コード例 #1
0
ファイル: FirePalette.cs プロジェクト: stewmc/vixen
		private static void InitPalette()
		{
			HSV hsv = new HSV();
			Color color;

			Palette.Clear();
			int i;
			// calc 100 reds, black to bright red
			hsv.H = 0.0f;
			hsv.S = 1.0f;
			for (i = 0; i < 100; i++)
			{
				hsv.V = i / 100.0f;
				color = hsv.ToRGB().ToArgb();
				Palette.Add(color);

			}

			// gives 100 hues red to yellow
			hsv.V = 1.0f;
			for (i = 0; i < 100; i++)
			{
				color = hsv.ToRGB().ToArgb();
				Palette.Add(color);
				hsv.H += 0.00166666f;
			}
		}
コード例 #2
0
ファイル: RgbFireworks.cs プロジェクト: stewmc/vixen
		public void Reset(int x, int y, bool active, float velocity, HSV hsv)
		{
			X = x;
			Y = y;
			Vel = (Random.Next() - int.MaxValue / 2) * velocity / (int.MaxValue / 2);
			Angle = (float)(2 * Math.PI * Random.Next() / int.MaxValue);
			Dx = (float)(Vel * Math.Cos(Angle));
			Dy = (float)(Vel * Math.Sin(Angle));
			Active = active;
			Cycles = 0;
			HSV = hsv;
		}
コード例 #3
0
ファイル: RgbFireworks.cs プロジェクト: jaredb7/vixen
 public void Reset(int x, int y, bool active, float velocity, HSV hsv, int start, int colorLocation)
 {
     X = x;
     Y = y;
     Vel = (Random.Next() - int.MaxValue / 2) * velocity / (int.MaxValue / 2);
     Angle = (float)(2 * Math.PI * Random.Next() / int.MaxValue);
     Dx = (float)(Vel * Math.Cos(Angle));
     Dy = (float)(Vel * Math.Sin(Angle));
     Active = active;
     Cycles = 0;
     HSV = hsv;
     ColorLocation = colorLocation;
     StartPeriod = start;
 }
コード例 #4
0
ファイル: ColorSpaces.cs プロジェクト: priyanr/Vixen
        public static HSV FromRGB(double r, double g, double b)
        {
            double
                min       = Math.Min(Math.Min(r, g), b),
                max       = Math.Max(Math.Max(r, g), b),
                delta_max = max - min;

            HSV ret = new HSV {
                _v = max
            };

            if (delta_max > 0.0)
            {
                ret._s = delta_max / max;

                double del_R = (((max - r) / 6.0) + (delta_max / 2.0)) / delta_max;
                double del_G = (((max - g) / 6.0) + (delta_max / 2.0)) / delta_max;
                double del_B = (((max - b) / 6.0) + (delta_max / 2.0)) / delta_max;

                if (r == max)
                {
                    ret._h = del_B - del_G;
                }
                else if (g == max)
                {
                    ret._h = (1.0 / 3.0) + del_R - del_B;
                }
                else if (b == max)
                {
                    ret._h = (2.0 / 3.0) + del_G - del_R;
                }

                if (ret._h < 0.0)
                {
                    ret._h += 1.0;
                }
                if (ret._h > 1.0)
                {
                    ret._h -= 1.0;
                }
            }
            return(ret);
        }
コード例 #5
0
ファイル: Fireworks.cs プロジェクト: eberletj/vixen
        protected override void SetupRender()
        {
            InitFireworksBuffer();
            ResetBurstBuffer();

            var x25 = (int)(BufferWi * 0.25);
            var x75 = (int)(BufferWi * 0.75);
            var y25 = (int)(BufferHt * 0.25);
            var y75 = (int)(BufferHt * 0.75);

            ResetBurstBuffer();

