Beispiel #1
0
        private MemoryStream GetBitmapAsStream(WIC.Bitmap wicBitmap)
        {
            int width  = wicBitmap.Size.Width;
            int height = wicBitmap.Size.Height;
            var ms     = new MemoryStream();

            using (var stream = new WIC.WICStream(
                       this.WicFactory,
                       ms))
            {
                using (var encoder = new WIC.PngBitmapEncoder(WicFactory))
                {
                    encoder.Initialize(stream);

                    using (var frameEncoder = new WIC.BitmapFrameEncode(encoder))
                    {
                        frameEncoder.Initialize();

                        frameEncoder.SetSize(width, height);
                        var format = WIC.PixelFormat.Format32bppBGRA;
                        frameEncoder.SetPixelFormat(ref format);
                        frameEncoder.WriteSource(wicBitmap);
                        frameEncoder.Commit();
                    }

                    encoder.Commit();
                }
            }

            ms.Position = 0;
            return(ms);
        }
        public void SaveAsPng(System.IO.Stream stream)
        {
            using (var encoder = new WIC.PngBitmapEncoder(factories.WICFactory, stream)) {
                using (var bitmapFrameEncode = new WIC.BitmapFrameEncode(encoder)) {
                    bitmapFrameEncode.Initialize();
                    var size = bmp.Size;
                    bitmapFrameEncode.SetSize(size.Width, size.Height);
                    var pf = bmp.PixelFormat;
                    bitmapFrameEncode.SetPixelFormat(ref pf);

                    bitmapFrameEncode.WriteSource(bmp);

                    bitmapFrameEncode.Commit();
                    encoder.Commit();
                }
            }
        }
Beispiel #3
0
        public override void WriteToStream(Stream stream)
        {
            if (_contextOpen)
            {
                _deviceContext.EndDraw();
                _contextOpen = false;
            }

            // use the appropriate overload to write either to stream or to a file
            using (var wicStream = new wic.WICStream(DXGraphicsService.FactoryImaging, stream))
            {
                // select the image encoding format HERE
                using (var vEncoder = new wic.PngBitmapEncoder(DXGraphicsService.FactoryImaging))
                {
                    WriteToEncoder(vEncoder, wicStream);
                }
            }
        }
Beispiel #4
0
        internal CCTexture2D CreateTextSprite(string text, CCFontDefinition textDefinition)
        {
            if (string.IsNullOrEmpty(text))
                return new CCTexture2D();

            int imageWidth;
            int imageHeight;
            var textDef = textDefinition;
            var contentScaleFactorWidth = CCLabel.DefaultTexelToContentSizeRatios.Width;
            var contentScaleFactorHeight = CCLabel.DefaultTexelToContentSizeRatios.Height;
            textDef.FontSize *= contentScaleFactorWidth;
            textDef.Dimensions.Width *= contentScaleFactorWidth;
            textDef.Dimensions.Height *= contentScaleFactorHeight;

            var font = CreateFont(textDef.FontName, textDef.FontSize);
            if (font == null)
            {
                CCLog.Log("Can not create font {0} with size {1}.", textDef.FontName, textDef.FontSize);
                return new CCTexture2D();
            }


            var _currentFontSizeEm = textDef.FontSize;
            var _currentDIP = ConvertPointSizeToDIP(_currentFontSizeEm);

            // color
            var foregroundColor = Color4.White;

            // alignment
            var horizontalAlignment = textDef.Alignment;
            var verticleAlignement = textDef.LineAlignment;

            var textAlign = (CCTextAlignment.Right == horizontalAlignment) ? TextAlignment.Trailing
                : (CCTextAlignment.Center == horizontalAlignment) ? TextAlignment.Center
                : TextAlignment.Leading;

            var paragraphAlign = (CCVerticalTextAlignment.Bottom == vertAlignment) ? ParagraphAlignment.Far
                : (CCVerticalTextAlignment.Center == vertAlignment) ? ParagraphAlignment.Center
                : ParagraphAlignment.Near;

            // LineBreak
            var lineBreak = (CCLabelLineBreak.Character == textDef.LineBreak) ? WordWrapping.Wrap
                : (CCLabelLineBreak.Word == textDef.LineBreak) ? WordWrapping.Wrap
                : WordWrapping.NoWrap;

            // LineBreak
            // TODO: Find a way to specify the type of line breaking if possible.

            var dimensions = new CCSize(textDef.Dimensions.Width, textDef.Dimensions.Height);

            var layoutAvailable = true;
            if (dimensions.Width <= 0)
            {
                dimensions.Width = 8388608;
                layoutAvailable = false;
            }

            if (dimensions.Height <= 0)
            {
                dimensions.Height = 8388608;
                layoutAvailable = false;
            }

            var fontName = font.FontFamily.FamilyNames.GetString(0);
            var textFormat = new TextFormat(FactoryDWrite, fontName,
                _currentFontCollection, FontWeight.Regular, FontStyle.Normal, FontStretch.Normal, _currentDIP);

            textFormat.TextAlignment = textAlign;
            textFormat.ParagraphAlignment = paragraphAlign;

            var textLayout = new TextLayout(FactoryDWrite, text, textFormat, dimensions.Width, dimensions.Height);

            var boundingRect = new RectangleF();

            // Loop through all the lines so we can find our drawing offsets
            var textMetrics = textLayout.Metrics;
            var lineCount = textMetrics.LineCount;

            // early out if something went wrong somewhere and nothing is to be drawn
            if (lineCount == 0)
                return new CCTexture2D();

            // Fill out the bounding rect width and height so we can calculate the yOffset later if needed
            boundingRect.X = 0; 
            boundingRect.Y = 0; 
            boundingRect.Width = textMetrics.Width;
            boundingRect.Height = textMetrics.Height;

            if (!layoutAvailable)
            {
                if (dimensions.Width == 8388608)
                {
                    dimensions.Width = boundingRect.Width;
                }
                if (dimensions.Height == 8388608)
                {
                    dimensions.Height = boundingRect.Height;
                }
            }

            imageWidth = (int)dimensions.Width;
            imageHeight = (int)dimensions.Height;

            // Recreate our layout based on calculated dimensions so that we can draw the text correctly
            // in our image when Alignment is not Left.
            if (textAlign != TextAlignment.Leading)
            {
                textLayout.MaxWidth = dimensions.Width;
                textLayout.MaxHeight = dimensions.Height;
            }

            // Line alignment
            var yOffset = (CCVerticalTextAlignment.Bottom == verticleAlignement
                || boundingRect.Bottom >= dimensions.Height) ? dimensions.Height - boundingRect.Bottom  // align to bottom
                : (CCVerticalTextAlignment.Top == verticleAlignement) ? 0                    // align to top
                : (imageHeight - boundingRect.Bottom) * 0.5f;                                   // align to center


            SharpDX.WIC.Bitmap sharpBitmap = null;
            WicRenderTarget sharpRenderTarget = null;
            SolidColorBrush solidBrush = null;

            try
            {
                // Select our pixel format
                var pixelFormat = SharpDX.WIC.PixelFormat.Format32bppPRGBA;

                // create our backing bitmap
                sharpBitmap = new SharpDX.WIC.Bitmap(FactoryImaging, imageWidth, imageHeight, pixelFormat, BitmapCreateCacheOption.CacheOnLoad);

                // Create the render target that we will draw to
                sharpRenderTarget = new WicRenderTarget(Factory2D, sharpBitmap, new RenderTargetProperties());
                // Create our brush to actually draw with
                solidBrush = new SolidColorBrush(sharpRenderTarget, foregroundColor);

                // Begin the drawing
                sharpRenderTarget.BeginDraw();

                if (textDefinition.isShouldAntialias)
                    sharpRenderTarget.AntialiasMode = AntialiasMode.Aliased;

                // Clear it
                sharpRenderTarget.Clear(TransparentColor);

                // Draw the text to the bitmap
                sharpRenderTarget.DrawTextLayout(new Vector2(boundingRect.X, yOffset), textLayout, solidBrush);

                // End our drawing which will commit the rendertarget to the bitmap
                sharpRenderTarget.EndDraw();

                // Debugging purposes
                //var s = "Label4";
                //SaveToFile(@"C:\Xamarin\" + s + ".png", _bitmap, _renderTarget);

