mirror of
https://github.com/Artemis-RGB/Artemis
synced 2026-11-12 11:56:30 +00:00
87 lines
4.0 KiB
C#
87 lines
4.0 KiB
C#
using System;
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using Artemis.Core.Models.Profile;
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using Artemis.Core.Models.Profile.LayerProperties;
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using Artemis.Core.Plugins.LayerBrush;
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using Artemis.Plugins.LayerBrushes.Noise.Utilities;
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using SkiaSharp;
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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 static readonly Random Rand = new Random();
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private readonly OpenSimplexNoise _noise;
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private float _z;
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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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ScaleProperty = RegisterLayerProperty<SKSize>("Brush.Scale", "Scale", "The scale of the noise.");
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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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_z = Rand.Next(0, 4096);
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_noise = new OpenSimplexNoise(Rand.Next(0, 4096));
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}
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public LayerProperty<SKColor> MainColorProperty { get; set; }
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public LayerProperty<SKSize> ScaleProperty { 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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_z += AnimationSpeedProperty.CurrentValue / 500f / 0.04f * (float) deltaTime;
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if (_z >= float.MaxValue)
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_z = 0;
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base.Update(deltaTime);
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}
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public override void Render(SKCanvas canvas, SKPath path, SKPaint paint)
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{
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return;
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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 = (int) (Math.Max(path.Bounds.Width, path.Bounds.Height) / scale.Width);
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var height = (int) (Math.Max(path.Bounds.Width, path.Bounds.Height) / scale.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(width, height)))
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{
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bitmap.Erase(new SKColor(0, 0, 0, 0));
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// Only compute pixels inside LEDs, due to scaling there may be some rounding issues but it's neglect-able
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foreach (var artemisLed in Layer.Leds)
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{
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var xStart = artemisLed.AbsoluteRenderRectangle.Left / scale.Width;
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var xEnd = artemisLed.AbsoluteRenderRectangle.Right / scale.Width;
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var yStart = artemisLed.AbsoluteRenderRectangle.Top / scale.Height;
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var yEnd = artemisLed.AbsoluteRenderRectangle.Bottom / scale.Height;
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for (var x = xStart; x < xEnd; x++)
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{
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for (var y = yStart; y < yEnd; y++)
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{
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var v = _noise.Evaluate(scale.Width * x / width, scale.Height * y / height, _z);
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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((int) x, (int) y, new SKColor(mainColor.Red, mainColor.Green, mainColor.Blue, alpha));
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}
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}
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}
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using (var sh = SKShader.CreateBitmap(bitmap, SKShaderTileMode.Mirror, SKShaderTileMode.Mirror, SKMatrix.MakeScale(scale.Width, scale.Height)))
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{
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paint.Shader = sh;
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canvas.DrawPath(Layer.LayerShape.Path, paint);
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}
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}
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}
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}
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} |