            // Create new bursts
            for (int x = 0; x < Explosions; x++)
            {
                HSV hsv = new HSV();
                if (ColorType == FireworksColorType.Random)
                {
                    hsv.H = (float)(Rand() % 1000) / 1000.0f;
                    hsv.S = 1.0f;
                    hsv.V = 1.0f;
                }
                int start =  (int)(Rand01() * GetNumberFrames());

                int startX;
                int startY;
                if ((x75 - x25) > 0) startX = x25 + Rand() % (x75 - x25); else startX = 0;
                if ((y75 - y25) > 0) startY = y25 + Rand() % (y75 - y25); else startY = 0;

                int colorLocation = Rand() % ColorGradients.Count;

                int randomParticles = RandomParticles ? _random.Next(MinParticles, MaxParticles) : Particles;

                for (int i = 0; i < randomParticles; i++)
                {
                    int velocity = RandomVelocity ? _random.Next(MinVelocity, MaxVelocity) : Velocity;
                    _fireworkBursts[x * Particles + i].Reset(startX, startY, false, velocity, hsv, start, colorLocation);
                }
            }
        }
コード例 #6
0
ファイル: Fireworks.cs プロジェクト: eberletj/vixen
 //Use for Range type
 public static HSV SetRangeColor(HSV hsv1, HSV hsv2)
 {
     HSV newHsv = new HSV(RandomRange((float)hsv1.H, (float)hsv2.H),
                          RandomRange((float)hsv1.S, (float)hsv2.S),
                          1.0f);
     return newHsv;
 }
コード例 #7
0
ファイル: Meteors.cs プロジェクト: jaredb7/vixen
        protected override void RenderEffect(int frame, IPixelFrameBuffer frameBuffer)
        {
            if (frame == 0)
                _meteors.Clear();
            int colorcnt = Colors.Count();
            int tailLength = (BufferHt < 10) ? Length/10 : BufferHt*Length/100;
            int minDirection = 1;
            int maxDirection = 360;
            if (tailLength < 1) tailLength = 1;
            int tailStart = BufferHt;
            if (tailStart < 1) tailStart = 1;

            // create new meteors and maintain maximum number as per users selection.
            HSV hsv = new HSV();
            int pixelCount = frame < PixelCount
                ? (!RandomMeteorPosition && frame > PixelCount ? 1 : (PixelCount < 10 ? PixelCount : PixelCount / 10))
                : PixelCount;

            for (int i = 0; i < pixelCount; i++)
            {
                double position = RandomSpeed ? (double)_random.Next(MinSpeed, MaxSpeed + 1) / 20 : (double)Speed / 20;
                if (_meteors.Count >= PixelCount) continue;
                MeteorClass m = new MeteorClass();
                if (MeteorEffect == MeteorsEffect.RandomDirection)
                {
                    minDirection = MinDirection;
                    maxDirection = MaxDirection;
                }

                int direction;
                if (MeteorEffect == MeteorsEffect.None)
                    direction = Direction; //Set Range for standard Meteor as we don't want to just have them going straight down or two dirctions like the original Meteor effect.
                else
                {
                    //This is to generate random directions between the Min and Max values
                    //However if Someone makes the MaxDirection lower then the Min Direction then
                    //the new direction will be the inverserve of the Min and Max effectively changing
                    //the range from a downward motion to an upward motion, increasing the feature capability.
                    if (maxDirection <= minDirection)
                    {
                        //used for the Upward movement of the Meteor (added feature)
                        direction = _random.Next(1, 3) == 1 ? _random.Next(1, maxDirection) : _random.Next(minDirection, 360);
                    }
                    else
                    {
                        //used for the downward movemnet of the Meteor (standard way)
                        direction = _random.Next(minDirection, maxDirection);
                    }
                }
                //Moving
                m.X = rand() % BufferWi;
                m.Y = rand() % BufferHt;
                if (direction >= 0 && direction <= 90)
                {
                    m.TailX = ((double)direction / 90);
                    m.DeltaX = m.TailX * position;
                    m.TailY = ((double)Math.Abs(direction - 90) / 90);
                    m.DeltaY = m.TailY * position;
                    if (_random.NextDouble() >= (double)(90 - direction) / 100)
                    {
                        m.X = 0;
                        m.Y = rand() % BufferHt;
                    }
                    else
                    {
                        m.X = rand()%BufferWi;
                        m.Y = 0;
                    }
                }
                else if (direction > 90 && direction <= 180)
                {
                    m.TailX = ((double)Math.Abs(direction - 180) / 90);
                    m.DeltaX = m.TailX * position;
                    m.TailY = -1 * ((double)Math.Abs(direction - 90) / 90);
                    m.DeltaY = m.TailY * position;
                    if (_random.NextDouble() >= (double)(180 - direction) / 100)
                    {
                        m.X = rand() % BufferWi;
                        m.Y = BufferHt;
                    }
                    else
                    {
                        m.X = 0;
                        m.Y = rand() % BufferHt;
                    }
                }
                else if (direction > 180 && direction <= 270)
                {
                    m.TailX = -1 * ((double)Math.Abs(direction - 180) / 90);
                    m.DeltaX = m.TailX * position;
                    m.TailY = -1 * ((double)Math.Abs(direction - 270) / 90);
                    m.DeltaY = m.TailY * position;
                    if (_random.NextDouble() >= (double)(270 - direction) / 100)
                    {
                        m.X = BufferWi;
                        m.Y = rand() % BufferHt;
                    }
                    else
                    {
                        m.X = rand() % BufferWi;
                        m.Y = BufferHt;
                    }
                }
                else if (direction > 270 && direction <= 360)
                {
                    m.TailX = -1 * ((double)Math.Abs(direction - 360) / 90);
                    m.DeltaX = m.TailX * position;
                    m.TailY = ((double)Math.Abs(270 - direction) / 90);
                    m.DeltaY = m.TailY * position;
                    if (_random.NextDouble() >= (double)(360-direction)/100)
                    {
                        m.X = rand() % BufferWi;
                        m.Y = 0;
                    }
                    else
                    {
                        m.X = BufferWi;
                        m.Y = rand() % BufferHt;
                    }
                }

