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C# CGBitmapContext.ClearRect方法代码示例

本文整理汇总了C#中CGBitmapContext.ClearRect方法的典型用法代码示例。如果您正苦于以下问题:C# CGBitmapContext.ClearRect方法的具体用法?C# CGBitmapContext.ClearRect怎么用?C# CGBitmapContext.ClearRect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CGBitmapContext的用法示例。


在下文中一共展示了CGBitmapContext.ClearRect方法的14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: LoadBitmapData

		void LoadBitmapData (int texId)
		{
			NSData texData = NSData.FromFile (NSBundle.MainBundle.PathForResource ("texture1", "png"));

			UIImage image = UIImage.LoadFromData (texData);
			if (image == null)
				return;

			int width = image.CGImage.Width;
			int height = image.CGImage.Height;

			CGColorSpace colorSpace = CGColorSpace.CreateDeviceRGB ();
			byte[] imageData = new byte[height * width * 4];
			CGContext context = new CGBitmapContext (imageData, width, height, 8, 4 * width, colorSpace,
				                    CGBitmapFlags.PremultipliedLast | CGBitmapFlags.ByteOrder32Big);

			context.TranslateCTM (0, height);
			context.ScaleCTM (1, -1);
			colorSpace.Dispose ();
			context.ClearRect (new RectangleF (0, 0, width, height));
			context.DrawImage (new RectangleF (0, 0, width, height), image.CGImage);

			GL.TexImage2D (TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, width, height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, imageData);
			context.Dispose ();
		}
开发者ID:Juliansanu,项目名称:mobile-samples,代码行数:25,代码来源:EAGLView.cs

示例2: iOSSurfaceSource

        /// <summary>
        /// Initializes a new instance of the <see cref="iOSSurfaceSource"/> class.
        /// </summary>
        /// <param name="stream">The <see cref="Stream"/> that contains the surface data.</param>
        public iOSSurfaceSource(Stream stream)
        {
            Contract.Require(stream, nameof(stream));

            using (var data = NSData.FromStream(stream))
            {
                using (var img = UIImage.LoadFromData(data))
                {
                    this.width = (Int32)img.Size.Width;
                    this.height = (Int32)img.Size.Height;
                    this.stride = (Int32)img.CGImage.BytesPerRow;

                    this.bmpData = Marshal.AllocHGlobal(stride * height);

                    using (var colorSpace = CGColorSpace.CreateDeviceRGB())
                    {
                        using (var bmp = new CGBitmapContext(bmpData, width, height, 8, stride, colorSpace, CGImageAlphaInfo.PremultipliedLast))
                        {
                            bmp.ClearRect(new CGRect(0, 0, width, height));
                            bmp.DrawImage(new CGRect(0, 0, width, height), img.CGImage);
                        }
                    }
                }
            }

            ReversePremultiplication();
        }
开发者ID:RUSshy,项目名称:ultraviolet,代码行数:31,代码来源:iOSSurfaceSource.cs

示例3: GLTexture

		public GLTexture (string inFilename)
		{
			GL.Enable (EnableCap.Texture2D);
			GL.Enable (EnableCap.Blend);

			filename = inFilename;

			GL.Hint (HintTarget.GenerateMipmapHint, HintMode.Nicest);
			GL.GenTextures (1, out texture);
			GL.BindTexture (TextureTarget.Texture2D, texture);
			GL.TexParameter (TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int) All.Repeat);
			GL.TexParameter (TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int) All.Repeat);
			GL.TexParameter (TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) All.Linear);
			GL.TexParameter (TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int) All.Linear);
			GL.TexParameter (TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) All.Nearest);
			GL.TexParameter (TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int) All.Nearest);

			//TODO Remove the Substring method if you don't support iOS versions prior to iOS 6.
			string extension = Path.GetExtension (filename).Substring(1);
			string baseFilename = Path.GetFileNameWithoutExtension (filename);

			string path = NSBundle.MainBundle.PathForResource (baseFilename, extension);
			NSData texData = NSData.FromFile (path);

			UIImage image = UIImage.LoadFromData (texData);
			if (image == null)
				return;

			nint width = image.CGImage.Width;
			nint height = image.CGImage.Height;

			CGColorSpace colorSpace = CGColorSpace.CreateDeviceRGB ();
			byte [] imageData = new byte[height * width * 4];
			CGContext context = new CGBitmapContext  (imageData, width, height, 8, 4 * width, colorSpace,
			                                          CGBitmapFlags.PremultipliedLast | CGBitmapFlags.ByteOrder32Big);

			context.TranslateCTM (0, height);
			context.ScaleCTM (1, -1);
			colorSpace.Dispose ();
			context.ClearRect (new CGRect (0, 0, width, height));
			context.DrawImage (new CGRect (0, 0, width, height), image.CGImage);

