/// <summary> /// This is the method that actually does the work. /// </summary> /// <param name="DA">The DA object is used to retrieve from inputs and store in outputs.</param> protected override void SolveInstance(IGH_DataAccess DA) { // Declare variables IGH_Goo X = null; IGH_Goo Y = null; IGH_Goo Z = null; // Access the input parameters if (!DA.GetData(0, ref X)) { return; } if (!DA.GetData(1, ref Y)) { return; } if (!DA.GetData(2, ref Z)) { return; } Bitmap A = null; Bitmap B = null; wObject W = new wObject(); mTexture T = new mTexture(); if (X != null) { X.CastTo(out A); } if (Y != null) { Y.CastTo(out B); } Bitmap C = new Bitmap(A); if (Z != null) { Z.CastTo(out W); } T = (mTexture)W.Element; if ((A.Width != B.Width) || (A.Height != B.Height)) { mMatchBitmaps BitmapPair = new mMatchBitmaps(A, B, MatchType, MatchSizing); A = new Bitmap(BitmapPair.BottomImage); B = new Bitmap(BitmapPair.TopImage); } C = new mCompositeTextureMorph(A, B, T).ModifiedBitmap; DA.SetData(0, C); }
public mFilterTexture(mTexture SourceTexture, mFilters Filter) { BitmapType = Filter.BitmapType; MaskTexture = SourceTexture; Effect = new TexturedFilter(MaskTexture.Texture, Filter.Sequence[0]); Sequence.Clear(); Sequence.Add(Effect); }
/// <summary> /// This is the method that actually does the work. /// </summary> /// <param name="DA">The DA object is used to retrieve from inputs and store in outputs.</param> protected override void SolveInstance(IGH_DataAccess DA) { // Declare variables int M = 0; double X = 5.0; double Y = 10.0; // Access the input parameters if (!DA.GetData(0, ref M)) { return; } if (!DA.GetData(1, ref X)) { return; } if (!DA.GetData(2, ref Y)) { return; } mTexture Texture = new mTexture(); switch (M) { case 0: Texture = new mTextureClouds(); break; case 1: Texture = new mTextureWood(X); break; case 2: Texture = new mTextureMarble(X, Y); break; case 3: Texture = new mTextureTextile(); break; case 4: Texture = new mTextureLabyrinth(); break; } wObject W = new wObject(Texture, "Macaw", Texture.Type); DA.SetData(0, W); }
public mCompositeTextureMorph(Bitmap UnderlayBitmap, Bitmap OverlayBitmap, mTexture SourceTexture) { MaskTexture = SourceTexture; BitmapUnder = new mSetFormat(UnderlayBitmap, mFilter.BitmapTypes.Rgb24bpp).ModifiedBitmap; BitmapOver = new mSetFormat(OverlayBitmap, mFilter.BitmapTypes.Rgb24bpp).ModifiedBitmap; ModifiedBitmap = new Bitmap(BitmapUnder); Effect = new TexturedMerge(MaskTexture.Texture); Effect.OverlayImage = BitmapOver; ModifiedBitmap = Effect.Apply(BitmapUnder); }
/// <summary> /// This is the method that actually does the work. /// </summary> /// <param name="DA">The DA object is used to retrieve from inputs and store in outputs.</param> protected override void SolveInstance(IGH_DataAccess DA) { // Declare variables IGH_Goo X = null; IGH_Goo Y = null; // Access the input parameters if (!DA.GetData(0, ref X)) { return; } if (!DA.GetData(1, ref Y)) { return; } mTexture T = new mTexture(); wObject Z = new wObject(); wObject U = new wObject(); mFilters F = new mFilters(); if (X != null) { X.CastTo(out Z); } T = (mTexture)Z.Element; if (Y != null) { Y.CastTo(out U); } F = (mFilters)U.Element; mFilters Filter = new mFilters(); Filter = new mFilterTexture(T, F); wObject W = new wObject(Filter, "Macaw", Filter.Type); DA.SetData(0, W); }
/// <summary> /// This is the method that actually does the work. /// </summary> /// <param name="DA">The DA object is used to retrieve from inputs and store in outputs.</param> protected override void SolveInstance(IGH_DataAccess DA) { // Declare variables IGH_Goo X = null; int W = 800; int H = 600; // Access the input parameters if (!DA.GetData(0, ref X)) { return; } if (!DA.GetData(1, ref W)) { return; } if (!DA.GetData(2, ref H)) { return; } wObject Z = new wObject(); mTexture T = new mTexture(); if (X != null) { X.CastTo(out Z); } T = (mTexture)Z.Element; Bitmap B = new Bitmap(new mTextureApply(T, W, H).GeneratedBitmap); DA.SetData(0, B); }