Generate Image as byte[] in WinRT with SharpDX - xaml

I'm trying to generate a simple image and display it in WinRT/XAML.
For that I want the byte[] of an image drawn with SharpDX.
My Approach so far seems fine but the resulting buffer is empty.
I tried CopyPixels as well but it also only produced zeros.
Can somebody point me in the right direction?
private static byte[] Draw(TexRenderer trnder, int width, int height)
{
var wicFactory = new ImagingFactory();
var dddFactory = new SharpDX.Direct2D1.Factory();
var dwFactory = new SharpDX.DirectWrite.Factory();
var wicBitmap = new Bitmap(
wicFactory,
width,
height,
SharpDX.WIC.PixelFormat.Format32bppBGR,
BitmapCreateCacheOption.CacheOnLoad);
var renderTargetProperties = new RenderTargetProperties(
RenderTargetType.Default,
new SharpDX.Direct2D1.PixelFormat(Format.Unknown, AlphaMode.Unknown),
dddFactory.DesktopDpi.Width,
dddFactory.DesktopDpi.Height,
RenderTargetUsage.None,
FeatureLevel.Level_DEFAULT);
var renderTarget = new WicRenderTarget(
dddFactory,
wicBitmap,
renderTargetProperties)
{
TextAntialiasMode = TextAntialiasMode.Cleartype
};
renderTarget.BeginDraw();
var textFormat = new TextFormat(dwFactory, "Consolas", 48)
{
TextAlignment = TextAlignment.Center,
ParagraphAlignment = ParagraphAlignment.Center
};
var textBrush = new SolidColorBrush(
renderTarget,
Color.Blue);
renderTarget.Clear(Color.White);
renderTarget.DrawText(
"Hi, mom!",
textFormat,
new RectangleF(0, 0, width, height),
textBrush);
var bitmapRenderTarget = new BitmapRenderTarget(renderTarget, CompatibleRenderTargetOptions.None);
trnder.Render(bitmapRenderTarget, 0, 0);
renderTarget.EndDraw();
var bitmaplock = wicBitmap.Lock(null, BitmapLockFlags.Read);
var dStream = new DataStream(bitmaplock.Data.DataPointer, bitmaplock.Stride * bitmaplock.Size.Height, true, true);
var buffer = new byte[bitmaplock.Stride * bitmaplock.Size.Height];
dStream.Write(buffer, 0, buffer.Length);
return buffer;
}

I run in the same issue, i need acces to the raw texture data for phisics
DataStream dataStream = new DataStream(source.Size.Height * source.Size.Width, true, true);
bitmapSource.CopyPixels( source.Size.Width * sizeof(uint), dataStream);
var data = dataStream.ReadRange<uint>(source.Size.Width * source.Size.Height);
on the forums SharpDX forumsformore details

