示例#1
0
        private void WriteToEncoder(wic.BitmapEncoder encoder, wic.WICStream wicStream)
        {
            encoder.Initialize(wicStream);

            using (var bitmapFrameEncode = new wic.BitmapFrameEncode(encoder))
            {
                bitmapFrameEncode.Initialize();
                bitmapFrameEncode.SetSize(Width, Height);
                var format = wic.PixelFormat.FormatDontCare;
                bitmapFrameEncode.SetPixelFormat(ref format);

                // this is the trick to write D2D1 bitmap to WIC
                var imageEncoder = new wic.ImageEncoder(DXGraphicsService.FactoryImaging, _device2D);
                var parameters   = new wic.ImageParameters(_pixelFormat, Dpi, Dpi, 0, 0, Width, Height);
                imageEncoder.WriteFrame(_bitmap, bitmapFrameEncode, parameters);

                bitmapFrameEncode.Commit();
                encoder.Commit();
            }
        }
        public async Task<System.IO.MemoryStream> RenderLabelToStream(
            float imageWidth,
            float imageHeight,
            Color4 foregroundColor,
            Vector2 origin,
            TextLayout textLayout,
            float dpi = DEFAULT_DPI,
            SharpDX.DXGI.Format format = SharpDX.DXGI.Format.B8G8R8A8_UNorm,
            SharpDX.Direct2D1.AlphaMode alpha = AlphaMode.Premultiplied)
        {

            // Get stream
            var pngStream = new MemoryStream();

            using (var renderTarget = RenderLabel(
                imageWidth,
                imageHeight,
                foregroundColor,
                origin,
                textLayout,
                dpi,
                format,
                alpha))
            {

                pngStream.Position = 0;

                // Create a WIC outputstream
                using (var wicStream = new WICStream(FactoryImaging, pngStream))
                {

                    var size = renderTarget.PixelSize;

                    // Initialize a Png encoder with this stream
                    using (var wicBitmapEncoder = new PngBitmapEncoder(FactoryImaging, wicStream))
                    {

                        // Create a Frame encoder
                        using (var wicFrameEncoder = new BitmapFrameEncode(wicBitmapEncoder))
                        {
                            wicFrameEncoder.Initialize();

                            // Create image encoder
                            ImageEncoder wicImageEncoder;
                            ImagingFactory2 factory2 = new ImagingFactory2();
                            wicImageEncoder = new ImageEncoder(factory2, D2DDevice);


                            var imgParams = new ImageParameters();
                            imgParams.PixelFormat =
                                new SharpDX.Direct2D1.PixelFormat(SharpDX.DXGI.Format.B8G8R8A8_UNorm,
                                                                    AlphaMode.Premultiplied);

                            imgParams.PixelHeight = (int)size.Height;
                            imgParams.PixelWidth = (int)size.Width;

                            wicImageEncoder.WriteFrame(renderTarget, wicFrameEncoder, imgParams);

                            //// Commit changes
                            wicFrameEncoder.Commit();
                            wicBitmapEncoder.Commit();

                            byte[] buffer = new byte[pngStream.Length];
                            pngStream.Position = 0;
                            await pngStream.ReadAsync(buffer, 0, (int)pngStream.Length);
                        }
                    }
                }
            }

            return pngStream;
        }
示例#3
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#4
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.None); // 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);
            var imageParameters = new wic.ImageParameters(d2PixelFormat, 96, 96, 0, 0, pixelWidth, pixelHeight);

            imageEncoder.WriteFrame(d2dRenderTarget, bitmapFrameEncode, imageParameters);

            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);
        }