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Refactored LinearGradientBrush
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@ -4,7 +4,6 @@ namespace CUE.NET.Devices.Keyboard.Brushes
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{
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public class GradientStop
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{
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#region Properties & Fields
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public float Offset { get; set; }
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@ -42,89 +42,80 @@ namespace CUE.NET.Devices.Keyboard.Brushes
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#endregion
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#region Methods
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public Color GetColorAtPoint(RectangleF rectangle, PointF point)
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{
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if (!GradientStops.Any()) return Color.Transparent;
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if (GradientStops.Count == 1) return GradientStops.First().Color;
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// Taken from https://dotupdate.wordpress.com/2008/01/28/find-the-color-of-a-point-in-a-lineargradientbrush/
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// Based on https://dotupdate.wordpress.com/2008/01/28/find-the-color-of-a-point-in-a-lineargradientbrush/
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float x3 = point.X;
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float y3 = point.Y;
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PointF startPoint = new PointF(StartPoint.X * rectangle.Width, StartPoint.Y * rectangle.Height);
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PointF endPoint = new PointF(EndPoint.X * rectangle.Width, EndPoint.Y * rectangle.Height);
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float x1 = StartPoint.X * rectangle.Width;
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float y1 = StartPoint.Y * rectangle.Height;
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PointF p1 = new PointF(x1, y1); // Starting point
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PointF intersectingPoint;
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if (startPoint.Y.Equals(endPoint.Y)) // Horizontal case
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intersectingPoint = new PointF(point.X, startPoint.Y);
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float x2 = EndPoint.X * rectangle.Width;
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float y2 = EndPoint.Y * rectangle.Height;
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PointF p2 = new PointF(x2, y2); //End point
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// Calculate intersecting points
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PointF p4;
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if (y1.Equals(y2)) // Horizontal case
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p4 = new PointF(x3, y1);
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else if (x1.Equals(x2)) // Vertical case
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p4 = new PointF(x1, y3);
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else if (startPoint.X.Equals(endPoint.X)) // Vertical case
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intersectingPoint = new PointF(startPoint.X, point.Y);
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else // Diagnonal case
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{
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float m = (y2 - y1) / (x2 - x1);
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float m2 = -1 / m;
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float b = y1 - m * x1;
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float c = y3 - m2 * x3;
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float slope = (endPoint.Y - startPoint.Y) / (endPoint.X - startPoint.X);
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float orthogonalSlope = -1 / slope;
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float startYIntercept = startPoint.Y - slope * startPoint.X;
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float pointYIntercept = point.Y - orthogonalSlope * point.X;
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float x4 = (c - b) / (m - m2);
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float y4 = m * x4 + b;
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p4 = new PointF(x4, y4);
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float intersectingPointX = (pointYIntercept - startYIntercept) / (slope - orthogonalSlope);
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float intersectingPointY = slope * intersectingPointX + startYIntercept;
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intersectingPoint = new PointF(intersectingPointX, intersectingPointY);
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}
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// Calculate distances relative to the vector start
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float d4 = Dist(p4, p1, p2);
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float d2 = Dist(p2, p1, p2);
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float intersectDistance = CalculateDistance(intersectingPoint, startPoint, endPoint);
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float gradientLength = CalculateDistance(endPoint, startPoint, endPoint);
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float x = d4 / d2;
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float offset = intersectDistance / gradientLength;
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// Clip the input if before or after the max/min offset values
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float max = GradientStops.Max(n => n.Offset);
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if (x > max)
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x = max;
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if (offset > max)
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offset = max;
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float min = GradientStops.Min(n => n.Offset);
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if (x < min)
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x = min;
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if (offset < min)
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offset = min;
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// Find gradient stops that surround the input value
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GradientStop gs0 = GradientStops.Where(n => n.Offset <= x).OrderBy(n => n.Offset).Last();
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GradientStop gs1 = GradientStops.Where(n => n.Offset >= x).OrderBy(n => n.Offset).First();
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GradientStop gsBefore = GradientStops.Where(n => n.Offset <= offset).OrderBy(n => n.Offset).Last();
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GradientStop gsAfter = GradientStops.Where(n => n.Offset >= offset).OrderBy(n => n.Offset).First();
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float y = 0f;
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if (!gs0.Offset.Equals(gs1.Offset))
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y = ((x - gs0.Offset) / (gs1.Offset - gs0.Offset));
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float blendFactor = 0f;
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if (!gsBefore.Offset.Equals(gsAfter.Offset))
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blendFactor = ((offset - gsBefore.Offset) / (gsAfter.Offset - gsBefore.Offset));
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byte colA = (byte)((gs1.Color.A - gs0.Color.A) * y + gs0.Color.A);
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byte colR = (byte)((gs1.Color.R - gs0.Color.R) * y + gs0.Color.R);
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byte colG = (byte)((gs1.Color.G - gs0.Color.G) * y + gs0.Color.G);
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byte colB = (byte)((gs1.Color.B - gs0.Color.B) * y + gs0.Color.B);
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byte colA = (byte)((gsAfter.Color.A - gsBefore.Color.A) * blendFactor + gsBefore.Color.A);
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byte colR = (byte)((gsAfter.Color.R - gsBefore.Color.R) * blendFactor + gsBefore.Color.R);
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byte colG = (byte)((gsAfter.Color.G - gsBefore.Color.G) * blendFactor + gsBefore.Color.G);
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byte colB = (byte)((gsAfter.Color.B - gsBefore.Color.B) * blendFactor + gsBefore.Color.B);
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return Color.FromArgb(colA, colR, colG, colB);
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}
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// Taken from https://dotupdate.wordpress.com/2008/01/28/find-the-color-of-a-point-in-a-lineargradientbrush/
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// Based on https://dotupdate.wordpress.com/2008/01/28/find-the-color-of-a-point-in-a-lineargradientbrush/
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/// <summary>
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/// Returns the signed magnitude of a point on a vector with origin po and pointing to pf
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/// Returns the signed magnitude of a point on a vector
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/// </summary>
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private float Dist(PointF px, PointF po, PointF pf)
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private float CalculateDistance(PointF point, PointF origin, PointF direction)
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{
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float d = (float)Math.Sqrt((px.Y - po.Y) * (px.Y - po.Y) + (px.X - po.X) * (px.X - po.X));
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float distance = (float)Math.Sqrt((point.Y - origin.Y) * (point.Y - origin.Y) + (point.X - origin.X) * (point.X - origin.X));
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return (((px.Y < po.Y) && (pf.Y > po.Y)) ||
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((px.Y > po.Y) && (pf.Y < po.Y)) ||
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((px.Y.Equals(po.Y)) && (px.X < po.X) && (pf.X > po.X)) ||
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((px.Y.Equals(po.Y)) && (px.X > po.X) && (pf.X < po.X)))
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? -d : d;
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return (((point.Y < origin.Y) && (direction.Y > origin.Y)) ||
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((point.Y > origin.Y) && (direction.Y < origin.Y)) ||
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((point.Y.Equals(origin.Y)) && (point.X < origin.X) && (direction.X > origin.X)) ||
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((point.Y.Equals(origin.Y)) && (point.X > origin.X) && (direction.X < origin.X)))
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? -distance : distance;
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}
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#endregion
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