                if (MeteorEffect == MeteorsEffect.Explode)
                {
                    m.X = BufferWi/2;
                    m.Y = BufferHt/2;
                }
                else
                {
                    if (RandomMeteorPosition || frame < PixelCount)
                    {
                        m.X = rand() % BufferWi;
                        m.Y = (BufferHt - 1 - (rand() % tailStart));
                    }
                }
                m.DeltaXOrig = m.DeltaX;
                m.DeltaYOrig = m.DeltaY;

                switch (ColorType)
                {
                    case MeteorsColorType.Range: //Random two colors are selected from the list for each meteor.
                        m.Hsv =
                            SetRangeColor(HSV.FromRGB(Colors[rand()%colorcnt].GetColorAt((GetEffectTimeIntervalPosition(frame)*100)/100)),
                                HSV.FromRGB(Colors[rand()%colorcnt].GetColorAt((GetEffectTimeIntervalPosition(frame)*100)/100)));
                        break;
                    case MeteorsColorType.Palette: //All colors are used
                        m.Hsv = HSV.FromRGB(Colors[rand()%colorcnt].GetColorAt((GetEffectTimeIntervalPosition(frame)*100)/100));
                        break;
                    case MeteorsColorType.Gradient:
                        m.Color = rand() % colorcnt;
                        _gradientPosition = 100 / (double)tailLength / 100;
                        m.Hsv = HSV.FromRGB(Colors[m.Color].GetColorAt(0));
                        break;
                }
                m.HsvBrightness = RandomBrightness ? _random.NextDouble() * (1.0 - .25) + .25 : 1;
                _meteors.Add(m);
            }

            // render meteors
            foreach (MeteorClass meteor in _meteors)
            {
                meteor.DeltaX += meteor.DeltaXOrig;
                meteor.DeltaY += meteor.DeltaYOrig;
                int colorX = (meteor.X + Convert.ToInt32(meteor.DeltaX) - (BufferWi / 100));
                int colorY = (meteor.Y + Convert.ToInt32(meteor.DeltaY) + (BufferHt / 100));

                for (int ph = 0; ph < tailLength; ph++)
                {
                    switch (ColorType)
                    {
                        case MeteorsColorType.RainBow: //No user colors are used for Rainbow effect.
                            meteor.Hsv.H = (float) (rand()%1000)/1000.0f;
                            meteor.Hsv.S = 1.0f;
                            meteor.Hsv.V = 1.0f;
                            break;
                        case MeteorsColorType.Gradient:
                            meteor.Hsv = HSV.FromRGB(Colors[meteor.Color].GetColorAt(_gradientPosition*ph));
                            break;
                    }
                    hsv = meteor.Hsv;
                    hsv.V *= meteor.HsvBrightness;
                    hsv.V *= (float) (1.0 - ((double) ph/tailLength)*0.75);
                    //Adjusts the brightness based on the level curve
                    hsv.V = hsv.V * LevelCurve.GetValue(GetEffectTimeIntervalPosition(frame) * 100) / 100;
                    var decPlaces = (int) (((decimal) (meteor.TailX*ph)%1)*100);
                    if (decPlaces <= 40 || decPlaces >= 60)
                        frameBuffer.SetPixel(colorX - (int) (Math.Round(meteor.TailX*ph)), colorY - (int) (Math.Round(meteor.TailY*ph)),
                            hsv);
                }
                if (colorX >= BufferWi + tailLength || colorY >= BufferHt + tailLength || colorX < 0 - tailLength ||
                    colorY < 0 - tailLength)
                {
                    meteor.Expired = true; //flags Meteors that have reached the end of the grid as expiried.
                    //	break;
                }
            }

