D2D1_RECT_F SimpleImage::GetTransformedRect(D2D1_POINT_2F midPoint, const D2D1_RECT_F& rect) { D2D1::Matrix3x2F transform = GetTransformationsReversed(midPoint); D2D1_POINT_2F upperLeft = transform.TransformPoint(D2D1::Point2F(rect.left, rect.top)); D2D1_POINT_2F lowerRight = transform.TransformPoint(D2D1::Point2F(rect.right, rect.bottom)); return Direct2DUtility::FixRect(D2D1::RectF(upperLeft.x, upperLeft.y, lowerRight.x, lowerRight.y)); }
void uiDrawMatrixTransformPoint(uiDrawMatrix *m, double *x, double *y) { D2D1::Matrix3x2F dm; D2D1_POINT_2F pt; m2d(m, &dm); pt.x = *x; pt.y = *y; pt = dm.TransformPoint(pt); *x = pt.x; *y = pt.y; }
HRESULT SimpleImage::TranslateToAbsolutePoint(D2D1_POINT_2F point, D2D1_POINT_2F *translatedPoint) { if (nullptr == translatedPoint) { return E_POINTER; } D2D1::Matrix3x2F invertedMatrix = GetInverseTransformations(Direct2DUtility::GetMidPoint(m_drawingRect)); *translatedPoint = invertedMatrix.TransformPoint(point); (*translatedPoint).x += m_clipRect.left / GetCurrentImageScale(); (*translatedPoint).y += m_clipRect.top / GetCurrentImageScale(); return S_OK; }
void CWedgeDrawer::RegenerateGeometry() { // Points on horizontal line: // x^2 + y^2 = r^2 and y = m // => x^2 = r^2 - m^2 D2D1_POINT_2F p0 = D2D1::Point2F( (FLOAT)sqrt(mInnerRadius*mInnerRadius - mMarginThickness*mMarginThickness), (FLOAT)mMarginThickness); D2D1_POINT_2F p3 = D2D1::Point2F( (FLOAT)sqrt(mOuterRadius*mOuterRadius - mMarginThickness*mMarginThickness), (FLOAT)mMarginThickness); D2D1::Matrix3x2F rotation = D2D1::Matrix3x2F::Rotation((FLOAT)mSweep); D2D1_POINT_2F p1 = rotation.TransformPoint( D2D1::Point2F((FLOAT)mInnerRadius, -(FLOAT)mMarginThickness)); D2D1_POINT_2F p2 = rotation.TransformPoint( D2D1::Point2F((FLOAT)mOuterRadius, -(FLOAT)mMarginThickness)); // Points on other line: // x^2 + y^2 = r^2 & y = mx + b // => m^2+1!=0 (i.e. angles not equal to 90 degrees) // x = (-sqrt(-b^2+m^2 r^2+r^2)-b m)/(m^2+1) // y = (b-m sqrt(-b^2+m^2 r^2+r^2))/(m^2+1) // Create the figure mGeometry.Release(); mFactory->CreatePathGeometry(&mGeometry); { CComPtr<ID2D1GeometrySink> sink; mGeometry->Open(&sink); sink->BeginFigure(p0, D2D1_FIGURE_BEGIN_FILLED); sink->AddArc(D2D1::ArcSegment(p1, D2D1::SizeF((FLOAT)mInnerRadius, (FLOAT)mInnerRadius), 0, D2D1_SWEEP_DIRECTION_CLOCKWISE, D2D1_ARC_SIZE_SMALL)); sink->AddLine(p2); sink->AddArc(D2D1::ArcSegment(p3, D2D1::SizeF((FLOAT)mOuterRadius, (FLOAT)mOuterRadius), 0, D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE, D2D1_ARC_SIZE_SMALL)); sink->EndFigure(D2D1_FIGURE_END_CLOSED); sink->Close(); } }
void Scene::CalculateLayout() { D2D1_SIZE_F fSize = m_pRenderTarget->GetSize(); const float x = fSize.width / 2.0f; const float y = fSize.height / 2.0f; const float radius = min(x, y); //m_ellipse = D2D1::Ellipse(D2D1::Point2F(x, y), radius, radius); m_ellipse = D2D1::Ellipse(m_PacLoc, m_PacRadius, m_PacRadius); // Calculate tick marks. D2D_POINT_2F pt1 = D2D1::Point2F( m_ellipse.point.x, m_ellipse.point.y - (m_ellipse.radiusY * 0.9f) ); D2D_POINT_2F pt2 = D2D1::Point2F( m_ellipse.point.x, m_ellipse.point.y - m_ellipse.radiusY ); for (DWORD i = 0; i < 12; i++) { D2D1::Matrix3x2F mat = D2D1::Matrix3x2F::Rotation( (360.0f / 12) * i, m_ellipse.point); m_Ticks[i * 2] = mat.TransformPoint(pt1); m_Ticks[i * 2 + 1] = mat.TransformPoint(pt2); } // Create the radial brush. The radial brush is centered on // the pac man, so it must be recreated when the size changes. CreateRadialBrush(); CreateMouthGeometry(); }
void TransformChroma(const D2D1::Matrix3x2F& mat, BYTE *pu, BYTE *pv) { // Normalize the chroma values to [-112, 112] range D2D1_POINT_2F pt = { static_cast<float>(*pu) - 128, static_cast<float>(*pv) - 128 }; pt = mat.TransformPoint(pt); // Clamp to valid range. clamp(pt.x, -112.0f, 112.0f); clamp(pt.y, -112.0f, 112.0f); // Map back to [16...240] range. *pu = static_cast<BYTE>(pt.x + 128.0f); *pv = static_cast<BYTE>(pt.y + 128.0f); }