Esempio n. 1
0
        private void swapBuffers()
        {
            Interactive8BitImage temp = renderedScene;

            renderedScene = nextBuffer;
            nextBuffer    = temp;
        }
Esempio n. 2
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        /// <summary>
        /// Creates a new SnowDrift to fit the indicated screen size.
        /// </summary>
        /// <param name="screenSize">Size of the screen to fill with snowflakes.</param>
        public SnowDrift(Size screenSize)
        {
            // Add in enough room so that snowflakes can drift off screen without just flashing away
            screenSize.Width  += (int)SnowFlake.FLAKE_SIZES.Max() * 2;
            screenSize.Height += (int)SnowFlake.FLAKE_SIZES.Max() * 2;
            this.screenSize    = screenSize;

            // Create a black and white buffer based on the adjusted screen sized
            nextBuffer = new Interactive8BitImage(screenSize.Width,
                                                  screenSize.Height,
                                                  System.Drawing.Imaging.PixelFormat.Format8bppIndexed);
            nextBuffer.SetAlpha(byte.MaxValue);
            renderedScene = new Interactive8BitImage(screenSize.Width,
                                                     screenSize.Height,
                                                     System.Drawing.Imaging.PixelFormat.Format8bppIndexed);
            renderedScene.SetAlpha(byte.MaxValue);

            // Create the wind variations
            generalDirection = new Vector(Random.Float(-3.5f, 3.5f), Random.Float(1, 2.5f));
            Vector variance = new Vector(8, 3);

            windVariations = new WindField[60];
            for (int i = 0; i < windVariations.Length; i++)
            {
                windVariations[i] = new WindField(screenSize.Width, screenSize.Height, generalDirection, variance, new Size(15, 15));
            }

            snowflakes = new HashSet <SnowFlake>(Properties.Settings.Default.MaximumNumberOfFlakes);
        }
Esempio n. 3
0
        /// <summary>
        /// Draws an image onto the current image.  Transparencies do not apply, but it's fast.
        /// </summary>
        /// <param name="toDraw">The image to draw.</param>
        /// <param name="x">The location of x to draw at.</param>
        /// <param name="y">The location of y to draw at.</param>
        public void OverlayImage(Interactive8BitImage toDraw, int x, int y)
        {
            int columnWidth  = toDraw.width;
            int rowHeight    = toDraw.height;
            int heightCutoff = 0;
            int widthCutoff  = 0;

            if (x < 0)
            {
                widthCutoff  = x;
                columnWidth -= widthCutoff;
            }
            if (y < 0)
            {
                heightCutoff = y;
                rowHeight   += heightCutoff;
            }

            if (x + toDraw.width > this.width)
            {
                columnWidth -= (x + toDraw.width - this.width);
            }
            if (y + toDraw.height > this.height)
            {
                rowHeight -= y + toDraw.height - this.height;
            }

            if (bytesPixel == 4 && toDraw.bytesPixel == 4 && columnWidth > 0 && rowHeight > 0)
            {
                for (int row = 0; row < rowHeight; row++)
                {
                    Array.Copy(toDraw.pixels, (row - heightCutoff) * toDraw.bytesLine, this.pixels,
                               (y + row - heightCutoff) * this.bytesLine + x * this.bytesPixel, columnWidth * toDraw.bytesPixel);
                }
            }



            needsRefresh = true;
        }
Esempio n. 4
0
        /// <summary>
        /// Draws an image onto the current image.  Transparencies do apply but it's slower than OverlayImage.
        /// </summary>
        /// <param name="toDraw">The image to draw.</param>
        /// <param name="x">The location of x to draw at.</param>
        /// <param name="y">The location of y to draw at.</param>
        public void DrawImage(Interactive8BitImage toDraw, int x, int y)
        {
            //Source for blending equations
            //http://en.wikipedia.org/wiki/Alpha_compositing
            //http://en.wikipedia.org/wiki/Transparency_%28graphic%29
            int columnWidth  = toDraw.width;
            int rowHeight    = toDraw.height;
            int heightCutoff = 0;
            int widthCutoff  = 0;