			GL.TexImage2D (TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, (int)width, (int)height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, imageData);
			context.Dispose ();
		}
开发者ID:CBrauer,项目名称:monotouch-samples,代码行数:45,代码来源:GLTexture.cs

示例4: TexImage2D

        public static void TexImage2D(Stream data, out int width, out int height)
        {
			data.Position = 0;		
			var nsData = NSData.FromStream(data);

			var image = UIImage.LoadFromData(nsData);
			if (image == null) throw new Exception ("could not load image data");

			width = (int)image.CGImage.Width;
			height = (int)image.CGImage.Height;

			var colorSpace = CGColorSpace.CreateDeviceRGB();
			var imageData = new byte[height * width * 4];
			var context = new CGBitmapContext  (imageData, width, height, 8, 4 * width, colorSpace, CGBitmapFlags.PremultipliedLast | CGBitmapFlags.ByteOrder32Big);
            colorSpace.Dispose();

			context.ClearRect(new CGRect(0, 0, width, height));
			context.DrawImage(new CGRect(0, 0, width, height), image.CGImage);

			GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, width, height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, imageData);
			context.Dispose();
        }
开发者ID:jdeksup,项目名称:Mapsui.Net4,代码行数:22,代码来源:PlatformTextureLoader.cs

示例5: InitWithCGImage

        private void InitWithCGImage(CGImage image, All filter)
        {
            int	width,height,i;
            CGContext context = null;
            IntPtr data;
            CGColorSpace colorSpace;
            IntPtr tempData;
            bool hasAlpha;
            CGImageAlphaInfo info;
            CGAffineTransform transform;
            Size imageSize;
            SurfaceFormat pixelFormat;
            bool sizeToFit = false;

            if(image == null)
            {
                throw new ArgumentException(" uimage is invalid! " );
            }

            info = image.AlphaInfo;
            hasAlpha = ((info == CGImageAlphaInfo.PremultipliedLast) || (info == CGImageAlphaInfo.PremultipliedFirst) || (info == CGImageAlphaInfo.Last) || (info == CGImageAlphaInfo.First) ? true : false);

            if (image.ColorSpace != null)
            {
                pixelFormat = SurfaceFormat.Color;
            }
            else
            {
                pixelFormat = SurfaceFormat.Alpha8;
            }

            imageSize = new Size(image.Width,image.Height);
            transform = CGAffineTransform.MakeIdentity();
            width = imageSize.Width;

            if((width != 1) && ((width & (width - 1))!=0)) {
                i = 1;
                while((sizeToFit ? 2 * i : i) < width)
                    i *= 2;
                width = i;
            }
            height = imageSize.Height;
            if((height != 1) && ((height & (height - 1))!=0)) {
                i = 1;
                while((sizeToFit ? 2 * i : i) < height)
                    i *= 2;
                height = i;
            }
            // TODO: kMaxTextureSize = 1024
            while((width > 1024) || (height > 1024))
            {
                width /= 2;
                height /= 2;
                transform = CGAffineTransform.MakeScale(0.5f,0.5f);
                imageSize.Width /= 2;
                imageSize.Height /= 2;
            }

            switch(pixelFormat)
            {
                case SurfaceFormat.Color:
                    colorSpace = CGColorSpace.CreateDeviceRGB();
                    data = Marshal.AllocHGlobal(height * width * 4);
                    context = new CGBitmapContext(data, width, height, 8, 4 * width, colorSpace,CGImageAlphaInfo.PremultipliedLast);
                    colorSpace.Dispose();
                    break;
                case SurfaceFormat.Alpha8:
                    data = Marshal.AllocHGlobal(height * width);
                    context = new CGBitmapContext(data, width, height, 8, width, null, CGImageAlphaInfo.Only);
                    break;
                default:
                    throw new NotSupportedException("Invalid pixel format");
            }

            context.ClearRect(new RectangleF(0,0,width,height));
             			context.TranslateCTM(0, height - imageSize.Height);

            if (!transform.IsIdentity)
            {
                context.ConcatCTM(transform);
            }

            context.DrawImage(new RectangleF(0, 0, image.Width, image.Height), image);

