UI - Many misc fixes I can't remember

Profile editor - Removed layer outline, increasing performance by a lot
Device visualizer - Streamlined custom
Device providers - Added debug device provider
ASUS - Added Maximus X Hero thanks @copystring
Plugin core - Added PerLedLayerBrush
Noise layer - Converted to PerLedLayerBrush, increasing performance and quality
This commit is contained in:
SpoinkyNL committed 2020-08-02 00:20:25 +02:00
1 parent f36049a0e1
commit 29489fe7b3
29 files changed
+767 -277

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@@ -1,6 +1,7 @@
using System;
using System.ComponentModel;
using Artemis.Core.Extensions;
using Artemis.Core.Models.Surface;
using Artemis.Core.Plugins.LayerBrush.Abstract;
using Artemis.Core.Services.Interfaces;
using Artemis.Plugins.LayerBrushes.Noise.Utilities;
@@ -8,7 +9,7 @@ using SkiaSharp;
namespace Artemis.Plugins.LayerBrushes.Noise
{
public class NoiseBrush : LayerBrush<NoiseBrushProperties>
public class NoiseBrush : PerLedLayerBrush<NoiseBrushProperties>
{
private static readonly Random Rand = new Random();
private readonly IRgbService _rgbService;
@@ -60,75 +61,69 @@ namespace Artemis.Plugins.LayerBrushes.Noise
DetermineRenderScale();
}
public override void Render(SKCanvas canvas, SKImageInfo canvasInfo, SKPath path, SKPaint paint)
{
var mainColor = Properties.MainColor.CurrentValue;
var secondColor = Properties.SecondaryColor.CurrentValue;
var gradientColor = Properties.GradientColor.CurrentValue;
var scale = Properties.Scale.CurrentValue;
var hardness = Properties.Hardness.CurrentValue / 100f;
// Scale down the render path to avoid computing a value for every pixel
var width = (int) Math.Floor(path.Bounds.Width * _renderScale);
var height = (int) Math.Floor(path.Bounds.Height * _renderScale);
CreateBitmap(width, height);
// Copy the layer path to use for the clip path
using var layerPath = new SKPath(Layer.Path);
// Undo any transformations
Layer.ExcludePathFromTranslation(layerPath);
// Apply the transformations so new ones may be applied, not sure if there is a better way to do this
using var clipPath = new SKPath(layerPath);
// Zero out the position of the clip path
clipPath.Transform(SKMatrix.MakeTranslation(Layer.Path.Bounds.Left * -1, Layer.Path.Bounds.Top * -1));
// Fill a canvas matching the final area that will be rendered
using var bitmapCanvas = new SKCanvas(_bitmap);
using var clipPaint = new SKPaint {Color = new SKColor(0, 0, 0, 255)};
bitmapCanvas.Clear();
bitmapCanvas.Scale(_renderScale);
bitmapCanvas.DrawPath(clipPath, clipPaint);
for (var y = 0; y < height; y++)
{
for (var x = 0; x < width; x++)
{
var scrolledX = x + _x;
var scrolledY = y + _y;
var evalX = 0.1 * scale.Width * scrolledX / width;
var evalY = 0.1 * scale.Height * scrolledY / height;
if (double.IsInfinity(evalX) || double.IsNaN(evalX) || double.IsNaN(evalY) || double.IsInfinity(evalY))
continue;
var pixel = _bitmap.GetPixel(x, y);
if (pixel.Alpha != 255)
continue;
var v = (float) _noise.Evaluate(evalX, evalY, _z) * hardness;
var amount = Math.Max(0f, Math.Min(1f, v));
if (Properties.ColorType.BaseValue == ColorMappingType.Simple)
_bitmap.SetPixel(x, y, mainColor.Interpolate(secondColor, amount));
else if (gradientColor != null && _colorMap.Length == 101)
{
var color = _colorMap[(int) Math.Round(amount * 100, MidpointRounding.AwayFromZero)];
_bitmap.SetPixel(x, y, color);
}
}
}
var bitmapTransform = SKMatrix.Concat(
SKMatrix.MakeTranslation(path.Bounds.Left, path.Bounds.Top),
SKMatrix.MakeScale(1f / _renderScale, 1f / _renderScale)
);
if (Properties.ColorType.BaseValue == ColorMappingType.Simple)
paint.Color = Properties.SecondaryColor.CurrentValue;
using var foregroundShader = SKShader.CreateBitmap(_bitmap, SKShaderTileMode.Clamp, SKShaderTileMode.Clamp, bitmapTransform);
paint.Shader = foregroundShader;
