private void miGDIPerlin_Click(object sender, System.EventArgs e) { if (m_spProcedural == null) { #region Procedural noise bitmap Random rnd = new Random(); Endogine.Procedural.Noise procedural = null; switch (rnd.Next(4)) { case 0: procedural = new Endogine.Procedural.Plasma(); procedural.Decay = 0.5f; procedural.Frequency = 0.1f; procedural.Octaves = 3; break; case 1: procedural = new Endogine.Procedural.Wood(); procedural.Decay = 0.5f; procedural.Frequency = 0.1f; procedural.Octaves = 3; ((Endogine.Procedural.Wood)procedural).NumCircles = 5; ((Endogine.Procedural.Wood)procedural).Turbulence = 0.3f; break; case 2: procedural = new Endogine.Procedural.Marble(); procedural.Decay = 0.5f; procedural.Frequency = 0.1f; procedural.Octaves = 3; ((Endogine.Procedural.Marble)procedural).Periods = new EPointF(15, 30); ((Endogine.Procedural.Marble)procedural).Turbulence = 3.3f; break; case 3: procedural = new Endogine.Procedural.Noise(); procedural.Decay = 0.5f; procedural.Frequency = 1f; procedural.Octaves = 3; break; } Bitmap bmp; Graphics g; bmp = new Bitmap(200, 200); Endogine.BitmapHelpers.Canvas canvas = Endogine.BitmapHelpers.Canvas.Create(bmp); //create a color table that makes it look like lakes and mountains: System.Collections.SortedList aColors = new System.Collections.SortedList(); aColors.Add(0.0, Color.FromArgb(0, 0, 190)); aColors.Add(0.1, Color.FromArgb(0, 0, 255)); aColors.Add(0.11, Color.FromArgb(0, 200, 0)); aColors.Add(0.5, Color.FromArgb(150, 100, 0)); aColors.Add(1.0, Color.FromArgb(255, 255, 255)); procedural.SetColors(aColors); //write pixels to bitmap: canvas.Locked = true; procedural.WriteToBitmap(canvas); canvas.Locked = false; #endregion #region Create gradient bitmap //Create two gradients using GDI+, and merge them with my CopyPixels for special effects Bitmap bmpGradient = new Bitmap(200, 200); g = Graphics.FromImage(bmpGradient); LinearGradientBrush brush = new LinearGradientBrush(new Rectangle(4, 0, bmpGradient.Width, bmpGradient.Height), Color.FromArgb(255, 0, 0), Color.FromArgb(0, 255, 0), 0f); g.FillRectangle(brush, brush.Rectangle); Bitmap bmp2 = new Bitmap(bmpGradient.Width, bmpGradient.Height); brush = new LinearGradientBrush(new Rectangle(0, 0, bmp2.Width, bmp2.Height), Color.FromArgb(0, 0, 255), Color.FromArgb(0, 0, 0), (float)90); Graphics g2 = Graphics.FromImage(bmp2); g2.FillRectangle(brush, brush.Rectangle); RasterOps.CopyPixels(bmpGradient, bmp2, (int)RasterOps.ROPs.AddPin, 255); RasterOps.CopyPixels(bmp, bmpGradient, (int)RasterOps.ROPs.Lightest, 255); g.Dispose(); #endregion MemberSpriteBitmap mb = new MemberSpriteBitmap(bmp); m_spProcedural = new Sprite(); m_spProcedural.Name = "Procedural"; m_spProcedural.Member = mb; m_spProcedural.Scaling = new EPointF(2, 2); m_spProcedural.Ink = 0; } else { //TODO: the bitmap will still remain in memory, should have an "autodispose" option, //so that resources gets disposed when no sprites are using them m_spProcedural.Dispose(); m_spProcedural = null; } }