基于窗口位置的 Direct X 裁剪位图并将其渲染回窗口

Posted

技术标签:

【中文标题】基于窗口位置的 Direct X 裁剪位图并将其渲染回窗口【英文标题】:Direct X Cropping Bitmap Based on Window Position and Rendering it back to window 【发布时间】:2021-01-14 06:42:11 【问题描述】:

我正在做一个使用DirectXDirect Composition 的项目。我正在尝试创建类似于 windows 丙烯酸模糊的类似效果。使用直接合成,我能够将模糊效果、饱和度和混合应用于给定的输入。 windows 丙烯酸模糊使用窗口后面的内容作为模糊的输入,但在 win32 中是不可能的,所以我决定使用桌面背景作为模糊功能的输入。但问题是我能够根据窗口位置裁剪背景,但是如果我将窗口移动到新位置,位图会根据窗口的新RECT 进行裁剪,但在移动到新位置时会闪烁。

这是预览:

Problem : Flickering while moving the window Solution: This is what I need to get Concept : This is what I am trying to Achieve

这是实际窗口的截图:

这里的红色框包含使用窗口 RECT 饱和和裁剪的位图 (看色差)。

下面是重现问题的简单代码:

#ifndef UNICODE
#define UNICODE
#endif 
#include <windows.h>
#include <wrl.h>
#include <dxgi1_3.h>
#include <d3d11_2.h>
#include <d2d1_2.h>
#include <d2d1_1.h>
#include <d2d1_2helper.h>
#include <dcomp.h>
#include <dwmapi.h>
#include <wincodec.h>

#pragma comment(lib, "dxgi")
#pragma comment(lib, "d3d11")
#pragma comment(lib, "d2d1")
#pragma comment(lib, "dwmapi")
#pragma comment(lib, "dxguid")
#pragma comment(lib, "dcomp")

using namespace Microsoft::WRL;

LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);

ComPtr<ID3D11Device> direct3dDevice;
ComPtr<IDXGIDevice> dxgiDevice;
ComPtr<IDXGIFactory2> dxFactory;
ComPtr<IDXGISwapChain1> swapChain;
ComPtr<ID2D1Factory2> d2Factory;
ComPtr<ID2D1Device1> d2Device;
ComPtr<IDCompositionTarget> target;
ComPtr<ID2D1DeviceContext> dc;


//Direct Composition Device,Visual
ComPtr<IDCompositionDevice> dcompDevice;
ComPtr<IDCompositionDevice3> dcompDevice3;
ComPtr<IDCompositionVisual> visual;

//Direct Composition Effects
ComPtr<IDCompositionGaussianBlurEffect> blur;
ComPtr<IDCompositionSaturationEffect> saturation;

IWICImagingFactory* d2dWICFactory = NULL;
IWICBitmapDecoder* d2dDecoder = NULL;
IWICFormatConverter* d2dConverter = NULL;
IWICBitmapFrameDecode* d2dBmpSrc = NULL;
ID2D1Bitmap* d2dBmp = NULL;

HWND hwnd;
RECT windowRect;

void LoadBackground();
void Render();

struct ComException

    HRESULT result;
    ComException(HRESULT const value) : result(value)
    
;
void HR(HRESULT const result)

    if (S_OK != result)
    
        throw ComException(result);
    


void CreateDevice(HWND hwnd)

    
    HR(D3D11CreateDevice(nullptr,    // Adapter
        D3D_DRIVER_TYPE_HARDWARE,
        nullptr,    // Module
        D3D11_CREATE_DEVICE_BGRA_SUPPORT,
        nullptr, 0, // Highest available feature level
        D3D11_SDK_VERSION,
        &direct3dDevice,
        nullptr,    // Actual feature level
        nullptr));  // Device context

    HR(direct3dDevice.As(&dxgiDevice));
    HR(CreateDXGIFactory2(
        DXGI_CREATE_FACTORY_DEBUG,
        __uuidof(dxFactory),
        reinterpret_cast<void**>(dxFactory.GetAddressOf())));

