/// <summary> /// Interpolates between the given colors using the given extended interpolation function. /// </summary> /// <param name="past">The past value.</param> /// <param name="bottom">The bottom value.</param> /// <param name="top">The top value.</param> /// <param name="future">The future value.</param> /// <param name="mu">The mu value.</param> /// <param name="func">The extended interpolation function to use.</param> /// <returns>The resulting color.</returns> public static ARGB Interpolate(ARGB past, ARGB bottom, ARGB top, ARGB future, double mu, ExtendedInterpFunction func) { return new ARGB(InterpByte(past.A, bottom.A, top.A, future.A, mu, func), InterpByte(past.R, bottom.R, top.R, future.R, mu, func), InterpByte(past.G, bottom.G, top.G, future.G, mu, func), InterpByte(past.B, bottom.B, top.B, future.B, mu, func)); }
/// <summary> /// Renders a divider within the given rectangle. Uses the longer dimension as "with the grain". /// </summary> /// <param name="image">The image to render to.</param> /// <param name="boundary">The boundary to render in.</param> /// <param name="minColor">The minimum color.</param> /// <param name="midColor">The middle color.</param> /// <param name="maxColor">The maximum color.</param> /// <param name="interp">The interpolation function.</param> public static void RenderDivider(Image image, Rectangle boundary, ARGB minColor, ARGB midColor, ARGB maxColor, InterpFunction interp) { Rectangle area; if(boundary.Width >= boundary.Height) { area = boundary; int mid = (boundary.Min.Y + boundary.Max.Y) / 2; area.Max.Y = mid - 1; RenderXSide(image, false, boundary, minColor, midColor, interp); image.RenderSolid(new Rectangle{Min = new Point2D(mid, boundary.Min.Y), Max = new Point2D(mid, boundary.Max.Y)}, midColor); area = boundary; area.Min.Y = mid + 1; RenderXSide(image, true, boundary, maxColor, minColor, interp); }else { area = boundary; int mid = (boundary.Min.X + boundary.Max.X) / 2; area.Max.X = mid - 1; RenderYSide(image, false, boundary, minColor, midColor, interp); image.RenderSolid(new Rectangle{Min = new Point2D(boundary.Min.X, mid), Max = new Point2D(boundary.Max.X, mid)}, midColor); area = boundary; area.Min.X = mid + 1; RenderYSide(image, true, boundary, maxColor, minColor, interp); } }
/// <summary> /// Renders a border between the given inner and outer rectangles. /// </summary> /// <param name="image">The render target.</param> /// <param name="outBoundary">The outer rectangle.</param> /// <param name="inBoundary">The inner rectangle.</param> /// <param name="outColor">The outer color.</param> /// <param name="inColor">The inner color.</param> /// <param name="roundEdges">True if the edges should be rounded.</param> /// <param name="interp">The interpolation function to use.</param> /// <param name="disableCenter">If true, disables filling of the center.</param> public static void RenderBorder(Image image, Rectangle outBoundary, Rectangle inBoundary, ARGB outColor, ARGB inColor, bool roundEdges, InterpFunction interp, bool disableCenter = false) { //render north west RenderCorner(image, false, false, new Rectangle{Min = outBoundary.Min, Max = inBoundary.Min - 1}, outColor, inColor, roundEdges, interp); //render north east RenderCorner(image, true, false, new Rectangle{Min = new Point2D(inBoundary.Max.X + 1, outBoundary.Min.Y), Max = new Point2D(outBoundary.Max.X, inBoundary.Min.Y - 1)}, outColor, inColor, roundEdges, interp); //render south west RenderCorner(image, false, true, new Rectangle{Min = new Point2D(outBoundary.Min.X, inBoundary.Max.Y + 1), Max = new Point2D(inBoundary.Min.X - 1, outBoundary.Max.Y)}, outColor, inColor, roundEdges, interp); //render south east RenderCorner(image, true, true, new Rectangle{Min = inBoundary.Max + 1, Max = outBoundary.Max}, outColor, inColor, roundEdges, interp); //render north RenderYSide(image, false, new Rectangle{X = inBoundary.X, Y = outBoundary.Min.Y , Width = inBoundary.Width, Height = inBoundary.Min.Y - outBoundary.Min.Y}, outColor, inColor, interp); //render south RenderYSide(image, true, new Rectangle{X = inBoundary.X, Y = inBoundary.Max.Y + 1, Width = inBoundary.Width, Height = outBoundary.Max.Y - inBoundary.Max.Y}, outColor, inColor, interp); //render west RenderXSide(image, false, new Rectangle{X = outBoundary.Min.X, Y = inBoundary.Y, Width = inBoundary.Min.X - outBoundary.Min.X, Height = inBoundary.Height}, outColor, inColor, interp); //render east RenderXSide(image, true, new Rectangle{X = inBoundary.Max.X + 1, Y = inBoundary.Y, Width = outBoundary.Max.X - inBoundary.Max.X, Height = inBoundary.Height}, outColor, inColor, interp); //render center if(!disableCenter) image.RenderSolid(inBoundary, inColor); }
private static extern IntPtr CreateDIBSection(IntPtr deviceContext, ref BITMAPINFO info, uint usage, out ARGB* pixels, IntPtr section, int offset);
/// <summary> /// Basic implementation of a constant src solid filling renderer. /// </summary> /// <param name="clip">The clipping rectangle.</param> /// <param name="scanner">The scans to render.</param> /// <param name="dest">The map to render to.</param> /// <param name="value">The constant value.</param> /// <param name="mode">The color blending mode to use.</param> /// <param name="isAA">True if anti-aliasing is enabled.</param> public static void SolidConstRender(Rectangle clip, Scanner scanner, DataMap<ARGB> dest, ARGB value, ColorMode mode = ColorMode.NORMAL, bool isAA = true) { //for constants, we can early return on blend and mask when alpha is 0 if((mode == ColorMode.BLEND || mode == ColorMode.MASK) && value.A == 0) return; //mask at non-zero is equivalent to normal if(mode == ColorMode.MASK) mode = ColorMode.NORMAL; //blend at opaque is equivalent to normal if(mode == ColorMode.BLEND && value.A == 255) mode = ColorMode.NORMAL; IUnsafeMap uDest = dest as IUnsafeMap; if(uDest == null) { throw new InvalidOperationException("Destination image does not support advanced color rendering!"); } byte* addr = uDest.BeginUnsafeOperation(); int width = dest.Width; int stride = uDest.GetStride(); for(int y = scanner.yMin; y <= scanner.yMax; y++) { double x1 = Max(scanner[y].min, clip.Min.X); double x2 = Min(scanner[y].max, clip.Max.X); //Anti-Aliasing variables //x1 vars are x min side //x2 vars are x max side //xb vars are y min side //xa vars are y max side double x1b = 0, x1a = 0; double x2b = 0, x2a = 0; int left; int right; if(isAA) { bool hasMin = false, hasMax = false; //if not at ymin or ymin is a clipped min (aka we have another "ghost" scan) if(y > scanner.yMin || scanner.isYMinClipped) { x1b = Max(scanner[y - 1].min, clip.Min.X); x2b = Min(scanner[y - 1].max, clip.Max.X); x1b = (x1b + x1) / 2; x2b = (x2b + x2) / 2; hasMin = true; } //if not at ymax or ymax is a clipped max (aka we have another "ghost" scan) if(y < scanner.yMax || scanner.isYMaxClipped) { x1a = Max(scanner[y + 1].min, clip.Min.X); x2a = Min(scanner[y + 1].max, clip.Max.X); x1a = (x1a + x1) / 2; x2a = (x2a + x2) / 2; hasMax = true; } if(!hasMin) { //if single line shape, just make everything literal if(!hasMax) { x1b = x1a = x1; x2b = x2a = x2; }else//if at ymin, extrapolate max->current into current->min { x1b = x1 - (x1a - x1); x2b = x2 - (x2a - x2); } }else//if at ymax, extrapolate min->current into current->max if(!hasMax) { x1a = x1 + (x1 - x1b); x2a = x2 + (x2 - x2b); } //if aa, round toward center left = (int)Math.Ceiling(Max(x1b, x1a)); right = (int)Math.Floor(Min(x2b, x2a)); }else { //if not aa, round away from center to match default renderer left = (int)Math.Floor(x1); right = (int)Math.Ceiling(x2); } //if valid center if(left <= right) { //solid fill with blend modes byte* ptr = addr + (left + (y * width)) * stride; byte* endPtr = ptr + (right - left + 1) * stride; switch(mode) { case ColorMode.BLEND: { //precalc value ARGB preValue = new ARGB{A = (byte)(255 - value.A), R = (byte)((value.R * value.A) >> 8), G = (byte)((value.G * value.A) >> 8), B = (byte)((value.B * value.A) >> 8)}; while(ptr != endPtr) { //*((ARGB*)ptr) &= value; //manually inline blending ARGB color = *(ARGB*)ptr; color = new ARGB{A = (byte)(value.A + color.A), R = (byte)(preValue.R + ((color.R * preValue.A) >> 8)), G = (byte)(preValue.G + ((color.G * preValue.A) >> 8)), B = (byte)(preValue.B + ((color.B * preValue.A) >> 8))}; *(ARGB*)ptr = color; ptr += stride; } break; } case ColorMode.NORMAL: { while(ptr != endPtr) { *((ARGB*)ptr) = value; ptr += stride; } break; } } } //if aa, add smoothing to edges if(isAA) { int center = (left + right) / 2; if(Min(x1b, x1a) != left) AAEdgeConst(addr, width, stride, x1b, x1a, y, value, true, clipMax: Min(center, clip.Max.X)); if(Max(x2b, x2a) != right) AAEdgeConst(addr, width, stride, x2b + 1, x2a + 1, y, value, false, clipMin: Max(center + 1, clip.Min.X)); } } uDest.EndUnsafeOperation(); }
private static void AAEdgeCopy(byte* addr, int width, int stride, double x1, double x2, int y, byte* srcAddr, int srcWidth, int srcStride, Point2D offset, bool left, int clipMin = int.MinValue, int clipMax = int.MaxValue) { if(x1 > x2) Util.Swap(ref x1, ref x2); addr += (y * width * stride); srcAddr += ((y + offset.Y) * srcWidth * stride); double xmin; double xmax = x1; double ymin; double ymax = 1; double dydx = -1 / (x2 - x1); if(x2 == x1) dydx = 0; double alpha; do { xmin = xmax; xmax = Min((int)xmin + 1, x2); ymin = ymax; ymax = ymin + (xmax - xmin) * dydx; if(xmin < clipMin) continue; if(xmin > clipMax) break; alpha = (xmin - (int)xmin) * ymin; alpha += (ymax + ymin) * (xmax - xmin) / 2; ARGB color = *(ARGB*)(srcAddr + (((int)xmin + offset.X) * srcStride)); *(ARGB*)(addr + ((int)xmin * stride)) &= new ARGB((byte)(color.A * (left ? (1 - alpha) : alpha)), color.RGB); }while(xmax != x2); }
private static void AAEdgeConst(byte* addr, int width, int stride, double x1, double x2, int y, ARGB value, bool left, int clipMin = int.MinValue, int clipMax = int.MaxValue) { if(x1 > x2) Util.Swap(ref x1, ref x2); addr += (y * width * stride); double xmin; double xmax = x1; double ymin; double ymax = 1; double dydx = -1 / (x2 - x1); if(x2 == x1) dydx = 0; double alpha; do { xmin = xmax; xmax = Min((int)xmin + 1, x2); ymin = ymax; ymax = ymin + (xmax - xmin) * dydx; if(xmin < clipMin) continue; if(xmin > clipMax) break; alpha = (xmin - (int)xmin) * ymin; alpha += (ymax + ymin) * (xmax - xmin) / 2; *(ARGB*)(addr + ((int)xmin * stride)) &= new ARGB((byte)(value.A * (left ? (1 - alpha) : alpha)), value.RGB); }while(xmax != x2); }
