public override PointColor Transform(PointColor input) { input.X = input.X + (RandomNumberProvider.GetDouble() * _maxAmount); input.Y = input.Y + (RandomNumberProvider.GetDouble() * _maxAmount); return(input); }
public override PointColor Transform(PointColor input) { input.X = input.X + _moveX; input.Y = input.Y + _moveY; return(input); }
public override PointColor Transform(PointColor input) { input.X = input.X / _amount; input.Y = input.Y / _amount; return(input); }
public override PointColor Transform(PointColor input) { input.Color = new DoubleColor(input.Color.R * _amount, input.Color.G, input.Color.B, input.Color.A); input.Color.NormalizeRGB(); return(input); }
public override PointColor Transform(PointColor input) { double newAlpha = (RandomNumberProvider.GetDouble() * (_maxValue - _minValue)) + _minValue; input.Color = new DoubleColor(input.Color.R, input.Color.G, input.Color.B, newAlpha); return(input); }
public override PointColor Transform(PointColor input) { double inX = input.X - 0.5; double inY = input.Y - 0.5; double outX = inX * (inY * _amount); input.X = outX + 0.5; input.Y = inY + 0.5; return(input); }
public override PointColor Transform(PointColor input) { double inX = input.X; double inY = input.Y; double outY = inY + Math.Sin(inX * _amount) * 0.5; input.X = inX; input.Y = outY; return(input); }
public Color GetColorFromPointInverse(int x, int y) { var pc = new PointColor((Convert.ToDouble(x) / _width), (Convert.ToDouble(y) / _height), new DoubleColor()); for (int i = _transforms.Count; i > 0; i--) { pc = _transforms[i - 1].Transform(pc); } pc.Color.A = 1.0; return(pc.Color.ToColor()); }
public Color GetColorFromPointColor(PointColor pc) { pc.Color = new DoubleColor(); for (int i = 0; i < _transforms.Count; i++) { pc = _transforms[i].Transform(pc); } pc.Color.A = 1.0; return(pc.Color.ToColor()); }
public override PointColor Transform(PointColor input) { double inX = input.X - 0.5; double inY = input.Y - 0.5; double outX = inX * Math.Cos(_amount) - inY * Math.Sin(_amount); double outY = inX * Math.Sin(_amount) + inY * Math.Cos(_amount); input.X = outX + 0.5; input.Y = outY + 0.5; return(input); }
public override PointColor Transform(PointColor input) { var inY = input.Y; inY = inY % 1.0; inY = Math.Abs(inY); var outColor = _gradient.GetColorAtValue(inY); input.Color = outColor; return(input); }
public override PointColor Transform(PointColor input) { double inX = input.X - 0.5; double inY = input.Y - 0.5; double dist = Math.Sqrt(Math.Pow(inX, 2.0) + Math.Pow(inY, 2.0)); double outX = inX + (inX * Math.Sin(dist * _amount)); double outY = inY + (inY * Math.Sin(dist * _amount)); input.X = outX + 0.5; input.Y = outY + 0.5; return(input); }
public override PointColor Transform(PointColor input) { double inX = input.X; if (inX < 0) { inX = -inX + _stripeWidth; } if (inX % (_stripeWidth * 2) < _stripeWidth) { input.Color = DoubleColor.Combine(input.Color, _stripeColor); } return(input); }
public override PointColor Transform(PointColor input) { double inX = input.X; double inY = input.Y; double xOffset = inX % _zigAmount; if (xOffset > (_zigAmount / 2)) { xOffset = _zigAmount - xOffset; } double outY = inY + xOffset; input.Y = outY; return(input); }