    DXGI_SWAP_CHAIN_DESC1 description = ;

    description.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
    description.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    description.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
    description.BufferCount = 2;
    description.SampleDesc.Count = 1;
    description.AlphaMode = DXGI_ALPHA_MODE_PREMULTIPLIED;

    RECT rect = ;
    GetClientRect(hwnd, &rect);
    description.Width = rect.right - rect.left;
    description.Height = rect.bottom - rect.top;
 
    HR(dxFactory->CreateSwapChainForComposition(dxgiDevice.Get(),&description,nullptr,swapChain.GetAddressOf()));

    D2D1_FACTORY_OPTIONS const options =  D2D1_DEBUG_LEVEL_INFORMATION ;

    HR(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED,options,d2Factory.GetAddressOf()));

    HR(d2Factory->CreateDevice(dxgiDevice.Get(),d2Device.GetAddressOf()));

    HR(d2Device->CreateDeviceContext(D2D1_DEVICE_CONTEXT_OPTIONS_NONE,dc.GetAddressOf()));

    ComPtr<IDXGISurface2> surface;
    HR(swapChain->GetBuffer(0,__uuidof(surface),reinterpret_cast<void**>(surface.GetAddressOf())));

    D2D1_BITMAP_PROPERTIES1 properties = ;
    properties.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED;
    properties.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM;
    properties.bitmapOptions = D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW;

    ComPtr<ID2D1Bitmap1> bitmap;
    HR(dc->CreateBitmapFromDxgiSurface(surface.Get(),properties,bitmap.GetAddressOf()));
    LoadBackground(); // loads my desktop background to d2dBmp using WIC
    dc->SetTarget(bitmap.Get());

    Render(); //render once

   //Creating Direct Compostion Devices and Visual

    HR(DCompositionCreateDevice(dxgiDevice.Get(),__uuidof(dcompDevice),reinterpret_cast<void**>(dcompDevice.GetAddressOf())));
    HR(DCompositionCreateDevice3(dxgiDevice.Get(), __uuidof(dcompDevice),reinterpret_cast<void**>(dcompDevice.GetAddressOf())));
    HR(dcompDevice->QueryInterface(__uuidof(IDCompositionDevice3), (LPVOID*)&dcompDevice3)); // use IDCompositionDevice3 here
   
    HR(dcompDevice3->CreateSaturationEffect(saturation.GetAddressOf()));
    HR(dcompDevice3->CreateGaussianBlurEffect(blur.GetAddressOf()));

    //setting effect properties
    blur->SetStandardDeviation(30.0f); // blur amount
    blur->SetBorderMode(D2D1_BORDER_MODE_HARD);
    saturation->SetSaturation(2.0f); //saturationamount

    HR(dcompDevice->CreateTargetForHwnd(hwnd,true,target.GetAddressOf()));

    blur->SetInput(NULL, bitmap.Get(), NULL);
    saturation->SetInput(NULL, blur.Get(), NULL);

    HR(dcompDevice->CreateVisual(visual.GetAddressOf()));
    HR(visual->SetContent(swapChain.Get()));
    visual->SetEffect(saturation.Get());
    HR(target->SetRoot(visual.Get()));
    HR(dcompDevice->Commit());



void LoadBackground()

    HR(CoCreateInstance(CLSID_WICImagingFactory, NULL, CLSCTX_INPROC_SERVER, __uuidof(IWICImagingFactory), (void**)(&d2dWICFactory)));
    HR(d2dWICFactory->CreateDecoderFromFilename(L"C:/Users/selas/Downloads/wallpaper.jpg", NULL, GENERIC_READ, WICDecodeMetadataCacheOnLoad, &d2dDecoder));
    HR(d2dWICFactory->CreateFormatConverter(&d2dConverter));
    HR(d2dDecoder->GetFrame(0, &d2dBmpSrc));
    HR(d2dConverter->Initialize(d2dBmpSrc, GUID_WICPixelFormat32bppPBGRA, WICBitmapDitherTypeNone, NULL, 0.f, WICBitmapPaletteTypeMedianCut));
    HR(dc->CreateBitmapFromWicBitmap(d2dConverter, NULL, &d2dBmp));


