1
0
mirror of https://github.com/Artemis-RGB/Artemis synced 2026-01-01 10:13:30 +00:00
Robert ba80e25d34 Draggable float - Always use a InvariantCulture
Noise brush - Added missing infinity check because float is funny
2020-09-18 19:20:48 +02:00

193 lines
7.4 KiB
C#

using System;
using System.ComponentModel;
using Artemis.Core;
using Artemis.Core.LayerBrushes;
using Artemis.Core.Services;
using Artemis.Plugins.LayerBrushes.Noise.Utilities;
using SkiaSharp;
namespace Artemis.Plugins.LayerBrushes.Noise
{
public class NoiseBrush : PerLedLayerBrush<NoiseBrushProperties>
{
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 SKColor GetColor(ArtemisLed led, SKPoint renderPoint)
{
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;
var scrolledX = renderPoint.X + _x;
if (float.IsNaN(scrolledX) || float.IsInfinity(scrolledX))
scrolledX = 0;
var scrolledY = renderPoint.Y + _y;
if (float.IsNaN(scrolledY) || float.IsInfinity(scrolledY))
scrolledY = 0;
var evalX = scrolledX * (scale.Width * -1) / 1000f;
var evalY = scrolledY * (scale.Height * -1) / 1000f;
var v = (float) _noise.Evaluate(evalX, evalY, _z) * hardness;
var amount = Math.Max(0f, Math.Min(1f, v));
if (Properties.ColorType.BaseValue == ColorMappingType.Simple)
return mainColor.Interpolate(secondColor, amount);
if (gradientColor != null && _colorMap.Length == 101)
return _colorMap[(int) Math.Round(amount * 100, MidpointRounding.AwayFromZero)];
return SKColor.Empty;
}
// 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);
//
// // This lil' snippet renders per LED, it's neater but doesn't support translations
// Layer.ExcludeCanvasFromTranslation(canvas);
//
// var shapePath = new SKPath(Layer.LayerShape.Path);
// Layer.IncludePathInTranslation(shapePath);
// canvas.ClipPath(shapePath);
//
// using var ledPaint = new SKPaint();
// foreach (var artemisLed in Layer.Leds)
// {
// var ledRectangle = SKRect.Create(
// artemisLed.AbsoluteRenderRectangle.Left - Layer.Bounds.Left,
// artemisLed.AbsoluteRenderRectangle.Top - Layer.Bounds.Top,
// artemisLed.AbsoluteRenderRectangle.Width,
// artemisLed.AbsoluteRenderRectangle.Height
// );
//
// var scrolledX = ledRectangle.MidX + _x;
// if (float.IsNaN(scrolledX))
// scrolledX = 0;
// var scrolledY = ledRectangle.MidY + _y;
// if (float.IsNaN(scrolledY))
// scrolledY = 0;
//
//
// var evalPath = new SKPath();
// evalPath.AddPoly(new[] {new SKPoint(0, 0), new SKPoint(scrolledX, scrolledY)});
// Layer.ExcludePathFromTranslation(evalPath);
//
// if (evalPath.Bounds.IsEmpty)
// continue;
//
// scrolledX = evalPath.Points[1].X;
// scrolledY = evalPath.Points[1].Y;
//
// var evalX = 0.1 * scale.Width * scrolledX / width;
// var evalY = 0.1 * scale.Height * scrolledY / height;
//
// var v = (float) _noise.Evaluate(evalX, evalY, _z) * hardness;
// var amount = Math.Max(0f, Math.Min(1f, v));
//
// if (Properties.ColorType.BaseValue == ColorMappingType.Simple)
// ledPaint.Color = mainColor.Interpolate(secondColor, amount);
// else if (gradientColor != null && _colorMap.Length == 101)
// ledPaint.Color = _colorMap[(int) Math.Round(amount * 100, MidpointRounding.AwayFromZero)];
// else
// ledPaint.Color = SKColor.Empty;
//
// canvas.DrawRect(ledRectangle, ledPaint);
// }
// }
private void GradientColorChanged(object sender, PropertyChangedEventArgs e)
{
CreateColorMap();
}
private void DetermineRenderScale()
{
_renderScale = (float) (0.25f / _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
}
}