public override PointColor Transform(PointColor input) { double inX = input.X - 0.5; double inY = input.Y - 0.5; double amount = (Math.Sqrt(Math.Pow(inX, 2.0) + Math.Pow(inY, 2.0))) * (2 * Math.PI); amount = amount * _amountMultiplier; double outX = inX * Math.Cos(amount) - inY * Math.Sin(amount); double outY = inX * Math.Sin(amount) + inY * Math.Cos(amount); input.X = outX + 0.5; input.Y = outY + 0.5; return(input); }
public override PointColor Transform(PointColor input) { var inX = input.X - 0.5; var inY = input.Y - 0.5; inX = inX % 1.0; inY = inY % 1.0; var dist = Math.Sqrt(Math.Pow(inX, 2.0) + Math.Pow(inY, 2.0)); if (dist < _circleRadius) { input.Color = DoubleColor.Combine(input.Color, _circleColor); } return(input); }
public override PointColor Transform(PointColor input) { double inX = input.X; double inY = input.Y; double yOffset = inY % _zigAmount; if (yOffset > (_zigAmount / 2)) { yOffset = _zigAmount - yOffset; } double outX = inX + yOffset; input.X = outX; return(input); }
public override PointColor Transform(PointColor input) { double inX = input.X - 0.5; double inY = input.Y - 0.5; inX = inX % 1.0; inY = inY % 1.0; double dist = Math.Sqrt(Math.Pow(inX - _originX, 2.0) + Math.Pow(inY - _originY, 2.0)); dist = dist % 1.0; var outColor = _gradient.GetColorAtValue(dist); input.Color = outColor; return(input); }
public override PointColor Transform(PointColor input) { double tempOriginX = RandomNumberProvider.GetDouble() * _originX; double tempOriginY = RandomNumberProvider.GetDouble() * _originY; double inX = input.X - 0.5; double inY = input.Y - 0.5; inX = inX % 1.0; inY = inY % 1.0; double dist = Math.Sqrt(Math.Pow(inX - tempOriginX, 2.0) + Math.Pow(inY - tempOriginY, 2.0)); dist = dist % 1.0; var outColor = _gradient.GetColorAtValue(dist); input.Color = outColor; return(input); }
public override PointColor Transform(PointColor input) { var inX = input.X; inX = inX % 1.0; var greyVal = inX * 256.0; if (greyVal < 0.0) { greyVal = 0; } ; if (greyVal > 1.0) { greyVal = 1.0; } ; input.Color = new DoubleColor(greyVal, greyVal, greyVal, _alpha); return(input); }
public Color GetColorFromPointAntiAlias(int x, int y) { // Let's grab 3 colors, 120 degrees away from the center point, and average the values. double xDouble = Convert.ToDouble(x); double yDouble = Convert.ToDouble(y); List <Color> colors = new List <Color>(); for (int i = 0; i < NUMBER_OF_AA_POINTS; i++) { PointColor pc = new PointColor(); pc.X = xDouble + (RandomNumberProvider.GetDouble() - 0.5); pc.Y = yDouble + (RandomNumberProvider.GetDouble() - 0.5); Color c = GetColorFromPointColor(pc); colors.Add(c); } int aTotal = 0; int rTotal = 0; int gTotal = 0; int bTotal = 0; for (int j = 0; j < NUMBER_OF_AA_POINTS; j++) { aTotal += colors[j].A; rTotal += colors[j].R; gTotal += colors[j].G; bTotal += colors[j].B; } Color result = Color.FromArgb(aTotal / NUMBER_OF_AA_POINTS, rTotal / NUMBER_OF_AA_POINTS, gTotal / NUMBER_OF_AA_POINTS, bTotal / NUMBER_OF_AA_POINTS); return(result); }
public virtual PointColor Transform(PointColor input) { return(input); }
public override PointColor Transform(PointColor input) { input.X = input.X + (input.Y * _amount); return(input); }
public Color GetColorFromPoint(int x, int y) { var pc = new PointColor((Convert.ToDouble(x) / _width), (Convert.ToDouble(y) / _height), new DoubleColor()); return(GetColorFromPointColor(pc)); }