public static void EncodeImage(this d2.Bitmap target, ImageFormat imageFormat, Stream outputStream)
        {
            var width  = target.PixelSize.Width;
            var height = target.PixelSize.Height;

            var wicBitmap = new wic.Bitmap(DXGraphicsService.FactoryImaging, width, height,
                                           wic.PixelFormat.Format32bppBGR, wic.BitmapCreateCacheOption.CacheOnLoad);
            var renderTargetProperties = new d2.RenderTargetProperties(d2.RenderTargetType.Default,
                                                                       new d2.PixelFormat(Format.Unknown,
                                                                                          d2.AlphaMode.Unknown), 0, 0,
                                                                       d2.RenderTargetUsage.None,
                                                                       d2.FeatureLevel.Level_DEFAULT);
            var d2DRenderTarget = new d2.WicRenderTarget(target.Factory, wicBitmap, renderTargetProperties);

            d2DRenderTarget.BeginDraw();
            d2DRenderTarget.Clear(global::SharpDX.Color.Transparent);
            d2DRenderTarget.DrawBitmap(target, 1, d2.BitmapInterpolationMode.Linear);
            d2DRenderTarget.EndDraw();

            var stream = new wic.WICStream(DXGraphicsService.FactoryImaging, outputStream);

            // Initialize a Jpeg encoder with this stream
            var encoder = new wic.BitmapEncoder(DXGraphicsService.FactoryImaging, GetImageFormat(imageFormat));

            encoder.Initialize(stream);

            // Create a Frame encoder
            var bitmapFrameEncode = new wic.BitmapFrameEncode(encoder);

            bitmapFrameEncode.Initialize();
            bitmapFrameEncode.SetSize(width, height);
            Guid pixelFormatGuid = wic.PixelFormat.FormatDontCare;

            bitmapFrameEncode.SetPixelFormat(ref pixelFormatGuid);
            bitmapFrameEncode.WriteSource(wicBitmap);

            bitmapFrameEncode.Commit();
            encoder.Commit();

            bitmapFrameEncode.Dispose();
            encoder.Dispose();
            stream.Dispose();

            d2DRenderTarget.Dispose();
            wicBitmap.Dispose();
        }
示例#2
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);
        }
示例#3
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);
        }
示例#4
0
        public System.Drawing.Bitmap TextToBitmap(string text, out Size2F size, RawColor4 bgcolor, d2.TextAntialiasMode aamode, int maxWidth = 1000, int maxHeight = 1000)
        {
            var sz          = GetTextSize(text, maxWidth, maxHeight);
            int pixelWidth  = (int)(sz.Width * 2);
            int pixelHeight = (int)(sz.Height * 2);

            var d2dRenderTarget = new Bitmap1(d2dContext, new Size2(pixelWidth, pixelHeight), d2dBitmapProps);

            if (d2dContext.Target != null)
            {
                d2dContext.Target.Dispose();
            }
            d2dContext.Target = d2dRenderTarget; // associate bitmap with the d2d context

            // Draw Text
            TextLayout textLayout = new TextLayout(dwFactory, text, textFormat, pixelWidth, pixelHeight);

            //d2dContext.TextRenderingParams = new RenderingParams(dwFactory, 1, 0, 0, PixelGeometry.Flat, renderingMode);
            d2dContext.TextAntialiasMode = aamode;

            d2dContext.BeginDraw();
            d2dContext.Clear(bgcolor);
            d2dContext.DrawTextLayout(new RawVector2(0, 0), textLayout, textBrush, DrawTextOptions.EnableColorFont);
            d2dContext.EndDraw();

            size = new Size2F(textLayout.Metrics.Width, textLayout.Metrics.Height);

            textLayout.Dispose();

            // Copy to MemoryStream
            var stream  = new MemoryStream();
            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);
            var imageParam   = new wic.ImageParameters(d2PixelFormat, dpi, dpi, 0, 0, pixelWidth, pixelHeight);

            imageEncoder.WriteFrame(d2dRenderTarget, bitmapFrameEncode, imageParam);
            bitmapFrameEncode.Commit();
            encoder.Commit();

            imageEncoder.Dispose();
            encoder.Dispose();
            bitmapFrameEncode.Dispose();
            d2dRenderTarget.Dispose();

