예제 #1
0
파일: rgmVector.cpp 프로젝트: dustpg/RubyGM
/// <summary>
/// Initializes a new instance of the <see cref="Polyline"/> class.
/// </summary>
/// <param name="">The .</param>
RubyGM::Drawable::Polyline::Polyline(const PolylineStatus& ps) noexcept : 
Super(ps) {
    assert(m_pGiGeometry == nullptr);
    assert(ps.points && ps.count >= 2); 
    this->filled_color.a = 0.f;
    // 初始化
    ID2D1PathGeometry* path = nullptr;
    ID2D1GeometrySink* sink = nullptr;
    // 创建路径几何
    auto hr = Bridge::CreatePathGeometry(path);
    // 打开路径记录
    if (SUCCEEDED(hr)) {
        hr = path->Open(&sink);
    }
    // 填充路径
    if (SUCCEEDED(hr)) {
        auto points = impl::d2d(ps.points);
        sink->BeginFigure(*points, D2D1_FIGURE_BEGIN_HOLLOW);
        sink->AddLines(points + 1, ps.count - 1);
        sink->EndFigure(D2D1_FIGURE_END_CLOSED);
        hr = sink->Close();
    }
    // 错误代码
    if (FAILED(hr)) Game::SetLastErrorCode(hr);
    RubyGM::SafeRelease(sink);
    // 数据转换
    auto gi = static_cast<ID2D1Geometry*>(path);
    m_pGiGeometry = static_cast<IGMGeometry*>(gi);
}
예제 #2
0
파일: Scene.cpp 프로젝트: dsp56001/CPP2014
HRESULT Scene::CreateMouthGeometry()
{
	HRESULT hr = S_OK;
	//mouth
	hr = m_pFactory->CreatePathGeometry(&m_pMouthGeometry);
	if (SUCCEEDED(hr))
	{
		ID2D1GeometrySink *pSink = NULL;
		hr = m_pMouthGeometry->Open(&pSink);
		if (SUCCEEDED(hr))
		{
			pSink->SetFillMode(D2D1_FILL_MODE_WINDING);

			pSink->BeginFigure(
				D2D1::Point2F(m_ellipse.point.x, m_ellipse.point.y),
				D2D1_FIGURE_BEGIN_FILLED
				);
			D2D1_POINT_2F points[3] = {
				D2D1::Point2F(m_ellipse.point.x + m_ellipse.radiusX, m_ellipse.point.y - 10),
				D2D1::Point2F(m_ellipse.point.x + m_ellipse.radiusX, m_ellipse.point.y + 10),
				
				D2D1::Point2F(m_ellipse.point.x, m_ellipse.point.y),
			};
			pSink->AddLines(points, ARRAYSIZE(points));
			pSink->EndFigure(D2D1_FIGURE_END_CLOSED);

		}
		hr = pSink->Close();

		SafeRelease(&pSink);
		return hr;
	}
}
예제 #3
0
    void STDMETHODCALLTYPE AddLines(CONST D2D1_POINT_2F *points, UINT pointsCount) 
    {
        if( m_BaseSink )
            m_BaseSink->AddLines(points, pointsCount);

        for( size_t i=0; i<pointsCount; ++i )
        {
            m_Lines.push_back(m_Cursor);
            m_Lines.push_back(points[i]);
            m_Cursor = points[i];
        }

    }
예제 #4
0
//  创建路径几何
void ImageRenderer::MakePath() {
    SafeRelease(m_pNowPath);
    m_pd2dFactory->CreatePathGeometry(&m_pNowPath);
    if (m_pNowPath) {
        ID2D1GeometrySink* sink = nullptr;
        HRESULT hr = m_pNowPath->Open(&sink);
        if (SUCCEEDED(hr)) {
            sink->BeginFigure(points[0], D2D1_FIGURE_BEGIN_FILLED);
            sink->AddLines(points + 1, m_cPointCount);
            sink->EndFigure(D2D1_FIGURE_END_CLOSED);
            sink->Close();
        }
        SafeRelease(sink);
    }
}
예제 #5
0
파일: Home.cpp 프로젝트: AccessData/Pulse
Home::Home(float xPos, float yPos, ID2D1Factory *pID2D1Factory) : Actor(xPos, yPos)
{
	r = 0.0f;
	g = 1.0f;
	b = 0.0f;
	a = 1.0f;