                // The following code creates a .png stream in memory of our Bitmap and uses it to create our Textue2D
                Texture2D tex = null;

                using (var memStream = new MemoryStream())
                {
                    using (var encoder = new PngBitmapEncoder(FactoryImaging, memStream))
                    using (var frameEncoder = new BitmapFrameEncode(encoder))
                    {
                        frameEncoder.Initialize();
                        frameEncoder.WriteSource(sharpBitmap);
                        frameEncoder.Commit();
                        encoder.Commit();
                    }
                    // Create the Texture2D from the png stream
                    tex = Texture2D.FromStream(CCDrawManager.SharedDrawManager.XnaGraphicsDevice, memStream);
                }

                // Return our new CCTexture2D created from the Texture2D which will have our text drawn on it.
                return new CCTexture2D(tex);
            }
            catch (Exception exc)
            {
                CCLog.Log("CCLabel-Windows: Unable to create the backing image of our text.  Message: {0}", exc.StackTrace);
            }
            finally
            {
                if (sharpBitmap != null)
                {
                    sharpBitmap.Dispose();
                    sharpBitmap = null;
                }

                if (sharpRenderTarget != null)
                {
                    sharpRenderTarget.Dispose();
                    sharpRenderTarget = null;
                }

                if (solidBrush != null)
                {
                    solidBrush.Dispose();
                    solidBrush = null;
                }

                if (textFormat != null)
                {
                    textFormat.Dispose();
                    textFormat = null;
                }

                if (textLayout != null)
                {
                    textLayout.Dispose();
                    textLayout = null;
                }
            }

            // If we have reached here then something has gone wrong.
            return new CCTexture2D();
        }
Beispiel #5
0
        public void Save(string fileName)
        {
            if (Path.GetExtension(fileName) != ".png")
            {
                // Yeah, we need to support other formats.
                throw new NotSupportedException("Use PNG, stoopid.");
            }

            using (FileStream s = new FileStream(fileName, FileMode.Create))
            {
                PngBitmapEncoder encoder = new PngBitmapEncoder(this.factory);
                encoder.Initialize(s);

                BitmapFrameEncode frame = new BitmapFrameEncode(encoder);
                frame.Initialize();
                frame.WriteSource(this.WicImpl);
                frame.Commit();
                encoder.Commit();
            }
        }
Beispiel #6
0
        static void Main()
        {
            // input and output files are supposed to be in the program folder
            var inputPath  = "Input.png";
            var outputPath = "Output.png";

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // INITIALIZATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            // initialize the D3D device which will allow to render to image any graphics - 3D or 2D
            var defaultDevice = new SharpDX.Direct3D11.Device(SharpDX.Direct3D.DriverType.Hardware,
                                                              d3d.DeviceCreationFlags.VideoSupport
                                                              | d3d.DeviceCreationFlags.BgraSupport
                                                              | d3d.DeviceCreationFlags.Debug); // take out the Debug flag for better performance

            var d3dDevice  = defaultDevice.QueryInterface <d3d.Device1>();                      // get a reference to the Direct3D 11.1 device
            var dxgiDevice = d3dDevice.QueryInterface <dxgi.Device>();                          // get a reference to DXGI device

            var d2dDevice = new d2.Device(dxgiDevice);                                          // initialize the D2D device

            var imagingFactory = new wic.ImagingFactory2();                                     // initialize the WIC factory

            // initialize the DeviceContext - it will be the D2D render target and will allow all rendering operations
            var d2dContext = new d2.DeviceContext(d2dDevice, d2.DeviceContextOptions.None);

            var dwFactory = new dw.Factory();

            // specify a pixel format that is supported by both D2D and WIC
            var d2PixelFormat = new d2.PixelFormat(dxgi.Format.R8G8B8A8_UNorm, d2.AlphaMode.Premultiplied);
            // if in D2D was specified an R-G-B-A format - use the same for wic
            var wicPixelFormat = wic.PixelFormat.Format32bppPRGBA;

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // IMAGE LOADING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            var decoder     = new wic.PngBitmapDecoder(imagingFactory);                            // we will load a PNG image
            var inputStream = new wic.WICStream(imagingFactory, inputPath, NativeFileAccess.Read); // open the image file for reading

            decoder.Initialize(inputStream, wic.DecodeOptions.CacheOnLoad);

            // decode the loaded image to a format that can be consumed by D2D
            var formatConverter = new wic.FormatConverter(imagingFactory);

            formatConverter.Initialize(decoder.GetFrame(0), wicPixelFormat);

            // load the base image into a D2D Bitmap
            //var inputBitmap = d2.Bitmap1.FromWicBitmap(d2dContext, formatConverter, new d2.BitmapProperties1(d2PixelFormat));

            // store the image size - output will be of the same size
            var inputImageSize = formatConverter.Size;
            var pixelWidth     = inputImageSize.Width;
            var pixelHeight    = inputImageSize.Height;

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // EFFECT SETUP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            // Effect 1 : BitmapSource - take decoded image data and get a BitmapSource from it
            var bitmapSourceEffect = new d2.Effects.BitmapSource(d2dContext);

            bitmapSourceEffect.WicBitmapSource = formatConverter;

            // Effect 2 : GaussianBlur - give the bitmapsource a gaussian blurred effect
            var gaussianBlurEffect = new d2.Effects.GaussianBlur(d2dContext);

            gaussianBlurEffect.SetInput(0, bitmapSourceEffect.Output, true);
            gaussianBlurEffect.StandardDeviation = 5f;

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // OVERLAY TEXT SETUP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            var textFormat = new dw.TextFormat(dwFactory, "Arial", 15f); // create the text format of specified font configuration

            // draw a long text to show the automatic line wrapping
            var textToDraw = "Some long text to show the drawing of preformatted "
                             + "glyphs using DirectWrite on the Direct2D surface."
                             + " Notice the automatic wrapping of line if it exceeds desired width.";

            // create the text layout - this improves the drawing performance for static text
            // as the glyph positions are precalculated
            var textLayout = new dw.TextLayout(dwFactory, textToDraw, textFormat, 300f, 1000f);

            var textBrush = new d2.SolidColorBrush(d2dContext, Color.LightGreen);

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // RENDER TARGET SETUP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            // create the d2d bitmap description using default flags (from SharpDX samples) and 96 DPI
            var d2dBitmapProps = new d2.BitmapProperties1(d2PixelFormat, 96, 96, d2.BitmapOptions.Target | d2.BitmapOptions.CannotDraw);

            // the render target
            var d2dRenderTarget = new d2.Bitmap1(d2dContext, new Size2(pixelWidth, pixelHeight), d2dBitmapProps);

            d2dContext.Target = d2dRenderTarget; // associate bitmap with the d2d context

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // DRAWING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            // slow preparations - fast drawing:
            d2dContext.BeginDraw();
            d2dContext.DrawImage(gaussianBlurEffect);
            d2dContext.DrawTextLayout(new Vector2(5f, 5f), textLayout, textBrush);
            d2dContext.EndDraw();

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // IMAGE SAVING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            // delete the output file if it already exists
            if (System.IO.File.Exists(outputPath))
            {
                System.IO.File.Delete(outputPath);
            }

            // use the appropiate overload to write either to stream or to a file
            var stream = new wic.WICStream(imagingFactory, outputPath, NativeFileAccess.Write);

            // select the image encoding format HERE
            var encoder = new wic.PngBitmapEncoder(imagingFactory);

            encoder.Initialize(stream);

            var bitmapFrameEncode = new wic.BitmapFrameEncode(encoder);

            bitmapFrameEncode.Initialize();
            bitmapFrameEncode.SetSize(pixelWidth, pixelHeight);
            bitmapFrameEncode.SetPixelFormat(ref wicPixelFormat);

            // this is the trick to write D2D1 bitmap to WIC
            var imageEncoder = new wic.ImageEncoder(imagingFactory, d2dDevice);

            imageEncoder.WriteFrame(d2dRenderTarget, bitmapFrameEncode, new wic.ImageParameters(d2PixelFormat, 96, 96, 0, 0, pixelWidth, pixelHeight));

            bitmapFrameEncode.Commit();
            encoder.Commit();