            //Convert "RRRRRRRRRGGGGGGGGBBBBBBBBAAAAAAAA" to "RRRRRGGGGGGBBBBB"
            /*
            if(pixelFormat == SurfaceFormat.Rgb32) {
                tempData = Marshal.AllocHGlobal(height * width * 2);

                int d32;
                short d16;
                int inPixel32Count=0,outPixel16Count=0;
                for(i = 0; i < width * height; ++i, inPixel32Count+=sizeof(int))
                {
                    d32 = Marshal.ReadInt32(data,inPixel32Count);
                    short R = (short)((((d32 >> 0) & 0xFF) >> 3) << 11);
                    short G = (short)((((d32 >> 8) & 0xFF) >> 2) << 5);
                    short B = (short)((((d32 >> 16) & 0xFF) >> 3) << 0);
                    d16 = (short)  (R | G | B);
                    Marshal.WriteInt16(tempData,outPixel16Count,d16);
//.........这里部分代码省略.........
开发者ID:JoelCarter,项目名称:MonoGame,代码行数:101,代码来源:ESTexture2D.cs

示例6: ESTexture2D

        public ESTexture2D(UIImage uiImage, All filter)
        {
            CGImage image = uiImage.CGImage;
            if(uiImage == null)
                throw new ArgumentNullException("uiImage");

            // TODO: could use this to implement lower-bandwidth textures
            //bool hasAlpha = (image.AlphaInfo == CGImageAlphaInfo.First || image.AlphaInfo == CGImageAlphaInfo.Last
            //		|| image.AlphaInfo == CGImageAlphaInfo.PremultipliedFirst || image.AlphaInfo == CGImageAlphaInfo.PremultipliedLast);

            // Image dimentions:
            logicalSize = new Point((int)uiImage.Size.Width, (int)uiImage.Size.Height);

            pixelWidth = uiImage.CGImage.Width;
            pixelHeight = uiImage.CGImage.Height;

            // Round up the target texture width and height to powers of two:
            potWidth = pixelWidth;
            potHeight = pixelHeight;
            if(( potWidth & ( potWidth-1)) != 0) { int w = 1; while(w <  potWidth) { w *= 2; }  potWidth = w; }
            if((potHeight & (potHeight-1)) != 0) { int h = 1; while(h < potHeight) { h *= 2; } potHeight = h; }

            // Scale down textures that are too large...
            CGAffineTransform transform = CGAffineTransform.MakeIdentity();
            while((potWidth > 1024) || (potHeight > 1024))
            {
                potWidth /= 2;    // Note: no precision loss - it's a power of two
                potHeight /= 2;
                pixelWidth /= 2;  // Note: precision loss - assume possibility of dropping a pixel at each step is ok
                pixelHeight /= 2;
                transform.Multiply(CGAffineTransform.MakeScale(0.5f, 0.5f));
            }

            RecalculateRatio();

            lock(textureLoadBufferLockObject)
            {
                CreateTextureLoadBuffer();

                unsafe
                {
                    fixed(byte* data = textureLoadBuffer)
                    {
                        var colorSpace = CGColorSpace.CreateDeviceRGB();
                        var context = new CGBitmapContext(new IntPtr(data), potWidth, potHeight,
                                8, 4 * potWidth, colorSpace, CGImageAlphaInfo.PremultipliedLast);

                        context.ClearRect(new RectangleF(0, 0, potWidth, potHeight));
                        context.TranslateCTM(0, potHeight - pixelHeight); // TODO: this does not play nice with the precision-loss above (keeping half-pixel to the edge)

                        if(!transform.IsIdentity)
                            context.ConcatCTM(transform);

                        context.DrawImage(new RectangleF(0, 0, image.Width, image.Height), image);
                        SetupTexture(new IntPtr(data), filter);

                        context.Dispose();
                        colorSpace.Dispose();
                    }
                }
            }
        }
开发者ID:meds,项目名称:ChicksnVixens,代码行数:62,代码来源:ESTexture2D.cs

示例7: Texture2D

        public Texture2D(UIImage uiImage)
        {
            if (uiImage == null) {
                throw new ArgumentNullException("uiImage");
            }

            CGImage image = uiImage.CGImage;

            if (image == null) {
                throw new InvalidOperationException("Attempted to create a Texture2D from UIImage, but resulting CGImage is null");
            }

            CGImageAlphaInfo info = image.AlphaInfo;
            bool hasAlpha = info == CGImageAlphaInfo.PremultipliedLast || info == CGImageAlphaInfo.PremultipliedFirst || info == CGImageAlphaInfo.Last || info == CGImageAlphaInfo.First;

            int bpp = image.BitsPerComponent;

