Example #1
0
// フレームを画面に描画します。
void Direct2DRenderer::Render(INT16* waveBuffer,int length,ID2D1Bitmap1* targetBitmap)
{
	if (!targetBitmap) return;



	ID2D1DeviceContext* context = m_deviceResources->GetD2DDeviceContext();
	context->SetTarget(targetBitmap);
	Windows::Foundation::Size logicalSize = { (float)targetBitmap->GetPixelSize().width, (float)targetBitmap->GetPixelSize().height};//m_deviceResources->GetLogicalSize();

	context->SaveDrawingState(m_stateBlock.Get());
	context->BeginDraw();

	// 右下隅に配置
  D2D1::Matrix3x2F screenTranslation = D2D1::Matrix3x2F::Translation(
    0.0f, logicalSize.Height);
//		logicalSize.Height - m_textMetrics.layoutHeight
	//	);

  //D2D1::Matrix3x2F screenTranslation = D2D1::Matrix3x2F::Translation(0.0f,0.0f);
   screenTranslation._22 = screenTranslation._22 * -1.0f;

	context->SetTransform(screenTranslation * m_deviceResources->GetOrientationTransform2D());

	context->DrawTextLayout(
		D2D1::Point2F(0.f, 0.f),
		m_textLayout.Get(),
		m_whiteBrush.Get()
		);

  // 波形データを表示する
  const float delta = 1323.0f / VIDEO_WIDTH;
  for (float i = 0; i < VIDEO_WIDTH; i += delta){
    int pos = (int) i;
    if (pos >= length) break;
    float left = ((float) waveBuffer[pos]) / 32768.0f * 150.0f + 180.0f;
    float right = ((float) waveBuffer[pos + 1]) / 32768.0f * 150.0f + 540.0f;
    context->DrawLine(D2D1::Point2F(i, 180.0f), D2D1::Point2F(i, left), m_whiteBrush.Get());
    context->DrawLine(D2D1::Point2F(i, 540.0f), D2D1::Point2F(i, right), m_whiteBrush.Get());
  }

	// D2DERR_RECREATE_TARGET をここで無視します。このエラーは、デバイスが失われたことを示します。
	// これは、Present に対する次回の呼び出し中に処理されます。
	HRESULT hr = context->EndDraw();
	if (hr != D2DERR_RECREATE_TARGET)
	{
		DX::ThrowIfFailed(hr);
	}

	context->RestoreDrawingState(m_stateBlock.Get());
}
void Sample2DSceneRenderer::Render()
{
	ID2D1DeviceContext* context = m_deviceResources->GetD2DDeviceContext();

	// Dash array for dashStyle D2D1_DASH_STYLE_CUSTOM
	float dashes[] = { 1.0f, 2.0f, 2.0f, 3.0f, 2.0f, 2.0f };
	ID2D1StrokeStyle* m_stroke;
	m_deviceResources->GetD2DFactory()->CreateStrokeStyle(
		D2D1::StrokeStyleProperties(
		D2D1_CAP_STYLE_FLAT,
		D2D1_CAP_STYLE_FLAT,
		D2D1_CAP_STYLE_ROUND,
		D2D1_LINE_JOIN_MITER,
		10.0f,
		D2D1_DASH_STYLE_CUSTOM,
		0.0f),
		dashes,
		ARRAYSIZE(dashes),
		&m_stroke
		);

	context->BeginDraw();
	//context->Clear(D2D1::ColorF(D2D1::ColorF::CornflowerBlue));

	auto m_bitmapSize = m_pBitmap->GetSize();

	context->DrawBitmap(
		m_pBitmap.Get(),
		D2D1::RectF(200.0f, padding, m_bitmapSize.width + 200.0f, m_bitmapSize.height + padding)
		);

	context->DrawRectangle(
		D2D1::RectF(100.0f, 100.0f, 500.0f, 500.0f),
		m_pBlueBrush.Get(),
		4.0f,
		m_stroke
		);

	context->FillRectangle(
		D2D1::RectF(600.0f, 400.0f, 900.0f, 700.0f),
		m_pLinearGradientBrush.Get()
		);

	context->DrawLine(
		D2D1::Point2F(200, 300),
		D2D1::Point2F(800, 500),
		m_pBlueBrush.Get(),
		10.0f,
		m_stroke
		);

	DX::ThrowIfFailed(
		context->EndDraw()
		);
}