本文整理汇总了C#中DrawingContext.Draw方法的典型用法代码示例。如果您正苦于以下问题:C# DrawingContext.Draw方法的具体用法?C# DrawingContext.Draw怎么用?C# DrawingContext.Draw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DrawingContext
的用法示例。
在下文中一共展示了DrawingContext.Draw方法的4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: DrawRenderTargets
/// <inheritdoc/>
protected internal override void DrawRenderTargets(DrawingContext dc, UIElement element, OutOfBandRenderTarget target)
{
var blurTarget = target.Next.RenderTarget;
var gfx = dc.Ultraviolet.GetGraphics();
gfx.SetRenderTarget(blurTarget);
gfx.Clear(Color.Transparent);
effect.Value.Radius = GetRadiusInPixels(element);
effect.Value.Direction = BlurDirection.Horizontal;
dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity);
dc.Draw(target.ColorBuffer, Vector2.Zero, Color.White);
dc.End();
}
示例2: Draw
/// <inheritdoc/>
protected internal override void Draw(DrawingContext dc, UIElement element, OutOfBandRenderTarget target)
{
var state = dc.GetCurrentState();
var position = (Vector2)element.View.Display.DipsToPixels(target.VisualBounds.Location);
var positionRounded = new Vector2((Int32)position.X, (Int32)position.Y);
dc.End();
effect.Value.Radius = GetRadiusInPixels(element);
effect.Value.Direction = BlurDirection.Vertical;
dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity);
var shadowTexture = target.Next.ColorBuffer;
dc.Draw(shadowTexture, positionRounded, null, Color.White, 0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0f);
dc.End();
dc.Begin(state);
}
示例3: DrawRenderTargetAtVisualBounds
/// <summary>
/// Draws the specified render target at its desired visual bounds.
/// </summary>
/// <param name="dc">The current drawing context.</param>
/// <param name="element">The element being drawn.</param>
/// <param name="target">The render target that contains the element's graphics.</param>
/// <param name="effect">The shader effect to apply to the render target, if any.</param>
public static void DrawRenderTargetAtVisualBounds(DrawingContext dc, UIElement element, OutOfBandRenderTarget target, GraphicsEffect effect = null)
{
Contract.Require(dc, "dc");
Contract.Require(element, "element");
Contract.Require(target, "rtarget");
if (element.View == null)
return;
var state = dc.GetCurrentState();
dc.End();
dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity);
var position = (Vector2)element.View.Display.DipsToPixels(target.VisualBounds.Location);
var positionRounded = new Vector2((Int32)position.X, (Int32)position.Y);
dc.Draw(target.ColorBuffer, positionRounded, null, Color.White, 0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0f);
dc.End();
dc.Begin(state);
}
示例4: DrawRenderTargets
/// <inheritdoc/>
protected internal override void DrawRenderTargets(DrawingContext dc, UIElement element, OutOfBandRenderTarget target)
{
var gfx = dc.Ultraviolet.GetGraphics();
// Calculate the shadow's offset from the element
var cumulativeTransform = target.VisualTransform;
var shadowVectorStart = new Vector2(0, 0);
Vector2.Transform(ref shadowVectorStart, ref cumulativeTransform, out shadowVectorStart);
var shadowVectorEnd = Vector2.Transform(new Vector2(1, 0), Matrix.CreateRotationZ(Radians.FromDegrees(-Direction)));
Vector2.Transform(ref shadowVectorEnd, ref cumulativeTransform, out shadowVectorEnd);
var shadowDepth = (Int32)element.View.Display.DipsToPixels(ShadowDepth);
var shadowVector = Vector2.Normalize(shadowVectorEnd - shadowVectorStart) * shadowDepth;
// Draw the horizontal blur pass
var pass1Target = target.Next;
gfx.SetRenderTarget(pass1Target.RenderTarget);
gfx.Clear(Color.Transparent);
effect.Value.Radius = GetBlurRadiusInPixels(element);
effect.Value.Direction = BlurDirection.Horizontal;
dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity);
dc.Draw(target.ColorBuffer, Vector2.Zero, Color);
dc.End();
// Draw the vertical blur pass
var pass2Target = target.Next.Next;
gfx.SetRenderTarget(pass2Target.RenderTarget);
gfx.Clear(Color.Transparent);
effect.Value.Radius = GetBlurRadiusInPixels(element);
effect.Value.Direction = BlurDirection.Vertical;
dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity);
dc.Draw(pass1Target.ColorBuffer, shadowVector, null, Color, 0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0f);
dc.End();
// Draw the element on top of the shadow
dc.Begin(SpriteSortMode.Immediate, null, Matrix.Identity);
dc.Draw(target.ColorBuffer, Vector2.Zero, null, Color.White, 0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0f);
dc.End();
}