            Texture2DPixelFormat pixelFormat;

            if (image.ColorSpace != null) {
                if (hasAlpha || bpp >= 8) {
                    pixelFormat = Texture2DPixelFormat.Default;
                } else {
                    pixelFormat = Texture2DPixelFormat.RGB565;
                }
            } else {
                pixelFormat = Texture2DPixelFormat.A8;
            }

            int width = image.Width;
            if (width != 1 && (width & (width - 1)) != 0) {
                int i = 1;
                while (i < width) {
                    i *= 2;
                }

                width = i;
            }

            int height = image.Height;
            if (height != 1 && (height & (height - 1)) != 0) {
                int i = 1;
                while (i < height) {
                    i *= 2;
                }
                height = i;
            }

            if (width > MaxTextureSize || height > MaxTextureSize) {
                throw new InvalidOperationException("Image is too large. Width or height larger than MaxTextureSize");
            }

            CGColorSpace colorSpace = null;
            CGContext context;
            byte[] data;

            unsafe {
                // all formats require w*h*4, except A8 requires just w*h
                int dataSize = width * height * 4;
                if (pixelFormat == Texture2DPixelFormat.A8) {
                    dataSize = width * height;
                }

                data = new byte[dataSize];
                fixed (byte* dp = data) {
                    switch (pixelFormat) {
                        case Texture2DPixelFormat.RGBA8888:
                        case Texture2DPixelFormat.RGBA4444:
                        case Texture2DPixelFormat.RGB5A1:
                            colorSpace = CGColorSpace.CreateDeviceRGB();
                            context = new CGBitmapContext((IntPtr)dp, (int)width, (int)height, 8, 4 * (int)width, colorSpace, CGImageAlphaInfo.PremultipliedLast);
                            break;
                        case Texture2DPixelFormat.RGB565:
                            colorSpace = CGColorSpace.CreateDeviceRGB();
                            context = new CGBitmapContext((IntPtr)dp, (int)width, (int)height, 8, 4 * (int)width, colorSpace, CGImageAlphaInfo.NoneSkipLast);
                            break;
                        case Texture2DPixelFormat.A8:
                            context = new CGBitmapContext((IntPtr)dp, (int)width, (int)height, 8, (int)width, null, CGImageAlphaInfo.Only);
                            break;
                        default:
                            throw new InvalidEnumArgumentException("pixelFormat", (int)pixelFormat, typeof(Texture2DPixelFormat));
                    }

                    if (colorSpace != null) {
                        colorSpace.Dispose();
                    }

                    context.ClearRect(new RectangleF(0, 0, width, height));
                    context.TranslateCTM(0, height - image.Height);

                    // why is this here? make an identity transform, then immediately not use it? Need to look into this
                    CGAffineTransform transform = CGAffineTransform.MakeIdentity();

                    if (!transform.IsIdentity) {
                        context.ConcatCTM(transform);
                    }

                    context.DrawImage(new RectangleF(0, 0, image.Width, image.Height), image);
                }
            }
//.........这里部分代码省略.........
开发者ID:ishinao,项目名称:CocosNet,代码行数:101,代码来源:Texture2D.cs

示例8: CreateCompatibleBitmapContext

        private CGBitmapContext CreateCompatibleBitmapContext(int width, int height, PixelFormat pixelFormat)
        {
            int bitsPerComponent, bytesPerRow;
            CGColorSpace colorSpace;
            CGImageAlphaInfo alphaInfo;
            bool premultiplied = false;
            int bitsPerPixel = 0;

            // CoreGraphics only supports a few options so we have to make do with what we have
            // https://developer.apple.com/library/mac/qa/qa1037/_index.html
            switch (pixelFormat)
            {
            case PixelFormat.Format32bppPArgb:
            case PixelFormat.DontCare:
                premultiplied = true;
                colorSpace = CGColorSpace.CreateDeviceRGB ();
                bitsPerComponent = 8;
                bitsPerPixel = 32;
                alphaInfo = CGImageAlphaInfo.PremultipliedLast;
                break;
            case PixelFormat.Format32bppArgb:
                colorSpace = CGColorSpace.CreateDeviceRGB ();
                bitsPerComponent = 8;
                bitsPerPixel = 32;
                alphaInfo = CGImageAlphaInfo.PremultipliedLast;
                break;
            case PixelFormat.Format32bppRgb:
                colorSpace = CGColorSpace.CreateDeviceRGB ();
                bitsPerComponent = 8;
                bitsPerPixel = 32;
                alphaInfo = CGImageAlphaInfo.PremultipliedLast;
                break;
            case PixelFormat.Format24bppRgb:
                colorSpace = CGColorSpace.CreateDeviceRGB ();
                bitsPerComponent = 8;
                bitsPerPixel = 32;
                alphaInfo = CGImageAlphaInfo.PremultipliedLast;
                break;
            default:
                throw new Exception ("Format not supported: " + pixelFormat);
            }

            bytesPerRow = width * bitsPerPixel/bitsPerComponent;
            int size = bytesPerRow * height;

            var bitmapBlock = Marshal.AllocHGlobal (size);
            var bitmap = new CGBitmapContext (bitmapBlock,
                                              width, height,
                                              bitsPerComponent,
                                              bytesPerRow,
                                              colorSpace,
                              alphaInfo);

            bitmap.ClearRect (new CGRect (0,0,width,height));