Related

How to use PDF Sharp objects in my Migradoc document

I have an application that generates PDFs using the MigraDoc framework, however I have a requirement to add in a text driven watermark. I have found some examples of this being done using PDF Sharp here, however I just cant seem t be able to figure out how this will integrate with my Migradoc Document() object I am rendering.
I have the following code:
public byte[] render()
{
PdfDocument document = new PdfDocument();
CreateWaterMarks(document);
// *****************************
PdfDocumentRenderer renderer = new PdfDocumentRenderer(true);
renderer.Document = this.document;
renderer.RenderDocument();
byte[] pdfContents = null;
using (MemoryStream stream = new MemoryStream())
{
renderer.PdfDocument.Save(stream, true);
pdfContents = stream.ToArray();
}
return pdfContents;
}
This method is what is called to render the MigraDoc document and pass it out as a byte array. The second line of code in here calls the following method which is not doing what I am looking for:
void CreateWaterMarks(PdfDocument document)
{
PdfPage page = document.AddPage();
Document doc = this.document;
MigraDoc.Rendering.DocumentRenderer docRenderer = new DocumentRenderer(doc);
docRenderer.PrepareDocument();
XRect A4Rect = new XRect(0, 0, pageActiveWidth, pageActiveHeight);
int pageCount = docRenderer.FormattedDocument.PageCount;
for (int idx = 0; idx < pageCount; idx++)
{
XFont font = new XFont("Verdana", 13, XFontStyle.Bold);
XGraphics gfx = XGraphics.FromPdfPage(page, XGraphicsPdfPageOptions.Prepend);
XSize size = gfx.MeasureString("Watermark", font);
gfx.TranslateTransform(pageActiveWidth / 2, pageActiveHeight / 2);
gfx.RotateTransform(-Math.Atan(pageActiveHeight / pageActiveWidth) * 180 / Math.PI);
gfx.TranslateTransform(-pageActiveWidth / 2, -pageActiveHeight / 2);
XStringFormat format = new XStringFormat();
format.Alignment = XStringAlignment.Near;
format.LineAlignment = XLineAlignment.Near;
XBrush brush = new XSolidBrush(XColor.FromArgb(128, 255, 0, 0));
gfx.DrawString("Watermark", font, brush, new XPoint((pageActiveWidth - size.Width) / 2, (pageActiveHeight - size.Height) / 2), format);
docRenderer.RenderPage(gfx, idx + 1);
}
}
I was hoping that this would magically make these PDFSharp watermarks appear but alas I get nothing!
I have this working using the following code:
public byte[] render()
{
PdfDocumentRenderer renderer = new PdfDocumentRenderer(true);
renderer.Document = this.document;
renderer.RenderDocument();
renderer.PrepareRenderPages();
CreateWatermarks(renderer);
byte[] pdfContents = null;
using (MemoryStream stream = new MemoryStream())
{
renderer.PdfDocument.Save(stream, true);
pdfContents = stream.ToArray();
}
return pdfContents;
}
private void CreateWatermarks(PdfDocumentRenderer renderer)
{
int pages = renderer.DocumentRenderer.FormattedDocument.PageCount;
for (int i = 0; i < pages; ++i)
{
var page = renderer.PdfDocument.Pages[i];
XFont font = new XFont("Verdana", 27, XFontStyle.Bold);
XGraphics gfx = XGraphics.FromPdfPage(page, XGraphicsPdfPageOptions.Prepend);
XSize size = gfx.MeasureString("Watermark", font);
gfx.TranslateTransform(pageActiveWidth / 2, pageActiveHeight / 2);
gfx.RotateTransform(-Math.Atan(pageActiveHeight / pageActiveWidth) * 180 / Math.PI);
gfx.TranslateTransform(-pageActiveWidth / 2, -pageActiveHeight / 2);
XStringFormat format = new XStringFormat();
format.Alignment = XStringAlignment.Near;
format.LineAlignment = XLineAlignment.Near;
XBrush brush = new XSolidBrush(XColor.FromArgb(128, 255, 0, 0));
gfx.DrawString("Watermark", font, brush, new XPoint((pageActiveWidth - size.Width) / 2, (pageActiveHeight - size.Height) / 2), format);
}
}