	HRESULT hr = pID2D1Factory->CreatePathGeometry(&pHomeGeometry);
	if (SUCCEEDED(hr))
	{
		ID2D1GeometrySink *pSink = NULL;

		hr = pHomeGeometry->Open(&pSink);
		if (SUCCEEDED(hr))
		{
			pSink->SetFillMode(D2D1_FILL_MODE_WINDING);

			pSink->BeginFigure(
				D2D1::Point2F(25, -25),
				D2D1_FIGURE_BEGIN_FILLED
				);
			D2D1_POINT_2F points[] = {
				D2D1::Point2F(25, 25),
				D2D1::Point2F(-25, 25),
				D2D1::Point2F(-25, -25)
			};
			pSink->AddLines(points, ARRAYSIZE(points));
			pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
		}
		hr = pSink->Close();
		pSink->Release();

	}

	D2D1_MATRIX_3X2_F mov;
	mov = D2D1::Matrix3x2F::Translation(
		D2D1::SizeF(x, y)
		);

	D2D1_MATRIX_3X2_F transform = mov;
	hr = pID2D1Factory->CreateTransformedGeometry(
		pHomeGeometry,
		&transform,
		&pTransformed
		);
}
HRESULT DemoApp::CreateDeviceIndependentResources()
{
    HRESULT hr;
    ID2D1GeometrySink *pSink = NULL;

    // Create a Direct2D factory.
    hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &m_pD2DFactory);
    if (SUCCEEDED(hr))
    {
        // Create the path geometry.
        hr = m_pD2DFactory->CreatePathGeometry(&m_pPathGeometry);
    }
    if (SUCCEEDED(hr))
    {
        // Write to the path geometry using the geometry sink. We are going to create a
        // spiral
        hr = m_pPathGeometry->Open(&pSink);
    }
    if (SUCCEEDED(hr))
    {
        D2D1_POINT_2F currentLocation = {0, 0};

        pSink->BeginFigure(currentLocation, D2D1_FIGURE_BEGIN_FILLED);

        D2D1_POINT_2F locDelta = {2, 2};
        float radius = 3;

        for (UINT i = 0; i < 30; ++i)
        {
            currentLocation.x += radius * locDelta.x;
            currentLocation.y += radius * locDelta.y;

            pSink->AddArc(
                D2D1::ArcSegment(
                    currentLocation,
                    D2D1::SizeF(2*radius, 2*radius), // radiusx/y
                    0.0f, // rotation angle
                    D2D1_SWEEP_DIRECTION_CLOCKWISE,
                    D2D1_ARC_SIZE_SMALL
                    )
                );

            locDelta = D2D1::Point2F(-locDelta.y, locDelta.x);

            radius += 3;
        }

        pSink->EndFigure(D2D1_FIGURE_END_OPEN);

        hr = pSink->Close();
    }
    if (SUCCEEDED(hr))
    {
        // Create the path geometry.
        hr = m_pD2DFactory->CreatePathGeometry(&m_pObjectGeometry);
    }
    if (SUCCEEDED(hr))
    {
        // Write to the object geometry using the geometry sink.
        // We are going to create a simple triangle
        hr = m_pObjectGeometry->Open(&pSink);
    }
    if (SUCCEEDED(hr))
    {
        pSink->BeginFigure(
            D2D1::Point2F(0.0f, 0.0f),
            D2D1_FIGURE_BEGIN_FILLED
            );

        const D2D1_POINT_2F ptTriangle[] = {{-10.0f, -10.0f}, {-10.0f, 10.0f}, {0.0f, 0.0f}};
        pSink->AddLines(ptTriangle, 3);

        pSink->EndFigure(D2D1_FIGURE_END_OPEN);

        hr = pSink->Close();
    }

    SafeRelease(&pSink);

    return hr;
}
예제 #7
0
VOID CreateD2DResource(HWND hWnd)
{
	// This function was called in the DrawRectangle function which in turn called to response the
	// WM_PAINT Message, to avoid creating resource every time, we test the pointer to g_pRenderTarget
	// If the resource already create, skip the function
	if (!g_pRenderTarget)
	{
		HRESULT hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &g_pD2DFactory) ;
		if (FAILED(hr))
		{
			MessageBox(hWnd, "Create D2D factory failed!", "Error", 0) ;
			return ;
		}