            //colorSpace.Dispose ();

            return bitmap;
        }
开发者ID:mono,项目名称:sysdrawing-coregraphics,代码行数:59,代码来源:Bitmap.cs

示例9: Bitmap

        public Bitmap(int width, int height, PixelFormat format)
        {
            imageTransform = new CGAffineTransform(1, 0, 0, -1, 0, height);

            int bitsPerComponent, bytesPerRow;
            CGColorSpace colorSpace;
            CGBitmapFlags bitmapInfo;
            bool premultiplied = false;
            int bitsPerPixel = 0;

            pixelFormat = format;

            // Don't forget to set the Image width and height for size.
            imageSize.Width = width;
            imageSize.Height = height;

            switch (format){
            case PixelFormat.Format32bppPArgb:
            case PixelFormat.DontCare:
                premultiplied = true;
                colorSpace = CGColorSpace.CreateDeviceRGB ();
                bitsPerComponent = 8;
                bitsPerPixel = 32;
                bitmapInfo = CGBitmapFlags.PremultipliedFirst;
                break;
            case PixelFormat.Format32bppArgb:
                colorSpace = CGColorSpace.CreateDeviceRGB ();
                bitsPerComponent = 8;
                bitsPerPixel = 32;
                bitmapInfo = CGBitmapFlags.PremultipliedFirst;
                break;
            case PixelFormat.Format32bppRgb:
                colorSpace = CGColorSpace.CreateDeviceRGB ();
                bitsPerComponent = 8;
                bitsPerPixel = 32;
                bitmapInfo = CGBitmapFlags.NoneSkipLast;
                break;
            case PixelFormat.Format24bppRgb:
                colorSpace = CGColorSpace.CreateDeviceRGB ();
                bitsPerComponent = 8;
                bitsPerPixel = 32;
                bitmapInfo = CGBitmapFlags.NoneSkipLast;
                break;
            default:
                throw new Exception ("Format not supported: " + format);
            }
            bytesPerRow = width * bitsPerPixel/bitsPerComponent;
            int size = bytesPerRow * height;

            bitmapBlock = Marshal.AllocHGlobal (size);
            var bitmap = new CGBitmapContext (bitmapBlock,
                                          width, height,
                                          bitsPerComponent,
                                          bytesPerRow,
                                          colorSpace,
                                          bitmapInfo);
            // This works for now but we need to look into initializing the memory area itself
            // TODO: Look at what we should do if the image does not have alpha channel
            bitmap.ClearRect (new CGRect (0,0,width,height));

            var provider = new CGDataProvider (bitmapBlock, size, true);
            NativeCGImage = new CGImage (width, height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpace, bitmapInfo, provider, null, false, CGColorRenderingIntent.Default);

            dpiWidth = dpiHeight = ConversionHelpers.MS_DPI;
            physicalDimension.Width = width;
            physicalDimension.Height = height;

            // The physical size may be off on certain implementations.  For instance the dpiWidth and dpiHeight
            // are read using integers in core graphics but in windows it is a float.
            // For example:
            // coregraphics dpiWidth = 24 as integer
            // windows dpiWidth = 24.999935 as float
            // this gives a few pixels difference when calculating the physical size.
            // 256 * 96 / 24 = 1024
            // 256 * 96 / 24.999935 = 983.04
            //
            // https://bugzilla.xamarin.com/show_bug.cgi?id=14365
            // PR: https://github.com/mono/maccore/pull/57
            //

            physicalSize = new SizeF (physicalDimension.Width, physicalDimension.Height);
            physicalSize.Width *= ConversionHelpers.MS_DPI / dpiWidth;
            physicalSize.Height *= ConversionHelpers.MS_DPI / dpiHeight;

            rawFormat = ImageFormat.MemoryBmp;
            pixelFormat = format;
        }
开发者ID:mono,项目名称:sysdrawing-coregraphics,代码行数:87,代码来源:Bitmap.cs

