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