            // Convert To Bitmap
            byte[] data = stream.ToArray();
            stream.Seek(0, SeekOrigin.Begin);
            var bmp = new System.Drawing.Bitmap(stream);

            stream.Dispose();

            return(bmp);
        }
示例#5
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);
        }
示例#6
0
        public MemoryStream RenderToPngStream(FrameworkElement fe)
        {
            var width  = (int)Math.Ceiling(fe.ActualWidth);
            var height = (int)Math.Ceiling(fe.ActualHeight);

            // pixel format with transparency/alpha channel and RGB values premultiplied by alpha
            var pixelFormat = WIC.PixelFormat.Format32bppPRGBA;

            // pixel format without transparency, but one that works with Cleartype antialiasing
            //var pixelFormat = WicPixelFormat.Format32bppBGR;

            var wicBitmap = new WIC.Bitmap(
                this.WicFactory,
                width,
                height,
                pixelFormat,
                WIC.BitmapCreateCacheOption.CacheOnLoad);

            var renderTargetProperties = new D2D.RenderTargetProperties(
                D2D.RenderTargetType.Default,
                new D2D.PixelFormat(Format.R8G8B8A8_UNorm, D2D.AlphaMode.Premultiplied),
                //new D2DPixelFormat(Format.Unknown, AlphaMode.Unknown), // use this for non-alpha, cleartype antialiased text
                0,
                0,
                D2D.RenderTargetUsage.None,
                D2D.FeatureLevel.Level_DEFAULT);
            var renderTarget = new D2D.WicRenderTarget(
                this.D2DFactory,
                wicBitmap,
                renderTargetProperties)
            {
                //TextAntialiasMode = TextAntialiasMode.Cleartype // this only works with the pixel format with no alpha channel
                TextAntialiasMode = D2D.TextAntialiasMode.Grayscale // this is the best we can do for bitmaps with alpha channels
            };

            Compose(renderTarget, fe);
            // TODO: There is no need to encode the bitmap to PNG - we could just copy the texture pixel buffer to a WriteableBitmap pixel buffer.
            var ms = new MemoryStream();

            var stream = new WIC.WICStream(
                this.WicFactory,
                ms);

            var encoder = new WIC.PngBitmapEncoder(WicFactory);

            encoder.Initialize(stream);

            var frameEncoder = new WIC.BitmapFrameEncode(encoder);

            frameEncoder.Initialize();
            frameEncoder.SetSize(width, height);
            var format = WIC.PixelFormat.Format32bppBGRA;

            //var format = WicPixelFormat.FormatDontCare;
            frameEncoder.SetPixelFormat(ref format);
            frameEncoder.WriteSource(wicBitmap);
            frameEncoder.Commit();

            encoder.Commit();

            frameEncoder.Dispose();
            encoder.Dispose();
            stream.Dispose();

            ms.Position = 0;
            return(ms);
        }
示例#7
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;
        }
        public MemoryStream RenderToPngStream(FrameworkElement fe)
        {
            var width = (int)Math.Ceiling(fe.ActualWidth);
            var height = (int)Math.Ceiling(fe.ActualHeight);

            // pixel format with transparency/alpha channel and RGB values premultiplied by alpha
            var pixelFormat = WIC.PixelFormat.Format32bppPRGBA;