示例10: InitWithCGImage

        private void InitWithCGImage(CGImage image)
        {
            int	width, height;
            CGBitmapContext bitmap = null;
            bool hasAlpha;
            CGImageAlphaInfo alphaInfo;
            CGColorSpace colorSpace;
            int bitsPerComponent, bytesPerRow;
            CGBitmapFlags bitmapInfo;
            bool premultiplied = false;
            int bitsPerPixel = 0;

            if (image == null) {
                throw new ArgumentException (" image is invalid! " );
            }

            alphaInfo = image.AlphaInfo;
            hasAlpha = ((alphaInfo == CGImageAlphaInfo.PremultipliedLast) || (alphaInfo == CGImageAlphaInfo.PremultipliedFirst) || (alphaInfo == CGImageAlphaInfo.Last) || (alphaInfo == CGImageAlphaInfo.First) ? true : false);

            imageSize.Width = (int)image.Width;
            imageSize.Height = (int)image.Height;

            width = (int)image.Width;
            height = (int)image.Height;

            // Not sure yet if we need to keep the original image information
            // before we change it internally.  TODO look at what windows does
            // and follow that.
            bitmapInfo = image.BitmapInfo;
            bitsPerComponent = (int)image.BitsPerComponent;
            bitsPerPixel = (int)image.BitsPerPixel;
            bytesPerRow = width * bitsPerPixel/bitsPerComponent;
            int size = bytesPerRow * height;

            colorSpace = image.ColorSpace;

            // Right now internally we represent the images all the same
            // I left the call here just in case we find that this is not
            // possible.  Read the comments for non alpha images.
            if(colorSpace != null) {
                if( hasAlpha ) {
                    premultiplied = true;
                    colorSpace = CGColorSpace.CreateDeviceRGB ();
                    bitsPerComponent = 8;
                    bitsPerPixel = 32;
                    bitmapInfo = CGBitmapFlags.PremultipliedLast;
                }
                else
                {
                    // even for images without alpha we will internally
                    // represent them as RGB with alpha.  There were problems
                    // if we do not do it this way and creating a bitmap context.
                    // The images were not drawing correctly and tearing.  Also
                    // creating a Graphics to draw on was a nightmare.  This
                    // should probably be looked into or maybe it is ok and we
                    // can continue representing internally with this representation
                    premultiplied = true;
                    colorSpace = CGColorSpace.CreateDeviceRGB ();
                    bitsPerComponent = 8;
                    bitsPerPixel = 32;
                    bitmapInfo = CGBitmapFlags.NoneSkipLast;
                }
            } else {
                premultiplied = true;
                colorSpace = CGColorSpace.CreateDeviceRGB ();
                bitsPerComponent = 8;
                bitsPerPixel = 32;
                bitmapInfo = CGBitmapFlags.NoneSkipLast;
            }

            bytesPerRow = width * bitsPerPixel/bitsPerComponent;
            size = bytesPerRow * height;

            bitmapBlock = Marshal.AllocHGlobal (size);
            bitmap = new CGBitmapContext (bitmapBlock,
                                          width, height,
                                          bitsPerComponent,
                                          bytesPerRow,
                                          colorSpace,
                                          bitmapInfo);

            bitmap.ClearRect (new CGRect (0,0,width,height));

            // We need to flip the Y axis to go from right handed to lefted handed coordinate system
            var transform = new CGAffineTransform(1, 0, 0, -1, 0, image.Height);
            bitmap.ConcatCTM(transform);

            bitmap.DrawImage (new CGRect (0, 0, image.Width, image.Height), image);

            var provider = new CGDataProvider (bitmapBlock, size, true);
            NativeCGImage = new CGImage (width, height, bitsPerComponent,
                                         bitsPerPixel, bytesPerRow,
                                         colorSpace,
                                         bitmapInfo,
                                         provider, null, true, image.RenderingIntent);

            colorSpace.Dispose();
            bitmap.Dispose();
        }
开发者ID:mono,项目名称:sysdrawing-coregraphics,代码行数:99,代码来源:Bitmap.cs

示例11: FromUIImage

        static Texture2D FromUIImage(UIImage uiImage, string name)
        {
            All filter = All.Linear;

            CGImage image = uiImage.CGImage;
            if(uiImage == null)
                throw new ArgumentNullException("uiImage");

            // TODO: could use this to implement lower-bandwidth textures
            //bool hasAlpha = (image.AlphaInfo == CGImageAlphaInfo.First || image.AlphaInfo == CGImageAlphaInfo.Last
            //		|| image.AlphaInfo == CGImageAlphaInfo.PremultipliedFirst || image.AlphaInfo == CGImageAlphaInfo.PremultipliedLast);

            // Image dimentions:
            Point logicalSize = new Point((int)uiImage.Size.Width, (int)uiImage.Size.Height);

            int pixelWidth = uiImage.CGImage.Width;
            int pixelHeight = uiImage.CGImage.Height;

