID2D1SolidColorBrush *brush; HRESULT hr; color.r = b->R; color.g = b->G; color.b = b->B; color.a = b->A; hr = rt->CreateSolidColorBrush( &color, props, &brush); if (hr != S_OK) logHRESULT(L"error creating solid brush", hr); return brush; } static ID2D1GradientStopCollection *mkstops(uiDrawBrush *b, ID2D1RenderTarget *rt) { ID2D1GradientStopCollection *s; D2D1_GRADIENT_STOP *stops; size_t i; HRESULT hr; stops = (D2D1_GRADIENT_STOP *) uiAlloc(b->NumStops * sizeof (D2D1_GRADIENT_STOP), "D2D1_GRADIENT_STOP[]"); for (i = 0; i < b->NumStops; i++) { stops[i].position = b->Stops[i].Pos; stops[i].color.r = b->Stops[i].R; stops[i].color.g = b->Stops[i].G; stops[i].color.b = b->Stops[i].B; stops[i].color.a = b->Stops[i].A; } hr = rt->CreateGradientStopCollection( stops, b->NumStops, D2D1_GAMMA_2_2, // this is the default for the C++-only overload of ID2D1RenderTarget::GradientStopCollection() D2D1_EXTEND_MODE_CLAMP, &s); if (hr != S_OK) logHRESULT(L"error creating stop collection", hr); uiFree(stops); return s; } static ID2D1Brush *makeLinearBrush(uiDrawBrush *b, ID2D1RenderTarget *rt, D2D1_BRUSH_PROPERTIES *props) { ID2D1LinearGradientBrush *brush; D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES gprops; ID2D1GradientStopCollection *stops; HRESULT hr; ZeroMemory(&gprops, sizeof (D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES)); gprops.startPoint.x = b->X0; gprops.startPoint.y = b->Y0; gprops.endPoint.x = b->X1; gprops.endPoint.y = b->Y1; stops = mkstops(b, rt); hr = rt->CreateLinearGradientBrush( &gprops, props, stops, &brush); if (hr != S_OK) logHRESULT(L"error creating gradient brush", hr); // the example at https://msdn.microsoft.com/en-us/library/windows/desktop/dd756682%28v=vs.85%29.aspx says this is safe to do now stops->Release(); return brush; } static ID2D1Brush *makeRadialBrush(uiDrawBrush *b, ID2D1RenderTarget *rt, D2D1_BRUSH_PROPERTIES *props) { ID2D1RadialGradientBrush *brush; D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES gprops; ID2D1GradientStopCollection *stops; HRESULT hr; ZeroMemory(&gprops, sizeof (D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES)); gprops.gradientOriginOffset.x = b->X0 - b->X1; gprops.gradientOriginOffset.y = b->Y0 - b->Y1; gprops.center.x = b->X1; gprops.center.y = b->Y1; gprops.radiusX = b->OuterRadius; gprops.radiusY = b->OuterRadius; stops = mkstops(b, rt); hr = rt->CreateRadialGradientBrush( &gprops, props, stops, &brush); if (hr != S_OK) logHRESULT(L"error creating gradient brush", hr); stops->Release(); return brush; } static ID2D1Brush *makeBrush(uiDrawBrush *b, ID2D1RenderTarget *rt) { D2D1_BRUSH_PROPERTIES props; ZeroMemory(&props, sizeof (D2D1_BRUSH_PROPERTIES)); props.opacity = 1.0; // identity matrix props.transform._11 = 1; props.transform._22 = 1; switch (b->Type) { case uiDrawBrushTypeSolid: return makeSolidBrush(b, rt, &props); case uiDrawBrushTypeLinearGradient: return makeLinearBrush(b, rt, &props); case uiDrawBrushTypeRadialGradient: return makeRadialBrush(b, rt, &props); // case uiDrawBrushTypeImage: // TODO } // TODO do this on all platforms userbug("Invalid brush type %d given to drawing operation.", b->Type); // TODO dummy brush? return NULL; // make compiler happy } // how clipping works: // every fill and stroke is done on a temporary layer with the clip geometry applied to it // this is really the only way to clip in Direct2D that doesn't involve opacity images // reference counting: // - initially the clip is NULL, which means do not use a layer // - the first time uiDrawClip() is called, we take a reference on the path passed in (this is also why uiPathEnd() is needed) // - every successive time, we create a new PathGeometry and merge the current clip with the new path, releasing the reference we took earlier and taking a reference to the new one // - in Save, we take another reference; in Restore we drop the refernece to the existing path geometry