Flood effect
Use the flood effect to generate a bitmap based on the specified color and alpha value. You can use this effect when you want a specific color as an input for an effect, like a background color.
Note
The effect passes along the specified color value as specified. You must manually pre-multiply the values if you plan to pass the output to effects that expect a pre-multiplied input.
The CLSID for this effect is CLSID_D2D1Flood.
The flood effect has no input image.
Example image
ComPtr<ID2D1Effect> floodEffect;
m_d2dContext->CreateEffect(CLSID_D2D1Flood, &floodEffect);
floodEffect->SetValue(D2D1_FLOOD_PROP_COLOR, D2D1::Vector4F(0.0f, 1.0f, 0.0f, 1.0f));
m_d2dContext->BeginDraw();
m_d2dContext->DrawImage(floodEffect.Get());
m_d2dContext->EndDraw();
Effect properties
Display name and index enumeration | Description |
---|---|
Color D2D1_FLOOD_PROP_COLOR |
The color and opacity of the bitmap. This property is a D2D1_VECTOR_4F. The individual values for each channel are of type FLOAT, unbounded and unitless. The effect doesn't modify the values for the channels. The RGBA values for each channel range from 0 to 1. The type is D2D1_VECTOR_4F. The default value is {0.0f, 0.0f, 0.0f, 1.0f}. |
Output bitmap
This effect generates a logically infinite sized bitmap.
Requirements
Requirement | Value |
---|---|
Minimum supported client | Windows 8 and Platform Update for Windows 7 [desktop apps | Windows Store apps] |
Minimum supported server | Windows 8 and Platform Update for Windows 7 [desktop apps | Windows Store apps] |
Header | d2d1effects.h |
Library | d2d1.lib, dxguid.lib |