/// <inheritdoc/> protected internal override void Draw(DrawingContext dc, UIElement element, OutOfBandRenderTarget target) { var state = dc.GetCurrentState(); var position = (Vector2)element.View.Display.DipsToPixels(target.VisualBounds.Location); var positionRounded = new Vector2((Int32)position.X, (Int32)position.Y); dc.End(); effect.Value.Radius = GetRadiusInPixels(element); effect.Value.Direction = BlurDirection.Vertical; dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity); var shadowTexture = target.Next.ColorBuffer; dc.Draw(shadowTexture, positionRounded, null, Color.White, 0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0f); dc.End(); dc.Begin(state); }
/// <summary> /// Draws the specified render target at its desired visual bounds. /// </summary> /// <param name="dc">The current drawing context.</param> /// <param name="element">The element being drawn.</param> /// <param name="target">The render target that contains the element's graphics.</param> /// <param name="effect">The shader effect to apply to the render target, if any.</param> public static void DrawRenderTargetAtVisualBounds(DrawingContext dc, UIElement element, OutOfBandRenderTarget target, GraphicsEffect effect = null) { Contract.Require(dc, "dc"); Contract.Require(element, "element"); Contract.Require(target, "rtarget"); if (element.View == null) return; var state = dc.GetCurrentState(); dc.End(); dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity); var position = (Vector2)element.View.Display.DipsToPixels(target.VisualBounds.Location); var positionRounded = new Vector2((Int32)position.X, (Int32)position.Y); dc.Draw(target.ColorBuffer, positionRounded, null, Color.White, 0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0f); dc.End(); dc.Begin(state); }
/// <inheritdoc/> protected internal override void DrawRenderTargets(DrawingContext dc, UIElement element, OutOfBandRenderTarget target) { var blurTarget = target.Next.RenderTarget; var gfx = dc.Ultraviolet.GetGraphics(); gfx.SetRenderTarget(blurTarget); gfx.Clear(Color.Transparent); effect.Value.Radius = GetRadiusInPixels(element); effect.Value.Direction = BlurDirection.Horizontal; dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity); dc.Draw(target.ColorBuffer, Vector2.Zero, Color.White); dc.End(); }
/// <inheritdoc/> protected override void DrawCore(UltravioletTime time, DrawingContext dc) { if (clonedElement != null) { var dcState = dc.GetCurrentState(); dc.End(); var offsetRaw = Display.DipsToPixels(clonedElement.UntransformedAbsoluteBounds.Location - clonedElement.UntransformedRelativeBounds.Location); var offsetX = dc.IsTransformed ? offsetRaw.X : Math.Round(offsetRaw.X, MidpointRounding.AwayFromZero); var offsetY = dc.IsTransformed ? offsetRaw.Y : Math.Round(offsetRaw.Y, MidpointRounding.AwayFromZero); var offset = new Vector2((Single)offsetX, (Single)offsetY); var mtxTransform = Matrix.CreateTranslation(-offset.X, -offset.Y, 0); var mtxTransformToView = GetTransformToViewMatrix(true); var mtxTransformGlobal = dcState.GlobalTransform; Matrix.Concat(ref mtxTransform, ref mtxTransformToView, out mtxTransform); Matrix.Concat(ref mtxTransform, ref mtxTransformGlobal, out mtxTransform); if (!dc.IsTransformed && !clonedElement.HasNonIdentityTransform) { mtxTransform = new Matrix( mtxTransform.M11, mtxTransform.M12, mtxTransform.M13, (Single)Math.Round(mtxTransform.M14, MidpointRounding.AwayFromZero), mtxTransform.M21, mtxTransform.M22, mtxTransform.M23, (Single)Math.Round(mtxTransform.M24, MidpointRounding.AwayFromZero), mtxTransform.M31, mtxTransform.M32, mtxTransform.M33, (Single)Math.Round(mtxTransform.M34, MidpointRounding.AwayFromZero), mtxTransform.M41, mtxTransform.M42, mtxTransform.M43, mtxTransform.M44); } dc.IsOutOfBandRenderingSuppressed = true; dc.GlobalTransform = mtxTransform; dc.Begin(Graphics.Graphics2D.SpriteSortMode.Deferred, null, Matrix.Identity); clonedElement.Draw(null, dc); dc.End(); dc.IsOutOfBandRenderingSuppressed = false; dc.Begin(dcState); } base.DrawCore(time, dc); }
public virtual void Begin() { DrawingContext.Begin(); }
public virtual void Begin(DrawingSortMode sortMode) { DrawingContext.Begin(sortMode); }
/// <inheritdoc/> protected internal override void DrawRenderTargets(DrawingContext dc, UIElement element, OutOfBandRenderTarget target) { var gfx = dc.Ultraviolet.GetGraphics(); // Calculate the shadow's offset from the element var cumulativeTransform = target.VisualTransform; var shadowVectorStart = new Vector2(0, 0); Vector2.Transform(ref shadowVectorStart, ref cumulativeTransform, out shadowVectorStart); var shadowVectorEnd = Vector2.Transform(new Vector2(1, 0), Matrix.CreateRotationZ(Radians.FromDegrees(-Direction))); Vector2.Transform(ref shadowVectorEnd, ref cumulativeTransform, out shadowVectorEnd); var shadowDepth = (Int32)element.View.Display.DipsToPixels(ShadowDepth); var shadowVector = Vector2.Normalize(shadowVectorEnd - shadowVectorStart) * shadowDepth; // Draw the horizontal blur pass var pass1Target = target.Next; gfx.SetRenderTarget(pass1Target.RenderTarget); gfx.Clear(Color.Transparent); effect.Value.Radius = GetBlurRadiusInPixels(element); effect.Value.Direction = BlurDirection.Horizontal; dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity); dc.Draw(target.ColorBuffer, Vector2.Zero, Color); dc.End(); // Draw the vertical blur pass var pass2Target = target.Next.Next; gfx.SetRenderTarget(pass2Target.RenderTarget); gfx.Clear(Color.Transparent); effect.Value.Radius = GetBlurRadiusInPixels(element); effect.Value.Direction = BlurDirection.Vertical; dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity); dc.Draw(pass1Target.ColorBuffer, shadowVector, null, Color, 0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0f); dc.End(); // Draw the element on top of the shadow dc.Begin(SpriteSortMode.Immediate, null, Matrix.Identity); dc.Draw(target.ColorBuffer, Vector2.Zero, null, Color.White, 0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0f); dc.End(); }