public virtual void Dispose() { ReleaseDeviceResources(); TransitionLibrary.Dispose(); AnimationManager.Dispose(); TextLayouts.Dispose(); TextFormats.Dispose(); Direct2DFactory.Dispose(); DWriteFactory.Dispose(); WICFactory.Dispose(); }
public void Dispose() { rtvSdrTexture?.Dispose(); textureSDRImage?.Dispose(); inputLayout.Dispose(); samplerState.Dispose(); shaderInputSigVsQuad.Dispose(); psToneMapping.Dispose(); vsQuad.Dispose(); wrtD3D11Device.Dispose(); d3dDevice.Dispose(); wicFactory.Dispose(); }
protected virtual void Dispose(bool disposing) { if (!disposedValue) { if (disposing) { d2dContext.Dispose(); dwFactory.Dispose(); imagingFactory.Dispose(); d2dDevice.Dispose(); dxgiDevice.Dispose(); d3dDevice.Dispose(); defaultDevice.Dispose(); textBrush.Dispose(); textFormat.Dispose(); } disposedValue = true; } }
/// <summary> /// ファイル(リソースファイルも含む)からテクスチャーを作成する /// </summary> /// <param name="name"></param> /// <param name="srcFile"></param> /// <returns></returns> public static MCBaseTexture CreateTextureFromFile(Application app, string name, string srcFile) { SharpDX.Direct3D.FeatureLevel flv = app.DXDevice.FeatureLevel; MCTexture tx; MC_FILE_TYPE fileType; SharpDX.WIC.ImagingFactory2 factory = new SharpDX.WIC.ImagingFactory2(); var img = LoadBitmap(factory, srcFile, out fileType); tx = CreateTexture2DFromBitmap(app, img, srcFile); tx.CreateTxResourceView(0); tx.ImageFileFormat = fileType; img.Dispose(); factory.Dispose(); if (!app.ImageMgr.RegisterTexture(name, tx)) { return(null); } return(tx); }
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); }
static void Main() { // input and output files are supposed to be in the program folder var inputPath = "Input.png"; var outputPath = "Output.png"; // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // INITIALIZATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // initialize the D3D device which will allow to render to image any graphics - 3D or 2D var defaultDevice = new SharpDX.Direct3D11.Device(SharpDX.Direct3D.DriverType.Hardware, d3d.DeviceCreationFlags.VideoSupport | d3d.DeviceCreationFlags.BgraSupport | d3d.DeviceCreationFlags.Debug); // take out the Debug flag for better performance var d3dDevice = defaultDevice.QueryInterface <d3d.Device1>(); // get a reference to the Direct3D 11.1 device var dxgiDevice = d3dDevice.QueryInterface <dxgi.Device>(); // get a reference to DXGI device var d2dDevice = new d2.Device(dxgiDevice); // initialize the D2D device var imagingFactory = new wic.ImagingFactory2(); // initialize the WIC factory // initialize the DeviceContext - it will be the D2D render target and will allow all rendering operations var d2dContext = new d2.DeviceContext(d2dDevice, d2.DeviceContextOptions.None); var dwFactory = new dw.Factory(); // specify a pixel format that is supported by both D2D and WIC var d2PixelFormat = new d2.PixelFormat(dxgi.Format.R8G8B8A8_UNorm, d2.AlphaMode.Premultiplied); // if in D2D was specified an R-G-B-A format - use the same for wic var wicPixelFormat = wic.PixelFormat.Format32bppPRGBA; // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // IMAGE LOADING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ var decoder = new wic.PngBitmapDecoder(imagingFactory); // we will load a PNG image var inputStream = new wic.WICStream(imagingFactory, inputPath, NativeFileAccess.Read); // open the image file for reading decoder.Initialize(inputStream, wic.DecodeOptions.CacheOnLoad); // decode the loaded image to a format that can be consumed by D2D var formatConverter = new wic.FormatConverter(imagingFactory); formatConverter.Initialize(decoder.GetFrame(0), wicPixelFormat); // load the base image into a D2D Bitmap //var inputBitmap = d2.Bitmap1.FromWicBitmap(d2dContext, formatConverter, new d2.BitmapProperties1(d2PixelFormat)); // store the image size - output will be of the same size var inputImageSize = formatConverter.Size; var pixelWidth = inputImageSize.Width; var pixelHeight = inputImageSize.Height; // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // EFFECT