            // delete old meteors
            int meteorNum = 0;
            while (meteorNum < _meteors.Count)
            {
                if (_meteors[meteorNum].Expired)
                {
                    _meteors.RemoveAt(meteorNum);
                }
                else
                {
                    meteorNum++;
                }
            }
        }
コード例 #8
0
ファイル: Spirograph.cs プロジェクト: jaredb7/vixen
        protected override void RenderEffect(int frame, IPixelFrameBuffer frameBuffer)
        {
            double level = LevelCurve.GetValue(GetEffectTimeIntervalPosition(frame) * 100) / 100;
            int i, x, y, xc, yc, ColorIdx;
            int mod1440, d_mod;
            srand(1);
            int state = frame*Speed;
            float R, r, d, d_orig, t;
            double hyp, x2, y2;
            HSV hsv = new HSV(); //   we will define an hsv color model.
            int colorcnt = Colors.Count;

            xc = (int) (BufferWi/2); // 20x100 flex strips with 2 fols per strip = 40x50
            yc = (int) (BufferHt/2);
            R = (float) (xc*(OCR / 100.0)); //  Radius of the large circle just fits in the width of model
            r = (float)(xc * (ICR / 100.0)); // start little circle at 1/4 of max width
            if (r > R) r = R;
            d = (float) (xc*(Distance/100.0));

            //    A hypotrochoid is a roulette traced by a point attached to a circle of radius r rolling around the inside of a fixed circle of radius R, where the point is a distance d from the center of the interior circle.
            //The parametric equations for a hypotrochoid are:[citation needed]
            //
            //  more info: http://en.wikipedia.org/wiki/Hypotrochoid
            //
            try {
                mod1440 = Convert.ToInt32(state % 1440);
                d_orig = d;
                for (i = 1; i <= SpirographRange * 18; i++)
                {
                    if (Animate) d = (int)(d_orig + state / 2) % 100; // should we modify the distance variable each pass through?
                    t = (float) ((i + mod1440)*Math.PI/180);
                    x = Convert.ToInt32((R - r)*Math.Cos(t) + d*Math.Cos(((R - r)/r)*t) + xc);
                    y = Convert.ToInt32((R - r)*Math.Sin(t) + d*Math.Sin(((R - r)/r)*t) + yc);

                    if (colorcnt > 0) d_mod = (int)(Range) / colorcnt;
                    else d_mod = 1;

                    x2 = Math.Pow((x - xc), 2);
                    y2 = Math.Pow((y - yc), 2);
                    hyp = Math.Sqrt(x2 + y2) / (Range) * 100.0;

                    switch (Type)
                    {
                            case ColorType.Random:
                                ColorIdx = _random.Next(0, colorcnt);  // Select random numbers from 0 up to number of colors the user has added.
                            break;
                            case ColorType.Rainbow:
                                ColorIdx = 1;
                                hsv.H = (float) (rand()%1000)/1000.0f;
                                hsv.S = 1.0f;
                                hsv.V = 1.0f;
                            break;
                            default:
                                ColorIdx = (int)(hyp / d_mod);
                            break;
                    }

                    if (ColorIdx >= colorcnt) ColorIdx = colorcnt - 1;

                    if (Type != ColorType.Rainbow)
                    {
                        hsv = HSV.FromRGB(Colors[ColorIdx].GetColorAt((GetEffectTimeIntervalPosition(frame)*100)/100));
                        hsv.V = hsv.V*level;
                    }
                    frameBuffer.SetPixel(x, y, hsv);
                }
            }
            catch {
            }
        }
コード例 #9
0
ファイル: PinWheel.cs プロジェクト: jaredb7/vixen
        protected override void RenderEffect(int frame, IPixelFrameBuffer frameBuffer)
        {
            var overallLevel = LevelCurve.GetValue(GetEffectTimeIntervalPosition(frame) * 100) / 100;
            int colorcnt = Colors.Count;

