// Copyright (c) 2010-2013 SharpDX - Alexandre Mutel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. using SharpDX.Mathematics.Interop; namespace SharpDX.Direct2D1 { public static partial class D2D1 { /// /// The default tolerance for geometric flattening operations. /// http://msdn.microsoft.com/en-us/library/windows/desktop/dd370975%28v=vs.85%29.aspx /// public const float DefaultFlatteningTolerance = 0.25f; /// /// The default DPI value. /// public const float DefaultDpi = 96f; /// /// Computes the appropriate flattening tolerance to pass to APIs that take a flattening tolerance (for instance, ). /// /// The matrix that will be applied subsequently to the geometry being flattened. /// The horizontal DPI of the render target that the geometry will be rendered onto (a choice of 96 implies no DPI correction). /// The vertical DPI of the render target that the geometry will be rendered onto (a choice of 96 implies no DPI correction). /// The maximum amount of additional scaling (on top of any scaling implied by the matrix or the DPI) that will be applied to the geometry. /// The flattening tolerance. public static float ComputeFlatteningTolerance(ref RawMatrix3x2 matrix, float dpiX = DefaultDpi, float dpiY = DefaultDpi, float maxZoomFactor = 1f) { var scaleX = dpiX / DefaultDpi; var scaleY = dpiY / DefaultDpi; var dpiDependentTransform = new RawMatrix3x2 { M11 = matrix.M11 * scaleX, M12 = matrix.M12 * scaleY, M21 = matrix.M21 * scaleX, M22 = matrix.M22 * scaleY, M31 = matrix.M31 * scaleX, M32 = matrix.M32 * scaleY }; var absMaxZoomFactor = maxZoomFactor > 0f ? maxZoomFactor : -maxZoomFactor; return DefaultFlatteningTolerance / (absMaxZoomFactor * ComputeMaximumScaleFactor(ref dpiDependentTransform)); } } }