void Render()

    if (dc)
    
        dc->BeginDraw();
        dc->Clear();
        D2D1_POINT_2F offset = D2D1::Point2F(0, 0);
        D2D1_RECT_F imgRect = D2D1::RectF(windowRect.left, windowRect.top, windowRect.right, windowRect.bottom);
        dc->DrawImage(d2dBmp, offset, imgRect, D2D1_INTERPOLATION_MODE_LINEAR, D2D1_COMPOSITE_MODE_SOURCE_OVER);
        HR(dc->EndDraw());
        HR(swapChain->Present(1, 0));
    



int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR pCmdLine, int nCmdShow)

    // Register the window class.
    const wchar_t CLASS_NAME[] = L"Sample Window Class";

    WNDCLASS wc =  ;

    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.lpszClassName = CLASS_NAME;

    RegisterClass(&wc);

    // Create the window.

    hwnd = CreateWindowEx(WS_EX_NOREDIRECTIONBITMAP,
        wc.lpszClassName, L"Sample",
        WS_OVERLAPPEDWINDOW | WS_VISIBLE,
        CW_USEDEFAULT, CW_USEDEFAULT,
        500, 500,
        nullptr, nullptr, hInstance, nullptr);

    if (hwnd == NULL)
    
        return 0;
    
    
    CreateDevice(hwnd);
    ShowWindow(hwnd, nCmdShow);

    MSG msg =  ;
    while (GetMessage(&msg, NULL, 0, 0))
    
        TranslateMessage(&msg);
        DispatchMessage(&msg);
    

    return 0;



LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)

    switch (uMsg)
    
        case WM_MOVING:
        
            GetWindowRect(hwnd, &windowRect);
            Render();
            return 0;
        
        

        case WM_PAINT:
        
            PAINTSTRUCT ps;
            HDC hdc = BeginPaint(hwnd, &ps);
            FillRect(hdc, &ps.rcPaint, (HBRUSH)(COLOR_WINDOW + 1));
            EndPaint(hwnd, &ps);
            return 0;
        

        case WM_DESTROY:
        
            PostQuitMessage(0);
            d2dWICFactory->Release();
            d2dDecoder->Release();
            d2dConverter->Release();
            d2dBmpSrc->Release();
            d2dBmp->Release();
        
        return 0;
    
    return DefWindowProc(hwnd, uMsg, wParam, lParam);

Please don't forget to replace "C:/Users/selas/Downloads/wallpaper.jpg" with your desktop wallpaper

注意:示例视频实际上是经过编辑的,不是我得到的输出。

【问题讨论】:

您可以使用丙烯酸笔刷(由主机背景笔刷组成,配方在这里github.com/microsoft/microsoft-ui-xaml/blob/master/dev/…),但只能使用 Windows.UI.Composition(某种程度上是 Direct Composition V3,只是没有命名为那),不是与 dcomp.h。 Win32 桌面应用程序无需打包即可访问 Windows.UI.Composition。展示如何在 Win32 中使用 WUC 的开创性示例在这里 gist.github.com/kennykerr/62923cdacaba28fedc4f3dab6e0c12ec 谢谢你让我看看 @Simon Mourier 我已经在 WFP 应用程序中使用过这个库,但是这个库非常滞后,我什至无法将窗口从一个位置移动到另一个位置。较新的 Windows 版本已修复滞后问题,但在调整大小时闪烁太多。调整大小时,丙烯酸模糊正在消失。这是我使用的示例:github.com/Microsoft/Windows.UI.Composition-Win32-Samples/tree/… 尝试将亚克力模糊扩展到整个窗口,如果您调整窗口大小,它会超出窗口。所以这就是我尝试另一种解决方法的原因 如果我能够从我在问题中发布的示例中删除此闪烁,接下来我要做的就是使用从桌面复制获得的帧作为模糊的输入,这将帮助我创建相同的丙烯酸模糊效果。通过设置 WDA_EXCLUDEFROMCAPTURE 我可以在桌面复制中隐藏我的窗口。所以我得到了我窗户后面的确切信息。 【参考方案1】:

我终于想通了。现在我可以移动窗口,而不会闪烁到我渲染为背景的图像上。问题出在我的代码中的两个地方。

GetWindowRect(): 在WM_MOVING 中,我使用GetWindowRect() 获取窗口矩形,这会导致获取窗口矩形的延迟并导致闪烁问题。我找到的解决方案很简单,我通过类型转换将lParm 转换为RECT 并将其用作更新位置的值解决了这个问题。我用来解决问题的代码如下:

RECT *hostRect = reinterpret_cast&lt;RECT*&gt;(lParam)

MagSetWindowSource():这是一件很有趣的事情。我不知道放大镜在这有什么用。在我调用MagSetWindowSource() 函数之前,代码不会消除闪烁,我不知道为什么需要它,仅此一项就在我的程序中消耗了更多内存。如果我删除了这行代码,它会再次开始闪烁。函数的输入无关紧要,您只需调用函数即可。

更新:

终于弄明白了 MagSetWindowSource() 是做什么的,其实 调用一个名为 DwmFlush() 的 DWM 函数,该函数发出一个刷新调用 阻止调用者直到下一个出现。这解决了我的问题。 现在它是无闪烁且平滑的。

这是完全更新的代码:

#ifndef UNICODE
#define UNICODE
#endif 
#include <windows.h>
#include <wrl.h>
#include <dxgi1_3.h>
#include <d3d11_2.h>
#include <d2d1_2.h>
#include <d2d1_1.h>
#include <d2d1_2helper.h>
#include <dcomp.h>
#include <dwmapi.h>
#include <wincodec.h>
#include <magnification.h>

#pragma comment(lib, "dxgi")
#pragma comment(lib, "d3d11")
#pragma comment(lib, "d2d1")
#pragma comment(lib, "dwmapi")
#pragma comment(lib, "dxguid")
#pragma comment(lib, "dcomp")
#pragma comment(lib, "magnification")

using namespace Microsoft::WRL;

LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);

ComPtr<ID3D11Device> direct3dDevice;
ComPtr<IDXGIDevice> dxgiDevice;
ComPtr<IDXGIFactory2> dxFactory;
ComPtr<IDXGISwapChain1> swapChain;
ComPtr<ID2D1Factory2> d2Factory;
ComPtr<ID2D1Device1> d2Device;
ComPtr<IDCompositionTarget> target;
ComPtr<ID2D1DeviceContext> dc;


//Direct Composition Device,Visual
ComPtr<IDCompositionDevice> dcompDevice;
ComPtr<IDCompositionDevice3> dcompDevice3;
ComPtr<IDCompositionVisual> visual;

//Direct Composition Effects
ComPtr<IDCompositionGaussianBlurEffect> blur;
ComPtr<IDCompositionSaturationEffect> saturation;

IWICImagingFactory* d2dWICFactory = NULL;
IWICBitmapDecoder* d2dDecoder = NULL;
IWICFormatConverter* d2dConverter = NULL;
IWICBitmapFrameDecode* d2dBmpSrc = NULL;
ID2D1Bitmap* d2dBmp = NULL;

HWND hwnd;
RECT windowRect,temp;
RECT* hostRect;

void LoadBackground();
void Render();

struct ComException

    HRESULT result;
    ComException(HRESULT const value) : result(value)
    
;
void HR(HRESULT const result)

    if (S_OK != result)
    
        throw ComException(result);
    


void CreateDevice(HWND hwnd)


    HR(D3D11CreateDevice(nullptr,    // Adapter
        D3D_DRIVER_TYPE_HARDWARE,
        nullptr,    // Module
        D3D11_CREATE_DEVICE_BGRA_SUPPORT,
        nullptr, 0, // Highest available feature level
        D3D11_SDK_VERSION,
        &direct3dDevice,
        nullptr,    // Actual feature level
        nullptr));  // Device context

