/// <summary> /// Attempts to get an optional feature from the drawing context implementation /// </summary> public static T?GetFeature <T>(this IDrawingContextImpl context) where T : class => (T?)context.GetFeature(typeof(T));
public void Render(IDrawingContextImpl context) { var leaseFeature = context.GetFeature <ISkiaSharpApiLeaseFeature>(); if (leaseFeature == null) { using (var c = new DrawingContext(context, false)) { c.DrawText(_noSkia, new Point()); } } else { using var lease = leaseFeature.Lease(); var canvas = lease.SkCanvas; canvas.Save(); // create the first shader var colors = new SKColor[] { new SKColor(0, 255, 255), new SKColor(255, 0, 255), new SKColor(255, 255, 0), new SKColor(0, 255, 255) }; var sx = Animate(100, 2, 10); var sy = Animate(1000, 5, 15); var lightPosition = new SKPoint( (float)(Bounds.Width / 2 + Math.Cos(St.Elapsed.TotalSeconds) * Bounds.Width / 4), (float)(Bounds.Height / 2 + Math.Sin(St.Elapsed.TotalSeconds) * Bounds.Height / 4)); using (var sweep = SKShader.CreateSweepGradient(new SKPoint((int)Bounds.Width / 2, (int)Bounds.Height / 2), colors, null)) using (var turbulence = SKShader.CreatePerlinNoiseFractalNoise(0.05f, 0.05f, 4, 0)) using (var shader = SKShader.CreateCompose(sweep, turbulence, SKBlendMode.SrcATop)) using (var blur = SKImageFilter.CreateBlur(Animate(100, 2, 10), Animate(100, 5, 15))) using (var paint = new SKPaint { Shader = shader, ImageFilter = blur }) canvas.DrawPaint(paint); using (var pseudoLight = SKShader.CreateRadialGradient( lightPosition, (float)(Bounds.Width / 3), new [] { new SKColor(255, 200, 200, 100), SKColors.Transparent, new SKColor(40, 40, 40, 220), new SKColor(20, 20, 20, (byte)Animate(100, 200, 220)) }, new float[] { 0.3f, 0.3f, 0.8f, 1 }, SKShaderTileMode.Clamp)) using (var paint = new SKPaint { Shader = pseudoLight }) canvas.DrawPaint(paint); canvas.Restore(); } }