canvas.DrawPath(path, paint);
}
// public override void Render(SKCanvas canvas, SKImageInfo canvasInfo, SKPath path, SKPaint paint)
// {
// var mainColor = Properties.MainColor.CurrentValue;
// var secondColor = Properties.SecondaryColor.CurrentValue;
// var gradientColor = Properties.GradientColor.CurrentValue;
// var scale = Properties.Scale.CurrentValue;
// var hardness = Properties.Hardness.CurrentValue / 100f;
//
// // Scale down the render path to avoid computing a value for every pixel
// var width = (int) Math.Floor(path.Bounds.Width * _renderScale);
// var height = (int) Math.Floor(path.Bounds.Height * _renderScale);
//
// // This lil' snippet renders per LED, it's neater but doesn't support translations
// Layer.ExcludeCanvasFromTranslation(canvas);
//
// var shapePath = new SKPath(Layer.LayerShape.Path);
// Layer.IncludePathInTranslation(shapePath);
// canvas.ClipPath(shapePath);
//
// using var ledPaint = new SKPaint();
// foreach (var artemisLed in Layer.Leds)
// {
// var ledRectangle = SKRect.Create(
// artemisLed.AbsoluteRenderRectangle.Left - Layer.Bounds.Left,
// artemisLed.AbsoluteRenderRectangle.Top - Layer.Bounds.Top,
// artemisLed.AbsoluteRenderRectangle.Width,
// artemisLed.AbsoluteRenderRectangle.Height
// );
//
// var scrolledX = ledRectangle.MidX + _x;
// if (float.IsNaN(scrolledX))
// scrolledX = 0;
// var scrolledY = ledRectangle.MidY + _y;
// if (float.IsNaN(scrolledY))
// scrolledY = 0;
//
//
// var evalPath = new SKPath();
// evalPath.AddPoly(new[] {new SKPoint(0, 0), new SKPoint(scrolledX, scrolledY)});
// Layer.ExcludePathFromTranslation(evalPath);
//
// if (evalPath.Bounds.IsEmpty)
// continue;
//
// scrolledX = evalPath.Points[1].X;
// scrolledY = evalPath.Points[1].Y;
//
// var evalX = 0.1 * scale.Width * scrolledX / width;
// var evalY = 0.1 * scale.Height * scrolledY / height;
//
// var v = (float) _noise.Evaluate(evalX, evalY, _z) * hardness;
// var amount = Math.Max(0f, Math.Min(1f, v));
//
// if (Properties.ColorType.BaseValue == ColorMappingType.Simple)
// ledPaint.Color = mainColor.Interpolate(secondColor, amount);
// else if (gradientColor != null && _colorMap.Length == 101)
// ledPaint.Color = _colorMap[(int) Math.Round(amount * 100, MidpointRounding.AwayFromZero)];
// else
// ledPaint.Color = SKColor.Empty;
//
// canvas.DrawRect(ledRectangle, ledPaint);
// }
// }
private void GradientColorChanged(object sender, PropertyChangedEventArgs e)
{
@@ -138,7 +133,7 @@ namespace Artemis.Plugins.LayerBrushes.Noise
private void DetermineRenderScale()
{
_renderScale = (float) (0.125f / _rgbService.RenderScale);
_renderScale = (float) (0.25f / _rgbService.RenderScale);
}
private void CreateBitmap(int width, int height)
@@ -160,6 +155,36 @@ namespace Artemis.Plugins.LayerBrushes.Noise
_colorMap = colorMap;
}
public override SKColor GetColor(ArtemisLed led, SKPoint renderPoint)
{
var mainColor = Properties.MainColor.CurrentValue;
var secondColor = Properties.SecondaryColor.CurrentValue;
var gradientColor = Properties.GradientColor.CurrentValue;
var scale = Properties.Scale.CurrentValue;
var hardness = Properties.Hardness.CurrentValue / 100f;
var scrolledX = renderPoint.X + _x;
if (float.IsNaN(scrolledX))
scrolledX = 0;
var scrolledY = renderPoint.Y + _y;
if (float.IsNaN(scrolledY))
scrolledY = 0;
var evalX = scrolledX * (scale.Width *-1) / 1000f;
var evalY = scrolledY * (scale.Height*-1) / 1000f;
var v = (float) _noise.Evaluate(evalX, evalY, _z) * hardness;
var amount = Math.Max(0f, Math.Min(1f, v));
if (Properties.ColorType.BaseValue == ColorMappingType.Simple)
return mainColor.Interpolate(secondColor, amount);
else if (gradientColor != null && _colorMap.Length == 101)
return _colorMap[(int) Math.Round(amount * 100, MidpointRounding.AwayFromZero)];
else
return SKColor.Empty;
}
}
public enum ColorMappingType