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https://github.com/Artemis-RGB/Artemis
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Noise brush - Speed optimizations (broke it for now but no time to fix!)
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@ -9,20 +9,26 @@ namespace Artemis.Plugins.LayerBrushes.Noise
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{
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public class NoiseBrush : LayerBrush
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{
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private const float Scale = 0.12f;
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private static readonly Random Rand = new Random();
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private float _renderScale;
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private readonly OpenSimplexNoise _noise;
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private float _x;
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private float _y;
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private float _z;
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private SKBitmap _bitmap;
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public NoiseBrush(Layer layer, LayerBrushDescriptor descriptor) : base(layer, descriptor)
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{
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MainColorProperty = RegisterLayerProperty<SKColor>("Brush.MainColor", "Main color", "The main color of the noise.");
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SecondaryColorProperty = RegisterLayerProperty<SKColor>("Brush.SecondaryColor", "Secondary color", "The secondary color of the noise.");
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ScaleProperty = RegisterLayerProperty<SKSize>("Brush.Scale", "Scale", "The scale of the noise.");
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ScrollSpeedProperty = RegisterLayerProperty<SKPoint>("Brush.ScrollSpeed", "Movement speed", "The speed at which the noise moves vertically and horizontally.");
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AnimationSpeedProperty = RegisterLayerProperty<float>("Brush.AnimationSpeed", "Animation speed", "The speed at which the noise moves.");
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ScaleProperty.InputAffix = "%";
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_x = Rand.Next(0, 4096);
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_y = Rand.Next(0, 4096);
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_z = Rand.Next(0, 4096);
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_noise = new OpenSimplexNoise(Rand.Next(0, 4096));
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}
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@ -30,16 +36,22 @@ namespace Artemis.Plugins.LayerBrushes.Noise
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public LayerProperty<SKColor> MainColorProperty { get; set; }
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public LayerProperty<SKColor> SecondaryColorProperty { get; set; }
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public LayerProperty<SKSize> ScaleProperty { get; set; }
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public LayerProperty<SKPoint> ScrollSpeedProperty { get; set; }
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public LayerProperty<float> AnimationSpeedProperty { get; set; }
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public override void Update(double deltaTime)
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{
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// TODO: Come up with a better way to use deltaTime
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_x += ScrollSpeedProperty.CurrentValue.X / 500f / (float) deltaTime;
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_y += ScrollSpeedProperty.CurrentValue.Y / 500f / (float) deltaTime;
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_z += AnimationSpeedProperty.CurrentValue / 500f / 0.04f * (float) deltaTime;
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if (_z >= float.MaxValue)
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// A telltale sign of someone who can't do math very well
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if (float.IsPositiveInfinity(_x) || float.IsNegativeInfinity(_x) || float.IsNaN(_x))
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_x = 0;
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if (float.IsPositiveInfinity(_y) || float.IsNegativeInfinity(_y) || float.IsNaN(_y))
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_y = 0;
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if (float.IsPositiveInfinity(_z) || float.IsNegativeInfinity(_z) || float.IsNaN(_z))
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_z = 0;
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base.Update(deltaTime);
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}
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@ -48,42 +60,50 @@ namespace Artemis.Plugins.LayerBrushes.Noise
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var mainColor = MainColorProperty.CurrentValue;
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var scale = ScaleProperty.CurrentValue;
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// Scale down the render path to avoid computing a value for every pixel
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var width = Math.Floor(path.Bounds.Width * Scale);
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var height = Math.Floor(path.Bounds.Height * Scale);
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var width = Math.Floor(path.Bounds.Width * RenderScale);
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var height = Math.Floor(path.Bounds.Height * RenderScale);
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CreateBitmap((int) width, (int) height);
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var opacity = (float) Math.Round(mainColor.Alpha / 255.0, 2, MidpointRounding.AwayFromZero);
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using (var bitmap = new SKBitmap(new SKImageInfo((int) width, (int) height)))
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_bitmap.Erase(SKColor.Empty);
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for (var x = 0; x < width; x++)
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{
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bitmap.Erase(SKColor.Empty);
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for (var x = 0; x < width; x++)
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var scrolledX = x + _x;
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for (var y = 0; y < height; y++)
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{
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for (var y = 0; y < height; y++)
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{
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var v = _noise.Evaluate(0.1f * scale.Width * x / width, 0.1f * scale.Height * y / height, _z);
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var alpha = (byte) Math.Max(0, Math.Min(255, v * 2000));
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// var alpha = (byte) ((v + 1) * 127 * opacity);
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// There's some fun stuff we can do here, like creating hard lines
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// if (alpha > 128)
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// alpha = 255;
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// else
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// alpha = 0;
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bitmap.SetPixel(x, y, new SKColor(mainColor.Red, mainColor.Green, mainColor.Blue, alpha));
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}
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var scrolledY = y + _y;
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var v = _noise.Evaluate(0.1f * scale.Width * scrolledX / width, 0.1f * scale.Height * scrolledY / height, _z);
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var alpha = (byte) Math.Max(0, Math.Min(255, v * 1024));
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_bitmap.SetPixel(x, y, new SKColor(mainColor.Red, mainColor.Green, mainColor.Blue, (byte) (alpha * opacity)));
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}
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}
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var bitmapTransform = SKMatrix.Concat(
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SKMatrix.MakeTranslation(path.Bounds.Left, path.Bounds.Top),
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SKMatrix.MakeScale(1f / RenderScale, 1f / RenderScale)
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);
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using (var backgroundShader = SKShader.CreateColor(SecondaryColorProperty.CurrentValue))
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using (var foregroundShader = SKShader.CreateBitmap(_bitmap, SKShaderTileMode.Clamp, SKShaderTileMode.Clamp, bitmapTransform))
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{
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canvas.ClipPath(path);
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paint.Shader = backgroundShader;
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canvas.DrawRect(path.Bounds, paint);
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paint.Shader = foregroundShader;
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canvas.DrawRect(path.Bounds, paint);
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}
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}
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var makeTranslation = SKMatrix.MakeTranslation(path.Bounds.Left , path.Bounds.Top );
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SKMatrix.Concat(ref makeTranslation, makeTranslation, SKMatrix.MakeScale(1f / Scale, 1f / Scale));
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using (var sh = SKShader.CreateBitmap(bitmap, SKShaderTileMode.Mirror, SKShaderTileMode.Mirror, makeTranslation))
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{
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paint.FilterQuality = SKFilterQuality.Low;
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paint.ImageFilter = SKImageFilter.CreateBlur(2,2);
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paint.Shader = SKShader.CreateColor(SecondaryColorProperty.CurrentValue);
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canvas.DrawPath(path, paint);
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paint.Shader = sh;
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canvas.DrawPath(path, paint);
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}
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private void CreateBitmap(int width, int height)
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{
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if (_bitmap == null)
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{
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_bitmap = new SKBitmap(new SKImageInfo(width, height));
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}
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else if (_bitmap.Width != width || _bitmap.Height != height)
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{
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_bitmap.Dispose();
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_bitmap = new SKBitmap(new SKImageInfo(width, height));
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}
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}
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}
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