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // CLEANUP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            // dispose everything and free used resources

            bitmapFrameEncode.Dispose();
            encoder.Dispose();
            stream.Dispose();
            textBrush.Dispose();
            textLayout.Dispose();
            textFormat.Dispose();
            formatConverter.Dispose();
            gaussianBlurEffect.Dispose();
            bitmapSourceEffect.Dispose();
            d2dRenderTarget.Dispose();
            inputStream.Dispose();
            decoder.Dispose();
            d2dContext.Dispose();
            dwFactory.Dispose();
            imagingFactory.Dispose();
            d2dDevice.Dispose();
            dxgiDevice.Dispose();
            d3dDevice.Dispose();
            defaultDevice.Dispose();

            // show the result
            System.Diagnostics.Process.Start(outputPath);
        }
Beispiel #7
0
        private static void Save(IResource res, Stream stream, ImageFileFormat fmt)
        {
            var texture = res.Resource as Texture2D;
            var textureCopy = new Texture2D(MyRender11.Device, new Texture2DDescription
            {
                Width = (int)texture.Description.Width,
                Height = (int)texture.Description.Height,
                MipLevels = 1,
                ArraySize = 1,
                Format = texture.Description.Format,
                Usage = ResourceUsage.Staging,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                BindFlags = BindFlags.None,
                CpuAccessFlags = CpuAccessFlags.Read,
                OptionFlags = ResourceOptionFlags.None
            });
            RC.CopyResource(res, textureCopy);

            DataStream dataStream;
            var dataBox = RC.MapSubresource(
                textureCopy,
                0,
                0,
                MapMode.Read,
                MapFlags.None,
                out dataStream);

            var dataRectangle = new DataRectangle
            {
                DataPointer = dataStream.DataPointer,
                Pitch = dataBox.RowPitch
            };

            var bitmap = new Bitmap(
                MyRender11.WIC,
                textureCopy.Description.Width,
                textureCopy.Description.Height,
                PixelFormatFromFormat(textureCopy.Description.Format), // TODO: should use some conversion from textureCopy.Description.Format
                dataRectangle);

            using (var wicStream = new WICStream(MyRender11.WIC, stream))
            {
                BitmapEncoder bitmapEncoder;
                switch (fmt)
                {
                    case ImageFileFormat.Png:
                        bitmapEncoder = new PngBitmapEncoder(MyRender11.WIC, wicStream);
                        break;
                    case ImageFileFormat.Jpg:
                        bitmapEncoder = new JpegBitmapEncoder(MyRender11.WIC, wicStream);
                        break;
                    case ImageFileFormat.Bmp:
                        bitmapEncoder = new BmpBitmapEncoder(MyRender11.WIC, wicStream);
                        break;
                    default:
                        MyRenderProxy.Assert(false, "Unsupported file format.");
                        bitmapEncoder = null;
                        break;
                }
                if (bitmapEncoder != null)
                {
                    using (var bitmapFrameEncode = new BitmapFrameEncode(bitmapEncoder))
                    {
                        bitmapFrameEncode.Initialize();
                        bitmapFrameEncode.SetSize(bitmap.Size.Width, bitmap.Size.Height);
                        var pixelFormat = PixelFormat.FormatDontCare;
                        bitmapFrameEncode.SetPixelFormat(ref pixelFormat);
                        bitmapFrameEncode.WriteSource(bitmap);
                        bitmapFrameEncode.Commit();
                        bitmapEncoder.Commit();
                    }
                    bitmapEncoder.Dispose();
                }
            }

            RC.UnmapSubresource(textureCopy, 0);
            textureCopy.Dispose();
            bitmap.Dispose();
        }
Beispiel #8
0
        public static byte[] CreatePngImage(int width, int height, string text,
                                            float fontSize         = 30.0f,
                                            string font            = "Times New Roman",
                                            int lineCount          = 5,
                                            bool rotation          = false,
                                            float turbulenceAmount = 60.0f)
        {
            using (var wic = new WIC.ImagingFactory2())
                using (var d2d = new D2D.Factory())
                    using (var wicBitmap = new WIC.Bitmap(wic, width, height, WIC.PixelFormat.Format32bppPBGRA, WIC.BitmapCreateCacheOption.CacheOnDemand))
                        using (var target = new D2D.WicRenderTarget(d2d, wicBitmap, new D2D.RenderTargetProperties()))
                            using (var dwriteFactory = new DWrite.Factory())
                                using (var brush = new D2D.SolidColorBrush(target, Color.Yellow))
                                    using (var encoder = new WIC.PngBitmapEncoder(wic))

                                        using (var ms = new MemoryStream())
                                            using (var dc = target.QueryInterface <D2D.DeviceContext>())
                                                using (var bmpLayer = new D2D.Bitmap1(dc, target.PixelSize,
                                                                                      new D2D.BitmapProperties1(new D2D.PixelFormat(SharpDX.DXGI.Format.B8G8R8A8_UNorm, D2D.AlphaMode.Premultiplied),
                                                                                                                d2d.DesktopDpi.Width, d2d.DesktopDpi.Height,
                                                                                                                D2D.BitmapOptions.Target)))
                                                {
                                                    var r = new Random();
                                                    encoder.Initialize(ms);

                                                    D2D.Image oldTarget = dc.Target;

                                                    {
                                                        dc.Target = bmpLayer;
                                                        dc.BeginDraw();
                                                        var textFormat = new DWrite.TextFormat(dwriteFactory, font, fontSize);
                                                        for (int charIndex = 0; charIndex < text.Length; ++charIndex)
                                                        {
                                                            using (var layout = new DWrite.TextLayout(dwriteFactory, text[charIndex].ToString(), textFormat, float.MaxValue, float.MaxValue))
                                                            {
                                                                var layoutSize = new Vector2(layout.Metrics.Width, layout.Metrics.Height);
                                                                using (var b2 = new D2D.LinearGradientBrush(dc, new D2D.LinearGradientBrushProperties
                                                                {
                                                                    StartPoint = Vector2.Zero,
                                                                    EndPoint = layoutSize,
                                                                }, new D2D.GradientStopCollection(dc, new[]
                                                                {
                                                                    new D2D.GradientStop {
                                                                        Position = 0.0f, Color = ColorFromHsl(r.NextFloat(0, 1), 1.0f, 0.8f)
                                                                    },
                                                                    new D2D.GradientStop {
                                                                        Position = 1.0f, Color = ColorFromHsl(r.NextFloat(0, 1), 1.0f, 0.8f)
                                                                    },
                                                                })))
                                                                {
                                                                    var position = new Vector2(charIndex * width / text.Length, r.NextFloat(0, height - layout.Metrics.Height));
                                                                    dc.Transform =
                                                                        Matrix3x2.Translation(-layoutSize / 2) *
                                                                        Matrix3x2.Skew(r.NextFloat(0, 0.5f), r.NextFloat(0, 0.5f)) *
                                                                        (rotation ? Matrix3x2.Rotation(r.NextFloat(0, (float)(Math.PI * 2))) : Matrix3x2.Identity) *
                                                                        Matrix3x2.Translation(position + layoutSize / 2);
                                                                    dc.DrawTextLayout(Vector2.Zero, layout, b2);
                                                                }
                                                            }
                                                        }
                                                        for (var i = 0; i < lineCount; ++i)
                                                        {
                                                            target.Transform = Matrix3x2.Identity;
                                                            brush.Color      = ColorFromHsl(r.NextFloat(0, 1), 1.0f, 0.3f);
                                                            target.DrawLine(
                                                                r.NextVector2(Vector2.Zero, new Vector2(width, height)),
                                                                r.NextVector2(Vector2.Zero, new Vector2(width, height)),
                                                                brush, 3.0f);
                                                        }
                                                        target.EndDraw();
                                                    }

                                                    Color background = ColorFromHsl(r.NextFloat(0, 1), 1.0f, 0.3f);
                                                    {
                                                        dc.Target = null;
                                                        using (var displacement = new D2D.Effects.DisplacementMap(dc))
                                                        {
                                                            displacement.SetInput(0, bmpLayer, true);
                                                            displacement.Scale = turbulenceAmount;

                                                            var turbulence = new D2D.Effects.Turbulence(dc);
                                                            displacement.SetInputEffect(1, turbulence);

                                                            dc.Target = oldTarget;
                                                            dc.BeginDraw();
                                                            dc.Clear(background);
                                                            dc.DrawImage(displacement);
                                                            dc.EndDraw();

