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RGB.NET/RGB.NET.Core/Brushes/AbstractBrush.cs

111 lines
4.7 KiB
C#

// ReSharper disable VirtualMemberNeverOverriden.Global
// ReSharper disable MemberCanBePrivate.Global
// ReSharper disable VirtualMemberNeverOverridden.Global
using System.Collections.Generic;
using System.Linq;
namespace RGB.NET.Core
{
/// <summary>
/// Represents a basic brush.
/// </summary>
public abstract class AbstractBrush : AbstractEffectTarget<IBrush>, IBrush
{
#region Properties & Fields
/// <inheritdoc />
public BrushCalculationMode BrushCalculationMode { get; set; } = BrushCalculationMode.Relative;
/// <inheritdoc />
public double Brightness { get; set; }
/// <inheritdoc />
public double Opacity { get; set; }
/// <inheritdoc />
public IList<IColorCorrection> ColorCorrections { get; } = new List<IColorCorrection>();
/// <inheritdoc />
public Rectangle RenderedRectangle { get; protected set; }
/// <inheritdoc />
public Dictionary<BrushRenderTarget, Color> RenderedTargets { get; } = new Dictionary<BrushRenderTarget, Color>();
/// <inheritdoc />
protected override IBrush EffectTarget => this;
#endregion
#region Constructors
/// <summary>
/// Initializes a new instance of the <see cref="AbstractBrush"/> class.
/// </summary>
/// <param name="brightness">The overall percentage brightness of the brush. (default: 1.0)</param>
/// <param name="opacity">The overall percentage opacity of the brush. (default: 1.0)</param>
protected AbstractBrush(double brightness = 1, double opacity = 1)
{
this.Brightness = brightness;
this.Opacity = opacity;
}
#endregion
#region Methods
/// <summary>
/// Performas the render pass of the brush and calculates the raw colors for all requested points.
/// </summary>
/// <param name="rectangle">The rectangle in which the brush should be drawn.</param>
/// <param name="renderTargets">The targets (keys/points) of which the color should be calculated.</param>
public virtual void PerformRender(Rectangle rectangle, IEnumerable<BrushRenderTarget> 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!
}
/// <summary>
/// Performs the finalize pass of the brush and calculates the final colors for all previously calculated points.
/// </summary>
public virtual void PerformFinalize()
{
List<BrushRenderTarget> renderTargets = RenderedTargets.Keys.ToList();
foreach (BrushRenderTarget renderTarget in renderTargets)
FinalizeColor(RenderedTargets[renderTarget]); // Cloning here again shouldn't be needed since we did this above.
}
/// <summary>
/// Gets the color at an specific point assuming the brush is drawn into the given rectangle.
/// </summary>
/// <param name="rectangle">The rectangle in which the brush should be drawn.</param>
/// <param name="renderTarget">The target (key/point) from which the color should be taken.</param>
/// <returns>The color at the specified point.</returns>
protected abstract Color GetColorAtPoint(Rectangle rectangle, BrushRenderTarget renderTarget);
/// <summary>
/// Finalizes the color by appliing the overall brightness and opacity.<br/>
/// This method should always be the last call of a <see cref="GetColorAtPoint" /> implementation.
/// If you overwrite this method please make sure that you never return the same color-object twice to prevent reference-issues!
/// </summary>
/// <param name="color">The color to finalize.</param>
/// <returns>The finalized color.</returns>
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
}
}