Screenshot using SharpDX and EasyHook transparent

I have been struggling in taking screenshots with DirectX, the problem is, it's working but seems to be missing some colors (black outline is missing for example), and some stuff that is also rendered by DX doesn't show.
I have uploaded the images (how the image should render and the rendered one) and also the code, what might be the issue?
Correct Image
Rendered Image
Greetings
public class Screenshot
{
public static void TakeScreenshot(string name = null)
{
var t = new Thread((ThreadStart) delegate
{
// destination folder
var destinationFolder = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments, Environment.SpecialFolderOption.Create) + "\\My Software\\Screenshots";
if (!Directory.Exists(destinationFolder)) Directory.CreateDirectory(destinationFolder);
// file name
string filename = name;
if (string.IsNullOrEmpty(name))
filename = "image-" + (Directory.GetFiles(destinationFolder, "*.png").Count() + 1).ToString("000") + ".png";
// # of graphics card adapter
const int numAdapter = 0;
// # of output device (i.e. monitor)
const int numOutput = 0;
// Create DXGI Factory1
var factory = new Factory1();
var adapter = factory.GetAdapter1(numAdapter);
// Create device from Adapter
var device = new Device(adapter);
// Get DXGI.Output
var output = adapter.GetOutput(numOutput);
var output1 = output.QueryInterface<Output1>();
// Width/Height of desktop to capture
int width = ((SharpDX.Rectangle)output.Description.DesktopBounds).Width;
int height = ((SharpDX.Rectangle)output.Description.DesktopBounds).Height;
// Create Staging texture CPU-accessible
var textureDesc = new Texture2DDescription
{
CpuAccessFlags = CpuAccessFlags.Read,
BindFlags = BindFlags.None,
Format = Format.B8G8R8A8_UNorm,
Width = width,
Height = height,
OptionFlags = ResourceOptionFlags.None,
MipLevels = 1,
ArraySize = 1,
SampleDescription = { Count = 1, Quality = 0 },
Usage = ResourceUsage.Staging
};
var screenTexture = new Texture2D(device, textureDesc);
// Duplicate the output
var duplicatedOutput = output1.DuplicateOutput(device);
bool captureDone = false;
for (int i = 0; !captureDone; i++)
{
try
{
SharpDX.DXGI.Resource screenResource;
OutputDuplicateFrameInformation duplicateFrameInformation;
// Try to get duplicated frame within given time
duplicatedOutput.AcquireNextFrame(10000, out duplicateFrameInformation, out screenResource);
if (i > 0)
{
// copy resource into memory that can be accessed by the CPU
using (var screenTexture2D = screenResource.QueryInterface<Texture2D>())
device.ImmediateContext.CopyResource(screenTexture2D, screenTexture);
// Get the desktop capture texture
var mapSource = device.ImmediateContext.MapSubresource(screenTexture, 0, MapMode.Read, MapFlags.None);
// Create Drawing.Bitmap
var bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb);
var boundsRect = new System.Drawing.Rectangle(0, 0, width, height);
// Copy pixels from screen capture Texture to GDI bitmap
var mapDest = bitmap.LockBits(boundsRect, ImageLockMode.WriteOnly, bitmap.PixelFormat);
var sourcePtr = mapSource.DataPointer;
var destPtr = mapDest.Scan0;
for (int y = 0; y < height; y++)
{
// Copy a single line
Utilities.CopyMemory(destPtr, sourcePtr, width * 4);
// Advance pointers
sourcePtr = IntPtr.Add(sourcePtr, mapSource.RowPitch);
destPtr = IntPtr.Add(destPtr, mapDest.Stride);
}
// Release source and dest locks
bitmap.UnlockBits(mapDest);
device.ImmediateContext.UnmapSubresource(screenTexture, 0);
// Save the output
bitmap.Save(destinationFolder + Path.DirectorySeparatorChar + filename);
// Send Message
Main.Chat.AddMessage(null, "~b~Screenshot saved as " + filename);
// Capture done
captureDone = true;
}
screenResource.Dispose();
duplicatedOutput.ReleaseFrame();
}
catch (SharpDXException e)
{
if (e.ResultCode.Code != SharpDX.DXGI.ResultCode.WaitTimeout.Result.Code)
{
throw e;
}
}
}
});
t.IsBackground = true;
t.Start();
}
}

