// ReSharper disable VirtualMemberNeverOverriden.Global // ReSharper disable MemberCanBePrivate.Global // ReSharper disable VirtualMemberNeverOverridden.Global using System.Collections.Generic; using System.Linq; namespace RGB.NET.Core { /// /// Represents a basic brush. /// public abstract class AbstractBrush : AbstractEffectTarget, IBrush { #region Properties & Fields /// public BrushCalculationMode BrushCalculationMode { get; set; } = BrushCalculationMode.Relative; /// public double Brightness { get; set; } /// public double Opacity { get; set; } /// public IList ColorCorrections { get; } = new List(); /// public Rectangle RenderedRectangle { get; protected set; } /// public Dictionary RenderedTargets { get; } = new Dictionary(); /// protected override IBrush EffectTarget => this; #endregion #region Constructors /// /// Initializes a new instance of the class. /// /// The overall percentage brightness of the brush. (default: 1.0) /// The overall percentage opacity of the brush. (default: 1.0) protected AbstractBrush(double brightness = 1, double opacity = 1) { this.Brightness = brightness; this.Opacity = opacity; } #endregion #region Methods /// /// Performas the render pass of the brush and calculates the raw colors for all requested points. /// /// The rectangle in which the brush should be drawn. /// The targets (keys/points) of which the color should be calculated. public virtual void PerformRender(Rectangle rectangle, IEnumerable renderTargets) { RenderedRectangle = rectangle; RenderedTargets.Clear(); foreach (BrushRenderTarget point in renderTargets) RenderedTargets[point] = new Color(GetColorAtPoint(rectangle, point)); // Clone the color, we don't want to have reference issues here and brushes might return the same color multiple times! } /// /// Performs the finalize pass of the brush and calculates the final colors for all previously calculated points. /// public virtual void PerformFinalize() { List renderTargets = RenderedTargets.Keys.ToList(); foreach (BrushRenderTarget renderTarget in renderTargets) FinalizeColor(RenderedTargets[renderTarget]); // Cloning here again shouldn't be needed since we did this above. } /// /// Gets the color at an specific point assuming the brush is drawn into the given rectangle. /// /// The rectangle in which the brush should be drawn. /// The target (key/point) from which the color should be taken. /// The color at the specified point. protected abstract Color GetColorAtPoint(Rectangle rectangle, BrushRenderTarget renderTarget); /// /// Finalizes the color by appliing the overall brightness and opacity.
/// This method should always be the last call of a implementation. /// If you overwrite this method please make sure that you never return the same color-object twice to prevent reference-issues! ///
/// The color to finalize. /// The finalized color. protected virtual void FinalizeColor(Color color) { foreach (IColorCorrection colorCorrection in ColorCorrections) colorCorrection.ApplyTo(color); // Since we use HSV to calculate there is no way to make a color 'brighter' than 100% // Be carefull with the naming: Since we use HSV the correct term is 'value' but outside we call it 'brightness' // THIS IS NOT A HSB CALCULATION!!! color.Value *= Brightness <= 0 ? 0 : (Brightness >= 1.0 ? 1.0 : Brightness); color.A = (byte)(color.A * (Opacity <= 0 ? 0 : (Opacity >= 1.0 ? 1.0 : Opacity))); } #endregion } }