Esempio n. 1
0
        private static RenderStroke StroketoRenderStroke(Stroke mStroke)
        {
            RenderStroke ms = new RenderStroke();

            ms.createPointArray(mStroke.Count);
            int i = 0;

            foreach (Dot m in mStroke)
            {
                ms.fX[i]            = m.X + m.Fx * 0.01f;
                ms.fY[i]            = m.Y + m.Fy * 0.01f;
                ms.fPressureRate[i] = (float)m.Force / 255;
                i++;
            }
            return(ms);
        }
Esempio n. 2
0
        private static void draw(Bitmap bitmap, RenderStroke neoStroke, float scalex, float scaley, float offset_x, float offset_y, int width, Color color)
        {
            bool outline = true;

            if (neoStroke == null || neoStroke.dotCount == 0)
            {
                return;
            }

            ///////////////////////////////////////////////
            // 스트로크 랜더링을 위한 준비작업
            int ColorA = Math.Min(10 * width, (int)(color.A * 0.1));

            Pen blackPen = new Pen(Color.FromArgb(ColorA, color), 1);

            SolidBrush mBrush = new SolidBrush(color);

            GraphicsPath graphPath = new GraphicsPath();

            PointF m_ptOrigin = new PointF(offset_x, offset_y);

            Graphics graphics = Graphics.FromImage(bitmap);

            graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;

            float scale = Math.Min(scalex, scaley);

            float fMin = 1f;

            ///////////////////////////////////////////////
            // 스트로크 그리기

            int          count    = neoStroke.dotCount;
            RenderStroke dotArray = neoStroke;

            if (count <= 2)
            {
                float[] x, y, p;
                x = new float[count + 1];
                y = new float[count + 1];
                p = new float[count + 1];
                for (int i = 0; i < count; i++)
                {
                    x[i] = dotArray.fX[i] * scalex + (float)m_ptOrigin.X;
                    y[i] = dotArray.fY[i] * scaley + (float)m_ptOrigin.Y;
                    p[i] = dotArray.fPressureRate[i];
                }

                if (count == 1)
                {
                    graphics.DrawEllipse(blackPen, x[0] - 1, y[0] - 1, 2, 2);
                }
                else if (count == 2)
                {
                    graphics.DrawLine(blackPen, x[0], y[0], x[1], y[1]);
                }
            }
            else
            {
                float x0, x1, x2, x3, y0, y1, y2, y3, p0, p1, p2, p3;
                float vx01, vy01, vx21, vy21; // unit tangent vectors 0->1 and 1<-2
                float norm;
                float n_x0, n_y0, n_x2, n_y2; // the normals


                float thick = width;

                // the first actual point is treated as a midpoint
                x0 = dotArray.fX[0] * scalex + (float)m_ptOrigin.X + 0.1f;
                y0 = dotArray.fY[0] * scaley + (float)m_ptOrigin.Y;
                p0 = Math.Max(fMin, dotArray.fPressureRate[0] * thick);

                x1 = dotArray.fX[1] * scalex + (float)m_ptOrigin.X + 0.1f;
                y1 = dotArray.fY[1] * scaley + (float)m_ptOrigin.Y;
                p1 = Math.Max(fMin, dotArray.fPressureRate[1] * thick);

                vx01 = x1 - x0;
                vy01 = y1 - y0;

                norm = (float)Math.Sqrt(vx01 * vx01 + vy01 * vy01 + 0.0001f) * 2.0f;
                vx01 = vx01 / norm * p0;
                vy01 = vy01 / norm * p0;
                n_x0 = vy01;
                n_y0 = -vx01;

                for (int i = 2; i < count - 1; i++)
                {
                    x3 = dotArray.fX[i] * scalex + (float)m_ptOrigin.X;
                    y3 = dotArray.fY[i] * scaley + (float)m_ptOrigin.Y;
                    p3 = Math.Max(fMin, dotArray.fPressureRate[i] * thick);

                    x2   = (x1 + x3) / 2.0f;
                    y2   = (y1 + y3) / 2.0f;
                    p2   = (p1 + p3) / 2.0f;
                    vx21 = x1 - x2;
                    vy21 = y1 - y2;
                    norm = (float)Math.Sqrt(vx21 * vx21 + vy21 * vy21 + 0.0001f) * 2.0f;
                    vx21 = vx21 / norm * p2;
                    vy21 = vy21 / norm * p2;
                    n_x2 = -vy21;
                    n_y2 = vx21;

                    graphPath.Reset();
                    //agg_path.MoveTo(x0 + n_x0, y0 + n_y0);

                    // Draw a curve : 일단 한 선만 죽 그리면서 간다.
                    // The + boundary of the stroke

                    graphPath.AddBezier(x0 + n_x0, y0 + n_y0, (x1 + n_x0), (y1 + n_y0), (x1 + n_x2), (y1 + n_y2), (x2 + n_x2), (y2 + n_y2));