Special character doesn't appear the same on windows phone emulator and real device

my problem is a bit strange!! I'm going to create a calendar tile with writable bitmap for windows phone 8. so I'm using this character "📆".
I'm using the below code and everything works fine as I expected on emulator. but when I test my app on a real device,calendar character will be appeared different
private void RenderText9()
{
int width = 159;
int height = 159;
string imagename = "SmallBackground";
WriteableBitmap b = new WriteableBitmap(width, height);
var canvas = new Grid();
canvas.Width = b.PixelWidth;
canvas.Height = b.PixelHeight;
var background = new Canvas();
background.Height = b.PixelHeight;
background.Width = b.PixelWidth;
SolidColorBrush backColor = new SolidColorBrush((Color)Application.Current.Resources["PhoneAccentColor"]);
background.Background = backColor;
var textBlock = new TextBlock();
textBlock.Text = "25";
textBlock.TextAlignment = TextAlignment.Center;
textBlock.Margin = new Thickness(0, 72, 0, 0);
textBlock.Width = 159;
textBlock.TextWrapping = TextWrapping.Wrap;
textBlock.Foreground = new SolidColorBrush(Colors.White);
textBlock.FontSize = 35;
var textBlock2 = new TextBlock();
textBlock2.Text = "📆";
textBlock2.TextAlignment = TextAlignment.Center;
textBlock2.Margin = new Thickness(0, 40, 0, 0);
textBlock2.Width = 159;
textBlock2.TextWrapping = TextWrapping.Wrap;
textBlock2.Foreground = new SolidColorBrush(Colors.White); //color of the text on the Tile
textBlock2.FontSize = 75;
canvas.Children.Add(textBlock);
canvas.Children.Add(textBlock2);
b.Render(background, null);
b.Render(canvas, null);
b.Invalidate(); //Draw bitmap
//Save bitmap as jpeg file in Isolated Storage
using (IsolatedStorageFile isf = IsolatedStorageFile.GetUserStoreForApplication())
{
using (IsolatedStorageFileStream imageStream = new IsolatedStorageFileStream("/Shared/ShellContent/" + imagename + ".jpg", System.IO.FileMode.Create, isf))
{
b.SaveJpeg(imageStream, b.PixelWidth, b.PixelHeight, 0, 100);
}
}
}
this is the tile on both emulator and real device(pay attention to difference).
anybody knows any solution??? I don't understand the reason !!

How to create a single-color Bitmap to display a given hue?

I have a requirement to create an image based on a certain color. The color will vary and so will the size of the output image. I want to create the Bitmap and save it to the app's temporary folder. How do I do this?
My initial requirement came from a list of colors, and providing a sample of the color in the UI. If the size of the image is variable then I can create them for certain scenarios like result suggestions in the search pane.
This isn't easy. But it's all wrapped in this single method for you to use. I hope it helps. ANyway, here's the code to create a Bitmap based on a given color & size:
private async System.Threading.Tasks.Task<Windows.Storage.StorageFile> CreateThumb(Windows.UI.Color color, Windows.Foundation.Size size)
{
// create colored bitmap
var _Bitmap = new Windows.UI.Xaml.Media.Imaging.WriteableBitmap((int)size.Width, (int)size.Height);
byte[] _Pixels = new byte[4 * _Bitmap.PixelWidth * _Bitmap.PixelHeight];
for (int i = 0; i < _Pixels.Length; i += 4)
{
_Pixels[i + 0] = color.B;
_Pixels[i + 1] = color.G;
_Pixels[i + 2] = color.R;
_Pixels[i + 3] = color.A;
}
// update bitmap data
// using System.Runtime.InteropServices.WindowsRuntime;
using (var _Stream = _Bitmap.PixelBuffer.AsStream())
{
_Stream.Seek(0, SeekOrigin.Begin);
_Stream.Write(_Pixels, 0, _Pixels.Length);
_Bitmap.Invalidate();
}
// determine destination
var _Folder = Windows.Storage.ApplicationData.Current.TemporaryFolder;
var _Name = color.ToString().TrimStart('#') + ".png";
// use existing if already
Windows.Storage.StorageFile _File;
try { return await _Folder.GetFileAsync(_Name); }
catch { /* do nothing; not found */ }
_File = await _Folder.CreateFileAsync(_Name, Windows.Storage.CreationCollisionOption.ReplaceExisting);
// extract stream to write
// using System.Runtime.InteropServices.WindowsRuntime;
using (var _Stream = _Bitmap.PixelBuffer.AsStream())
{
_Pixels = new byte[(uint)_Stream.Length];
await _Stream.ReadAsync(_Pixels, 0, _Pixels.Length);
}
// write file
using (var _WriteStream = await _File.OpenAsync(Windows.Storage.FileAccessMode.ReadWrite))
{
var _Encoder = await Windows.Graphics.Imaging.BitmapEncoder
.CreateAsync(Windows.Graphics.Imaging.BitmapEncoder.PngEncoderId, _WriteStream);
_Encoder.SetPixelData(Windows.Graphics.Imaging.BitmapPixelFormat.Bgra8,
Windows.Graphics.Imaging.BitmapAlphaMode.Premultiplied,
(uint)_Bitmap.PixelWidth, (uint)_Bitmap.PixelHeight, 96, 96, _Pixels);
await _Encoder.FlushAsync();
using (var outputStream = _WriteStream.GetOutputStreamAt(0))
await outputStream.FlushAsync();
}
return _File;
}
Best of luck!