and transfer that saved ref to the new path geometry over to the context // uiDrawFreePath() doesn't destroy the path geometry, it just drops the reference count, so a clip can exist independent of its path static ID2D1Layer *applyClip(uiDrawContext *c) { ID2D1Layer *layer; D2D1_LAYER_PARAMETERS params; HRESULT hr; // if no clip, don't do anything if (c->currentClip == NULL) return NULL; // create a layer for clipping // we have to explicitly make the layer because we're still targeting Windows 7 hr = c->rt->CreateLayer(NULL, &layer); if (hr != S_OK) logHRESULT(L"error creating clip layer", hr); // apply it as the clip ZeroMemory(¶ms, sizeof (D2D1_LAYER_PARAMETERS)); // this is the equivalent of InfiniteRect() in d2d1helper.h params.contentBounds.left = -FLT_MAX; params.contentBounds.top = -FLT_MAX; params.contentBounds.right = FLT_MAX; params.contentBounds.bottom = FLT_MAX; params.geometricMask = (ID2D1Geometry *) (c->currentClip); // TODO is this correct? params.maskAntialiasMode = c->rt->GetAntialiasMode(); // identity matrix params.maskTransform._11 = 1; params.maskTransform._22 = 1; params.opacity = 1.0; params.opacityBrush = NULL; params.layerOptions = D2D1_LAYER_OPTIONS_NONE; // TODO is this correct? if (c->rt->GetTextAntialiasMode() == D2D1_TEXT_ANTIALIAS_MODE_CLEARTYPE) params.layerOptions = D2D1_LAYER_OPTIONS_INITIALIZE_FOR_CLEARTYPE; c->rt->PushLayer(¶ms, layer); // return the layer so it can be freed later return layer; } static void unapplyClip(uiDrawContext *c, ID2D1Layer *layer) { if (layer == NULL) return; c->rt->PopLayer(); layer->Release(); } void uiDrawStroke(uiDrawContext *c, uiDrawPath *p, uiDrawBrush *b, uiDrawStrokeParams *sp) { ID2D1Brush *brush; ID2D1StrokeStyle *style; D2D1_STROKE_STYLE_PROPERTIES dsp; FLOAT *dashes; size_t i; ID2D1Layer *cliplayer; HRESULT hr; brush = makeBrush(b, c->rt); ZeroMemory(&dsp, sizeof (D2D1_STROKE_STYLE_PROPERTIES)); switch (sp->Cap) { case uiDrawLineCapFlat: dsp.startCap = D2D1_CAP_STYLE_FLAT; dsp.endCap = D2D1_CAP_STYLE_FLAT; dsp.dashCap = D2D1_CAP_STYLE_FLAT; break; case uiDrawLineCapRound: dsp.startCap = D2D1_CAP_STYLE_ROUND; dsp.endCap = D2D1_CAP_STYLE_ROUND; dsp.dashCap = D2D1_CAP_STYLE_ROUND; break; case uiDrawLineCapSquare: dsp.startCap = D2D1_CAP_STYLE_SQUARE; dsp.endCap = D2D1_CAP_STYLE_SQUARE; dsp.dashCap = D2D1_CAP_STYLE_SQUARE; break; } switch (sp->Join) { case uiDrawLineJoinMiter: dsp.lineJoin = D2D1_LINE_JOIN_MITER_OR_BEVEL; dsp.miterLimit = sp->MiterLimit; break; case uiDrawLineJoinRound: dsp.lineJoin = D2D1_LINE_JOIN_ROUND; break; case uiDrawLineJoinBevel: dsp.lineJoin = D2D1_LINE_JOIN_BEVEL; break; } dsp.dashStyle = D2D1_DASH_STYLE_SOLID; dashes = NULL; // note that dash widths and the dash phase are scaled up by the thickness by Direct2D // TODO be sure to formally document this if (sp->NumDashes != 0) { dsp.dashStyle = D2D1_DASH_STYLE_CUSTOM; dashes = (FLOAT *) uiAlloc(sp->NumDashes * sizeof (FLOAT), "FLOAT[]"); for (i = 0; i < sp->NumDashes; i++) dashes[i] = sp->Dashes[i] / sp->Thickness; } dsp.dashOffset = sp->DashPhase / sp->Thickness; hr = d2dfactory->CreateStrokeStyle( &dsp, dashes, sp->NumDashes, &style); if (hr != S_OK) logHRESULT(L"error creating stroke style", hr); if (sp->NumDashes != 0) uiFree(dashes); cliplayer = applyClip(c); c->rt->DrawGeometry( pathGeometry(p), brush, sp->Thickness, style); unapplyClip(c, cliplayer); style->Release(); brush->Release(); } void uiDrawFill(uiDrawContext *c, uiDrawPath *p, uiDrawBrush *b) { ID2D1Brush *brush; ID2D1Layer *cliplayer; brush = makeBrush(b, c->rt); cliplayer = applyClip(c); c->rt->FillGeometry( pathGeometry(p), brush, NULL); unapplyClip(c, cliplayer); brush->Release(); } void uiDrawTransform(uiDrawContext *c, uiDrawMatrix *m) { D2D1_MATRIX_3X2_F dm, cur; c->rt->GetTransform(&cur); m2d(m, &dm); // you would think we have to do already * m, right? // WRONG! we have to do m * already // why? a few reasons // a) this