            // pixel format without transparency, but one that works with Cleartype antialiasing
            //var pixelFormat = WicPixelFormat.Format32bppBGR;

            var wicBitmap = new WIC.Bitmap(
                this.WicFactory,
                width,
                height,
                pixelFormat,
                WIC.BitmapCreateCacheOption.CacheOnLoad);

            var renderTargetProperties = new D2D.RenderTargetProperties(
                D2D.RenderTargetType.Default,
                new D2D.PixelFormat(Format.R8G8B8A8_UNorm, D2D.AlphaMode.Premultiplied),
                //new D2DPixelFormat(Format.Unknown, AlphaMode.Unknown), // use this for non-alpha, cleartype antialiased text
                0,
                0,
                D2D.RenderTargetUsage.None,
                D2D.FeatureLevel.Level_DEFAULT);
            var renderTarget = new D2D.WicRenderTarget(
                this.D2DFactory,
                wicBitmap,
                renderTargetProperties)
            {
                //TextAntialiasMode = TextAntialiasMode.Cleartype // this only works with the pixel format with no alpha channel
                TextAntialiasMode = D2D.TextAntialiasMode.Grayscale // this is the best we can do for bitmaps with alpha channels
            };

            Compose(renderTarget, fe);
            // TODO: There is no need to encode the bitmap to PNG - we could just copy the texture pixel buffer to a WriteableBitmap pixel buffer.
            var ms = new MemoryStream();

            var stream = new WIC.WICStream(
                this.WicFactory,
                ms);

            var encoder = new WIC.PngBitmapEncoder(WicFactory);
            encoder.Initialize(stream);

            var frameEncoder = new WIC.BitmapFrameEncode(encoder);
            frameEncoder.Initialize();
            frameEncoder.SetSize(width, height);
            var format = WIC.PixelFormat.Format32bppBGRA;
            //var format = WicPixelFormat.FormatDontCare;
            frameEncoder.SetPixelFormat(ref format);
            frameEncoder.WriteSource(wicBitmap);
            frameEncoder.Commit();

            encoder.Commit();

            frameEncoder.Dispose();
            encoder.Dispose();
            stream.Dispose();

            ms.Position = 0;
            return ms;
        }
示例#9
0
        private Result SaveWICTextureToFileFix(
            DeviceContext context,
            Texture2D source,
            ref Guid guidContainerFormat,
            string fileName)
        {
            if (fileName == null)
            {
                return(Result.InvalidArg);
            }

            Result res = CaptureTextureFix(context, source, out Texture2DDescription desc, out Texture2D staging);

            if (res.Failure)
            {
                return(res);
            }

            Guid pfGuid;
            //bool sRGB = false;
            Guid targetGuid;

            switch (desc.Format)
            {
            case DXGI.Format.R32G32B32A32_Float: pfGuid = WIC.PixelFormat.Format128bppRGBAFloat; break;

            case DXGI.Format.R16G16B16A16_Float: pfGuid = WIC.PixelFormat.Format64bppRGBAHalf; break;

            case DXGI.Format.R16G16B16A16_UNorm: pfGuid = WIC.PixelFormat.Format64bppRGBA; break;

            case DXGI.Format.R10G10B10_Xr_Bias_A2_UNorm: pfGuid = WIC.PixelFormat.Format32bppRGBA1010102XR; break;     // DXGI 1.1

            case DXGI.Format.R10G10B10A2_UNorm: pfGuid = WIC.PixelFormat.Format32bppRGBA1010102; break;

            case DXGI.Format.B5G5R5A1_UNorm: pfGuid = WIC.PixelFormat.Format16bppBGRA5551; break;

            case DXGI.Format.B5G6R5_UNorm: pfGuid = WIC.PixelFormat.Format16bppBGR565; break;

            case DXGI.Format.R32_Float: pfGuid = WIC.PixelFormat.Format32bppGrayFloat; break;

            case DXGI.Format.R16_Float: pfGuid = WIC.PixelFormat.Format16bppGrayHalf; break;

            case DXGI.Format.R16_UNorm: pfGuid = WIC.PixelFormat.Format16bppGray; break;

            case DXGI.Format.R8_UNorm: pfGuid = WIC.PixelFormat.Format8bppGray; break;

            case DXGI.Format.A8_UNorm: pfGuid = WIC.PixelFormat.Format8bppAlpha; break;

            case DXGI.Format.R8G8B8A8_UNorm:
                pfGuid = WIC.PixelFormat.Format32bppRGBA;
                break;

