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25 
26 package java.awt;
27 
28 import java.awt.MultipleGradientPaint.CycleMethod;
29 import java.awt.MultipleGradientPaint.ColorSpaceType;
30 import java.awt.geom.AffineTransform;
31 import java.awt.geom.Rectangle2D;
32 import java.awt.image.ColorModel;
33 
34 /**
35  * Provides the actual implementation for the RadialGradientPaint.
36  * This is where the pixel processing is done.  A RadialGradienPaint
37  * only supports circular gradients, but it should be possible to scale
38  * the circle to look approximately elliptical, by means of a
39  * gradient transform passed into the RadialGradientPaint constructor.
40  *
41  * @author Nicholas Talian, Vincent Hardy, Jim Graham, Jerry Evans
42  */
43 final class RadialGradientPaintContext extends MultipleGradientPaintContext {
44 
45     /** True when (focus == center).  */
46     private boolean isSimpleFocus = false;
47 
48     /** True when (cycleMethod == NO_CYCLE). */
49     private boolean isNonCyclic = false;
50 
51     /** Radius of the outermost circle defining the 100% gradient stop. */
52     private float radius;
53 
54     /** Variables representing center and focus points. */
55     private float centerX, centerY, focusX, focusY;
56 
57     /** Radius of the gradient circle squared. */
58     private float radiusSq;
59 
60     /** Constant part of X, Y user space coordinates. */
61     private float constA, constB;
62 
63     /** Constant second order delta for simple loop. */
64     private float gDeltaDelta;
65 
66     /**
67      * This value represents the solution when focusX == X.  It is called
68      * trivial because it is easier to calculate than the general case.
69      */
70     private float trivial;
71 
72     /** Amount for offset when clamping focus. */
73     private static final float SCALEBACK = .99f;
74 
75     /**
76      * Constructor for RadialGradientPaintContext.
77      *
78      * @param paint the {@code RadialGradientPaint} from which this context
79      *              is created
80      * @param cm the {@code ColorModel} that receives
81      *           the {@code Paint} data (this is used only as a hint)
82      * @param deviceBounds the device space bounding box of the
83      *                     graphics primitive being rendered
84      * @param userBounds the user space bounding box of the
85      *                   graphics primitive being rendered
86      * @param t the {@code AffineTransform} from user
87      *          space into device space (gradientTransform should be
88      *          concatenated with this)
89      * @param hints the hints that the context object uses to choose
90      *              between rendering alternatives
91      * @param cx the center X coordinate in user space of the circle defining
92      *           the gradient.  The last color of the gradient is mapped to
93      *           the perimeter of this circle.
94      * @param cy the center Y coordinate in user space of the circle defining
95      *           the gradient.  The last color of the gradient is mapped to
96      *           the perimeter of this circle.
97      * @param r the radius of the circle defining the extents of the
98      *          color gradient
99      * @param fx the X coordinate in user space to which the first color
100      *           is mapped
101      * @param fy the Y coordinate in user space to which the first color
102      *           is mapped
103      * @param fractions the fractions specifying the gradient distribution
104      * @param colors the gradient colors
105      * @param cycleMethod either NO_CYCLE, REFLECT, or REPEAT
106      * @param colorSpace which colorspace to use for interpolation,
107      *                   either SRGB or LINEAR_RGB
108      */
RadialGradientPaintContext(RadialGradientPaint paint, ColorModel cm, Rectangle deviceBounds, Rectangle2D userBounds, AffineTransform t, RenderingHints hints, float cx, float cy, float r, float fx, float fy, float[] fractions, Color[] colors, CycleMethod cycleMethod, ColorSpaceType colorSpace)109     RadialGradientPaintContext(RadialGradientPaint paint,
110                                ColorModel cm,
111                                Rectangle deviceBounds,
112                                Rectangle2D userBounds,
113                                AffineTransform t,
114                                RenderingHints hints,
115                                float cx, float cy,
116                                float r,
