mirror of
https://github.com/Artemis-RGB/Artemis
synced 2025-12-13 05:48:35 +00:00
Implemented SkiaSharp layer rendering
This commit is contained in:
parent
de45bcb443
commit
2e96d796a8
@ -50,6 +50,7 @@ namespace Artemis.Core.Models.Profile
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public ReadOnlyCollection<LayerElement> LayerElements => _layerElements.AsReadOnly();
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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 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 SKPath RenderPath { get; set; }
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public override void Update(double deltaTime)
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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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public override void Render(double deltaTime, ArtemisSurface surface, SKCanvas canvas)
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{
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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.Save();
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canvas.ClipPath(RenderPath);
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foreach (var layerElement in LayerElements)
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foreach (var layerElement in LayerElements)
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layerElement.RenderPreProcess(surface, canvas);
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layerElement.RenderPreProcess(surface, canvas);
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foreach (var layerElement in LayerElements)
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using (var bitmap = new SKBitmap(new SKImageInfo((int) RenderRectangle.Width, (int) RenderRectangle.Height)))
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layerElement.Render(surface, canvas);
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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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foreach (var layerElement in LayerElements)
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layerElement.RenderPostProcess(surface, canvas);
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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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canvas.Restore();
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}
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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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// Determine to top-left and bottom-right
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var minX = Leds.Min(l => l.AbsoluteRenderRectangle.Left);
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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 minY = Leds.Min(l => l.AbsoluteRenderRectangle.Top);
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var maxX = Leds.Max(l => l.AbsoluteRenderRectangle.Bottom);
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var maxX = Leds.Max(l => l.AbsoluteRenderRectangle.Right);
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var maxY = 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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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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var path = new SKPath {FillType = SKPathFillType.Winding};
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foreach (var artemisLed in Leds)
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foreach (var artemisLed in Leds)
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path.AddRect(artemisLed.AbsoluteRenderRectangle);
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path.AddRect(artemisLed.AbsoluteRenderRectangle);
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RenderPath = path;
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RenderPath = path;
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OnRenderPropertiesUpdated();
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}
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}
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public override string ToString()
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public override string ToString()
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{
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{
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return $"Layer - {nameof(Name)}: {Name}, {nameof(Order)}: {Order}";
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return $"Layer - {nameof(Name)}: {Name}, {nameof(Order)}: {Order}";
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}
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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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}
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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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/// Called before rendering every frame, write your update logic here
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/// </summary>
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/// </summary>
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/// <param name="deltaTime"></param>
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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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/// <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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/// </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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/// <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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/// </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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/// <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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/// </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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}
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}
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@ -52,6 +52,7 @@
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</Reference>
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</Reference>
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<Reference Include="SkiaSharp, Version=1.68.0.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756, processorArchitecture=MSIL">
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<Reference Include="SkiaSharp, Version=1.68.0.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756, processorArchitecture=MSIL">
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<HintPath>..\packages\SkiaSharp.1.68.1\lib\net45\SkiaSharp.dll</HintPath>
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<HintPath>..\packages\SkiaSharp.1.68.1\lib\net45\SkiaSharp.dll</HintPath>
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<Private>False</Private>
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</Reference>
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</Reference>
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<Reference Include="Stylet, Version=1.3.0.0, Culture=neutral, processorArchitecture=MSIL">
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<Reference Include="Stylet, Version=1.3.0.0, Culture=neutral, processorArchitecture=MSIL">
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<HintPath>..\packages\Stylet.1.3.0\lib\net45\Stylet.dll</HintPath>
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<HintPath>..\packages\Stylet.1.3.0\lib\net45\Stylet.dll</HintPath>
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@ -1,4 +1,5 @@
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using Artemis.Core.Models.Profile;
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using System.Collections.Generic;
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using Artemis.Core.Models.Profile;
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using Artemis.Core.Models.Surface;
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using Artemis.Core.Models.Surface;
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using Artemis.Core.Plugins.LayerElement;
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using Artemis.Core.Plugins.LayerElement;
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using SkiaSharp;
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using SkiaSharp;
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@ -7,9 +8,39 @@ namespace Artemis.Plugins.LayerElements.Brush
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{
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{
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public class BrushLayerElement : LayerElement
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public class BrushLayerElement : LayerElement
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{
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{
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private SKShader _shader;
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private List<SKColor> _testColors;
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public BrushLayerElement(Layer layer, BrushLayerElementSettings settings, LayerElementDescriptor descriptor) : base(layer, settings, descriptor)
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public BrushLayerElement(Layer layer, BrushLayerElementSettings settings, LayerElementDescriptor descriptor) : base(layer, settings, descriptor)
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{
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{
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Settings = settings ?? new BrushLayerElementSettings();
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Settings = settings ?? new BrushLayerElementSettings();
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_testColors = new List<SKColor>();
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for (var i = 0; i < 9; i++)
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{
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if (i != 8)
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_testColors.Add(SKColor.FromHsv(i * 32, 100, 100));
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else
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_testColors.Add(SKColor.FromHsv(0, 100, 100));
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}
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CreateShader();