    HR(direct3dDevice.As(&dxgiDevice));
    HR(CreateDXGIFactory2(
        DXGI_CREATE_FACTORY_DEBUG,
        __uuidof(dxFactory),
        reinterpret_cast<void**>(dxFactory.GetAddressOf())));

    DXGI_SWAP_CHAIN_DESC1 description = ;

    description.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
    description.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    description.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
    description.BufferCount = 2;
    description.SampleDesc.Count = 1;
    description.AlphaMode = DXGI_ALPHA_MODE_PREMULTIPLIED;

    RECT rect = ;
    GetClientRect(hwnd, &rect);
    description.Width = rect.right - rect.left;
    description.Height = rect.bottom - rect.top;

    HR(dxFactory->CreateSwapChainForComposition(dxgiDevice.Get(), &description, nullptr, swapChain.GetAddressOf()));

    D2D1_FACTORY_OPTIONS const options =  D2D1_DEBUG_LEVEL_INFORMATION ;

    HR(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, options, d2Factory.GetAddressOf()));

    HR(d2Factory->CreateDevice(dxgiDevice.Get(), d2Device.GetAddressOf()));

    HR(d2Device->CreateDeviceContext(D2D1_DEVICE_CONTEXT_OPTIONS_NONE, dc.GetAddressOf()));

    ComPtr<IDXGISurface2> surface;
    HR(swapChain->GetBuffer(0, __uuidof(surface), reinterpret_cast<void**>(surface.GetAddressOf())));

    D2D1_BITMAP_PROPERTIES1 properties = ;
    properties.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED;
    properties.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM;
    properties.bitmapOptions = D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW;

    ComPtr<ID2D1Bitmap1> bitmap;
    HR(dc->CreateBitmapFromDxgiSurface(surface.Get(), properties, bitmap.GetAddressOf()));
    LoadBackground(); // loads my desktop background to d2dBmp using WIC
    dc->SetTarget(bitmap.Get());

    Render(); //render once

   //Creating Direct Compostion Devices and Visual

    HR(DCompositionCreateDevice(dxgiDevice.Get(), __uuidof(dcompDevice), reinterpret_cast<void**>(dcompDevice.GetAddressOf())));
    HR(DCompositionCreateDevice3(dxgiDevice.Get(), __uuidof(dcompDevice), reinterpret_cast<void**>(dcompDevice.GetAddressOf())));
    HR(dcompDevice->QueryInterface(__uuidof(IDCompositionDevice3), (LPVOID*)&dcompDevice3)); // use IDCompositionDevice3 here

    HR(dcompDevice3->CreateSaturationEffect(saturation.GetAddressOf()));
    HR(dcompDevice3->CreateGaussianBlurEffect(blur.GetAddressOf()));

    //setting effect properties
    blur->SetStandardDeviation(0.0f); // blur amount
    blur->SetBorderMode(D2D1_BORDER_MODE_HARD);
    saturation->SetSaturation(2.0f); //saturationamount

    HR(dcompDevice->CreateTargetForHwnd(hwnd, true, target.GetAddressOf()));

    blur->SetInput(NULL, bitmap.Get(), NULL);
    saturation->SetInput(NULL, blur.Get(), NULL);

    HR(dcompDevice->CreateVisual(visual.GetAddressOf()));
    HR(visual->SetContent(swapChain.Get()));
    visual->SetEffect(saturation.Get());
    HR(target->SetRoot(visual.Get()));
    HR(dcompDevice->Commit());



void LoadBackground()