117                                float fx, float fy,
118                                float[] fractions,
119                                Color[] colors,
120                                CycleMethod cycleMethod,
121                                ColorSpaceType colorSpace)
122     {
123         super(paint, cm, deviceBounds, userBounds, t, hints,
124               fractions, colors, cycleMethod, colorSpace);
125 
126         // copy some parameters
127         centerX = cx;
128         centerY = cy;
129         focusX = fx;
130         focusY = fy;
131         radius = r;
132 
133         this.isSimpleFocus = (focusX == centerX) && (focusY == centerY);
134         this.isNonCyclic = (cycleMethod == CycleMethod.NO_CYCLE);
135 
136         // for use in the quadractic equation
137         radiusSq = radius * radius;
138 
139         float dX = focusX - centerX;
140         float dY = focusY - centerY;
141 
142         double distSq = (dX * dX) + (dY * dY);
143 
144         // test if distance from focus to center is greater than the radius
145         if (distSq > radiusSq * SCALEBACK) {
146             // clamp focus to radius
147             float scalefactor = (float)Math.sqrt(radiusSq * SCALEBACK / distSq);
148             dX = dX * scalefactor;
149             dY = dY * scalefactor;
150             focusX = centerX + dX;
151             focusY = centerY + dY;
152         }
153 
154         // calculate the solution to be used in the case where X == focusX
155         // in cyclicCircularGradientFillRaster()
156         trivial = (float)Math.sqrt(radiusSq - (dX * dX));
157 
158         // constant parts of X, Y user space coordinates
159         constA = a02 - centerX;
160         constB = a12 - centerY;
161 
162         // constant second order delta for simple loop
163         gDeltaDelta = 2 * ( a00 *  a00 +  a10 *  a10) / radiusSq;
164     }
165 
166     /**
167      * Return a Raster containing the colors generated for the graphics
168      * operation.
169      *
170      * @param x,y,w,h the area in device space for which colors are
171      * generated.
172      */
fillRaster(int pixels[], int off, int adjust, int x, int y, int w, int h)173     protected void fillRaster(int pixels[], int off, int adjust,
174                               int x, int y, int w, int h)
175     {
176         if (isSimpleFocus && isNonCyclic && isSimpleLookup) {
177             simpleNonCyclicFillRaster(pixels, off, adjust, x, y, w, h);
178         } else {
179             cyclicCircularGradientFillRaster(pixels, off, adjust, x, y, w, h);
180         }
181     }
182 
183     /**
184      * This code works in the simplest of cases, where the focus == center
185      * point, the gradient is noncyclic, and the gradient lookup method is
186      * fast (single array index, no conversion necessary).
187      */
simpleNonCyclicFillRaster(int pixels[], int off, int adjust, int x, int y, int w, int h)188     private void simpleNonCyclicFillRaster(int pixels[], int off, int adjust,
189                                            int x, int y, int w, int h)
190     {
191         /* We calculate sqrt(X^2 + Y^2) relative to the radius
192          * size to get the fraction for the color to use.
193          *
194          * Each step along the scanline adds (a00, a10) to (X, Y).
195          * If we precalculate:
196          *   gRel = X^2+Y^2
197          * for the start of the row, then for each step we need to
198          * calculate:
199          *   gRel' = (X+a00)^2 + (Y+a10)^2
200          *         = X^2 + 2*X*a00 + a00^2 + Y^2 + 2*Y*a10 + a10^2
201          *         = (X^2+Y^2) + 2*(X*a00+Y*a10) + (a00^2+a10^2)
202          *         = gRel + 2*(X*a00+Y*a10) + (a00^2+a10^2)
203          *         = gRel + 2*DP + SD
204          * (where DP = dot product between X,Y and a00,a10
205          *  and   SD = dot product square of the delta vector)
206          * For the step after that we get:
207          *   gRel'' = (X+2*a00)^2 + (Y+2*a10)^2
208          *          = X^2 + 4*X*a00 + 4*a00^2 + Y^2 + 4*Y*a10 + 4*a10^2
209          *          = (X^2+Y^2) + 4*(X*a00+Y*a10) + 4*(a00^2+a10^2)
210          *          = gRel  + 4*DP + 4*SD
211          *          = gRel' + 2*DP + 3*SD
212          * The increment changed by:
213          *     (gRel'' - gRel') - (gRel' - gRel)
214          *   = (2*DP + 3*SD) - (2*DP + SD)
215          *   = 2*SD
216          * Note that this value depends only on the (inverse of the)
217          * transformation matrix and so is a constant for the loop.
