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; }
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; } }
public void ReleaseDeviceResources() { Bitmaps.Dispose(); SwapChain.Dispose(); _solidBrush.Dispose(); RenderTarget.Dispose(); }
/// <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); }
/// <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(); }
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; }
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(); }
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(); }
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(); }
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(); }
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); }
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; }
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(); } }
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); }