internal void ReleaseDevices()
 {
     IsRendererSuppressed = true;
     RenderTarget.Dispose();
     Backbuffer.Dispose();
     RenderTargetSurface.Dispose();
     RenderTargetView.Dispose();
     D2DDeviceContext.Dispose();
     D2DDevice.Dispose();
     D2DFactory.Dispose();
     DXGIDevice.Dispose();
     D3DDevice.Dispose();
     D3DDefaultDevice.Dispose();
     SwapChain.Dispose();
     SwapChain           = null;
     RenderTarget        = null;
     RenderTargetSurface = null;
     Backbuffer          = null;
     RenderTargetView    = null;
     D2DDeviceContext    = null;
     D2DFactory          = null;
     D2DDevice           = null;
     DXGIDevice          = null;
     D3DDevice           = null;
     D3DDefaultDevice    = null;
 }
Exemple #2
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        public void Shutdown()
        {
            if (_deviceContext != null)
            {
                _deviceContext.Dispose();
                _deviceContext = null;
            }

            if (_device2D != null)
            {
                _device2D.Dispose();
                _device2D = null;
            }

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

            if (_default3DDevice1 != null)
            {
                _default3DDevice1.Dispose();
                _default3DDevice1 = null;
            }

            if (_default3DDevice != null)
            {
                _default3DDevice.Dispose();
                _default3DDevice = null;
            }
        }
Exemple #3
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 public void ReleaseDeviceResources()
 {
     Bitmaps.Dispose();
     SwapChain.Dispose();
     _solidBrush.Dispose();
     RenderTarget.Dispose();
 }
Exemple #4
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 /// <summary>
 /// Dispose all the created objects.
 /// </summary>
 public void Uninitialize()
 {
     radialGradientBrush.Dispose();
     linearGradientBrush.Dispose();
     solidBrush.Dispose();
     swapChain.Dispose();
     d2dTarget.Dispose();
     d3dContext.Dispose();
     d2dContext.Dispose();
     device.Dispose();
 }
        protected override void OnDispose(bool isDisposing)
        {
            if (isDisposing)
            {
                _context2D?.Dispose();
                _backgroundBitmap?.Dispose();
                _ballBrush?.Dispose();
            }

            base.OnDispose(isDisposing);
        }
Exemple #6
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 /// <summary>
 /// Dispose all the created objects.
 /// </summary>
 public void Uninitialize()
 {
     textLayout2.Dispose();
     textLayout1.Dispose();
     textFormat.Dispose();
     backgroundBrush.Dispose();
     textBrush.Dispose();
     swapChain.Dispose();
     d2dTarget.Dispose();
     d3dContext.Dispose();
     d2dContext.Dispose();
     device.Dispose();
 }
Exemple #7
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        public void Dispose()
        {
            _isDisposed = true;

            _formatConverter.Dispose();
            _wicFactory.Dispose();
            _dwriteFactory?.Dispose();
            _d2dFactory?.Dispose();
            _deviceContext?.Dispose();
            _d2dTargetBitmap?.Dispose();
            _d2dDevice?.Dispose();
            _swapChain?.Dispose();
            _d3dDevice?.Dispose();
        }
        protected override void OnDispose(bool isDisposing)
        {
            if (isDisposing)
            {
                _context2D?.Dispose();
                _backgroundBitmap?.Dispose();
                _ballBrush?.Dispose();
                _timeMarkerBrush1?.Dispose();
                _timeMarkerBrush2?.Dispose();
                _currentTimeBrush?.Dispose();
                _timeRulerBrush?.Dispose();
            }

            base.OnDispose(isDisposing);
        }
        public void Resize()
        {
            canDraw = false;
            device.ImmediateContext.ClearState();
            d2dTarget.Dispose();
            d2dContext.Dispose();
            backBuffer.Dispose();

            swapChain.ResizeBuffers(2, 0, 0, Format.Unknown, SwapChainFlags.None);

            backBuffer        = Surface.FromSwapChain(swapChain, 0);
            d2dContext        = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None);
            d2dTarget         = new Bitmap1(d2dContext, backBuffer, properties);
            d2dContext.Target = d2dTarget;
            canDraw           = true;
        }
Exemple #10
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        public void Dispose()
        {
            d2dContext.Target = null;
            bitmap.Dispose();
            d2dContext.Dispose();
            d2dDevice.Dispose();
            d2dFactory.Dispose();

            dxgiSurface.Dispose();
            swapChain.Dispose();
            dxgiFactory.Dispose();
            dxgiDevice.Dispose();

            d3dDevice.Dispose();

            form.Dispose();
        }
Exemple #11
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        public void Resize()
        {
            var size = Target.ClientSize;