            case DXGI.Format.R8G8B8A8_UNorm_SRgb:
                pfGuid = WIC.PixelFormat.Format32bppRGBA;
                //sRGB = true;
                break;

            case DXGI.Format.B8G8R8A8_UNorm:     // DXGI 1.1
                pfGuid = WIC.PixelFormat.Format32bppBGRA;
                break;

            case DXGI.Format.B8G8R8A8_UNorm_SRgb:     // DXGI 1.1
                pfGuid = WIC.PixelFormat.Format32bppBGRA;
                //sRGB = true;
                break;

            case DXGI.Format.B8G8R8X8_UNorm:     // DXGI 1.1
                pfGuid = WIC.PixelFormat.Format32bppBGR;
                break;

            case DXGI.Format.B8G8R8X8_UNorm_SRgb:     // DXGI 1.1
                pfGuid = WIC.PixelFormat.Format32bppBGR;
                //sRGB = true;
                break;

            default:
                return(Result.GetResultFromWin32Error(unchecked ((int)0x80070032)));
            }

            // Create file
            FileStream fs = new FileStream(fileName, FileMode.Create);

            WIC.BitmapEncoder encoder = new WIC.BitmapEncoder(DirectX.ImageFactory, guidContainerFormat);
            encoder.Initialize(fs);


            WIC.BitmapFrameEncode frameEncode = new WIC.BitmapFrameEncode(encoder);
            frameEncode.Initialize();
            frameEncode.SetSize(desc.Width, desc.Height);
            frameEncode.SetResolution(72.0, 72.0);


            switch (desc.Format)
            {
            case DXGI.Format.R32G32B32A32_Float:
            case DXGI.Format.R16G16B16A16_Float:
                targetGuid = WIC.PixelFormat.Format24bppBGR;
                break;

            case DXGI.Format.R16G16B16A16_UNorm: targetGuid = WIC.PixelFormat.Format48bppBGR; break;

            case DXGI.Format.B5G5R5A1_UNorm: targetGuid = WIC.PixelFormat.Format16bppBGR555; break;

            case DXGI.Format.B5G6R5_UNorm: targetGuid = WIC.PixelFormat.Format16bppBGR565; break;

            case DXGI.Format.R32_Float:
            case DXGI.Format.R16_Float:
            case DXGI.Format.R16_UNorm:
            case DXGI.Format.R8_UNorm:
            case DXGI.Format.A8_UNorm:
                targetGuid = WIC.PixelFormat.Format8bppGray;
                break;

            default:
                targetGuid = WIC.PixelFormat.Format24bppBGR;
                break;
            }

            frameEncode.SetPixelFormat(ref targetGuid);

            #region Write

            DataBox db = context.MapSubresource(staging, 0, MapMode.Read, MapFlags.None, out DataStream stream);

            if (pfGuid != targetGuid)
            {
                WIC.FormatConverter formatCoverter = new WIC.FormatConverter(DirectX.ImageFactory);

                if (formatCoverter.CanConvert(pfGuid, targetGuid))
                {
                    WIC.Bitmap src = new WIC.Bitmap(DirectX.ImageFactory, desc.Width, desc.Height, pfGuid,
                                                    new DataRectangle(db.DataPointer, db.RowPitch));

                    formatCoverter.Initialize(src, targetGuid, SharpDX.WIC.BitmapDitherType.None, null, 0, SharpDX.WIC.BitmapPaletteType.Custom);

                    frameEncode.WriteSource(formatCoverter, new Rectangle(0, 0, desc.Width, desc.Height));
                }
            }
            else
            {
                frameEncode.WritePixels(desc.Height, new DataRectangle(db.DataPointer, db.RowPitch));
            }

            context.UnmapSubresource(staging, 0);

            frameEncode.Commit();
            encoder.Commit();

            #endregion

            frameEncode.Dispose();
            encoder.Dispose();

            fs.Close();

            return(Result.Ok);
        }