using System; using System.ComponentModel; using Artemis.Core.Extensions; using Artemis.Core.Plugins.LayerBrush.Abstract; using Artemis.Core.Services.Interfaces; using Artemis.Plugins.LayerBrushes.Noise.Utilities; using SkiaSharp; namespace Artemis.Plugins.LayerBrushes.Noise { public class NoiseBrush : LayerBrush { private static readonly Random Rand = new Random(); private readonly IRgbService _rgbService; private SKBitmap _bitmap; private SKColor[] _colorMap; private OpenSimplexNoise _noise; private float _renderScale; private float _x; private float _y; private float _z; public NoiseBrush(IRgbService rgbService) { _rgbService = rgbService; } public override void EnableLayerBrush() { _x = Rand.Next(0, 4096); _y = Rand.Next(0, 4096); _z = Rand.Next(0, 4096); _noise = new OpenSimplexNoise(Rand.Next(0, 4096)); Properties.GradientColor.BaseValue.PropertyChanged += GradientColorChanged; CreateColorMap(); DetermineRenderScale(); } public override void DisableLayerBrush() { _bitmap?.Dispose(); _bitmap = null; } public override void Update(double deltaTime) { _x += Properties.ScrollSpeed.CurrentValue.X / 500f / (float) deltaTime; _y += Properties.ScrollSpeed.CurrentValue.Y / 500f / (float) deltaTime; _z += Properties.AnimationSpeed.CurrentValue / 500f / 0.04f * (float) deltaTime; // A telltale sign of someone who can't do math very well if (float.IsPositiveInfinity(_x) || float.IsNegativeInfinity(_x) || float.IsNaN(_x)) _x = 0; if (float.IsPositiveInfinity(_y) || float.IsNegativeInfinity(_y) || float.IsNaN(_y)) _y = 0; if (float.IsPositiveInfinity(_z) || float.IsNegativeInfinity(_z) || float.IsNaN(_z)) _z = 0; 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); 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 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); } private void GradientColorChanged(object sender, PropertyChangedEventArgs e) { CreateColorMap(); } private void DetermineRenderScale() { _renderScale = (float) (0.125f / _rgbService.RenderScale); } private void CreateBitmap(int width, int height) { if (_bitmap == null) _bitmap = new SKBitmap(new SKImageInfo(width, height)); else if (_bitmap.Width != width || _bitmap.Height != height) { _bitmap.Dispose(); _bitmap = new SKBitmap(new SKImageInfo(width, height)); } } private void CreateColorMap() { var colorMap = new SKColor[101]; for (var i = 0; i < 101; i++) colorMap[i] = Properties.GradientColor.BaseValue.GetColor(i / 100f); _colorMap = colorMap; } } public enum ColorMappingType { Simple, Gradient } }