本文整理汇总了C++中gdiplus::GraphicsPath::AddBezier方法的典型用法代码示例。如果您正苦于以下问题:C++ GraphicsPath::AddBezier方法的具体用法?C++ GraphicsPath::AddBezier怎么用?C++ GraphicsPath::AddBezier使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类gdiplus::GraphicsPath
的用法示例。
在下文中一共展示了GraphicsPath::AddBezier方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: GetFrame
PVideoFrame __stdcall AutoTraceFilter::GetFrame(int n, IScriptEnvironment* env) {
// Grab the child frame
PVideoFrame childFrame = child->GetFrame(n, env);
// Create the bitmap - AutoTrace always wants a 24-bpp bitmap for some dumb reason
at_bitmap_type *bitmap;
bitmap = at_bitmap_new(srcWidth, srcHeight, 3);
size_t bitmap_size = srcWidth * srcHeight * 3;
// Pull the bitmap data
// We can just blt lines
const BYTE* srcBitmap = childFrame->GetReadPtr();
int pitch = childFrame->GetPitch();
int rowSize = childFrame->GetRowSize();
for (int y = 0; y < srcHeight; y++) {
// Note that R and B are swapped in this. It doesn't really matter.
memcpy_s(bitmap->bitmap + ((srcHeight - y - 1) * rowSize), bitmap_size, srcBitmap + (y * pitch), rowSize);
}
// This does the actual tracing:
at_splines_type* splines = at_splines_new(bitmap, fitting_opts, exception_handler, NULL);
// Now create the new frame. First, blank out the old frame
graphics->Clear(*backgroundColor);
at_real tx = ((at_real)destWidth) / ((at_real)srcWidth);
at_real ty = ((at_real)destHeight) / ((at_real)srcHeight);
for (unsigned int i = 0; i < splines->length; i++) {
at_spline_list_type spline_list = splines->data[i];
Gdiplus::GraphicsPath path;
for (unsigned int j = 0; j < spline_list.length; j++) {
at_spline_type* spline = &(spline_list.data[j]);
if (spline->degree == AT_LINEARTYPE) {
path.AddLine((Gdiplus::REAL)(spline->v[0].x * tx), (Gdiplus::REAL)(spline->v[0].y * ty),
(Gdiplus::REAL)(spline->v[3].x * tx), (Gdiplus::REAL)(spline->v[3].y * ty));
} else {
path.AddBezier(
(Gdiplus::REAL)(spline->v[0].x * tx), (Gdiplus::REAL)(spline->v[0].y * ty),
(Gdiplus::REAL)(spline->v[1].x * tx), (Gdiplus::REAL)(spline->v[1].y * ty),
(Gdiplus::REAL)(spline->v[2].x * tx), (Gdiplus::REAL)(spline->v[2].y * ty),
(Gdiplus::REAL)(spline->v[3].x * tx), (Gdiplus::REAL)(spline->v[3].y * ty));
}
}
path.CloseFigure();
// Red and blue are swapped here, so swap them back.
Gdiplus::Color color(spline_list.color.b, spline_list.color.g, spline_list.color.r);
Gdiplus::SolidBrush brush(color);
graphics->FillPath(&brush, &path);
}
at_splines_free(splines);
at_bitmap_free(bitmap);
// Now we need to create our result frame
PVideoFrame outputFrame = env->NewVideoFrame(vi);
BYTE* outputData = outputFrame->GetWritePtr();
env->BitBlt(outputData, outputFrame->GetPitch(), renderedFrameData, renderedFramePitch, destWidth*4, destHeight);
return outputFrame;
}