SETUP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Effect 1 : BitmapSource - take decoded image data and get a BitmapSource from it var bitmapSourceEffect = new d2.Effects.BitmapSource(d2dContext); bitmapSourceEffect.WicBitmapSource = formatConverter; // Effect 2 : GaussianBlur - give the bitmapsource a gaussian blurred effect var gaussianBlurEffect = new d2.Effects.GaussianBlur(d2dContext); gaussianBlurEffect.SetInput(0, bitmapSourceEffect.Output, true); gaussianBlurEffect.StandardDeviation = 5f; // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // OVERLAY TEXT SETUP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ var textFormat = new dw.TextFormat(dwFactory, "Arial", 15f); // create the text format of specified font configuration // draw a long text to show the automatic line wrapping var textToDraw = "Some long text to show the drawing of preformatted " + "glyphs using DirectWrite on the Direct2D surface." + " Notice the automatic wrapping of line if it exceeds desired width."; // create the text layout - this improves the drawing performance for static text // as the glyph positions are precalculated var textLayout = new dw.TextLayout(dwFactory, textToDraw, textFormat, 300f, 1000f); var textBrush = new d2.SolidColorBrush(d2dContext, Color.LightGreen); // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // RENDER TARGET SETUP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // create the d2d bitmap description using default flags (from SharpDX samples) and 96 DPI var d2dBitmapProps = new d2.BitmapProperties1(d2PixelFormat, 96, 96, d2.BitmapOptions.Target | d2.BitmapOptions.CannotDraw); // the render target var d2dRenderTarget = new d2.Bitmap1(d2dContext, new Size2(pixelWidth, pixelHeight), d2dBitmapProps); d2dContext.Target = d2dRenderTarget; // associate bitmap with the d2d context // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // DRAWING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // slow preparations - fast drawing: d2dContext.BeginDraw(); d2dContext.DrawImage(gaussianBlurEffect); d2dContext.DrawTextLayout(new Vector2(5f, 5f), textLayout, textBrush); d2dContext.EndDraw(); // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // IMAGE SAVING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // delete the output file if it already exists if (System.IO.File.Exists(outputPath)) { System.IO.File.Delete(outputPath); } // use the appropiate overload to write either to stream or to a file var stream = new wic.WICStream(imagingFactory, outputPath, NativeFileAccess.Write); // select the image encoding format HERE var encoder = new wic.PngBitmapEncoder(imagingFactory); encoder.Initialize(stream); var bitmapFrameEncode = new wic.BitmapFrameEncode(encoder); bitmapFrameEncode.Initialize(); bitmapFrameEncode.SetSize(pixelWidth, pixelHeight); bitmapFrameEncode.SetPixelFormat(ref wicPixelFormat); // this is the trick to write D2D1 bitmap to WIC var imageEncoder = new wic.ImageEncoder(imagingFactory, d2dDevice); imageEncoder.WriteFrame(d2dRenderTarget, bitmapFrameEncode, new wic.ImageParameters(d2PixelFormat, 96, 96, 0, 0, pixelWidth, pixelHeight)); bitmapFrameEncode.Commit(); encoder.Commit(); // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // CLEANUP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // dispose everything and free used resources bitmapFrameEncode.Dispose(); encoder.Dispose(); stream.Dispose(); textBrush.Dispose(); textLayout.Dispose(); textFormat.Dispose(); formatConverter.Dispose(); gaussianBlurEffect.Dispose(); bitmapSourceEffect.Dispose(); d2dRenderTarget.Dispose(); inputStream.Dispose(); decoder.Dispose(); d2dContext.Dispose(); dwFactory.Dispose(); imagingFactory.Dispose(); d2dDevice.Dispose(); dxgiDevice.Dispose(); d3dDevice.Dispose(); defaultDevice.Dispose(); // show the result System.Diagnostics.Process.Start(outputPath); }
static void Main() { // 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); }
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; }