            mDevice.Dispose();
            mSurface.Dispose();

            mSwapChain.ResizeBuffers(1, size.Width, size.Height,
                                     mSwapChainDesc.ModeDescription.Format,
                                     mSwapChainDesc.Flags);

            mSurface = dx.Surface.FromSwapChain(mSwapChain, 0);
            mDevice  = new d2.DeviceContext(mSurface);

            mD3Device.ImmediateContext.ClearState();
            base.Resized();
        }
Exemple #12
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        public void Dispose()
        {
            brush.Dispose();

            wrFactory.Dispose();
            target.Dispose();
            bb.Dispose();
            fac.Dispose();
            d2dDevice.Dispose();
            dxgiFactory2.Dispose();
            dxgiAdapter.Dispose();
            dxgiDevice2.Dispose();
            defDevice.Dispose();
            d3device.Dispose();
            swapChain.Dispose();
            d2dContext.Dispose();
        }
Exemple #13
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        protected override void Dispose(bool disposing)
        {
            base.Dispose(disposing);

            VertexFillBrush.Dispose();
            VertexDrawBrush.Dispose();
            EdgeDrawBrush.Dispose();
            RasterDrawBrush.Dispose();

            d2dSurface.Dispose();
            d2dDeviceContext.Dispose();
            d2dDevice.Dispose();
            d2dFactory.Dispose();
            swapChain.Dispose();
            dxgiDevice.Dispose();
            d3dDevice.Dispose();
        }
Exemple #14
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        private void CleanUpDeviceIndependentResources()
        {
            if (_deviceIndependedResourcesCreated)
            {
                OnCleanUpDeviceIndependentResources();
            }



            if (_surface != null && !_surface.IsDisposed)
            {
                _surface.Dispose();
            }
            _surface = null;

            if (_dc != null && !_dc.IsDisposed)
            {
                _dc.Dispose();
            }
            _dc = null;

            if (_d2dDevice != null && !_d2dDevice.IsDisposed)
            {
                _d2dDevice.Dispose();
            }
            _d2dDevice = null;

            if (_renderTarget != null && !_renderTarget.IsDisposed)
            {
                _renderTarget.Dispose();
            }
            _renderTarget = null;

            if (_d2dFactory != null && !_d2dFactory.IsDisposed)
            {
                _d2dFactory.Dispose();
            }
            _d2dFactory = null;
        }
        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);
        }
Exemple #16
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        public static MemoryStream Resize(System.IO.Stream source, int maxwidth, int maxheight, Action beforeDrawImage, Action afterDrawImage)
        {
            // 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.Warp,
                                                              d3d.DeviceCreationFlags.BgraSupport | d3d.DeviceCreationFlags.SingleThreaded | d3d.DeviceCreationFlags.PreventThreadingOptimizations);

            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.BitmapDecoder(imagingFactory,source, 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);

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

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // 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);

            //Calculate size
            var resultSize = MathUtil.ScaleWithin(inputImageSize.Width,inputImageSize.Height,maxwidth,maxheight);
            var newWidth = resultSize.Item1;
            var newHeight = resultSize.Item2;

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

            var bitmapSourceEffect = new d2.Effects.BitmapSourceEffect(d2dContext);
            bitmapSourceEffect.WicBitmapSource = formatConverter;

            // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            // DRAWING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            beforeDrawImage();
            // slow preparations - fast drawing:
            d2dContext.BeginDraw();
            d2dContext.Transform = Matrix3x2.Scaling(new Vector2((float)(newWidth / (float)inputImageSize.Width), (float)(newHeight / (float)inputImageSize.Height)));
            d2dContext.DrawImage(bitmapSourceEffect, d2.InterpolationMode.HighQualityCubic);
            d2dContext.EndDraw();
            afterDrawImage();

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

            var ms = new MemoryStream();

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

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

            var bitmapFrameEncode = new wic.BitmapFrameEncode(encoder);
            bitmapFrameEncode.Initialize();
            bitmapFrameEncode.SetSize(newWidth, newHeight);
            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, newWidth, newHeight));