            // Round up the target texture width and height to powers of two:
            int potWidth = pixelWidth;
            int potHeight = pixelHeight;
            if(( potWidth & ( potWidth-1)) != 0) { int w = 1; while(w <  potWidth) { w *= 2; }  potWidth = w; }
            if((potHeight & (potHeight-1)) != 0) { int h = 1; while(h < potHeight) { h *= 2; } potHeight = h; }

            // Scale down textures that are too large...
            CGAffineTransform transform = CGAffineTransform.MakeIdentity();
            while((potWidth > 1024) || (potHeight > 1024))
            {
                potWidth /= 2;    // Note: no precision loss - it's a power of two
                potHeight /= 2;
                pixelWidth /= 2;  // Note: precision loss - assume possibility of dropping a pixel at each step is ok
                pixelHeight /= 2;
                transform.Multiply(CGAffineTransform.MakeScale(0.5f, 0.5f));
            }

            lock(textureLoadBufferLockObject)
            {
                CreateTextureLoadBuffer();

                unsafe
                {
                    fixed(byte* data = textureLoadBuffer)
                    {
                        using(var colorSpace = CGColorSpace.CreateDeviceRGB())
                        using(var context = new CGBitmapContext(new IntPtr(data), potWidth, potHeight,
                                8, 4 * potWidth, colorSpace, CGImageAlphaInfo.PremultipliedLast))
                        {
                            context.ClearRect(new RectangleF(0, 0, potWidth, potHeight));
                            context.TranslateCTM(0, potHeight - pixelHeight); // TODO: this does not play nice with the precision-loss above (keeping half-pixel to the edge)

                            if(!transform.IsIdentity)
                                context.ConcatCTM(transform);

                            context.DrawImage(new RectangleF(0, 0, image.Width, image.Height), image);

                            uint textureId = 0;
                            /*textureId = new uint[1];
                            textureId[0]= 0;
                            GL.GenTextures(1,textureId);*/
                            GL.GenTextures(1, ref textureId);
                            GL.BindTexture(All.Texture2D, textureId);
                            GL.TexParameter(All.Texture2D, All.TextureMinFilter, (int)filter);
                            GL.TexParameter(All.Texture2D, All.TextureMagFilter, (int)filter);
                            GL.TexImage2D(All.Texture2D, 0, (int)All.Rgba, (int)potWidth, (int)potHeight, 0, All.Rgba, All.UnsignedByte, new IntPtr(data));

                            return new Texture2D(logicalSize.X, logicalSize.Y,
                                    pixelWidth, pixelHeight, potWidth, potHeight,
                                    textureId, name);
                        }
                    }
                }
            }
        }
开发者ID:eickegao,项目名称:tiny2d,代码行数:73,代码来源:Texture2D.cs

示例12: Finalize

		public bool Finalize (IMTLDevice device)
		{
			if (MetalTexture != null)
				return true;

			UIImage image = UIImage.FromFile (path);

			if (image == null)
				return false;

			using (CGColorSpace colorSpace = CGColorSpace.CreateDeviceRGB ()) {

				if (colorSpace == null)
					return false;

				Width = image.CGImage.Width;
				Height = image.CGImage.Height;

				nuint width = (nuint)Width;
				nuint height = (nuint)Height;
				nuint rowBytes = width * 4;

				var context = new CGBitmapContext (IntPtr.Zero,
					              (int)width,
					              (int)height,
					              8,
					              (int)rowBytes,
					              colorSpace,
					              CGImageAlphaInfo.PremultipliedLast);

				if (context == null)
					return false;

				var bounds = new CGRect (0f, 0f, width, height);
				context.ClearRect (bounds);

				// Vertical Reflect
				if (flip) {
					context.TranslateCTM (width, height);
					context.ScaleCTM (-1f, -1f);
				}

				context.DrawImage (bounds, image.CGImage);
				MTLTextureDescriptor texDesc = MTLTextureDescriptor.CreateTexture2DDescriptor (MTLPixelFormat.RGBA8Unorm, width, height, false);

				if (texDesc == null)
					return false;

				MetalTexture = device.CreateTexture (texDesc);

				if (MetalTexture == null) {
					context.Dispose ();
					return false;
				}

				IntPtr pixels = context.Data;

				if (pixels != IntPtr.Zero) {
					var region = new MTLRegion ();
					region.Origin.X = 0;
					region.Origin.Y = 0;
					region.Size.Width = (nint)width;
					region.Size.Height = (nint)height;

					MetalTexture.ReplaceRegion (region, 0, pixels, rowBytes);
				}

				context.Dispose ();
			}

			return true;
		}
开发者ID:CBrauer,项目名称:monotouch-samples,代码行数:72,代码来源:Texture.cs

示例13: LoadTexture

        // see http://deathbyalgorithm.blogspot.fr/2013/05/opentk-textures.html
        public static int LoadTexture(string name, int quality, bool repeat, bool flip_y)
        {
            string prefix;