		// Obtain the size of the drawing area
		RECT rc ;		
		GetClientRect(hWnd, &rc) ;

		// Create a Direct2D render target
		hr = g_pD2DFactory->CreateHwndRenderTarget(
			D2D1::RenderTargetProperties(),
			D2D1::HwndRenderTargetProperties(
			hWnd, 
			D2D1::SizeU(rc.right - rc.left,rc.bottom - rc.top)
			), 
			&g_pRenderTarget
			) ;
		if (FAILED(hr))
		{
			MessageBox(hWnd, "Create render target failed!", "Error", 0) ;
			return ;
		}

		// Create a brush
		hr = g_pRenderTarget->CreateSolidColorBrush(
			D2D1::ColorF(D2D1::ColorF::Black),
			&g_pSceneBrush
			) ;
		if (FAILED(hr))
		{
			MessageBox(hWnd, "Create brush failed!", "Error", 0) ;
			return ;
		}

		// Create left mountain geometry
		hr = g_pD2DFactory->CreatePathGeometry(&g_pLeftMountainGeometry) ;
		if (SUCCEEDED(hr))
		{
			ID2D1GeometrySink *pSink = NULL;

			hr = g_pLeftMountainGeometry->Open(&pSink);
			if (SUCCEEDED(hr))
			{
				pSink->SetFillMode(D2D1_FILL_MODE_WINDING);

				pSink->BeginFigure(
					D2D1::Point2F(346,255),
					D2D1_FIGURE_BEGIN_FILLED
					);
				D2D1_POINT_2F points[5] = {
					D2D1::Point2F(267, 177),
					D2D1::Point2F(236, 192),
					D2D1::Point2F(212, 160),
					D2D1::Point2F(156, 255),
					D2D1::Point2F(346, 255), 
				};
				pSink->AddLines(points, ARRAYSIZE(points));
				pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
			}
			pSink->Close() ;

			SAFE_RELEASE(pSink) ;
		}
		
		// Create right mountain geometry
		hr = g_pD2DFactory->CreatePathGeometry(&g_pRightMountainGeometry) ;
		if (SUCCEEDED(hr))
		{
			ID2D1GeometrySink *pSink = NULL;

			hr = g_pRightMountainGeometry->Open(&pSink);
			if (SUCCEEDED(hr))
			{
				pSink->SetFillMode(D2D1_FILL_MODE_WINDING);

				pSink->BeginFigure(
					D2D1::Point2F(575,263),
					D2D1_FIGURE_BEGIN_FILLED
					);
				D2D1_POINT_2F points[] = {
					D2D1::Point2F(481, 146),
					D2D1::Point2F(449, 181),
					D2D1::Point2F(433, 159),
					D2D1::Point2F(401, 214),
					D2D1::Point2F(381, 199), 
					D2D1::Point2F(323, 263), 
					D2D1::Point2F(575, 263)
				};
				pSink->AddLines(points, ARRAYSIZE(points));
				pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
			}
			hr = pSink->Close();

			SAFE_RELEASE(pSink);

		}
		// Create sun geometry
		hr = g_pD2DFactory->CreatePathGeometry(&g_pSunGeometry) ;
		if (SUCCEEDED(hr))
		{
			ID2D1GeometrySink *pSink = NULL;

			hr = g_pSunGeometry->Open(&pSink);
			if (SUCCEEDED(hr))
			{
				pSink->SetFillMode(D2D1_FILL_MODE_WINDING);

				pSink->BeginFigure(
					D2D1::Point2F(270, 255),
					D2D1_FIGURE_BEGIN_FILLED
					);
				pSink->AddArc(
					D2D1::ArcSegment(
					D2D1::Point2F(440, 255), // end point
					D2D1::SizeF(85, 85),
					0.0f, // rotation angle
					D2D1_SWEEP_DIRECTION_CLOCKWISE,
					D2D1_ARC_SIZE_SMALL
					));            
				pSink->EndFigure(D2D1_FIGURE_END_CLOSED);

				pSink->BeginFigure(
					D2D1::Point2F(299, 182),
					D2D1_FIGURE_BEGIN_HOLLOW
					);
				pSink->AddBezier(
					D2D1::BezierSegment(
					D2D1::Point2F(299, 182),
					D2D1::Point2F(294, 176),
					D2D1::Point2F(285, 178)
					));
				pSink->AddBezier(
					D2D1::BezierSegment(
					D2D1::Point2F(276, 179),
					D2D1::Point2F(272, 173),
					D2D1::Point2F(272, 173)
					));
				pSink->EndFigure(D2D1_FIGURE_END_OPEN);