How can I copy annotations/highlighting from one PDF to an updated version of that PDF?

I've recently moved to almost exclusively electronic books. I prefer to mark up documents with highlighting or annotations as I read them.
However, when I get an updated version of a PDF - O'Reilly, for example, will give access to corrected versions of the books you've purchased - I'm then stuck with a marked up older copy and a newer copy, without my notes.
My preferred language being C# I realize that iTextSharp is probably what I'd need to use if I wanted to programmatically do this (see for example Copy pdf annotations via C#), but is there an easier way to handle this?
I can't believe I'm the only one with this issue, so is there perhaps already a solution that will handle this for me?
You can use this example for iTextSharp to approach your problem:
var output = new MemoryStream();
using (var document = new Document(PageSize.A4, 70f, 70f, 20f, 20f))
{
var readers = new List<PdfReader>();
var writer = PdfWriter.GetInstance(document, output);
writer.CloseStream = false;
document.Open();
const Int32 requiredWidth = 500;
const Int32 zeroBottom = 647;
const Int32 left = 50;
Action<String, Action> inlcudePdfInDocument = (filename, e) =>
{
var reader = new PdfReader(filename);
readers.Add(reader);
var pageCount = reader.NumberOfPages;
for (var i = 0; i < pageCount; i++)
{
e?.Invoke();
var imp = writer.GetImportedPage(reader, (i + 1));
var scale = requiredWidth / imp.Width;
var height = imp.Height * scale;
writer.DirectContent.AddTemplate(imp, scale, 0, 0, scale, left, zeroBottom - height);
var annots = reader.GetPageN(i + 1).GetAsArray(PdfName.ANNOTS);
if (annots != null && annots.Size != 0)
{
foreach (var a in annots)
{
var newannot = new PdfAnnotation(writer, new Rectangle(0, 0));
var annotObj = (PdfDictionary) PdfReader.GetPdfObject(a);
newannot.PutAll(annotObj);
var rect = newannot.GetAsArray(PdfName.RECT);
rect[0] = new PdfNumber(((PdfNumber)rect[0]).DoubleValue * scale + left); // Left
rect[1] = new PdfNumber(((PdfNumber)rect[1]).DoubleValue * scale); // top
rect[2] = new PdfNumber(((PdfNumber)rect[2]).DoubleValue * scale + left); // right
rect[3] = new PdfNumber(((PdfNumber)rect[3]).DoubleValue * scale); // bottom
writer.AddAnnotation(newannot);
}
}
document.NewPage();
}
}
foreach (var apprPdf in pdfs)
{
document.NewPage();
inlcudePdfInDocument(apprPdf.Pdf, null);
}
document.Close();
readers.ForEach(x => x.Close());
}
output.Position = 0;
return output;
This example copies a list of pdf files with annotations into a new pdf file.
Obtain data from two PdfReaders simultaneously - one for copying new pdf and another for copying annotations from old pdf.