mirror of
https://github.com/Artemis-RGB/Artemis
synced 2025-12-31 17:53:32 +00:00
Brushes - Added option for brushes to have a settings window Effects - Added option for effects to have a settings window
149 lines
5.5 KiB
C#
149 lines
5.5 KiB
C#
using System;
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using System.ComponentModel;
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using Artemis.Core.Extensions;
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using Artemis.Core.Plugins.LayerBrush.Abstract;
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using Artemis.Core.Services.Interfaces;
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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<NoiseBrushProperties>
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{
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private static readonly Random Rand = new Random();
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private readonly IRgbService _rgbService;
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private SKBitmap _bitmap;
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private SKColor[] _colorMap;
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private OpenSimplexNoise _noise;
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private float _renderScale;
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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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public NoiseBrush(IRgbService rgbService)
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{
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_rgbService = rgbService;
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}
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public override void EnableLayerBrush()
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{
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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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Properties.GradientColor.BaseValue.PropertyChanged += GradientColorChanged;
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CreateColorMap();
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DetermineRenderScale();
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}
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public override void DisableLayerBrush()
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{
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_bitmap?.Dispose();
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_bitmap = null;
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}
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public override void Update(double deltaTime)
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{
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_x += Properties.ScrollSpeed.CurrentValue.X / 500f / (float) deltaTime;
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_y += Properties.ScrollSpeed.CurrentValue.Y / 500f / (float) deltaTime;
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_z += Properties.AnimationSpeed.CurrentValue / 500f / 0.04f * (float) deltaTime;
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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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DetermineRenderScale();
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}
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public override void Render(SKCanvas canvas, SKImageInfo canvasInfo, SKPath path, SKPaint paint)
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{
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var mainColor = Properties.MainColor.CurrentValue;
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var secondColor = Properties.SecondaryColor.CurrentValue;
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var gradientColor = Properties.GradientColor.CurrentValue;
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var scale = Properties.Scale.CurrentValue;
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var hardness = Properties.Hardness.CurrentValue / 100f;
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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.Floor(path.Bounds.Width * _renderScale);
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var height = (int) Math.Floor(path.Bounds.Height * _renderScale);
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CreateBitmap(width, height);
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for (var y = 0; y < height; y++)
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{
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for (var x = 0; x < width; x++)
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{
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var scrolledX = x + _x;
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var scrolledY = y + _y;
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var evalX = 0.1 * scale.Width * scrolledX / width;
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var evalY = 0.1 * scale.Height * scrolledY / height;
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if (double.IsInfinity(evalX) || double.IsNaN(evalX) || double.IsNaN(evalY) || double.IsInfinity(evalY))
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continue;
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var v = (float) _noise.Evaluate(evalX, evalY, _z) * hardness;
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var amount = Math.Max(0f, Math.Min(1f, v));
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if (Properties.ColorType.BaseValue == ColorMappingType.Simple)
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_bitmap.SetPixel(x, y, mainColor.Interpolate(secondColor, amount));
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else if (gradientColor != null && _colorMap.Length == 101)
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{
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var color = _colorMap[(int) Math.Round(amount * 100, MidpointRounding.AwayFromZero)];
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_bitmap.SetPixel(x, y, color);
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}
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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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if (Properties.ColorType.BaseValue == ColorMappingType.Simple)
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paint.Color = Properties.SecondaryColor.CurrentValue;
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using var foregroundShader = SKShader.CreateBitmap(_bitmap, SKShaderTileMode.Clamp, SKShaderTileMode.Clamp, bitmapTransform);
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paint.Shader = foregroundShader;
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canvas.DrawPath(path, paint);
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}
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private void GradientColorChanged(object sender, PropertyChangedEventArgs e)
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{
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CreateColorMap();
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}
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private void DetermineRenderScale()
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{
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_renderScale = (float) (0.125f / _rgbService.RenderScale);
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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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_bitmap = new SKBitmap(new SKImageInfo(width, height));
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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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private void CreateColorMap()
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{
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var colorMap = new SKColor[101];
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for (var i = 0; i < 101; i++)
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colorMap[i] = Properties.GradientColor.BaseValue.GetColor(i / 100f);
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_colorMap = colorMap;
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}
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}
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public enum ColorMappingType
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{
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Simple,
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Gradient
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}
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} |