            var xc = Math.Max(BufferWi, BufferHt)/2;

            double pos = (GetEffectTimeIntervalPosition(frame) * Speed * 360);

            int degreesPerArm = 1;
            if (Arms > 0) degreesPerArm = 360/Arms;
            float armsize = (float) (Size/100.0);
            for (int a = 1; a <= Arms; a++)
            {
                var colorIdx = a%colorcnt;
                switch (ColorType)
                {
                    case PinWheelColorType.Rainbow: //No user colors are used for Rainbow effect.
                        _hsv.H = Rand();
                        _hsv.S = 1.0f;
                        _hsv.V = 1.0f;
                        break;
                    case PinWheelColorType.Random:
                        _hsv = HSV.FromRGB(_newColors[colorIdx].GetColorAt((GetEffectTimeIntervalPosition(frame) * 100) / 100));
                        break;
                    case PinWheelColorType.Standard:
                        _hsv = HSV.FromRGB(Colors[colorIdx].ColorGradient.GetColorAt((GetEffectTimeIntervalPosition(frame) * 100) / 100));
                        break;
                }

                var baseDegrees = Rotation==RotationType.Backward ? (int) ((a + 1)*degreesPerArm + pos) : (int) ((a + 1)*degreesPerArm - pos);
                _hsv.V = _hsv.V * Colors[colorIdx].Curve.GetValue(GetEffectTimeIntervalPosition(frame) * 100) / 100;
                _hsv.V = _hsv.V * overallLevel;
                Draw_arm(frameBuffer, baseDegrees, xc * armsize, Twist, _hsv, XOffset, YOffset, frame, colorIdx, overallLevel);

                //Adjusts arm thickness
                var tmax = (float)((Thickness / 100.0) * degreesPerArm / 2.0);
                float t;
                for (t = 1; t <= tmax; t++)
                {
                    if (PinWheel3D)
                    {
                        _hsv.V = _hsv.V*((tmax - t)/tmax);
                    }
                    Draw_arm(frameBuffer, baseDegrees - t, xc*armsize, Twist, _hsv, XOffset, YOffset, frame, colorIdx, overallLevel);
                    Draw_arm(frameBuffer, baseDegrees + t, xc*armsize, Twist, _hsv, XOffset, YOffset, frame, colorIdx, overallLevel);
                }
            }
        }
コード例 #10
0
 protected override void OnUpdatePlaneImage(Bitmap bmp)
 {
     using(Graphics gr=Graphics.FromImage(bmp))
     {
         using(LinearGradientBrush brs=new LinearGradientBrush(
                   new Point(0,0),new Point(1,0),
                   Color.White,Color.White))
         {
             //draw hue
             brs.Transform=new Matrix((float)bmp.Width,0f,0f,1f,0f,0f);
             brs.InterpolationColors=GetHueBlend(1.0,_color.V);
             gr.FillRectangle(brs,new Rectangle(Point.Empty,bmp.Size));
             //draw value
             brs.Transform=new Matrix(0f,(float)bmp.Height,1f,0f,0f,0f);
             ColorBlend blnd=new ColorBlend();
             Color zerosat=new HSV(0.0,0.0,_color.V).ToRGB();
             blnd.Colors=new Color[]{Color.FromArgb(0,zerosat),zerosat};
             blnd.Positions=new float[]{0f,1f};
             brs.InterpolationColors=blnd;
             gr.FillRectangle(brs,new Rectangle(Point.Empty,bmp.Size));
         }
     }
 }
コード例 #11
0
ファイル: PixelFrameBuffer.cs プロジェクト: naztrain/vixen
 // 0,0 is lower left
 public void SetPixel(int x, int y, HSV hsv)
 {
     Color color = hsv.ToRGB().ToArgb();
     SetPixel(x, y, color);
 }
コード例 #12
0
ファイル: Butterfly.cs プロジェクト: stewmc/vixen
		protected override void RenderEffect(int effectFrame, ref PixelFrameBuffer frameBuffer)
		{
			int repeat = Repeat;
			switch (ButterflyType)
			{
				case ButterflyType.Type1 :
				case ButterflyType.Type5:
					repeat = Repeat*3;
					break;
				case ButterflyType.Type4:
					repeat = Repeat*6;
					break;
			}