            if (x < 0)
            {
                widthCutoff  = x;
                columnWidth -= widthCutoff;
            }
            if (y < 0)
            {
                heightCutoff = y;
                rowHeight   += heightCutoff;
            }

            if (x + toDraw.width > this.width)
            {
                columnWidth -= (x + toDraw.width - this.width);
            }
            if (y + toDraw.height > this.height)
            {
                rowHeight -= y + toDraw.height - this.height;
            }

            byte thisA;
            byte thatA;
            int  A;
            int  R;
            int  G;
            int  B;
            int  sourceRow;
            int  targetRow;
            int  thisCurrentColor;
            int  thatCurrentColor;


            if (bytesPixel == 4 && toDraw.bytesPixel == 4 && columnWidth > 0 && rowHeight > 0)
            {
                for (int row = 0; row < rowHeight; row++)
                {
                    sourceRow = (row - heightCutoff) * toDraw.bytesLine;
                    targetRow = (y + row - heightCutoff) * this.bytesLine + x * this.bytesPixel;

                    for (int column = 0; column < columnWidth; column++)
                    {
                        thisCurrentColor = targetRow + column * this.bytesPixel;
                        thatCurrentColor = sourceRow + column * toDraw.bytesPixel;

                        thisA = this.pixels[thisCurrentColor + ALPHA_BIT];
                        thatA = toDraw.pixels[thatCurrentColor + ALPHA_BIT];

                        A = (thatA + thisA * (byte.MaxValue - thatA));// thisA + thatA;

                        R = (this.pixels[thisCurrentColor + RED_BIT] * thisA * (byte.MaxValue - thatA) +
                             toDraw.pixels[thatCurrentColor + RED_BIT] * thatA) / A;

                        G = (this.pixels[thisCurrentColor + GREEN_BIT] * thisA * (byte.MaxValue - thatA) +
                             toDraw.pixels[thatCurrentColor + GREEN_BIT] * thatA) / A;

                        B = (this.pixels[thisCurrentColor + BLUE_BIT] * thisA * (byte.MaxValue - thatA) +
                             toDraw.pixels[thatCurrentColor + BLUE_BIT] * thatA) / A;


                        /* R = (this.pixels[thisCurrentColor + RED_BIT] * (byte.MaxValue - thatA) +
                         *  toDraw.pixels[thatCurrentColor + RED_BIT] * (thatA))/byte.MaxValue;
                         *
                         * G = (this.pixels[thisCurrentColor + GREEN_BIT] * (byte.MaxValue - thatA) +
                         *  toDraw.pixels[thatCurrentColor + GREEN_BIT] * (thatA)) / byte.MaxValue;
                         *
                         * B = (this.pixels[thisCurrentColor + BLUE_BIT] * (byte.MaxValue - thatA) +
                         *  toDraw.pixels[thatCurrentColor + BLUE_BIT] * (thatA)) / byte.MaxValue;
                         *
                         * R = (this.pixels[thisCurrentColor + RED_BIT] * thisA * (byte.MaxValue - thatA) +
                         *  toDraw.pixels[thatCurrentColor + RED_BIT] * thatA) / A;
                         *
                         * G = (this.pixels[thisCurrentColor + GREEN_BIT] * thisA * (byte.MaxValue - thatA) +
                         *  toDraw.pixels[thatCurrentColor + GREEN_BIT] * thatA)/A;
                         *
                         * B = (this.pixels[thisCurrentColor + BLUE_BIT] * thisA * (byte.MaxValue - thatA) +
                         *  toDraw.pixels[thatCurrentColor + BLUE_BIT] * thatA)/A;
                         */

                        if (A > byte.MaxValue)
                        {
                            A = byte.MaxValue;
                        }
                        else if (A < byte.MinValue)
                        {
                            A = byte.MinValue;
                        }