                                                            using (var frame = new WIC.BitmapFrameEncode(encoder))
                                                            {
                                                                frame.Initialize();
                                                                frame.SetSize(wicBitmap.Size.Width, wicBitmap.Size.Height);

                                                                var pixelFormat = wicBitmap.PixelFormat;
                                                                frame.SetPixelFormat(ref pixelFormat);
                                                                frame.WriteSource(wicBitmap);

                                                                frame.Commit();
                                                            }
                                                        }
                                                    }

                                                    encoder.Commit();
                                                    return(ms.ToArray());
                                                }
        }
        // Used for debugging purposes
        private void SaveToFile(string fileName, SharpDX.WIC.Bitmap _bitmap, RenderTarget _renderTarget)
        {

            using (var pStream = new WICStream(FactoryImaging, fileName, SharpDX.IO.NativeFileAccess.Write))
            {

                //var format = SharpDX.WIC.PixelFormat.Format32bppPRGBA;
                var format = SharpDX.WIC.PixelFormat.FormatDontCare;
                //// Use InitializeFromFilename to write to a file. If there is need to write inside the memory, use InitializeFromMemory. 
                var encodingFormat = BitmapEncoderGuids.Png;
                var encoder = new PngBitmapEncoder(FactoryImaging, pStream);

                // Create a Frame encoder
                var pFrameEncode = new BitmapFrameEncode(encoder);
                pFrameEncode.Initialize();

                pFrameEncode.SetSize((int)_renderTarget.Size.Width, (int)_renderTarget.Size.Height);

                pFrameEncode.SetPixelFormat(ref format);

                pFrameEncode.WriteSource(_bitmap);

                pFrameEncode.Commit();

                encoder.Commit();

            }
        }
Beispiel #10
0
		/// <summary>
		/// Saves a texture to a stream as an image.
		/// </summary>
		/// <param name="texture">The texture to save.</param>
		/// <param name="imageFormat">The image format of the saved image.</param>
		/// <param name="imageResolutionInDpi">The image resolution in dpi.</param>
		/// <param name="toStream">The stream to save the texture to.</param>
		public static void SaveToStream(this Texture2D texture, System.Drawing.Imaging.ImageFormat imageFormat, double imageResolutionInDpi, System.IO.Stream toStream)
		{
			Texture2D textureCopy = null;
			ImagingFactory imagingFactory = null;
			Bitmap bitmap = null;
			BitmapEncoder bitmapEncoder = null;

			try
			{
				textureCopy = new Texture2D(texture.Device, new Texture2DDescription
				{
					Width = (int)texture.Description.Width,
					Height = (int)texture.Description.Height,
					MipLevels = 1,
					ArraySize = 1,
					Format = texture.Description.Format,
					Usage = ResourceUsage.Staging,
					SampleDescription = new SampleDescription(1, 0),
					BindFlags = BindFlags.None,
					CpuAccessFlags = CpuAccessFlags.Read,
					OptionFlags = ResourceOptionFlags.None
				});

				texture.Device.CopyResource(texture, textureCopy);

				DataRectangle dataRectangle = textureCopy.Map(0, MapMode.Read, SharpDX.Direct3D10.MapFlags.None);

				imagingFactory = new ImagingFactory();
				bitmap = new Bitmap(
						imagingFactory,
						textureCopy.Description.Width,
						textureCopy.Description.Height,
						PixelFormat.Format32bppBGRA,
						dataRectangle);

				toStream.Position = 0;

				if (imageFormat == System.Drawing.Imaging.ImageFormat.Png)
					bitmapEncoder = new PngBitmapEncoder(imagingFactory, toStream);
				else if (imageFormat == System.Drawing.Imaging.ImageFormat.Bmp)
					bitmapEncoder = new BmpBitmapEncoder(imagingFactory, toStream);
				else if (imageFormat == System.Drawing.Imaging.ImageFormat.Gif)
					bitmapEncoder = new GifBitmapEncoder(imagingFactory, toStream);
				else if (imageFormat == System.Drawing.Imaging.ImageFormat.Jpeg)
					bitmapEncoder = new JpegBitmapEncoder(imagingFactory, toStream);
				else if (imageFormat == System.Drawing.Imaging.ImageFormat.Tiff)
					bitmapEncoder = new TiffBitmapEncoder(imagingFactory, toStream);
				else
					bitmapEncoder = new PngBitmapEncoder(imagingFactory, toStream);

				using (var bitmapFrameEncode = new BitmapFrameEncode(bitmapEncoder))
				{
					bitmapFrameEncode.Initialize();
					bitmapFrameEncode.SetSize(bitmap.Size.Width, bitmap.Size.Height);
					var pixelFormat = PixelFormat.FormatDontCare;
					bitmapFrameEncode.SetPixelFormat(ref pixelFormat);
					bitmapFrameEncode.SetResolution(imageResolutionInDpi, imageResolutionInDpi);
					bitmapFrameEncode.WriteSource(bitmap);
					bitmapFrameEncode.Commit();
					bitmapEncoder.Commit();
				}
			}
			finally
			{
				bitmapEncoder?.Dispose();
				textureCopy?.Unmap(0);
				textureCopy?.Dispose();
				bitmap?.Dispose();
				imagingFactory?.Dispose();
			}
		}
		/// <summary>
		/// 将 Direct2D 位图保存到文件中。
		/// </summary>
		/// <param name="image">要保存的位图。</param>
		/// <param name="fileName">要保存的文件名。</param>
		public void SaveBitmapToFile(Bitmap image, string fileName)
		{
			using (ImagingFactory2 factory = new ImagingFactory2())
			{
				using (WICStream stream = new WICStream(factory, fileName, NativeFileAccess.Write))
				{
					using (BitmapEncoder encoder = new PngBitmapEncoder(factory))
					{
						encoder.Initialize(stream);
						using (BitmapFrameEncode bitmapFrameEncode = new BitmapFrameEncode(encoder))
						{
							bitmapFrameEncode.Initialize();
							int width = image.PixelSize.Width;
							int height = image.PixelSize.Height;
							bitmapFrameEncode.SetSize(width, height);
							Guid wicPixelFormat = WICPixelFormat;
							bitmapFrameEncode.SetPixelFormat(ref wicPixelFormat);
							using (ImageEncoder imageEncoder = new ImageEncoder(factory, this.d2DDevice))
							{
								imageEncoder.WriteFrame(image, bitmapFrameEncode,
									new ImageParameters(D2PixelFormat, 96, 96, 0, 0, width, height));
								bitmapFrameEncode.Commit();
								encoder.Commit();
							}
						}
					}
				}
			}
		}
Beispiel #12
0
        public void Save(Stream stream)
        {
            PngBitmapEncoder encoder = new PngBitmapEncoder(_factory);
            encoder.Initialize(stream);

            BitmapFrameEncode frame = new BitmapFrameEncode(encoder);
            frame.Initialize();
            frame.WriteSource(WicImpl);
            frame.Commit();
            encoder.Commit();
        }
        // 
        // http://stackoverflow.com/questions/9151615/how-does-one-use-a-memory-stream-instead-of-files-when-rendering-direct2d-images
        // 
        // Identical to above SO question, except that we are rendering to MemoryStream because it was added to the API
        //
        private MemoryStream RenderStaticTextToBitmap()
        {
            var width = 400;
            var height = 100;
            var pixelFormat = WicPixelFormat.Format32bppBGR;

            var wicFactory = new ImagingFactory();
            var dddFactory = new SharpDX.Direct2D1.Factory();
            var dwFactory = new SharpDX.DirectWrite.Factory();

            var wicBitmap = new Bitmap(
                wicFactory,
                width,
                height,
                pixelFormat,
                BitmapCreateCacheOption.CacheOnLoad);

            var renderTargetProperties = new RenderTargetProperties(
                RenderTargetType.Default,
                new D2DPixelFormat(Format.Unknown, AlphaMode.Unknown),
                0,
                0,
                RenderTargetUsage.None,
                FeatureLevel.Level_DEFAULT);
            var renderTarget = new WicRenderTarget(
                dddFactory,
                wicBitmap,
                renderTargetProperties)
            {
                TextAntialiasMode = TextAntialiasMode.Cleartype
            };