lovely comment in cairo's source - http://cgit.freedesktop.org/cairo/tree/src/cairo-matrix.c?id=0537479bd1d4c5a3bc0f6f41dec4deb98481f34a#n330 // Direct2D uses column vectors and I don't know if this is even documented // b) that's what Core Graphics does // TODO see if Microsoft says to do this dm = dm * cur; // for whatever reason operator * is defined but not operator *= c->rt->SetTransform(&dm); } void uiDrawClip(uiDrawContext *c, uiDrawPath *path) { ID2D1PathGeometry *newPath; ID2D1GeometrySink *newSink; HRESULT hr; // if there's no current clip, borrow the path if (c->currentClip == NULL) { c->currentClip = pathGeometry(path); // we have to take our own reference to that clip c->currentClip->AddRef(); return; } // otherwise we have to intersect the current path with the new one // we do that into a new path, and then replace c->currentClip with that new path hr = d2dfactory->CreatePathGeometry(&newPath); if (hr != S_OK) logHRESULT(L"error creating new path", hr); hr = newPath->Open(&newSink); if (hr != S_OK) logHRESULT(L"error opening new path", hr); hr = c->currentClip->CombineWithGeometry( pathGeometry(path), D2D1_COMBINE_MODE_INTERSECT, NULL, // TODO is this correct or can this be set per target? D2D1_DEFAULT_FLATTENING_TOLERANCE, newSink); if (hr != S_OK) logHRESULT(L"error intersecting old path with new path", hr); hr = newSink->Close(); if (hr != S_OK) logHRESULT(L"error closing new path", hr); newSink->Release(); // okay we have the new clip; we just need to replace the old one with it c->currentClip->Release(); c->currentClip = newPath; // we have a reference already; no need for another } struct drawState { ID2D1DrawingStateBlock *dsb; ID2D1PathGeometry *clip; }; void uiDrawSave(uiDrawContext *c) { struct drawState state; HRESULT hr; hr = d2dfactory->CreateDrawingStateBlock( // TODO verify that these are correct NULL, NULL, &(state.dsb)); if (hr != S_OK) logHRESULT(L"error creating drawing state block", hr); c->rt->SaveDrawingState(state.dsb); // if we have a clip, we need to hold another reference to it if (c->currentClip != NULL) c->currentClip->AddRef(); state.clip = c->currentClip; // even if NULL assign it c->states->push_back(state); } void uiDrawRestore(uiDrawContext *c) { struct drawState state; state = (*(c->states))[c->states->size() - 1]; c->states->pop_back(); c->rt->RestoreDrawingState(state.dsb); state.dsb->Release(); // if we have a current clip, we need to drop it if (c->currentClip != NULL) c->currentClip->Release(); // no need to explicitly addref or release; just transfer the ref c->currentClip = state.clip; } // bitmap API uiDrawBitmap* uiDrawNewBitmap(uiDrawContext* c, int width, int height) { uiDrawBitmap* bmp; HRESULT hr; bmp = uiNew(uiDrawBitmap); D2D1_BITMAP_PROPERTIES bp2 = D2D1::BitmapProperties(); bp2.dpiX = 0; bp2.dpiY = 0; bp2.pixelFormat = D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_IGNORE); //c->rt->BeginDraw(); hr = c->rt->CreateBitmap(D2D1::SizeU(width,height), NULL, 0, &bp2, &bmp->bmp); if (hr != S_OK) logHRESULT(L"error creating bitmap", hr); //c->rt->EndDraw(); bmp->Width = width; bmp->Height = height; bmp->Stride = width*4; return bmp; } void uiDrawBitmapUpdate(uiDrawBitmap* bmp, const void* data) { D2D1_RECT_U rekt = D2D1::RectU(0, 0, bmp->Width, bmp->Height); bmp->bmp->CopyFromMemory(&rekt, data, bmp->Stride); } void uiDrawBitmapDraw(uiDrawContext* c, uiDrawBitmap* bmp, uiRect* srcrect, uiRect* dstrect, int filter) { D2D_RECT_F _srcrect = D2D1::RectF(srcrect->X, srcrect->Y, srcrect->X+srcrect->Width, srcrect->Y+srcrect->Height); D2D_RECT_F _dstrect = D2D1::RectF(dstrect->X, dstrect->Y, dstrect->X+dstrect->Width, dstrect->Y+dstrect->Height); c->rt->DrawBitmap(bmp->bmp, &_dstrect, 1.0f, filter ? D2D1_BITMAP_INTERPOLATION_MODE_LINEAR : D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR, &_srcrect); } void uiDrawFreeBitmap(uiDrawBitmap* bmp) { bmp->bmp->Release(); uiFree(bmp); }