public void DrawPath(IEnumerable <PathOp> ops, Pen pen = null, Brush brush = null) { var bb = new BoundingBoxBuilder(); var s = new D2D1.PathGeometry(factories.D2DFactory); var figureDepth = 0; using (var sink = s.Open()) { foreach (var op in ops) { if (op is MoveTo) { while (figureDepth > 0) { sink.EndFigure(D2D1.FigureEnd.Open); figureDepth--; } var mt = ((MoveTo)op); sink.BeginFigure(Conversions.ToVector2(mt.Point), D2D1.FigureBegin.Filled); figureDepth++; bb.Add(mt.Point); } else if (op is LineTo) { var lt = ((LineTo)op); sink.AddLine(Conversions.ToVector2(lt.Point)); bb.Add(lt.Point); } else if (op is ArcTo) { var ar = ((ArcTo)op); // TODO: Direct2D Arcs //sink.AddArc (new D2D1.ArcSegment { // Size = Conversions.ToSize2F (ar.Radius), // Point = Conversions.ToVector2 (ar.Point), // SweepDirection = ar.SweepClockwise ? D2D1.SweepDirection.Clockwise : D2D1.SweepDirection.CounterClockwise, //}); sink.AddLine(Conversions.ToVector2(ar.Point)); bb.Add(ar.Point); } else if (op is CurveTo) { var ct = ((CurveTo)op); sink.AddBezier(new D2D1.BezierSegment { Point1 = Conversions.ToVector2(ct.Control1), Point2 = Conversions.ToVector2(ct.Control2), Point3 = Conversions.ToVector2(ct.Point), }); bb.Add(ct.Point); bb.Add(ct.Control1); bb.Add(ct.Control2); } else if (op is ClosePath) { sink.EndFigure(D2D1.FigureEnd.Closed); figureDepth--; } else { // TODO: More path operations } } while (figureDepth > 0) { sink.EndFigure(D2D1.FigureEnd.Open); figureDepth--; } sink.Close(); } var p = GetBrush(pen); var b = GetBrush(bb.BoundingBox, brush); if (b != null) { renderTarget.FillGeometry(s, b); } if (p != null) { renderTarget.DrawGeometry(s, p, (float)pen.Width, GetStrokeStyle(pen)); } }