            renderTarget.BeginDraw();

            var textFormat = new TextFormat(dwFactory, "Consolas", 48)
            {
                TextAlignment = SharpDX.DirectWrite.TextAlignment.Center,
                ParagraphAlignment = ParagraphAlignment.Center
            };
            var textBrush = new SharpDX.Direct2D1.SolidColorBrush(
                renderTarget,
                SharpDX.Colors.Blue);

            renderTarget.Clear(Colors.White);
            renderTarget.DrawText(
                "Hi, mom!",
                textFormat,
                new RectangleF(0, 0, width, height),
                textBrush);

            renderTarget.EndDraw();

            var ms = new MemoryStream();

            var stream = new WICStream(
                wicFactory,
                ms);

            var encoder = new PngBitmapEncoder(wicFactory);
            encoder.Initialize(stream);

            var frameEncoder = new BitmapFrameEncode(encoder);
            frameEncoder.Initialize();
            frameEncoder.SetSize(width, height);
            frameEncoder.PixelFormat = WicPixelFormat.FormatDontCare;
            frameEncoder.WriteSource(wicBitmap);
            frameEncoder.Commit();

            encoder.Commit();

            frameEncoder.Dispose();
            encoder.Dispose();
            stream.Dispose();

            ms.Position = 0;
            return ms;
        }
        private MemoryStream GetBitmapAsStream(WIC.Bitmap wicBitmap)
        {
            int width = wicBitmap.Size.Width;
            int height = wicBitmap.Size.Height;
            var ms = new MemoryStream();

            using (var stream = new WIC.WICStream(
                this.WicFactory,
                ms))
            {
                using (var encoder = new WIC.PngBitmapEncoder(WicFactory))
                {
                    encoder.Initialize(stream);

                    using (var frameEncoder = new WIC.BitmapFrameEncode(encoder))
                    {
                        frameEncoder.Initialize();

                        frameEncoder.SetSize(width, height);
                        var format = WIC.PixelFormat.Format32bppBGRA;
                        frameEncoder.SetPixelFormat(ref format);
                        frameEncoder.WriteSource(wicBitmap);
                        frameEncoder.Commit();
                    }

                    encoder.Commit();
                }
            }

            ms.Position = 0;
            return ms;
        }
        public MemoryStream RenderToPngStream(FrameworkElement fe)
        {
            var width = (int)Math.Ceiling(fe.ActualWidth);
            var height = (int)Math.Ceiling(fe.ActualHeight);

            // pixel format with transparency/alpha channel and RGB values premultiplied by alpha
            var pixelFormat = WIC.PixelFormat.Format32bppPRGBA;

            // pixel format without transparency, but one that works with Cleartype antialiasing
            //var pixelFormat = WicPixelFormat.Format32bppBGR;

            var wicBitmap = new WIC.Bitmap(
                this.WicFactory,
                width,
                height,
                pixelFormat,
                WIC.BitmapCreateCacheOption.CacheOnLoad);

            var renderTargetProperties = new D2D.RenderTargetProperties(
                D2D.RenderTargetType.Default,
                new D2D.PixelFormat(Format.R8G8B8A8_UNorm, D2D.AlphaMode.Premultiplied),
                //new D2DPixelFormat(Format.Unknown, AlphaMode.Unknown), // use this for non-alpha, cleartype antialiased text
                0,
                0,
                D2D.RenderTargetUsage.None,
                D2D.FeatureLevel.Level_DEFAULT);
            var renderTarget = new D2D.WicRenderTarget(
                this.D2DFactory,
                wicBitmap,
                renderTargetProperties)
            {
                //TextAntialiasMode = TextAntialiasMode.Cleartype // this only works with the pixel format with no alpha channel
                TextAntialiasMode = D2D.TextAntialiasMode.Grayscale // this is the best we can do for bitmaps with alpha channels
            };

            Compose(renderTarget, fe);
            // TODO: There is no need to encode the bitmap to PNG - we could just copy the texture pixel buffer to a WriteableBitmap pixel buffer.
            var ms = new MemoryStream();

            var stream = new WIC.WICStream(
                this.WicFactory,
                ms);

            var encoder = new WIC.PngBitmapEncoder(WicFactory);
            encoder.Initialize(stream);

            var frameEncoder = new WIC.BitmapFrameEncode(encoder);
            frameEncoder.Initialize();
            frameEncoder.SetSize(width, height);
            var format = WIC.PixelFormat.Format32bppBGRA;
            //var format = WicPixelFormat.FormatDontCare;
            frameEncoder.SetPixelFormat(ref format);
            frameEncoder.WriteSource(wicBitmap);
            frameEncoder.Commit();

            encoder.Commit();

            frameEncoder.Dispose();
            encoder.Dispose();
            stream.Dispose();

            ms.Position = 0;
            return ms;
        }
Beispiel #16
0
        public System.Drawing.Bitmap TextToBitmap(string text, out Size2F size, RawColor4 bgcolor, d2.TextAntialiasMode aamode, int maxWidth = 1000, int maxHeight = 1000)
        {
            var sz          = GetTextSize(text, maxWidth, maxHeight);
            int pixelWidth  = (int)(sz.Width * 2);
            int pixelHeight = (int)(sz.Height * 2);

            var d2dRenderTarget = new Bitmap1(d2dContext, new Size2(pixelWidth, pixelHeight), d2dBitmapProps);

            if (d2dContext.Target != null)
            {
                d2dContext.Target.Dispose();
            }
            d2dContext.Target = d2dRenderTarget; // associate bitmap with the d2d context

            // Draw Text
            TextLayout textLayout = new TextLayout(dwFactory, text, textFormat, pixelWidth, pixelHeight);

            //d2dContext.TextRenderingParams = new RenderingParams(dwFactory, 1, 0, 0, PixelGeometry.Flat, renderingMode);
            d2dContext.TextAntialiasMode = aamode;

            d2dContext.BeginDraw();
            d2dContext.Clear(bgcolor);
            d2dContext.DrawTextLayout(new RawVector2(0, 0), textLayout, textBrush, DrawTextOptions.EnableColorFont);
            d2dContext.EndDraw();

            size = new Size2F(textLayout.Metrics.Width, textLayout.Metrics.Height);

            textLayout.Dispose();

            // Copy to MemoryStream
            var stream  = new MemoryStream();
            var encoder = new wic.PngBitmapEncoder(imagingFactory);

            encoder.Initialize(stream);

            var bitmapFrameEncode = new wic.BitmapFrameEncode(encoder);

            bitmapFrameEncode.Initialize();
            bitmapFrameEncode.SetSize(pixelWidth, pixelHeight);
            bitmapFrameEncode.SetPixelFormat(ref wicPixelFormat);

            // this is the trick to write D2D1 bitmap to WIC
            var imageEncoder = new wic.ImageEncoder(imagingFactory, d2dDevice);
            var imageParam   = new wic.ImageParameters(d2PixelFormat, dpi, dpi, 0, 0, pixelWidth, pixelHeight);

            imageEncoder.WriteFrame(d2dRenderTarget, bitmapFrameEncode, imageParam);
            bitmapFrameEncode.Commit();
            encoder.Commit();

            imageEncoder.Dispose();
            encoder.Dispose();
            bitmapFrameEncode.Dispose();
            d2dRenderTarget.Dispose();

            // Convert To Bitmap
            byte[] data = stream.ToArray();
            stream.Seek(0, SeekOrigin.Begin);
            var bmp = new System.Drawing.Bitmap(stream);

            stream.Dispose();

            return(bmp);
        }
        public async Task<System.IO.MemoryStream> RenderLabelToStream(
            float imageWidth,
            float imageHeight,
            Color4 foregroundColor,
            Vector2 origin,
            TextLayout textLayout,
            float dpi = DEFAULT_DPI,
            SharpDX.DXGI.Format format = SharpDX.DXGI.Format.B8G8R8A8_UNorm,
            SharpDX.Direct2D1.AlphaMode alpha = AlphaMode.Premultiplied)
        {

            // Get stream
            var pngStream = new MemoryStream();

            using (var renderTarget = RenderLabel(
                imageWidth,
                imageHeight,
                foregroundColor,
                origin,
                textLayout,
                dpi,
                format,
                alpha))
            {

                pngStream.Position = 0;

