Exemplo n.º 1
0
 public void Dispose()
 {
     FormatConverter?.Dispose();
     FormatConverter = null;
     Image?.Dispose();
     Image = null;
 }
Exemplo n.º 2
0
        private static Direct2D.Bitmap LoadFromFile(string filename, Direct2D.RenderTarget Direct2DTarget)
        {
            var factory = new WIC.ImagingFactory();
            // Decode image
            var decoder     = new WIC.BitmapDecoder(factory, filename, WIC.DecodeOptions.CacheOnLoad);
            var frameDecode = decoder.GetFrame(0);
            var source      = new WIC.BitmapSource(frameDecode.NativePointer);
            var fc          = new WIC.FormatConverter(factory);

            fc.Initialize(
                source,
                SharpDX.WIC.PixelFormat.Format32bppPBGRA,
                SharpDX.WIC.BitmapDitherType.None,
                null,
                0.0f,
                SharpDX.WIC.BitmapPaletteType.Custom
                );
            double dpX = 96.0f;
            double dpY = 96.0f;

            fc.GetResolution(out dpX, out dpY);
            Direct2D.BitmapProperties props = new Direct2D.BitmapProperties(
                new SharpDX.Direct2D1.PixelFormat(SharpDX.DXGI.Format.B8G8R8A8_UNorm, SharpDX.Direct2D1.AlphaMode.Premultiplied));
            WIC.Bitmap bmp = new WIC.Bitmap(factory, fc, WIC.BitmapCreateCacheOption.CacheOnLoad);
            // Формируем изображения
            var Direct2DBitmap = SharpDX.Direct2D1.Bitmap.FromWicBitmap(Direct2DTarget, fc, props);

            // Cleanup
            factory.Dispose();
            decoder.Dispose();
            source.Dispose();
            fc.Dispose();
            return(Direct2DBitmap);
        }
        private static d2.Bitmap Load(d2.DeviceContext device, wic.BitmapDecoder decoder)
        {
            var converter = new wic.FormatConverter(Factory);
            var frame     = decoder.GetFrame(0);

            converter.Initialize(frame, wic.PixelFormat.Format32bppPRGBA);
            var bmp = d2.Bitmap.FromWicBitmap(device, converter);

            frame.Dispose();
            decoder.Dispose();
            converter.Dispose();

            return(bmp);
        }
        public static d2.Bitmap LoadBitmap(this d2.RenderTarget renderTarget, Stream stream)
        {
            var bitmapDecoder = new wic.BitmapDecoder(DXGraphicsService.FactoryImaging, stream,
                                                      wic.DecodeOptions.CacheOnDemand);

            wic.BitmapFrameDecode bitmapFrameDecode = bitmapDecoder.GetFrame(0);
            var bitmapSource = new wic.BitmapSource(bitmapFrameDecode.NativePointer);

            var formatConverter = new wic.FormatConverter(DXGraphicsService.FactoryImaging);

            formatConverter.Initialize(bitmapSource, wic.PixelFormat.Format32bppPBGRA);

            d2.Bitmap bitmap = d2.Bitmap.FromWicBitmap(renderTarget, formatConverter);

            formatConverter.Dispose();
            /* todo: check to see if I need to register to dispose of this later...  Can't comment this out because server side rendering will crash */
            //bitmapSource.Dispose();
            bitmapFrameDecode.Dispose();
            bitmapDecoder.Dispose();

            return(bitmap);
        }
Exemplo n.º 5
0
        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);
        }
Exemplo n.º 6
0
        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);
        }
Exemplo n.º 7
0
        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);
        }
Exemplo n.º 8
0
 public void Dispose()
 {
     FormatConverter.Dispose();
 }
Exemplo n.º 9
0
        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;
        }
Exemplo n.º 10
0
        public MeshDeviceResources(Device device, SharpDX.WIC.ImagingFactory2 imagingFactory, Mesh mesh)
        {
            this.mesh = mesh;

            // create single vertex buffer
            var stream = new DataStream(mesh.vertices.Count * Mesh.VertexPositionNormalTexture.sizeInBytes, true, true);
            stream.WriteRange(mesh.vertices.ToArray());
            stream.Position = 0;

            var vertexBufferDesc = new BufferDescription()
            {
                BindFlags = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                Usage = ResourceUsage.Default,
                SizeInBytes = mesh.vertices.Count * Mesh.VertexPositionNormalTexture.sizeInBytes,
            };
            vertexBuffer = new SharpDX.Direct3D11.Buffer(device, stream, vertexBufferDesc);

            stream.Dispose();

            vertexBufferBinding = new VertexBufferBinding(vertexBuffer, Mesh.VertexPositionNormalTexture.sizeInBytes, 0);

            foreach (var subset in mesh.subsets)
            {
                if (subset.material.textureFilename != null)
                {
                    var decoder = new SharpDX.WIC.BitmapDecoder(imagingFactory, subset.material.textureFilename, SharpDX.WIC.DecodeOptions.CacheOnLoad);
                    var bitmapFrameDecode = decoder.GetFrame(0);

                    var stagingTextureDesc = new Texture2DDescription()
                    {
                        Width = bitmapFrameDecode.Size.Width,
                        Height = bitmapFrameDecode.Size.Height,
                        MipLevels = 1,
                        ArraySize = 1,
                        Format = SharpDX.DXGI.Format.B8G8R8A8_UNorm,
                        SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                        Usage = ResourceUsage.Dynamic,
                        BindFlags = BindFlags.ShaderResource,
                        CpuAccessFlags = CpuAccessFlags.Write
                    };
                    var stagingTexture = new Texture2D(device, stagingTextureDesc);

                    var textureDesc = new Texture2DDescription()
                    {
                        Width = bitmapFrameDecode.Size.Width,
                        Height = bitmapFrameDecode.Size.Height,
                        MipLevels = 0,
                        ArraySize = 1,
                        Format = SharpDX.DXGI.Format.B8G8R8A8_UNorm,
                        SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                        Usage = ResourceUsage.Default,
                        BindFlags = BindFlags.ShaderResource | BindFlags.RenderTarget,
                        CpuAccessFlags = CpuAccessFlags.None,
                        OptionFlags = ResourceOptionFlags.GenerateMipMaps
                    };
                    var texture = new Texture2D(device, textureDesc);

                    // convert to 32 bpp
                    var formatConverter = new FormatConverter(imagingFactory);
                    formatConverter.Initialize(bitmapFrameDecode, SharpDX.WIC.PixelFormat.Format32bppBGR);
                    var dataBox = device.ImmediateContext.MapSubresource(stagingTexture, 0, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None);
                    formatConverter.CopyPixels(dataBox.RowPitch, dataBox.DataPointer, dataBox.RowPitch * bitmapFrameDecode.Size.Height);
                    device.ImmediateContext.UnmapSubresource(stagingTexture, 0);

                    var resourceRegion = new ResourceRegion()
                    {
                        Left = 0,
                        Top = 0,
                        Right = bitmapFrameDecode.Size.Width,
                        Bottom = bitmapFrameDecode.Size.Height,
                        Front = 0,
                        Back = 1,
                    };
                    device.ImmediateContext.CopySubresourceRegion(stagingTexture, 0, resourceRegion, texture, 0);
                    var textureRV = new ShaderResourceView(device, texture);
                    device.ImmediateContext.GenerateMips(textureRV);

                    decoder.Dispose();
                    formatConverter.Dispose();
                    bitmapFrameDecode.Dispose();

                    textureRVs[subset] = textureRV;
                }
            }
        }