                        this.pixels[thisCurrentColor + ALPHA_BIT] = (byte)(A);
                        this.pixels[thisCurrentColor + BLUE_BIT]  = (byte)B;
                        this.pixels[thisCurrentColor + GREEN_BIT] = (byte)G;
                        this.pixels[thisCurrentColor + RED_BIT]   = (byte)R;
                    }
                }
            }



            needsRefresh = true;
        }
Esempio n. 5
0
        /// <summary>
        /// Draws teh snowflake onto the InteractiveImage buffer for the screen.
        /// </summary>
        /// <param name="g">Graphics buffer for the screen.</param>
        public void Draw(Interactive8BitImage g)
        {
            Point drawPoint;                    // Point to draw on the buffer

            List <Point>[,] rotationLists = pointRotationHash[(int)rotationAngle];
            List <Point> mappedPoints;                  // All the rotated & reflect points that are mapped to the point in the first quadrant

            Rectangle imageBounds;                      // Bounds for the image
            Rectangle flakeBounds;                      // Bounding box for all the pixels that could be in this flake

            imageBounds = new Rectangle(0, 0, g.Width, g.Height);
            flakeBounds = new Rectangle((int)position.x - MAX_FLAKE_PIXEL_DISTANCE, (int)position.y - MAX_FLAKE_PIXEL_DISTANCE,
                                        MAX_FLAKE_PIXEL_DISTANCE * 2, MAX_FLAKE_PIXEL_DISTANCE * 2);

            if (imageBounds.Contains(flakeBounds))
            {
                // Draw each point in the pixel set that makes up the snowflake, offset by flakes position
                foreach (Point flakePixel in snowFlakePixels)
                {
                    System.Diagnostics.Debug.Assert(flakePixel.Y + MAX_FLAKE_RADIUS < rotationLists.GetLength(0) &&
                                                    flakePixel.X + MAX_FLAKE_RADIUS < rotationLists.GetLength(1), "Pixel is outside of the rotaiton array");
                    mappedPoints = rotationLists[flakePixel.Y + MAX_FLAKE_RADIUS, flakePixel.X + MAX_FLAKE_RADIUS];

                    foreach (Point rotated in mappedPoints)
                    {
                        // Rotate the pixel
                        drawPoint = rotated;

                        // Make pixel position relative to the snowflakes position
                        drawPoint.X = drawPoint.X + (int)position.x;
                        drawPoint.Y = drawPoint.Y + (int)position.y;

                        // No need to bounds check pixel, it's in the snowflake
                        // Set pixel doesn't lock, but since we're only turning
                        // the pixel on one way there shouldn't be any problems
                        g.SetPixel8Bit(drawPoint.X, drawPoint.Y, byte.MaxValue);
                    }
                }
            }
            else
            {
                // Draw each point in the pixel set that makes up the snowflake, offset by flakes position
                foreach (Point flakePixel in snowFlakePixels)
                {
                    if (!(flakePixel.Y + MAX_FLAKE_RADIUS < rotationLists.GetLength(0) && flakePixel.X + MAX_FLAKE_RADIUS < rotationLists.GetLength(1)))
                    {
                    }
                    System.Diagnostics.Debug.Assert(flakePixel.Y + MAX_FLAKE_RADIUS < rotationLists.GetLength(0) &&
                                                    flakePixel.X + MAX_FLAKE_RADIUS < rotationLists.GetLength(1), "Pixel is outside of the rotation array");
                    mappedPoints = rotationLists[flakePixel.Y + MAX_FLAKE_RADIUS, flakePixel.X + MAX_FLAKE_RADIUS];

                    foreach (Point rotated in mappedPoints)
                    {
                        // Rotate the pixel
                        drawPoint = rotated;

                        // Make pixel position relative to the snowflakes position
                        drawPoint.X = drawPoint.X + (int)position.x;
                        drawPoint.Y = drawPoint.Y + (int)position.y;

                        // If pixel is in image bounds, draw it.
                        if (drawPoint.X >= 0 && drawPoint.X < g.Width && drawPoint.Y >= 0 && drawPoint.Y < g.Height)
                        {
                            g.SetPixel8Bit(drawPoint.X, drawPoint.Y, byte.MaxValue);
                        }
                    }
                }
            }

            foreach (Point p in trail)
            {
                if (p.X >= 0 && p.X < g.Width && p.Y >= 0 && p.Y < g.Height)
                {
                    g.SetPixel(p.X, p.Y, Color.White);
                }
            }
        }