                // Create a WIC outputstream
                using (var wicStream = new WICStream(FactoryImaging, pngStream))
                {

                    var size = renderTarget.PixelSize;

                    // Initialize a Png encoder with this stream
                    using (var wicBitmapEncoder = new PngBitmapEncoder(FactoryImaging, wicStream))
                    {

                        // Create a Frame encoder
                        using (var wicFrameEncoder = new BitmapFrameEncode(wicBitmapEncoder))
                        {
                            wicFrameEncoder.Initialize();

                            // Create image encoder
                            ImageEncoder wicImageEncoder;
                            ImagingFactory2 factory2 = new ImagingFactory2();
                            wicImageEncoder = new ImageEncoder(factory2, D2DDevice);


                            var imgParams = new ImageParameters();
                            imgParams.PixelFormat =
                                new SharpDX.Direct2D1.PixelFormat(SharpDX.DXGI.Format.B8G8R8A8_UNorm,
                                                                    AlphaMode.Premultiplied);

                            imgParams.PixelHeight = (int)size.Height;
                            imgParams.PixelWidth = (int)size.Width;

                            wicImageEncoder.WriteFrame(renderTarget, wicFrameEncoder, imgParams);

                            //// Commit changes
                            wicFrameEncoder.Commit();
                            wicBitmapEncoder.Commit();

                            byte[] buffer = new byte[pngStream.Length];
                            pngStream.Position = 0;
                            await pngStream.ReadAsync(buffer, 0, (int)pngStream.Length);
                        }
                    }
                }
            }

            return pngStream;
        }
Beispiel #18
0
        public MemoryStream RenderToPngStream(FrameworkElement fe)
        {
            var width  = (int)Math.Ceiling(fe.ActualWidth);
            var height = (int)Math.Ceiling(fe.ActualHeight);

            // pixel format with transparency/alpha channel and RGB values premultiplied by alpha
            var pixelFormat = WIC.PixelFormat.Format32bppPRGBA;

            // pixel format without transparency, but one that works with Cleartype antialiasing
            //var pixelFormat = WicPixelFormat.Format32bppBGR;

            var wicBitmap = new WIC.Bitmap(
                this.WicFactory,
                width,
                height,
                pixelFormat,
                WIC.BitmapCreateCacheOption.CacheOnLoad);

            var renderTargetProperties = new D2D.RenderTargetProperties(
                D2D.RenderTargetType.Default,
                new D2D.PixelFormat(Format.R8G8B8A8_UNorm, D2D.AlphaMode.Premultiplied),
                //new D2DPixelFormat(Format.Unknown, AlphaMode.Unknown), // use this for non-alpha, cleartype antialiased text
                0,
                0,
                D2D.RenderTargetUsage.None,
                D2D.FeatureLevel.Level_DEFAULT);
            var renderTarget = new D2D.WicRenderTarget(
                this.D2DFactory,
                wicBitmap,
                renderTargetProperties)
            {
                //TextAntialiasMode = TextAntialiasMode.Cleartype // this only works with the pixel format with no alpha channel
                TextAntialiasMode = D2D.TextAntialiasMode.Grayscale // this is the best we can do for bitmaps with alpha channels
            };

            Compose(renderTarget, fe);
            // TODO: There is no need to encode the bitmap to PNG - we could just copy the texture pixel buffer to a WriteableBitmap pixel buffer.
            var ms = new MemoryStream();

            var stream = new WIC.WICStream(
                this.WicFactory,
                ms);

            var encoder = new WIC.PngBitmapEncoder(WicFactory);

            encoder.Initialize(stream);

            var frameEncoder = new WIC.BitmapFrameEncode(encoder);

            frameEncoder.Initialize();
            frameEncoder.SetSize(width, height);
            var format = WIC.PixelFormat.Format32bppBGRA;

            //var format = WicPixelFormat.FormatDontCare;
            frameEncoder.SetPixelFormat(ref format);
            frameEncoder.WriteSource(wicBitmap);
            frameEncoder.Commit();

            encoder.Commit();

            frameEncoder.Dispose();
            encoder.Dispose();
            stream.Dispose();

            ms.Position = 0;
            return(ms);
        }
Beispiel #19
0
        public void SaveAsPng(System.IO.Stream stream)
        {
            using (var encoder = new WIC.PngBitmapEncoder (factories.WICFactory, stream)) {
                using (var bitmapFrameEncode = new WIC.BitmapFrameEncode (encoder)) {
                    bitmapFrameEncode.Initialize ();
                    var size = bmp.Size;
                    bitmapFrameEncode.SetSize (size.Width, size.Height);
                    var pf = bmp.PixelFormat;
                    bitmapFrameEncode.SetPixelFormat (ref pf);

                    bitmapFrameEncode.WriteSource (bmp);

                    bitmapFrameEncode.Commit ();
                    encoder.Commit ();
                }
            }
        }
Beispiel #20
0
        static void Main()
        {
            // input and output files are supposed to be in the program folder
            var inputPath = "Input.png";
            var outputPath = "Output.png";

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // INITIALIZATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            // initialize the D3D device which will allow to render to image any graphics - 3D or 2D
            var defaultDevice = new SharpDX.Direct3D11.Device(SharpDX.Direct3D.DriverType.Hardware,
                                                              d3d.DeviceCreationFlags.VideoSupport
                                                              | d3d.DeviceCreationFlags.BgraSupport
                                                              | d3d.DeviceCreationFlags.Debug); // take out the Debug flag for better performance

            var d3dDevice = defaultDevice.QueryInterface<d3d.Device1>(); // get a reference to the Direct3D 11.1 device
            var dxgiDevice = d3dDevice.QueryInterface<dxgi.Device>(); // get a reference to DXGI device

            var d2dDevice = new d2.Device(dxgiDevice); // initialize the D2D device

            var imagingFactory = new wic.ImagingFactory2(); // initialize the WIC factory

            // initialize the DeviceContext - it will be the D2D render target and will allow all rendering operations
            var d2dContext = new d2.DeviceContext(d2dDevice, d2.DeviceContextOptions.None);

            var dwFactory = new dw.Factory();

            // specify a pixel format that is supported by both D2D and WIC
            var d2PixelFormat = new d2.PixelFormat(dxgi.Format.R8G8B8A8_UNorm, d2.AlphaMode.Premultiplied);
            // if in D2D was specified an R-G-B-A format - use the same for wic
            var wicPixelFormat = wic.PixelFormat.Format32bppPRGBA;

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // IMAGE LOADING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            var decoder = new wic.PngBitmapDecoder(imagingFactory); // we will load a PNG image
            var inputStream = new wic.WICStream(imagingFactory, inputPath, NativeFileAccess.Read); // open the image file for reading
            decoder.Initialize(inputStream, wic.DecodeOptions.CacheOnLoad);

            // decode the loaded image to a format that can be consumed by D2D
            var formatConverter = new wic.FormatConverter(imagingFactory);
            formatConverter.Initialize(decoder.GetFrame(0), wicPixelFormat);

            // load the base image into a D2D Bitmap
            //var inputBitmap = d2.Bitmap1.FromWicBitmap(d2dContext, formatConverter, new d2.BitmapProperties1(d2PixelFormat));

            // store the image size - output will be of the same size
            var inputImageSize = formatConverter.Size;
            var pixelWidth = inputImageSize.Width;
            var pixelHeight = inputImageSize.Height;

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // EFFECT SETUP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            // Effect 1 : BitmapSource - take decoded image data and get a BitmapSource from it
            var bitmapSourceEffect = new d2.Effects.BitmapSource(d2dContext);
            bitmapSourceEffect.WicBitmapSource = formatConverter;

            // Effect 2 : GaussianBlur - give the bitmapsource a gaussian blurred effect
            var gaussianBlurEffect = new d2.Effects.GaussianBlur(d2dContext);
            gaussianBlurEffect.SetInput(0, bitmapSourceEffect.Output, true);
            gaussianBlurEffect.StandardDeviation = 5f;

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // OVERLAY TEXT SETUP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            var textFormat = new dw.TextFormat(dwFactory, "Arial", 15f); // create the text format of specified font configuration

            // draw a long text to show the automatic line wrapping
            var textToDraw = "Some long text to show the drawing of preformatted "
                             + "glyphs using DirectWrite on the Direct2D surface."
                             + " Notice the automatic wrapping of line if it exceeds desired width.";