			double h=0.0;
			int maxframe=BufferHt;
			double position = (GetEffectTimeIntervalPosition(effectFrame) * Iterations) % 1;
			int curState = (int)(TimeSpan.TotalMilliseconds*position*repeat);
			int frame = (BufferHt * curState / (int)TimeSpan.TotalMilliseconds) % maxframe;
			double offset=curState/TimeSpan.TotalMilliseconds;
    
    
			if(Direction==Direction.Forward) offset = -offset;
			for (int x=0; x<BufferWi; x++)
			{
				int y;
				for (y=0; y<BufferHt; y++)
				{
					double n;
					double x1;
					double y1;
					double f;
					int d;
					int x0;
					int y0;
					switch (ButterflyType)
					{
					case ButterflyType.Type1:
						//  http://mathworld.wolfram.com/ButterflyFunction.html
						n = Math.Abs((x*x - y*y) * Math.Sin(offset + ((x+y)*pi2 / (BufferHt+BufferWi))));
						d = x*x + y*y;

						//  This section is to fix the colors on pixels at {0,1} and {1,0}
						x0=x+1;
						y0=y+1;
						if((x==0 && y==1))
						{
							n = Math.Abs((x*x - y0*y0) * Math.Sin (offset + ((x+y0)*pi2 / (BufferHt+BufferWi))));
							d = x*x + y0*y0;
						}
						if((x==1 && y==0))
						{
							n = Math.Abs((x0*x0 - y*y) * Math.Sin (offset + ((x0+y)*pi2 / (BufferHt+BufferWi))));
							d = x0*x0 + y*y;
						}
						// end of fix

						h=d>0.001 ? n/d : 0.0;
						break;

					case ButterflyType.Type2:
						f=(frame < maxframe/2) ? frame+1 : maxframe - frame;
						x1=(x -BufferWi/2.0)/f;
						y1=(y-BufferHt/2.0)/f;
						h=Math.Sqrt(x1*x1+y1*y1);
						break;

					case ButterflyType.Type3:
						f=(frame < maxframe/2) ? frame+1 : maxframe - frame;
						f=f*0.1+BufferHt/60.0;
						x1 = (x-BufferWi/2.0)/f;
						y1 = (y-BufferHt/2.0)/f;
						h=Math.Sin(x1) * Math.Cos(y1);
						break;

					case ButterflyType.Type4:
						//  http://mathworld.wolfram.com/ButterflyFunction.html
						n = ((x*x - y*y) * Math.Sin (offset + ((x+y)*pi2 / (BufferHt+BufferWi))));
						d = x*x + y*y;

						//  This section is to fix the colors on pixels at {0,1} and {1,0}
						x0=x+1;
						y0=y+1;
						if((x==0 && y==1))
						{
							n = ((x*x - y0*y0) * Math.Sin (offset + ((x+y0)*pi2 / (BufferHt+BufferWi))));
							d = x*x + y0*y0;
						}
						if((x==1 && y==0))
						{
							n = ((x0*x0 - y*y) * Math.Sin (offset + ((x0+y)*pi2 / (BufferHt+BufferWi))));
							d = x0*x0 + y*y;
						}
						// end of fix

						h=d>0.001 ? n/d : 0.0;
						
						var  fractpart = h - (Math.Floor(h));
						h=fractpart;
						if(h<0) h=1.0+h;
						break;

					case ButterflyType.Type5:
						//  http://mathworld.wolfram.com/ButterflyFunction.html
							n = Math.Abs((x*x - y*y) * Math.Sin (offset + ((x+y)*pi2 / (BufferHt*BufferWi))));
						d = x*x + y*y;

						//  This section is to fix the colors on pixels at {0,1} and {1,0}
						x0=x+1;
						y0=y+1;
						if((x==0 && y==1))
						{
							n = Math.Abs((x*x - y0*y0) * Math.Sin (offset + ((x+y0)*pi2 / (BufferHt*BufferWi))));
							d = x*x + y0*y0;
						}
						if((x==1 && y==0))
						{
							n = Math.Abs((x0*x0 - y*y) * Math.Sin (offset + ((x0+y)*pi2 / (BufferHt*BufferWi))));
							d = x0*x0 + y*y;
						}
						// end of fix

						h=d>0.001 ? n/d : 0.0;
						break;