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Layer.RenderPropertiesUpdated += (sender, args) => CreateShader();
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}
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private void CreateShader()
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{
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var shader = SKShader.CreateLinearGradient(
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new SKPoint(0, 0),
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new SKPoint(Layer.AbsoluteRenderRectangle.Width, 0),
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_testColors.ToArray(),
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null,
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SKShaderTileMode.Clamp);
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var oldShader = _shader;
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_shader = shader;
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oldShader?.Dispose();
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}
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}
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public new BrushLayerElementSettings Settings { get; }
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public new BrushLayerElementSettings Settings { get; }
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@ -19,21 +50,12 @@ namespace Artemis.Plugins.LayerElements.Brush
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return new BrushLayerElementViewModel(this);
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return new BrushLayerElementViewModel(this);
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}
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}
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public override void Update(double deltaTime)
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{
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}
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public override void RenderPreProcess(ArtemisSurface surface, SKCanvas canvas)
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{
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}
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public override void Render(ArtemisSurface surface, SKCanvas canvas)
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public override void Render(ArtemisSurface surface, SKCanvas canvas)
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{
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{
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canvas.DrawRect(Layer.RenderRectangle, new SKPaint {Color = new SKColor(255, 255, 255, 255)});
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using (var paint = new SKPaint { Shader = _shader, FilterQuality = SKFilterQuality.Low })
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}
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{
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canvas.DrawRect(Layer.AbsoluteRenderRectangle, paint);
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public override void RenderPostProcess(ArtemisSurface surface, SKCanvas canvas)
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}
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{
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}
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}
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}
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}
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}
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}
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@ -46,6 +46,7 @@
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</Reference>
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</Reference>
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<Reference Include="SkiaSharp, Version=1.68.0.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756, processorArchitecture=MSIL">
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<Reference Include="SkiaSharp, Version=1.68.0.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756, processorArchitecture=MSIL">
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<HintPath>..\packages\SkiaSharp.1.68.1\lib\net45\SkiaSharp.dll</HintPath>
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<HintPath>..\packages\SkiaSharp.1.68.1\lib\net45\SkiaSharp.dll</HintPath>
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<Private>False</Private>
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</Reference>
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</Reference>
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<Reference Include="Stylet, Version=1.3.0.0, Culture=neutral, processorArchitecture=MSIL">
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<Reference Include="Stylet, Version=1.3.0.0, Culture=neutral, processorArchitecture=MSIL">
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<HintPath>..\packages\Stylet.1.3.0\lib\net45\Stylet.dll</HintPath>
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<HintPath>..\packages\Stylet.1.3.0\lib\net45\Stylet.dll</HintPath>
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@ -59,6 +59,9 @@ namespace Artemis.Plugins.Modules.General
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public override void Render(double deltaTime, ArtemisSurface surface, SKCanvas canvas)
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public override void Render(double deltaTime, ArtemisSurface surface, SKCanvas canvas)
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{
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{
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base.Render(deltaTime, surface, canvas);
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return;
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foreach (var device in surface.Devices)
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foreach (var device in surface.Devices)
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{
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{
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using (var bitmap = new SKBitmap(new SKImageInfo((int) device.RenderRectangle.Width, (int) device.RenderRectangle.Height)))
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using (var bitmap = new SKBitmap(new SKImageInfo((int) device.RenderRectangle.Width, (int) device.RenderRectangle.Height)))
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@ -66,7 +69,7 @@ namespace Artemis.Plugins.Modules.General
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using (var layerCanvas = new SKCanvas(bitmap))
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using (var layerCanvas = new SKCanvas(bitmap))
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{
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{
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layerCanvas.Clear();
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layerCanvas.Clear();
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SKShader shader = null;
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SKShader shader;
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if (DeviceShaders.ContainsKey(device))
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if (DeviceShaders.ContainsKey(device))
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shader = DeviceShaders[device];
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shader = DeviceShaders[device];
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else
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else
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@ -80,18 +83,19 @@ namespace Artemis.Plugins.Modules.General
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DeviceShaders.Add(device, shader);
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DeviceShaders.Add(device, shader);
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}
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}
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layerCanvas.DrawRect(0, 0, device.RenderRectangle.Width, device.RenderRectangle.Height, new SKPaint {Shader = shader});
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using (var paint = new SKPaint {Shader = shader, FilterQuality = SKFilterQuality.Low})
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{
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layerCanvas.DrawRect(0, 0, device.RenderRectangle.Width, device.RenderRectangle.Height, paint);
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}
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}
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}
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var bitmapShader = SKShader.CreateBitmap(bitmap, SKShaderTileMode.Repeat, SKShaderTileMode.Repeat);
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using (var bitmapShader = SKShader.CreateBitmap(bitmap, SKShaderTileMode.Repeat, SKShaderTileMode.Repeat))
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using (var translated = SKShader.CreateLocalMatrix(bitmapShader, SKMatrix.MakeTranslation(device.RenderRectangle.Width / 100 * MovePercentage * -1, 0)))
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canvas.Save();
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using (var translatedPaint = new SKPaint {Shader = translated, FilterQuality = SKFilterQuality.Low})
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canvas.ClipRect(device.RenderRectangle);
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{
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// Here we can let each module modify the shader as needed
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var scaledRect = SKRect.Create(device.RenderRectangle.Left, device.RenderRectangle.Top, device.RenderRectangle.Width * 2, device.RenderRectangle.Height * 2);
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canvas.DrawRect(device.RenderRectangle, translatedPaint);
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canvas.Translate(device.RenderRectangle.Width / 100 * MovePercentage * -1, 0);
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}
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canvas.DrawRect(scaledRect, new SKPaint {Shader = bitmapShader});
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canvas.Restore();
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}
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}
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}
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}
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}
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}
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