            // create the text layout - this improves the drawing performance for static text
            // as the glyph positions are precalculated
            var textLayout = new dw.TextLayout(dwFactory, textToDraw, textFormat, 300f, 1000f);

            var textBrush = new d2.SolidColorBrush(d2dContext, Color.LightGreen);

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // RENDER TARGET SETUP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            // create the d2d bitmap description using default flags (from SharpDX samples) and 96 DPI
            var d2dBitmapProps = new d2.BitmapProperties1(d2PixelFormat, 96, 96, d2.BitmapOptions.Target | d2.BitmapOptions.CannotDraw);

            // the render target
            var d2dRenderTarget = new d2.Bitmap1(d2dContext, new Size2(pixelWidth, pixelHeight), d2dBitmapProps);
            d2dContext.Target = d2dRenderTarget; // associate bitmap with the d2d context

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // DRAWING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            // slow preparations - fast drawing:
            d2dContext.BeginDraw();
            d2dContext.DrawImage(gaussianBlurEffect);
            d2dContext.DrawTextLayout(new Vector2(5f, 5f), textLayout, textBrush);
            d2dContext.EndDraw();

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // IMAGE SAVING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            // delete the output file if it already exists
            if (System.IO.File.Exists(outputPath)) System.IO.File.Delete(outputPath);

            // use the appropiate overload to write either to stream or to a file
            var stream = new wic.WICStream(imagingFactory, outputPath, NativeFileAccess.Write);

            // select the image encoding format HERE
            var encoder = new wic.PngBitmapEncoder(imagingFactory);
            encoder.Initialize(stream);

            var bitmapFrameEncode = new wic.BitmapFrameEncode(encoder);
            bitmapFrameEncode.Initialize();
            bitmapFrameEncode.SetSize(pixelWidth, pixelHeight);
            bitmapFrameEncode.SetPixelFormat(ref wicPixelFormat);

            // this is the trick to write D2D1 bitmap to WIC
            var imageEncoder = new wic.ImageEncoder(imagingFactory, d2dDevice);
            imageEncoder.WriteFrame(d2dRenderTarget, bitmapFrameEncode, new wic.ImageParameters(d2PixelFormat, 96, 96, 0, 0, pixelWidth, pixelHeight));

            bitmapFrameEncode.Commit();
            encoder.Commit();

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // CLEANUP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            // dispose everything and free used resources

            bitmapFrameEncode.Dispose();
            encoder.Dispose();
            stream.Dispose();
            textBrush.Dispose();
            textLayout.Dispose();
            textFormat.Dispose();
            formatConverter.Dispose();
            gaussianBlurEffect.Dispose();
            bitmapSourceEffect.Dispose();
            d2dRenderTarget.Dispose();
            inputStream.Dispose();
            decoder.Dispose();
            d2dContext.Dispose();
            dwFactory.Dispose();
            imagingFactory.Dispose();
            d2dDevice.Dispose();
            dxgiDevice.Dispose();
            d3dDevice.Dispose();
            defaultDevice.Dispose();

            // show the result
            System.Diagnostics.Process.Start(outputPath);
        }
Beispiel #21
0
        static void over()
        {
            var inputPath  = "Input.png";
            var outputPath = "output.png";

            // 그래픽을 랜더링할 장비를 추가 - 3D or 2D
            var defaultDevice = new SharpDX.Direct3D11.Device(SharpDX.Direct3D.DriverType.Hardware,
                                                              d3d.DeviceCreationFlags.VideoSupport
                                                              | d3d.DeviceCreationFlags.BgraSupport
                                                              | d3d.DeviceCreationFlags.None);
            var d3dDevice  = defaultDevice.QueryInterface <d3d.Device1>(); //get a refer to the D3D 11.1 device
            var dxgiDevice = d3dDevice.QueryInterface <dxgi.Device1>();    //get a refer to the DXGI device
            var d2dDevice  = new d2.Device(dxgiDevice);

            // DeviceContext를 초기화. D2D 렌더링 타겟이 될 것이고 모든 렌더링 작업을 허용
            var d2dContext = new d2.DeviceContext(d2dDevice, d2.DeviceContextOptions.None);
            var dwFactory  = new dw.Factory();


            //D2D, WIC 둘 다 지원되는 픽셀 형식 지정
            var d2PixelFormat = new d2.PixelFormat(dxgi.Format.R8G8B8A8_UNorm, d2.AlphaMode.Premultiplied);
            //RGBA형식 사용
            var wicPixelFormat = wic.PixelFormat.Format32bppPRGBA;



            //이미지 로딩
            var imagingFactory = new wic.ImagingFactory2();
            var decoder        = new wic.PngBitmapDecoder(imagingFactory);
            var inputStream    = new wic.WICStream(imagingFactory, inputPath, NativeFileAccess.Read);

            decoder.Initialize(inputStream, wic.DecodeOptions.CacheOnLoad);



            //다이렉트2D가 사용할수 있도록 디코딩
            var formatConverter = new wic.FormatConverter(imagingFactory);

            formatConverter.Initialize(decoder.GetFrame(0), wicPixelFormat);


            //기본 이미지를 D2D이미지로 로드
            //var inputBitmap = d2.Bitmap1.FromWicBitmap(d2dContext, formatConverter, new d2.BitmapProperties1(d2PixelFormat));

            //이미지 크기 저장
            var inputImageSize = formatConverter.Size;
            var pixelWidth     = inputImageSize.Width;
            var pixelHeight    = inputImageSize.Height;


            //Effect1 : BitpmapSource - 디코딩된 이미지 데이터를 가져오고 BitmapSource 가져오기
            var bitmapSourceEffect = new d2.Effects.BitmapSource(d2dContext);

            bitmapSourceEffect.WicBitmapSource = formatConverter;



            // Effect 2 : GaussianBlur - bitmapsource에 가우시안블러 효과 적용
            var gaussianBlurEffect = new d2.Effects.GaussianBlur(d2dContext);

            gaussianBlurEffect.SetInput(0, bitmapSourceEffect.Output, true);
            gaussianBlurEffect.StandardDeviation = 5f;



            //overlay text setup
            var textFormat = new dw.TextFormat(dwFactory, "Arial", 15f);

            //draw a long text to show the automatic line wrapping
            var textToDraw = "sime ling text..." + "text" + "dddd";

            //create the text layout - this imroves the drawing performance for static text
            // as the glyph positions are precalculated
            //윤곽선 글꼴 데이터에서 글자 하나의 모양에 대한 기본 단위를 글리프(glyph)라고 한다
            var textLayout = new dw.TextLayout(dwFactory, textToDraw, textFormat, 300f, 1000f);

            SharpDX.Mathematics.Interop.RawColor4 color = new SharpDX.Mathematics.Interop.RawColor4(255, 255, 255, 1);
            var textBrush = new d2.SolidColorBrush(d2dContext, color);



            //여기서부터 다시

            //render target setup

            //create the d2d bitmap description using default flags and 96 DPI
            var d2dBitmapProps = new d2.BitmapProperties1(d2PixelFormat, 96, 96, d2.BitmapOptions.Target | d2.BitmapOptions.CannotDraw);

            //the render target
            var d2dRenderTarget = new d2.Bitmap1(d2dContext, new Size2(pixelWidth, pixelHeight), d2dBitmapProps);

            d2dContext.Target = d2dRenderTarget; //associate bitmap with the d2d context



            //Drawing

            //slow preparations - fast drawing
            d2dContext.BeginDraw();
            d2dContext.DrawImage(gaussianBlurEffect, new SharpDX.Mathematics.Interop.RawVector2(100f, 100f));
            d2dContext.DrawTextLayout(new SharpDX.Mathematics.Interop.RawVector2(50f, 50f), textLayout, textBrush);
            d2dContext.EndDraw();

            //Image save

            //delete the output file if it already exists
            if (System.IO.File.Exists(outputPath))
            {
                System.IO.File.Delete(outputPath);
            }

            //use the appropiate overload to write either to tream or to a file
            var stream = new wic.WICStream(imagingFactory, outputPath, NativeFileAccess.Write);