218          * To make this all relative to the unit circle, we need to
219          * divide all values as follows:
220          *   [XY] /= radius
221          *   gRel /= radiusSq
222          *   DP   /= radiusSq
223          *   SD   /= radiusSq
224          */
225         // coordinates of UL corner in "user space" relative to center
226         float rowX = (a00*x) + (a01*y) + constA;
227         float rowY = (a10*x) + (a11*y) + constB;
228 
229         // second order delta calculated in constructor
230         float gDeltaDelta = this.gDeltaDelta;
231 
232         // adjust is (scan-w) of pixels array, we need (scan)
233         adjust += w;
234 
235         // rgb of the 1.0 color used when the distance exceeds gradient radius
236         int rgbclip = gradient[fastGradientArraySize];
237 
238         for (int j = 0; j < h; j++) {
239             // these values depend on the coordinates of the start of the row
240             float gRel   =      (rowX * rowX + rowY * rowY) / radiusSq;
241             float gDelta = (2 * ( a00 * rowX +  a10 * rowY) / radiusSq +
242                             gDeltaDelta/2);
243 
244             /* Use optimized loops for any cases where gRel >= 1.
245              * We do not need to calculate sqrt(gRel) for these
246              * values since sqrt(N>=1) == (M>=1).
247              * Note that gRel follows a parabola which can only be < 1
248              * for a small region around the center on each scanline. In
249              * particular:
250              *   gDeltaDelta is always positive
251              *   gDelta is <0 until it crosses the midpoint, then >0
252              * To the left and right of that region, it will always be
253              * >=1 out to infinity, so we can process the line in 3
254              * regions:
255              *   out to the left  - quick fill until gRel < 1, updating gRel
256              *   in the heart     - slow fraction=sqrt fill while gRel < 1
257              *   out to the right - quick fill rest of scanline, ignore gRel
258              */
259             int i = 0;
260             // Quick fill for "out to the left"
261             while (i < w && gRel >= 1.0f) {
262                 pixels[off + i] = rgbclip;
263                 gRel += gDelta;
264                 gDelta += gDeltaDelta;
265                 i++;
266             }
267             // Slow fill for "in the heart"
268             while (i < w && gRel < 1.0f) {
269                 int gIndex;
270 
271                 if (gRel <= 0) {
272                     gIndex = 0;
273                 } else {
274                     float fIndex = gRel * SQRT_LUT_SIZE;
275                     int iIndex = (int) (fIndex);
276                     float s0 = sqrtLut[iIndex];
277                     float s1 = sqrtLut[iIndex+1] - s0;
278                     fIndex = s0 + (fIndex - iIndex) * s1;
279                     gIndex = (int) (fIndex * fastGradientArraySize);
280                 }
281 
282                 // store the color at this point
283                 pixels[off + i] = gradient[gIndex];
284 
285                 // incremental calculation
286                 gRel += gDelta;
287                 gDelta += gDeltaDelta;
288                 i++;
289             }
290             // Quick fill to end of line for "out to the right"
291             while (i < w) {
292                 pixels[off + i] = rgbclip;
293                 i++;
294             }
295 
296             off += adjust;
297             rowX += a01;
298             rowY += a11;
299         }
300     }
301 
302     // SQRT_LUT_SIZE must be a power of 2 for the test above to work.
303     private static final int SQRT_LUT_SIZE = (1 << 11);
304     private static float sqrtLut[] = new float[SQRT_LUT_SIZE+1];
305     static {
306         for (int i = 0; i < sqrtLut.length; i++) {
307             sqrtLut[i] = (float) Math.sqrt(i / ((float) SQRT_LUT_SIZE));
308         }
309     }
310 
311     /**
312      * Fill the raster, cycling the gradient colors when a point falls outside
313      * of the perimeter of the 100% stop circle.
314      *
315      * This calculation first computes the intersection point of the line
316      * from the focus through the current point in the raster, and the
317      * perimeter of the gradient circle.
318      *
319      * Then it determines the percentage distance of the current point along
320      * that line (focus is 0%, perimeter is 100%).
321      *
322      * Equation of a circle centered at (a,b) with radius r:
323      *     (x-a)^2 + (y-b)^2 = r^2
324      * Equation of a line with slope m and y-intercept b:
325      *     y = mx + b
326      * Replacing y in the circle equation and solving using the quadratic
327      * formula produces the following set of equations.  Constant factors have
328      * been extracted out of the inner loop.