				pSink->BeginFigure(
					D2D1::Point2F(354, 156),
					D2D1_FIGURE_BEGIN_HOLLOW
					);
				pSink->AddBezier(
					D2D1::BezierSegment(
					D2D1::Point2F(354, 156),
					D2D1::Point2F(358, 149),
					D2D1::Point2F(354, 142)
					));
				pSink->AddBezier(
					D2D1::BezierSegment(
					D2D1::Point2F(349, 134),
					D2D1::Point2F(354, 127),
					D2D1::Point2F(354, 127)
					));
				pSink->EndFigure(D2D1_FIGURE_END_OPEN);

				pSink->BeginFigure(
					D2D1::Point2F(322,164),
					D2D1_FIGURE_BEGIN_HOLLOW
					);
				pSink->AddBezier(
					D2D1::BezierSegment(
					D2D1::Point2F(322, 164),
					D2D1::Point2F(322, 156),
					D2D1::Point2F(314, 152)
					));
				pSink->AddBezier(
					D2D1::BezierSegment(
					D2D1::Point2F(306, 149),
					D2D1::Point2F(305, 141),
					D2D1::Point2F(305, 141)
					));              
				pSink->EndFigure(D2D1_FIGURE_END_OPEN);

				pSink->BeginFigure(
					D2D1::Point2F(385, 164),
					D2D1_FIGURE_BEGIN_HOLLOW
					);
				pSink->AddBezier(
					D2D1::BezierSegment(
					D2D1::Point2F(385,164),
					D2D1::Point2F(392,161),
					D2D1::Point2F(394,152)
					));
				pSink->AddBezier(
					D2D1::BezierSegment(
					D2D1::Point2F(395,144),
					D2D1::Point2F(402,141),
					D2D1::Point2F(402,142)
					));                
				pSink->EndFigure(D2D1_FIGURE_END_OPEN);

				pSink->BeginFigure(
					D2D1::Point2F(408,182),
					D2D1_FIGURE_BEGIN_HOLLOW
					);
				pSink->AddBezier(
					D2D1::BezierSegment(
					D2D1::Point2F(408,182),
					D2D1::Point2F(416,184),
					D2D1::Point2F(422,178)
					));
				pSink->AddBezier(
					D2D1::BezierSegment(
					D2D1::Point2F(428,171),
					D2D1::Point2F(435,173),
					D2D1::Point2F(435,173)
					));
				pSink->EndFigure(D2D1_FIGURE_END_OPEN);
			}
			hr = pSink->Close();

			SAFE_RELEASE(pSink);
		}

		// Create river geometry
		hr = g_pD2DFactory->CreatePathGeometry(&g_pRiverGeometry) ;
		if (SUCCEEDED(hr))
		{
			ID2D1GeometrySink *pSink = NULL;

			hr = g_pRiverGeometry->Open(&pSink);
			if (SUCCEEDED(hr))
			{
				pSink->SetFillMode(D2D1_FILL_MODE_WINDING);
				pSink->BeginFigure(
					D2D1::Point2F(183, 392),
					D2D1_FIGURE_BEGIN_FILLED
					);
				pSink->AddBezier(
					D2D1::BezierSegment(
					D2D1::Point2F(238, 284),
					D2D1::Point2F(472, 345),
					D2D1::Point2F(356, 303)
					));
				pSink->AddBezier(
					D2D1::BezierSegment(
					D2D1::Point2F(237, 261),
					D2D1::Point2F(333, 256),
					D2D1::Point2F(333, 256)
					));
				pSink->AddBezier(
					D2D1::BezierSegment(
					D2D1::Point2F(335, 257),
					D2D1::Point2F(241, 261),
					D2D1::Point2F(411, 306)
					));
				pSink->AddBezier(
					D2D1::BezierSegment(
					D2D1::Point2F(574, 350),
					D2D1::Point2F(288, 324),
					D2D1::Point2F(296, 392)
					));
				pSink->EndFigure(D2D1_FIGURE_END_OPEN);
			}
			pSink->Close() ;
			SAFE_RELEASE(pSink) ;
		}
	}
}