    HR(CoCreateInstance(CLSID_WICImagingFactory, NULL, CLSCTX_INPROC_SERVER, __uuidof(IWICImagingFactory), (void**)(&d2dWICFactory)));
    HR(d2dWICFactory->CreateDecoderFromFilename(L"C:/Users/selas/Downloads/wallpaper.jpg", NULL, GENERIC_READ, WICDecodeMetadataCacheOnLoad, &d2dDecoder));
    HR(d2dWICFactory->CreateFormatConverter(&d2dConverter));
    HR(d2dDecoder->GetFrame(0, &d2dBmpSrc));
    HR(d2dConverter->Initialize(d2dBmpSrc, GUID_WICPixelFormat32bppPBGRA, WICBitmapDitherTypeNone, NULL, 0.f, WICBitmapPaletteTypeMedianCut));
    HR(dc->CreateBitmapFromWicBitmap(d2dConverter, NULL, &d2dBmp));


void Render()

    if (dc)
    
        dc->BeginDraw();
        dc->Clear();
        if (hostRect)
        
            D2D1_POINT_2F offset = D2D1::Point2F(0, 0);
            D2D1_RECT_F imgRect = D2D1::RectF(hostRect->left, hostRect->top, hostRect->right, hostRect->bottom);
            dc->DrawImage(d2dBmp, offset, imgRect, D2D1_INTERPOLATION_MODE_LINEAR, D2D1_COMPOSITE_MODE_SOURCE_OVER);
        
        HR(dc->EndDraw());
        HR(swapChain->Present(1, 0));
    



int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR pCmdLine, int nCmdShow)

    // Register the window class.
    const wchar_t CLASS_NAME[] = L"Sample Window Class";

    WNDCLASS wc =  ;

    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.lpszClassName = CLASS_NAME;

    RegisterClass(&wc);

    // Create the window.

    hwnd = CreateWindowEx(WS_EX_NOREDIRECTIONBITMAP,
        wc.lpszClassName, L"Sample",
        WS_OVERLAPPEDWINDOW | WS_VISIBLE,
        CW_USEDEFAULT, CW_USEDEFAULT,
        500, 500,
        nullptr, nullptr, hInstance, nullptr);

    if (hwnd == NULL)
    
        return 0;
    

    CreateDevice(hwnd);
    ShowWindow(hwnd, nCmdShow);

    MSG msg =  ;
    while (GetMessage(&msg, NULL, 0, 0))
    
        TranslateMessage(&msg);
        DispatchMessage(&msg);
    

    return 0;



LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)

    switch (uMsg)
    
    case WM_MOVING:
    
        hostRect = reinterpret_cast<RECT*>(lParam);
        windowRect.left = hostRect->left;
        windowRect.top = hostRect->top;
        windowRect.right = hostRect->right;
        windowRect.bottom = hostRect->bottom;
        if (hostRect->left == 0 || hostRect->top == 0)
        
            GetWindowRect(hwnd, &temp);
            hostRect->left = temp.left;
            hostRect->top = temp.top;
        
        DwmFlush();
        Render();
        return 0;
    


    case WM_PAINT:
    
        PAINTSTRUCT ps;
        HDC hdc = BeginPaint(hwnd, &ps);
        FillRect(hdc, &ps.rcPaint, (HBRUSH)(COLOR_WINDOW + 1));
        EndPaint(hwnd, &ps);
        return 0;
    

    case WM_DESTROY:
    
        PostQuitMessage(0);
        d2dWICFactory->Release();
        d2dDecoder->Release();
        d2dConverter->Release();
        d2dBmpSrc->Release();
        d2dBmp->Release();
    
    return 0;
    
    return DefWindowProc(hwnd, uMsg, wParam, lParam);

【讨论】:

以上是关于基于窗口位置的 Direct X 裁剪位图并将其渲染回窗口的主要内容,如果未能解决你的问题,请参考以下文章

如何使用 Direct2D 从 BITMAPINFOHEADER 和 BYTE 渲染位图

在 Android 中基于叠加层裁剪位图 - Camera API 2

视频顶部的裁剪窗口

如何裁剪矩形的软件位图 - UWP

Android 位图平移/缩放/裁剪

裁剪图像并将其分层在第二个 canvas-imagemagick 中的某个位置