					}
					HSV hsv = new HSV(h, 1.0, 1.0);
					double level = LevelCurve.GetValue(GetEffectTimeIntervalPosition(effectFrame) * 100) / 100;
					if (BackgroundChunks <= 1 || (int)(h*BackgroundChunks) % BackgroundSkips != 0)
					{
						if (ColorScheme == ColorScheme.Gradient)
						{
							Color color = Color.GetColorAt(h);
							hsv = HSV.FromRGB(color);
						}
						hsv.V = hsv.V * level;
						frameBuffer.SetPixel(x, y, hsv);
					}
				}
			}
		}
コード例 #13
0
ファイル: ColorSpaces.cs プロジェクト: jaredb7/vixen
        public static HSV FromRGB(double r, double g, double b)
        {
            double
                min = Math.Min(Math.Min(r, g), b),
                max = Math.Max(Math.Max(r, g), b),
                delta_max = max - min;

            HSV ret = new HSV(0, 0, 0);
            ret._v = max;

            if (delta_max == 0.0)
            {
                ret._h = 0.0;
                ret._s = 0.0;
            }
            else
            {
                ret._s = delta_max / max;

                double del_R = (((max - r) / 6.0) + (delta_max / 2.0)) / delta_max;
                double del_G = (((max - g) / 6.0) + (delta_max / 2.0)) / delta_max;
                double del_B = (((max - b) / 6.0) + (delta_max / 2.0)) / delta_max;

                if (r == max) ret._h = del_B - del_G;
                else if (g == max) ret._h = (1.0 / 3.0) + del_R - del_B;
                else if (b == max) ret._h = (2.0 / 3.0) + del_G - del_R;

                if (ret._h < 0.0) ret._h += 1.0;
                if (ret._h > 1.0) ret._h -= 1.0;
            }
            return ret;
        }
コード例 #14
0
ファイル: PinWheel.cs プロジェクト: jaredb7/vixen
        private void Draw_arm(IPixelFrameBuffer frameBuffer, float baseDegrees, float maxRadius, int twist, HSV hsv, int xOffset, int yOffset, int frame, int colorIdx, double overallLevel)
        {
            int xc = BufferWi/2;
            int yc = BufferHt/2;
            xc = (int)(xc + (xOffset / 100.0) * xc); // XOffset is from -100 to 100
            yc = (int)(yc + (yOffset / 100.0) * yc);

            for (double r = 0.0; r <= maxRadius; r += 0.5)
            {
                int degreesTwist = (int) ((r/maxRadius)*twist);
                int degrees = (int)(baseDegrees + degreesTwist);
                double phi = degrees*Pi180;
                int x = (int) (r*Math.Cos(phi) + xc);
                int y = (int) (r*Math.Sin(phi) + yc);
                switch (ColorType)
                {
                    case PinWheelColorType.Gradient: //Applies gradient over each arm
                        hsv = HSV.FromRGB(maxRadius > (double)(Math.Max(BufferHt, BufferWi)) / 2 ? Colors[colorIdx].ColorGradient.GetColorAt((100 / ((double)(Math.Max(BufferHt, BufferWi)) / 2) * r) / 100) : Colors[colorIdx].ColorGradient.GetColorAt((100 / maxRadius * r) / 100));
                        hsv.V = hsv.V * Colors[colorIdx].Curve.GetValue(GetEffectTimeIntervalPosition(frame) * 100) / 100;
                        hsv.V = hsv.V * overallLevel;
                        break;
                }
                if (r > CenterStart)
                    frameBuffer.SetPixel(x, y, hsv);
            }
        }
コード例 #15
0
ファイル: PinWheel.cs プロジェクト: jaredb7/vixen
 protected override void SetupRender()
 {
     if (ColorType == PinWheelColorType.Random)
     {
         HSV temphsv = new HSV();
         _newColors = new List<ColorGradient>();
         for (int newColr = 0; newColr < Arms; newColr++)
         {
             temphsv.H = Rand();
             temphsv.S = 1.0f;
             temphsv.V = 1.0f;
             _newColors.Add(new ColorGradient(temphsv.ToRGB()));
         }
     }
 }
コード例 #16
0
 /// <summary>
 /// Update a existing pixel in the specified frame. The pixel must exist from either the InitializeNextFrame
 /// or the SetPixel methods or an exception will occur.
 /// </summary>
 /// <param name="frame"></param>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <param name="hsv"></param>
 public void UpdatePixel(int frame, int x, int y, HSV hsv)
 {
     var color = hsv.ToRGB();
     UpdatePixel(frame, x, y, color);
 }
コード例 #17
0
 /// <summary>
 /// Add a frame and set the pixel to the given color. This cannot be used to update a pixel that 
 /// has already been set. See update functions.
 /// </summary>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <param name="hsv"></param>
 public void SetPixel(int x, int y, HSV hsv)
 {
     var color = hsv.ToRGB();
     SetPixel(x, y, color);
 }
コード例 #18
0
ファイル: LightingValue.cs プロジェクト: Jchuchla/vixen
 public LightingValue(Color color)
 {
     hsv = HSV.FromRGB(color);
 }
コード例 #19
0
ファイル: Picture.cs プロジェクト: jaredb7/vixen
        private HSV CustomColor(HSV hsv, int frame, double level, Color fpColor)
        {
            if (ColorEffect == ColorEffect.CustomColor)
            {
                Color newColor = new Color();
                newColor = _data.Colors.GetColorAt((GetEffectTimeIntervalPosition(frame)*100)/100);
                double hsvLevel = Convert.ToInt32(fpColor.GetBrightness()*255);
                hsv = HSV.FromRGB(newColor);
                hsv.V = hsvLevel/100;
            }