                    // round out the cap

                    //graphPath.AddBezier((x2 + n_x2), (y2 + n_y2), x2 + n_x2 - vx21, y2 + n_y2 - vy21, x2 - n_x2 - vx21, y2 - n_y2 - vy21, x2 - n_x2, y2 - n_y2);


                    // THe - boundary of the stroke

                    graphPath.AddBezier(x2 - n_x2, y2 - n_y2, x1 - n_x2, y1 - n_y2, x1 - n_x0, y1 - n_y0, x0 - n_x0, y0 - n_y0);


                    // round out the other cap
                    if (i == 2)
                    {
                        graphPath.AddBezier(x0 - n_x0, y0 - n_y0, x0 - n_x0 - vx01, y0 - n_y0 - vy01, x0 + n_x0 - vx01, y0 + n_y0 - vy01, x0 + n_x0, y0 + n_y0);
                    }

                    graphics.FillPath(mBrush, graphPath);
                    if (outline)
                    {
                        graphics.DrawPath(blackPen, graphPath);
                    }
                    //graphics.Render(strockedLineToDraw, color);

                    x0   = x2; y0 = y2; p0 = p2;
                    x1   = x3; y1 = y3; p1 = p3;
                    vx01 = -vx21; vy01 = -vy21;
                    n_x0 = n_x2; n_y0 = n_y2;
                }

                x2 = dotArray.fX[count - 1] * scalex + (float)m_ptOrigin.X;
                y2 = dotArray.fY[count - 1] * scaley + (float)m_ptOrigin.Y;
                p2 = Math.Max(fMin, dotArray.fPressureRate[count - 1] * thick);

                vx21 = x1 - x2;
                vy21 = y1 - y2;
                norm = (float)Math.Sqrt(vx21 * vx21 + vy21 * vy21 + 0.0001f) * 2.0f;
                vx21 = vx21 / norm * p2;
                vy21 = vy21 / norm * p2;
                n_x2 = -vy21;
                n_y2 = vx21;

                graphPath.Reset();

                graphPath.AddBezier(x0 + n_x0, y0 + n_y0, x1 + n_x0, y1 + n_y0, x1 + n_x2, y1 + n_y2, x2 + n_x2, y2 + n_y2);

                graphPath.AddBezier(x2 + n_x2, y2 + n_y2, x2 + n_x2 - vx21, y2 + n_y2 - vy21, x2 - n_x2 - vx21, y2 - n_y2 - vy21, x2 - n_x2, y2 - n_y2);

                graphPath.AddBezier(x2 - n_x2, y2 - n_y2, x1 - n_x2, y1 - n_y2, x1 - n_x0, y1 - n_y0, x0 - n_x0, y0 - n_y0);

                //graphPath.AddBezier(x0 - n_x0, y0 - n_y0, x0 - n_x0 - vx01, y0 - n_y0 - vy01, x0 + n_x0 - vx01, y0 + n_y0 - vy01, x0 + n_x0, y0 + n_y0);

                //System.Console.WriteLine("Boundary1 {0},{1},{2},{3},{4},{5},{6},{7}", x0 + n_x0, y0 + n_y0, x1 + n_x0, y1 + n_y0, x1 + n_x2, y1 + n_y2, x2 + n_x2, y2 + n_y2);
                //System.Console.WriteLine("Round cap1 {0},{1},{2},{3},{4},{5},{6},{7}", x2 + n_x2, y2 + n_y2, x2 + n_x2 - vx21, y2 + n_y2 - vy21, x2 - n_x2 - vx21, y2 - n_y2 - vy21, x2 - n_x2, y2 - n_y2);
                //System.Console.WriteLine("Boundary2 {0},{1},{2},{3},{4},{5},{6},{7}", x2 - n_x2, y2 - n_y2, x1 - n_x2, y1 - n_y2, x1 - n_x0, y1 - n_y0, x0 - n_x0, y0 - n_y0);
                //System.Console.WriteLine("cap2 {0},{1},{2},{3},{4},{5},{6},{7}", x0 - n_x0, y0 - n_y0, x0 - n_x0 - vx01, y0 - n_y0 - vy01, x0 + n_x0 - vx01, y0 + n_y0 - vy01, x0 + n_x0, y0 + n_y0);
                graphics.FillPath(mBrush, graphPath);
                if (outline)
                {
                    graphics.DrawPath(blackPen, graphPath);
                }
                //              graphics.Render(strockedLineToDraw, color);
                mBrush.Dispose();
                blackPen.Dispose();
                graphics.Dispose();
            }
        }
Esempio n. 3
0
        public static void draw(Bitmap bitmap, Stroke stroke, float scalex, float scaley, float offset_x, float offset_y, int width, Color color)
        {
            RenderStroke m = StroketoRenderStroke(stroke);

            draw(bitmap, m, scalex, scaley, offset_x, offset_y, width, color);
        }