329      */
cyclicCircularGradientFillRaster(int pixels[], int off, int adjust, int x, int y, int w, int h)330     private void cyclicCircularGradientFillRaster(int pixels[], int off,
331                                                   int adjust,
332                                                   int x, int y,
333                                                   int w, int h)
334     {
335         // constant part of the C factor of the quadratic equation
336         final double constC =
337             -radiusSq + (centerX * centerX) + (centerY * centerY);
338 
339         // coefficients of the quadratic equation (Ax^2 + Bx + C = 0)
340         double A, B, C;
341 
342         // slope and y-intercept of the focus-perimeter line
343         double slope, yintcpt;
344 
345         // intersection with circle X,Y coordinate
346         double solutionX, solutionY;
347 
348         // constant parts of X, Y coordinates
349         final float constX = (a00*x) + (a01*y) + a02;
350         final float constY = (a10*x) + (a11*y) + a12;
351 
352         // constants in inner loop quadratic formula
353         final float precalc2 =  2 * centerY;
354         final float precalc3 = -2 * centerX;
355 
356         // value between 0 and 1 specifying position in the gradient
357         float g;
358 
359         // determinant of quadratic formula (should always be > 0)
360         float det;
361 
362         // sq distance from the current point to focus
363         float currentToFocusSq;
364 
365         // sq distance from the intersect point to focus
366         float intersectToFocusSq;
367 
368         // temp variables for change in X,Y squared
369         float deltaXSq, deltaYSq;
370 
371         // used to index pixels array
372         int indexer = off;
373 
374         // incremental index change for pixels array
375         int pixInc = w+adjust;
376 
377         // for every row
378         for (int j = 0; j < h; j++) {
379 
380             // user space point; these are constant from column to column
381             float X = (a01*j) + constX;
382             float Y = (a11*j) + constY;
383 
384             // for every column (inner loop begins here)
385             for (int i = 0; i < w; i++) {
386 
387                 if (X == focusX) {
388                     // special case to avoid divide by zero
389                     solutionX = focusX;
390                     solutionY = centerY;
391                     solutionY += (Y > focusY) ? trivial : -trivial;
392                 } else {
393                     // slope and y-intercept of the focus-perimeter line
394                     slope = (Y - focusY) / (X - focusX);
395                     yintcpt = Y - (slope * X);
396 
397                     // use the quadratic formula to calculate the
398                     // intersection point
399                     A = (slope * slope) + 1;
400                     B = precalc3 + (-2 * slope * (centerY - yintcpt));
401                     C = constC + (yintcpt* (yintcpt - precalc2));
402 
403                     det = (float)Math.sqrt((B * B) - (4 * A * C));
404                     solutionX = -B;
405 
406                     // choose the positive or negative root depending
407                     // on where the X coord lies with respect to the focus
408                     solutionX += (X < focusX)? -det : det;
409                     solutionX = solutionX / (2 * A); // divisor
410                     solutionY = (slope * solutionX) + yintcpt;
411                 }
412 
413                 // Calculate the square of the distance from the current point
414                 // to the focus and the square of the distance from the
415                 // intersection point to the focus. Want the squares so we can
416                 // do 1 square root after division instead of 2 before.
417 
418                 deltaXSq = X - focusX;
419                 deltaXSq = deltaXSq * deltaXSq;
420 
421                 deltaYSq = Y - focusY;
422                 deltaYSq = deltaYSq * deltaYSq;
423 
424                 currentToFocusSq = deltaXSq + deltaYSq;
425 
426                 deltaXSq = (float)solutionX - focusX;
427                 deltaXSq = deltaXSq * deltaXSq;
428 
429                 deltaYSq = (float)solutionY - focusY;
430                 deltaYSq = deltaYSq * deltaYSq;
431 
432                 intersectToFocusSq = deltaXSq + deltaYSq;
433 
434                 // get the percentage (0-1) of the current point along the
435                 // focus-circumference line
436                 g = (float)Math.sqrt(currentToFocusSq / intersectToFocusSq);
437 
438                 // store the color at this point
439                 pixels[indexer + i] = indexIntoGradientsArrays(g);
440 
441                 // incremental change in X, Y
442                 X += a00;
443                 Y += a10;
444             } //end inner loop
445 
446             indexer += pixInc;
447         } //end outer loop
448     }
449 }
450