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); }
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); }
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 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(); } }
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); }
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); }
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); }
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(); }
/// <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(); } } } } } }
// // 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; }
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()); } }
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(); }