void LoadDefaultImage() { Assembly asm = typeof(Crop).Assembly; using (Stream stream = asm.GetManifestResourceStream("BitmapSamples.Resources.GrapeCity.jpg")) { _bitmap.Load(stream, new FormatConverter(PixelFormat.Format32bppPBGRA)); } image.Source = _bitmap.ToWriteableBitmap(); imageGrid.Width = _bitmap.PixelWidth; imageGrid.Height = _bitmap.PixelHeight; InitSelection(); }
void OnDragCompleted(object sender, C1DragCompletedEventArgs e) { imageGrid.Children.Remove(_line); var start = new Point(_position.X + e.CumulativeTranslation.X, _position.Y + e.CumulativeTranslation.Y); var end = _position; var w = image.ActualWidth; var h = image.ActualHeight; _warpStart = new Point2F((float)(start.X / w), (float)(start.Y / h)); _warpEnd = new Point2F((float)(end.X / w), (float)(end.Y / h)); UpdateImageSource(); image.Source = _bitmap.ToWriteableBitmap(); }
void UpdateImage() { image.Source = _bitmap.ToWriteableBitmap(); imageGrid.Width = _bitmap.PixelWidth; imageGrid.Height = _bitmap.PixelHeight; InitSelection(); }
void UpdateImageSource(ImageEffect imageEffect) { // some effects can change pixels outside the bounds of the source // image, so we need a margin to make those pixels visible var targetOffset = new Point2F(_marginLT, _marginLT); int w = _bitmap.PixelWidth + _marginLT + _marginRB; int h = _bitmap.PixelHeight + _marginLT + _marginRB; // the render target object var rt = _d2dContext; // create the target Direct2D bitmap var bpTarget = new D2D.BitmapProperties1( new D2D.PixelFormat(DXGI.Format.B8G8R8A8_UNorm, D2D.AlphaMode.Premultiplied), (float)_bitmap.DpiX, (float)_bitmap.DpiY, D2D.BitmapOptions.Target | D2D.BitmapOptions.CannotDraw); var targetBmp = D2D.Bitmap1.Create(rt, new Size2L(w, h), bpTarget); // associate the target bitmap with render target rt.SetTarget(targetBmp); // start drawing rt.BeginDraw(); // clear the target bitmap rt.Clear(null); // convert C1Bitmap image to Direct2D image var d2dBitmap = _bitmap.ToD2DBitmap1(rt, D2D.BitmapOptions.None); // apply the effect or just draw the original image switch (imageEffect) { case ImageEffect.Original: rt.DrawImage(d2dBitmap, targetOffset); break; case ImageEffect.GaussianBlur: rt.DrawImage(ApplyGaussianBlur(d2dBitmap), targetOffset); break; case ImageEffect.Sharpen: rt.DrawImage(ApplySharpen(d2dBitmap), targetOffset); break; case ImageEffect.HorizontalSmear: rt.DrawImage(ApplyHorizontalSmear(d2dBitmap), targetOffset); break; case ImageEffect.Shadow: rt.DrawImage(ApplyShadow(d2dBitmap), targetOffset); break; case ImageEffect.DisplacementMap: rt.DrawImage(ApplyDisplacementMap(d2dBitmap), targetOffset); break; case ImageEffect.Emboss: rt.DrawImage(ApplyEmboss(d2dBitmap), targetOffset); break; case ImageEffect.EdgeDetect: rt.DrawImage(ApplyEdgeDetect(d2dBitmap), targetOffset); break; case ImageEffect.Sepia: rt.DrawImage(ApplySepia(d2dBitmap), targetOffset); break; } d2dBitmap.Dispose(); // draw the text label in case of the Shadow effect if (imageEffect == ImageEffect.Shadow) { var mr = Matrix3x2.Rotation(-90f); var mt = Matrix3x2.Translation(targetOffset.X + 6f, targetOffset.Y + 344f); rt.Transform = mr * mt; _brush.SetColor(ColorF.White); rt.DrawTextLayout(new Point2F(-1f, -1f), _textLayout, _brush); _brush.SetColor(ColorF.DimGray); rt.DrawTextLayout(Point2F.Empty, _textLayout, _brush); rt.Transform = Matrix3x2.Identity; } // finish drawing (all drawing commands are executed at that moment) if (!rt.EndDraw(true)) { targetBmp.Dispose(); // try to recreate the device resources if the old GPU device was removed DiscardDeviceResources(); CreateDeviceResources(); return; } // detach the target bitmap rt.SetTarget(null); // create a temporary C1Bitmap object var outBitmap = new C1Bitmap(_bitmap.ImagingFactory); // import the image from Direct2D target bitmap to C1Bitmap outBitmap.Import(targetBmp, rt, new RectL(w, h)); targetBmp.Dispose(); // convert C1Bitmap to a WriteableBitmap, then use it as an image source image.Source = outBitmap.ToWriteableBitmap(); outBitmap.Dispose(); }