示例#1
0
        /// <summary>
        /// This does not have to be used to work, but provides a default implementation for writing bitmap,
        /// and will be used by the MapRasterLayer class during file creation.
        /// </summary>
        /// <param name="progressHandler"></param>
        protected void DefaultWriteBitmap(IProgressHandler progressHandler)
        {
            if (DataSet.NumRowsInFile * DataSet.NumColumnsInFile > 8000 * 8000)
            {
                // For huge images, assume that GDAL or something was needed anyway,
                // and we would rather avoid having to re-create the pyramids if there is any chance
                // that the old values will work ok.
                string pyrFile = Path.ChangeExtension(DataSet.Filename, ".mwi");

                BitmapGetter = CreatePyramidImage(pyrFile, progressHandler);
                OnItemChanged(this);
                return;
            }

            Bitmap bmp = new Bitmap(DataSet.NumColumns, DataSet.NumRows, PixelFormat.Format32bppArgb);

            if (_symbolizer.DrapeVectorLayers == false)
            {
                // Generate the colorscheme, modified by hillshading if that hillshading is used all in one pass

                DataSet.DrawToBitmap(Symbolizer, bmp, progressHandler);
            }
            else
            {
                // work backwards.  when we get to this layer do the colorscheme.
                // First, use this raster and its colorscheme to drop the background
                DataSet.PaintColorSchemeToBitmap(Symbolizer, bmp, progressHandler);
                // Set up a graphics object with a transformation pre-set so drawing a geographic coordinate
                // will draw to the correct location on the bitmap
                Graphics g = Graphics.FromImage(bmp);
                g.SmoothingMode = SmoothingMode.AntiAlias;

                Extent          extents = DataSet.Extent;
                Rectangle       target  = new Rectangle(0, 0, bmp.Width, bmp.Height);
                ImageProjection ip      = new ImageProjection(extents, target);
                // Cycle through each layer, and as long as it is not this layer, draw the bmp
                foreach (ILegendItem layer in GetParentItem().LegendItems)
                {
                    // Temporarily I am only interested in doing this for vector datasets
                    IFeatureLayer fl = layer as IFeatureLayer;
                    if (fl == null)
                    {
                        continue;
                    }
                    fl.DrawSnapShot(g, ip);
                }
                if (Symbolizer.ShadedRelief.IsUsed)
                {
                    // After we have drawn the underlying texture, apply a hillshade if it is requested
                    Symbolizer.PaintShadingToBitmap(bmp, progressHandler);
                }
            }
            InRamImage image = new InRamImage(bmp);

            image.Bounds = DataSet.Bounds.Copy();
            BitmapGetter = image;
            Symbolizer.Validate();
            OnInvalidate(this, new EventArgs());
            OnItemChanged();
        }
示例#2
0
 /// <summary>
 /// Creates a bitmap of the requested size that covers the specified geographic extent using
 /// the current symbolizer for this layer.  This does not have any drawing optimizations,
 /// or techniques to speed up performance and should only be used in special cases like
 /// draping of vector content onto a texture.  It also doesn't worry about selections.
 /// </summary>
 /// <param name="geographicExtent">
 /// The extent to use when computing the snapshot.
 /// </param>
 /// <param name="width">
 /// The integer height of the bitmap.  The height is calculated based on
 /// the aspect ratio of the specified geographic extent.
 /// </param>
 /// <returns>
 /// A Bitmap object
 /// </returns>
 public Bitmap SnapShot(Extent geographicExtent, int width)
 {
     int height = Convert.ToInt32((geographicExtent.Height / geographicExtent.Width) * width);
     Bitmap bmp = new Bitmap(width, height, PixelFormat.Format32bppArgb);
     Graphics g = Graphics.FromImage(bmp);
     ImageProjection p = new ImageProjection(geographicExtent, new Rectangle(0, 0, width, height));
     DrawSnapShot(g, p);
     g.Dispose();
     OnSnapShotTaken(bmp);
     return bmp;
 }
示例#3
0
        /// <summary>
        /// This does not have to be used to work, but provides a default implementation for writing bitmap,
        /// and will be used by the MapRasterLayer class during file creation.
        /// </summary>
        /// <param name="progressHandler"></param>
        protected void DefaultWriteBitmap(IProgressHandler progressHandler)
        {
            if (DataSet.NumRowsInFile * DataSet.NumColumnsInFile > 8000 * 8000)
            {
                // For huge images, assume that GDAL or something was needed anyway,
                // and we would rather avoid having to re-create the pyramids if there is any chance
                // that the old values will work ok.
                string pyrFile = Path.ChangeExtension(DataSet.Filename, ".mwi");

                BitmapGetter = CreatePyramidImage(pyrFile, progressHandler);
                OnItemChanged(this);
                return;
            }

            Bitmap bmp = new Bitmap(DataSet.NumColumns, DataSet.NumRows, PixelFormat.Format32bppArgb);

            if (_symbolizer.DrapeVectorLayers == false)
            {
                // Generate the colorscheme, modified by hillshading if that hillshading is used all in one pass

                DataSet.DrawToBitmap(Symbolizer, bmp, progressHandler);
            }
            else
            {
                // work backwards.  when we get to this layer do the colorscheme.
                // First, use this raster and its colorscheme to drop the background
                DataSet.PaintColorSchemeToBitmap(Symbolizer, bmp, progressHandler);
                // Set up a graphics object with a transformation pre-set so drawing a geographic coordinate
                // will draw to the correct location on the bitmap
                Graphics g = Graphics.FromImage(bmp);
                g.SmoothingMode = SmoothingMode.AntiAlias;

                Extent extents = DataSet.Extent;
                Rectangle target = new Rectangle(0, 0, bmp.Width, bmp.Height);
                ImageProjection ip = new ImageProjection(extents, target);
                // Cycle through each layer, and as long as it is not this layer, draw the bmp
                foreach (ILegendItem layer in GetParentItem().LegendItems)
                {
                    // Temporarily I am only interested in doing this for vector datasets
                    IFeatureLayer fl = layer as IFeatureLayer;
                    if (fl == null) continue;
                    fl.DrawSnapShot(g, ip);
                }
                if (Symbolizer.ShadedRelief.IsUsed)
                {
                    // After we have drawn the underlying texture, apply a hillshade if it is requested
                    Symbolizer.PaintShadingToBitmap(bmp, progressHandler);
                }
            }
            InRamImage image = new InRamImage(bmp);
            image.Bounds = DataSet.Bounds.Copy();
            BitmapGetter = image;
            Symbolizer.Validate();
            OnInvalidate(this, new EventArgs());
            OnItemChanged();
        }