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https://github.com/Artemis-RGB/Artemis
synced 2026-11-11 19:36:28 +00:00
Implemented SkiaSharp layer rendering
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@@ -50,6 +50,7 @@ namespace Artemis.Core.Models.Profile
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public ReadOnlyCollection<LayerElement> LayerElements => _layerElements.AsReadOnly();
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public SKRect RenderRectangle { get; set; }
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public SKRect AbsoluteRenderRectangle { get; set; }
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public SKPath RenderPath { get; set; }
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public override void Update(double deltaTime)
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@@ -60,17 +61,40 @@ namespace Artemis.Core.Models.Profile
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public override void Render(double deltaTime, ArtemisSurface surface, SKCanvas canvas)
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{
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if (RenderRectangle == null || AbsoluteRenderRectangle == null || RenderPath == null)
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return;
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canvas.Save();
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canvas.ClipPath(RenderPath);
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foreach (var layerElement in LayerElements)
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layerElement.RenderPreProcess(surface, canvas);
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foreach (var layerElement in LayerElements)
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layerElement.Render(surface, canvas);
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using (var bitmap = new SKBitmap(new SKImageInfo((int) RenderRectangle.Width, (int) RenderRectangle.Height)))
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using (var layerCanvas = new SKCanvas(bitmap))
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{
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layerCanvas.Clear();
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foreach (var layerElement in LayerElements)
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layerElement.RenderPostProcess(surface, canvas);
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foreach (var layerElement in LayerElements)
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layerElement.Render(surface, layerCanvas);
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var baseShader = SKShader.CreateBitmap(bitmap, SKShaderTileMode.Repeat, SKShaderTileMode.Repeat);
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foreach (var layerElement in LayerElements)
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{
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var newBaseShader = layerElement.RenderPostProcess(surface, bitmap, baseShader);
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if (newBaseShader == null)
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continue;
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// Dispose the old base shader if the layer element provided a new one
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if (!ReferenceEquals(baseShader, newBaseShader))
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baseShader.Dispose();
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baseShader = newBaseShader;
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}
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canvas.ClipPath(RenderPath);
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canvas.DrawRect(RenderRectangle, new SKPaint {Shader = baseShader, FilterQuality = SKFilterQuality.Low});
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baseShader.Dispose();
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}
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canvas.Restore();
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}
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@@ -169,21 +193,34 @@ namespace Artemis.Core.Models.Profile
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// Determine to top-left and bottom-right
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var minX = Leds.Min(l => l.AbsoluteRenderRectangle.Left);
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var minY = Leds.Min(l => l.AbsoluteRenderRectangle.Top);
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var maxX = Leds.Max(l => l.AbsoluteRenderRectangle.Bottom);
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var maxY = Leds.Max(l => l.AbsoluteRenderRectangle.Right);
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var maxX = Leds.Max(l => l.AbsoluteRenderRectangle.Right);
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var maxY = Leds.Max(l => l.AbsoluteRenderRectangle.Bottom);
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RenderRectangle = SKRect.Create(minX, minY, maxX - minX, maxY - minY);
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AbsoluteRenderRectangle = SKRect.Create(0, 0, maxX - minX, maxY - minY);
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var path = new SKPath {FillType = SKPathFillType.Winding};
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foreach (var artemisLed in Leds)
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path.AddRect(artemisLed.AbsoluteRenderRectangle);
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RenderPath = path;
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OnRenderPropertiesUpdated();
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}
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public override string ToString()
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{
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return $"Layer - {nameof(Name)}: {Name}, {nameof(Order)}: {Order}";
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}
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#region Events
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public event EventHandler RenderPropertiesUpdated;
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private void OnRenderPropertiesUpdated()
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{
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RenderPropertiesUpdated?.Invoke(this, EventArgs.Empty);
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}
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#endregion
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}
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}
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@@ -27,21 +27,43 @@ namespace Artemis.Core.Plugins.LayerElement
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/// Called before rendering every frame, write your update logic here
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/// </summary>
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/// <param name="deltaTime"></param>
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public abstract void Update(double deltaTime);
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public virtual void Update(double deltaTime)
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{
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}
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/// <summary>
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/// Called before rendering, in the order configured on the layer
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/// Allows you to perform rendering on the surface <see cref="SKCanvas" /> before any layer-clipping is applied
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/// <para>Called before rendering, in the order configured on the layer</para>
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/// </summary>
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public abstract void RenderPreProcess(ArtemisSurface surface, SKCanvas canvas);
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/// <param name="surface">The surface the layer is rendered on</param>
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/// <param name="canvas">The entire surface canvas</param>
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public virtual void RenderPreProcess(ArtemisSurface surface, SKCanvas canvas)
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{
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}
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/// <summary>
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/// Called during rendering, in the order configured on the layer
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/// The main method of rendering anything to the layer. The provided <see cref="SKCanvas" /> is specific to the layer
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/// and matches it's width and height.
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/// <para>Called during rendering, in the order configured on the layer</para>
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/// </summary>
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public abstract void Render(ArtemisSurface surface, SKCanvas canvas);
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/// <param name="surface">The surface the layer is rendered on</param>
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/// <param name="canvas">The layer canvas</param>
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public virtual void Render(ArtemisSurface surface, SKCanvas canvas)
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{
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}
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/// <summary>
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/// Called after rendering, in the order configured on the layer
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/// Allows you to modify the <see cref="SKShader" /> used to draw the layer's <see cref="SKBitmap" /> on the
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/// <see cref="SKCanvas" />.
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/// <para>Called after rendering, in the order configured on the layer.</para>
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/// </summary>
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public abstract void RenderPostProcess(ArtemisSurface surface, SKCanvas canvas);
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/// <param name="surface">The surface the layer is rendered on</param>
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/// <param name="bitmap">The bitmap created from the layer canvas</param>
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/// <param name="shader">The current shader used to draw the bitmap on the surface canvas</param>
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/// <returns>The resulting shader used to draw the bitmap on the surface canvas</returns>
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public virtual SKShader RenderPostProcess(ArtemisSurface surface, SKBitmap bitmap, SKShader shader)
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{
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return shader;
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}
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}
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}
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