            double tempV = hsv.V*level*((double) (IncreaseBrightness)/10);
            if (tempV > 1)
                tempV = 1;
            hsv.V = tempV;

            return hsv;
        }
コード例 #20
0
ファイル: LightingValue.cs プロジェクト: Jchuchla/vixen
 public LightingValue(double h, double s, double i)
 {
     hsv = new HSV(h, s, i);
 }
コード例 #21
0
        public static HSV FromRGB(RGB col)
        {
            double
                min = Math.Min( Math.Min(col.R,col.G),col.B),
                max = Math.Max( Math.Max(col.R,col.G),col.B),
                delta_max = max-min;

            HSV ret=new HSV(0,0,0);
            ret._v=max;

            if (delta_max==0.0)
            {
                ret._h=0.0;
                ret._s=0.0;
            }
            else
            {
                ret._s=delta_max/max;

                double del_R=(((max-col.R)/6.0)+(delta_max/2.0))/delta_max;
                double del_G=(((max-col.G)/6.0)+(delta_max/2.0))/delta_max;
                double del_B=(((max-col.B)/6.0)+(delta_max/2.0))/delta_max;

                if      (col.R==max) ret._h = del_B-del_G;
                else if (col.G==max) ret._h = (1.0/3.0)+del_R-del_B;
                else if (col.B==max) ret._h = (2.0/3.0)+del_G-del_R;

                if (ret._h<0.0)ret._h+=1.0;
                if (ret._h>1.0)ret._h-=1.0;
            }
            return ret;
        }
コード例 #22
0
ファイル: Fireworks.cs プロジェクト: jaredb7/vixen
        private void CreateExplosions(int ii, int x75, int x25, int y75, int y25)
        {
            HSV hsv = new HSV();
            if (ColorType == FireworksColorType.Random)
            {
                hsv.H = (float)(Rand() % 1000) / 1000.0f;
                hsv.S = 1.0f;
                hsv.V = 1.0f;
            }
            int start = EnableAudio ? ii : (int) (Rand01()*GetNumberFrames());

            int startX;
            int startY;
            if ((x75 - x25) > 0) startX = x25 + Rand() % (x75 - x25);
            else startX = 0;
            if ((y75 - y25) > 0) startY = y25 + Rand() % (y75 - y25);
            else startY = 0;

            int colorLocation = Rand() % ColorGradients.Count;

            int randomParticles = RandomParticles ? _random.Next(MinParticles, MaxParticles) : Particles;

            for (int i = 0; i < randomParticles; i++)
            {
                int velocity = RandomVelocity ? _random.Next(MinVelocity, MaxVelocity) : Velocity;
                _fireworkBursts[_explosion * randomParticles + i].Reset(startX, startY, false, velocity, hsv, start, colorLocation);
            }
        }