            #if __IOS__
            prefix = "OpenGLDemo.iOS.";
            #endif
            #if __ANDROID__
            prefix = "OpenGLDemo.Droid.";
            #endif

            var assembly = typeof(App2).GetTypeInfo ().Assembly;

            //			foreach (var res in assembly.GetManifestResourceNames())
            //				System.Diagnostics.Debug.WriteLine("found resource: " + res);

            Stream stream = assembly.GetManifestResourceStream (prefix + name + ".png");
            byte[] imageData;

            using (MemoryStream ms = new MemoryStream())
            {
                stream.CopyTo(ms);
                imageData = ms.ToArray();
            }

            #if __ANDROID__

                Bitmap b = BitmapFactory.DecodeByteArray (imageData, 0, imageData.Length);

            #elif __IOS__

                UIImage image = ImageFromByteArray (imageData);
                int width = (int)image.CGImage.Width;
                int height = (int)image.CGImage.Height;

                CGColorSpace colorSpace = CGColorSpace.CreateDeviceRGB ();
                byte[] imageData2 = new byte[height * width * 4];
                CGContext context = new CGBitmapContext (imageData2, width, height, 8, 4 * width, colorSpace,
                    CGBitmapFlags.PremultipliedLast | CGBitmapFlags.ByteOrder32Big);

                colorSpace.Dispose ();
                context.ClearRect (new RectangleF (0, 0, width, height));
                context.DrawImage (new RectangleF (0, 0, width, height), image.CGImage);

            #endif

            int [] textures = new int[1];

            //Generate a new texture target in gl
            GL.GenTextures(1, textures);

            //Will bind the texture newly/empty created with GL.GenTexture
            //All gl texture methods targeting Texture2D will relate to this texture
            GL.BindTexture(TextureTarget.Texture2D, textures[0]);

            //The reason why your texture will show up glColor without setting these parameters is actually
            //TextureMinFilters fault as its default is NearestMipmapLinear but we have not established mipmapping
            //We are only using one texture at the moment since mipmapping is a collection of textures pre filtered
            //I'm assuming it stops after not having a collection to check.
            switch (quality)
            {
            case 1://High quality
                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int) All.Linear);
                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) All.Linear);
                break;
                //case 0:
            default://Low quality
                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int) All.Nearest);
                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) All.Nearest);
                break;
            }

            if (repeat)
            {
                //This will repeat the texture past its bounds set by TexImage2D
                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int) All.Repeat);
                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int) All.Repeat);
            }
            else
            {
                //This will clamp the texture to the edge, so manipulation will result in skewing
                //It can also be useful for getting rid of repeating texture bits at the borders
                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int) All.ClampToEdge);
                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int) All.ClampToEdge);
            }

            #if __ANDROID__
                GLUtils.TexImage2D ((int) All.Texture2D, 0, b, 0);
                b.Recycle();
            #elif __IOS__
                GL.TexImage2D (TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, width, height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, imageData2);
            #endif

            GL.BindTexture(TextureTarget.Texture2D, 0);

            return textures[0];
        }
开发者ID:burf2000,项目名称:OpenGLXamarin,代码行数:98,代码来源:OpenGLCube.cs

示例14: LoadTexture

		protected void LoadTexture(UIImage inImage)
		{
			var pixelsWide = inImage.CGImage.Width;
			var pixelsHigh = inImage.CGImage.Height;
			var bitmapBytesPerRow = pixelsWide * 4;
			var bitmapByteCount = bitmapBytesPerRow * pixelsHigh;

            var bitmapData = Marshal.AllocHGlobal(bitmapByteCount);
			if (bitmapData == IntPtr.Zero)
			{
				throw new Exception("Memory not allocated.");
			}

			var context = new CGBitmapContext(bitmapData, pixelsWide, pixelsHigh, 8, bitmapBytesPerRow, 
                inImage.CGImage.ColorSpace, CGBitmapFlags.PremultipliedLast | CGBitmapFlags.ByteOrder32Big);

			if (context == null)
			{
				throw new Exception("Context not created");
			}

			var imageSize = inImage.Size;
			var rect = new RectangleF(0.0f, 0.0f, imageSize.Width, imageSize.Height);
            context.ClearRect(rect);
			context.DrawImage(rect, inImage.CGImage);
			var data = context.Data;

			GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, (int)imageSize.Width,
                (int)imageSize.Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, data);

			Marshal.FreeHGlobal(data);
		}
开发者ID:fmotagarcia,项目名称:sparrow-sharp,代码行数:32,代码来源:iOSTextureLoader.cs


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