            //select the image encoding format HERE
            var encoder = new wic.PngBitmapEncoder(imagingFactory);

            encoder.Initialize(stream);

            var bitmapFrameEncode = new wic.BitmapFrameEncode(encoder);

            bitmapFrameEncode.Initialize();
            bitmapFrameEncode.SetSize(pixelWidth, pixelHeight);
            bitmapFrameEncode.SetPixelFormat(ref wicPixelFormat);

            //this is the trick to write d2d1 bitmap to WIC
            var imageEncoder = new wic.ImageEncoder(imagingFactory, d2dDevice);

            imageEncoder.WriteFrame(d2dRenderTarget, bitmapFrameEncode, new wic.ImageParameters(d2PixelFormat, 96, 96, 0, 0, pixelWidth, pixelHeight));

            bitmapFrameEncode.Commit();
            encoder.Commit();

            //cleanup

            //dispose everything and free used resources
            bitmapFrameEncode.Dispose();
            encoder.Dispose();
            stream.Dispose();
            textBrush.Dispose();
            textLayout.Dispose();
            textFormat.Dispose();
            formatConverter.Dispose();
            //gaussianBlurEffect.Dispose();
            bitmapSourceEffect.Dispose();
            d2dRenderTarget.Dispose();
            inputStream.Dispose();
            decoder.Dispose();
            d2dContext.Dispose();
            dwFactory.Dispose();
            imagingFactory.Dispose();
            d2dDevice.Dispose();
            dxgiDevice.Dispose();
            d3dDevice.Dispose();
            defaultDevice.Dispose();

            //save
            System.Diagnostics.Process.Start(outputPath);
        }
Beispiel #22
0
        public void Start()
        {
            if (ProcessStarted != null)
                ProcessStarted();

            int index           = 0;
            var rendererUtil    = new RendererUtil();

            // obtain file list
            var regionList      = Directory.GetFiles(Path.Combine(worldLocation, "region"), "*.mca").ToList();
            var regionEntries   = new List<RegionEntry>();

            foreach (string region in regionList)
            {
                try
                {
                    // load the region
                    using (RegionFile regionFile = RegionFile.OpenRegion(File.OpenRead(region)))
                    {
                        var renderedChunks = new List<ChunkEntry>();

                        if (RegionLoaded != null)
                            RegionLoaded(regionFile);

                        Debug.WriteLine("Rendering region");

                        DateTime sTime = DateTime.Now;

                        #region Chunk render

                        using (var renderTarget = new BitmapRenderTarget(rendererUtil.D2DDeviceContext, CompatibleRenderTargetOptions.None, new DrawingSizeF(16, 16), new DrawingSize(16, 16), new PixelFormat(Format.R8G8B8A8_UNorm, AlphaMode.Premultiplied)))
                        {
                            foreach (var anvilChunk in regionFile.Content.Select(chunk => new Anvil(chunk)))
                            {
                                ChunkEntry entry;
                                RenderSegment(anvilChunk, renderTarget, out entry);

                                renderedChunks.Add(entry);
                            }
                        }

                        #endregion

                        #region Region compositor

                        using (var renderTarget = new BitmapRenderTarget(rendererUtil.D2DDeviceContext, CompatibleRenderTargetOptions.None, new DrawingSizeF(512, 512), new DrawingSize(512, 512), new PixelFormat(Format.R8G8B8A8_UNorm, AlphaMode.Premultiplied)))
                        {
                            renderTarget.BeginDraw();

                            renderTarget.Clear(Color.Transparent);

                            // compose the images
                            foreach (ChunkEntry chunk in renderedChunks)
                            {
                                int cxPos = chunk.XPos % 32;
                                int czPos = chunk.ZPos % 32;

                                if (cxPos < 0)
                                    cxPos = 32 + cxPos;

                                if (czPos < 0)
                                    czPos = 32 + czPos;

                                int xPos = cxPos * 16;
                                int zPos = czPos * 16;

                                renderTarget.Transform = Matrix3x2.Translation(xPos, zPos);
                                renderTarget.DrawBitmap(chunk.RenderedChunk, 1, BitmapInterpolationMode.Linear);
                            }

                            // ReSharper disable PossibleNullReferenceException
                            string[] info = Path.GetFileNameWithoutExtension(region).Split('.');
                            // ReSharper restore PossibleNullReferenceException

                            regionEntries.Add(new RegionEntry
                            {
                                RenderedRegion  = renderTarget.Bitmap,
                                XPos            = Convert.ToInt32(info[1]),
                                ZPos            = Convert.ToInt32(info[2])
                            });

                            renderTarget.EndDraw();
                        }

                        #endregion

                        Debug.WriteLine("Render time is: " + (DateTime.Now - sTime).Seconds + " seconds.");

                        if (RegionRendered != null)
                            RegionRendered();

                        #region Cleanup

                        foreach (ChunkEntry chunk in renderedChunks)
                            chunk.RenderedChunk.Dispose();

                        renderedChunks.Clear();

                        #endregion
                    }
                }
                catch (Exception exception)
                {
                    if (ProcessFailed != null)
                        ProcessFailed(exception.Message + "\nAt:\n" + exception);
                }

                if (ProgressChanged != null)
                    ProgressChanged(++index / (float)regionList.Count);
            }

            #region Extrema processor

            int xMin = 0;
            int zMin = 0;

            int xMax = 0;
            int zMax = 0;

            foreach (RegionEntry entry in regionEntries)
            {
                if (xMin > entry.XPos)
                    xMin = entry.XPos;

                if (xMax < entry.XPos)
                    xMax = entry.XPos;

                if (zMin > entry.ZPos)
                    zMin = entry.ZPos;

                if (zMax < entry.ZPos)
                    zMax = entry.ZPos;
            }

            int wSizeX = (xMax - xMin) * 512 + 512;
            int wSizeZ = (zMax - zMin) * 512 + 512;

            xMin = Math.Abs(xMin);
            zMin = Math.Abs(zMin);

            #endregion

            #region World compositor

            var ResultingBitmap = new Bitmap1(rendererUtil.D2DDeviceContext,
                                              new DrawingSize(wSizeX, wSizeZ),
                                              new BitmapProperties1
                                              {
                                                  BitmapOptions = BitmapOptions.Target,
                                                  PixelFormat   = new PixelFormat(Format.R8G8B8A8_UNorm, AlphaMode.Premultiplied)
                                              });

            rendererUtil.D2DDeviceContext.Target = ResultingBitmap;

            rendererUtil.D2DDeviceContext.BeginDraw();

            rendererUtil.D2DDeviceContext.Clear(Color.Transparent);

            foreach (RegionEntry entry in regionEntries)
            {
                int xPos = ((xMin + entry.XPos) * 512);
                int zPos = ((zMin + entry.ZPos) * 512);

                rendererUtil.D2DDeviceContext.Transform = Matrix3x2.Translation(xPos, zPos);
                rendererUtil.D2DDeviceContext.DrawBitmap(entry.RenderedRegion, 1, BitmapInterpolationMode.Linear);
            }

            rendererUtil.D2DDeviceContext.EndDraw();

            #endregion

            #region File save

            FileStream file = File.OpenWrite(Path.GetFileName(worldLocation) + ".png");

            var encoder = new PngBitmapEncoder(rendererUtil.ImagingFactory);
            encoder.Initialize(file);

            var frameEncode = new BitmapFrameEncode(encoder);
            frameEncode.Initialize();

            var imageEncoder = new ImageEncoder(rendererUtil.ImagingFactory, rendererUtil.D2DDevice);
            imageEncoder.WriteFrame(ResultingBitmap,
                                    frameEncode,
                                    new ImageParameters(
                                        new PixelFormat(Format.R8G8B8A8_UNorm, AlphaMode.Premultiplied),
                                        96,
                                        96,
                                        0,
                                        0,
                                        wSizeX,
                                        wSizeZ));

            frameEncode.Commit();
            encoder.Commit();

            #endregion

            #region Cleanup

            file.Close();
            file.Dispose();

            foreach (RegionEntry bitmap in regionEntries)
            {
                bitmap.RenderedRegion.Dispose();
            }

            regionEntries.Clear();

            rendererUtil.Dispose();
            theBlocks.Dispose();

            ResultingBitmap.Dispose();

            #endregion

            if (ProcessComplete != null)
                ProcessComplete();
        }