Blur effect - Some minor optimizations

Profile editor - Properly update effects on render
This commit is contained in:
SpoinkyNL committed 2020-06-16 17:29:37 +02:00
1 parent e736da7461
commit 1a637f7f95
5 files changed
+33 -9

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@@ -1,10 +1,15 @@
using Artemis.Core.Plugins.LayerEffect.Abstract;
using System;
using Artemis.Core.Plugins.LayerEffect.Abstract;
using SkiaSharp;
namespace Artemis.Plugins.LayerEffects.Filter
{
public class BlurEffect : LayerEffect<BlurEffectProperties>
{
private double _lastWidth;
private double _lastHeight;
private SKImageFilter _imageFilter;
public override void EnableLayerEffect()
{
}
@@ -15,15 +20,27 @@ namespace Artemis.Plugins.LayerEffects.Filter
public override void Update(double deltaTime)
{
if (Math.Abs(Properties.BlurAmount.CurrentValue.Width - _lastWidth) > 0.01 || Math.Abs(Properties.BlurAmount.CurrentValue.Height - _lastHeight) > 0.01)
{
if (Properties.BlurAmount.CurrentValue.Width <= 0 && Properties.BlurAmount.CurrentValue.Height <= 0)
_imageFilter = null;
else
{
_imageFilter = SKImageFilter.CreateBlur(
Properties.BlurAmount.CurrentValue.Width,
Properties.BlurAmount.CurrentValue.Height
);
}
_lastWidth = Properties.BlurAmount.CurrentValue.Width;
_lastHeight = Properties.BlurAmount.CurrentValue.Height;
}
}
public override void PreProcess(SKCanvas canvas, SKImageInfo canvasInfo, SKPath path, SKPaint paint)
{
paint.ImageFilter = SKImageFilter.CreateBlur(
Properties.BlurAmount.CurrentValue.Width,
Properties.BlurAmount.CurrentValue.Height,
paint.ImageFilter
);
if (_imageFilter != null)
paint.ImageFilter = SKImageFilter.CreateMerge(paint.ImageFilter, _imageFilter);
}
public override void PostProcess(SKCanvas canvas, SKImageInfo canvasInfo, SKPath path, SKPaint paint)
@@ -6,7 +6,11 @@ namespace Artemis.Plugins.LayerEffects.Filter
{
public override void EnablePlugin()
{
AddLayerEffectDescriptor<BlurEffect>("Blur", "A layer effect providing a blur filter effect", "BlurOn");
AddLayerEffectDescriptor<BlurEffect>(
"Blur",
"A layer effect providing a blur filter effect. \r\nNote: CPU intensive, best to only use on small layers or for a short period of time.",
"BlurOn"
);
AddLayerEffectDescriptor<DilateEffect>("Dilate", "A layer effect providing a dilation filter effect", "EyePlus");
AddLayerEffectDescriptor<ErodeEffect>("Erode", "A layer effect providing an erode filter effect", "EyeMinus");
AddLayerEffectDescriptor<GlowEffect>("Glow", "A layer effect providing a glow filter effect", "BoxShadow");