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

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

            // dispose everything and free used resources

            bitmapFrameEncode.Dispose();
            encoder.Dispose();
            stream.Dispose();
            formatConverter.Dispose();
            bitmapSourceEffect.Dispose();
            d2dRenderTarget.Dispose();
            decoder.Dispose();
            d2dContext.Dispose();
            dwFactory.Dispose();
            imagingFactory.Dispose();
            d2dDevice.Dispose();
            dxgiDevice.Dispose();
            d3dDevice.Dispose();
            defaultDevice.Dispose();
            return ms;
        }
Exemple #17
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        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);
        }
        static void Main()
        {
            #region Предварительная настройка
            RuntimeTypeModel.Default.Add(typeof(Vector3), false).Add("X", "Y", "Z");
            RuntimeTypeModel.Default.Add(typeof(Matrix), false).Add("M11", "M12", "M13", "M14",
                                                                    "M21", "M22", "M23", "M24",
                                                                    "M31", "M32", "M33", "M34",
                                                                    "M41", "M42", "M43", "M44");
            RuntimeTypeModel.Default.Add(typeof(Quaternion), false).Add("X", "Y", "Z", "W");
            RuntimeTypeModel.Default.Add(typeof(DVector3), false).Add("X", "Y", "Z");
            RuntimeTypeModel.Default.Add(typeof(DMatrix), false).Add("M11", "M12", "M13", "M14",
                                                                     "M21", "M22", "M23", "M24",
                                                                     "M31", "M32", "M33", "M34",
                                                                     "M41", "M42", "M43", "M44");
            RuntimeTypeModel.Default.Add(typeof(DQuaternion), false).Add("X", "Y", "Z", "W");
            Process thisProc = Process.GetCurrentProcess();
            thisProc.PriorityClass = ProcessPriorityClass.High;
            #endregion

            using (StartForm Input_form = new StartForm())
            {
                Application.Run(Input_form);
            }

            featureLevel = Device.GetSupportedFeatureLevel();
            //featureLevel = FeatureLevel.Level_10_0;

            if (Global.Settings.Run && featureLevel >= FeatureLevel.Level_10_0)
            {
                HiTimer = new HiResTimer();
                IntPreTime = HiTimer.Value;

                form = new RenderForm()
                {
                    ClientSize = new System.Drawing.Size(Global.Settings.Width, Global.Settings.Height),
                    Text = "Model Viewer"
                };
                //form.FormBorderStyle = FormBorderStyle.None;
                form.StartPosition = FormStartPosition.CenterScreen;

                InputManager.Init();

                var description = new SwapChainDescription()
                {
                    BufferCount = 2,
                    Usage = Usage.RenderTargetOutput,
                    OutputHandle = form.Handle,
                    IsWindowed = true,
                    ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                    SampleDescription = new SampleDescription(1, 0), //8, 32
                    //Flags = SwapChainFlags.AllowModeSwitch,
                    SwapEffect = SwapEffect.Discard
                };

                FeatureLevel[] f_level = new FeatureLevel[] { (featureLevel > FeatureLevel.Level_10_0) ? FeatureLevel.Level_10_1 : FeatureLevel.Level_10_0 };
                Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, f_level, description, out device, out swapChain);
                // setting a viewport is required if you want to actually see anything
                context = device.ImmediateContext;
                viewport = new Viewport(0, 0, Global.Settings.Width, Global.Settings.Height);
                context.Rasterizer.SetViewports(viewport);

                // prevent DXGI handling of alt+enter, which doesn't work properly with Winforms

                var factory_ = swapChain.GetParent<Factory>();
                    factory_.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);

                // handle alt+enter ourselves
                form.KeyDown += FormOnKeyDown;
                // handle form size changes
                form.UserResized += Resize;

                ////Scene inizialize
                MyScene.Inizialize(device, viewport, description, context, swapChain);

                SharpDX.DXGI.Surface surface = Surface.FromSwapChain(swapChain, 0);

                DrawHelper.Init(device);
                DebugDraw.Init(device);
                QuadScreen.Init(device, (int)viewport.Width, (int)viewport.Height);

                MyScene.LoadContent(device);

                swapChain.IsFullScreen = Global.Settings.FullScr;

               // RenderLoop.UseCustomDoEvents = false;
                RenderLoop.Run(form, () =>
                {
                    //RenderLoop.UseCustomDoEvents = false;
                    //Application.DoEvents();
                    TimeUpdate = HiTimer.Tick2Mili(HiTimer.Value - IntPreTime);
                    IntPreTime = HiTimer.Value;

                    InputManager.Update(TimeUpdate);

                    MyScene.Update(TimeUpdate);

                    MyScene.Draw(TimeUpdate, device, context);

                    swapChain.Present(Global.Settings.VSync, PresentFlags.None);

                    TimeGC += TimeUpdate;
                    if (TimeGC > 300)
                    {
                        TimeGC = 0;
                        System.GC.Collect(1);
                    }

                });

                if (swapChain.IsFullScreen) swapChain.IsFullScreen = false;
                //MyScene.Dispose();

                DrawHelper.FreeResource();
                ContentManager.FreeResources();
                InputManager.FreeResource();
                DebugDraw.FreeResource();
                QuadScreen.FreeResource();
                factory_.Dispose();
                swapChain.Dispose();
                device.Dispose();
                context.Dispose();
            }
        }
Exemple #19
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        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);
        }