/// <summary> /// Basic implementation of a map src solid filling renderer. /// </summary> /// <param name="clip">The clipping rectangle.</param> /// <param name="scanner">The scans to render.</param> /// <param name="dest">The map to render to.</param> /// <param name="src">The source map.</param> /// <param name="offset">The offset of the source map.</param> /// <param name="mode">The color blending mode to use.</param> /// <param name="isAA">True if anti-aliasing is enabled.</param> public static void SolidCopyRender(Rectangle clip, Scanner scanner, DataMap<ARGB> dest, DataMap<ARGB> src, Point2D offset, ColorMode mode = ColorMode.NORMAL, bool isAA = true) { IUnsafeMap uDest = dest as IUnsafeMap; IUnsafeMap uSrc = src as IUnsafeMap; if(uDest == null) { throw new InvalidOperationException("Destination image does not support advanced color rendering!"); } if(uSrc == null) { throw new InvalidOperationException("Source image does not support advanced color rendering!"); } byte* addr = uDest.BeginUnsafeOperation(); int width = dest.Width; int stride = uDest.GetStride(); byte* srcAddr = uSrc.BeginUnsafeOperation(); int srcWidth = src.Width; int srcStride = uSrc.GetStride(); for(int y = scanner.yMin; y <= scanner.yMax; y++) { double x1 = Max(scanner[y].min, clip.Min.X); double x2 = Min(scanner[y].max, clip.Max.X); //Anti-Aliasing variables //x1 vars are x min side //x2 vars are x max side //xb vars are y min side //xa vars are y max side double x1b = 0, x1a = 0; double x2b = 0, x2a = 0; int left; int right; if(isAA) { bool hasMin = false, hasMax = false; //if not at ymin or ymin is a clipped min (aka we have another "ghost" scan) if(y > scanner.yMin || scanner.isYMinClipped) { x1b = Max(scanner[y - 1].min, clip.Min.X); x2b = Min(scanner[y - 1].max, clip.Max.X); x1b = (x1b + x1) / 2; x2b = (x2b + x2) / 2; hasMin = true; } //if not at ymax or ymax is a clipped max (aka we have another "ghost" scan) if(y < scanner.yMax || scanner.isYMaxClipped) { x1a = Max(scanner[y + 1].min, clip.Min.X); x2a = Min(scanner[y + 1].max, clip.Max.X); x1a = (x1a + x1) / 2; x2a = (x2a + x2) / 2; hasMax = true; } if(!hasMin) { //if single line shape, just make everything literal if(!hasMax) { x1b = x1a = x1; x2b = x2a = x2; }else//if at ymin, extrapolate max->current into current->min { x1b = x1 - (x1a - x1); x2b = x2 - (x2a - x2); } }else//if at ymax, extrapolate min->current into current->max if(!hasMax) { x1a = x1 + (x1 - x1b); x2a = x2 + (x2 - x2b); } //if aa, round toward center, otherwise round away to match default renderer left = (int)Math.Ceiling(Max(x1b, x1a)); right = (int)Math.Floor(Min(x2b, x2a)); }else { //if not aa, round away to match default renderer left = (int)Math.Floor(x1); right = (int)Math.Ceiling(x2); } //if valid center if(left <= right) { //solid fill with blend modes byte* ptr = addr + (left + (y * width)) * stride; byte* srcPtr = srcAddr + ((left + offset.X) + ((y + offset.Y) * srcWidth)) * srcStride; byte* endPtr = ptr + (right - left + 1) * stride; switch(mode) { case ColorMode.BLEND: { while(ptr != endPtr) { //*((ARGB*)ptr) &= *((ARGB*)srcPtr); //manually inline blending ARGB srcColor = *(ARGB*)srcPtr; ARGB color = *(ARGB*)ptr; int aComp = 255 - srcColor.A; color = new ARGB{A = (byte)(srcColor.A + color.A), R = (byte)(((srcColor.R * srcColor.A) + (color.R * aComp)) >> 8), G = (byte)(((srcColor.G * srcColor.A) + (color.G * aComp)) >> 8), B = (byte)(((srcColor.B * srcColor.A) + (color.B * aComp)) >> 8)}; *(ARGB*)ptr = color; ptr += stride; srcPtr += srcStride; } break; } case ColorMode.NORMAL: { while(ptr != endPtr) { *((ARGB*)ptr) = *((ARGB*)srcPtr); ptr += stride; srcPtr += srcStride; } break; } case ColorMode.MASK: { while(ptr != endPtr) { if((*((ARGB*)srcPtr)).A != 0) *((ARGB*)ptr) = *((ARGB*)srcPtr); ptr += stride; srcPtr += srcStride; } break; } } } //if aa, add smoothing to edges if(isAA) { int center = (left + right) / 2; if(Min(x1b, x1a) != left) AAEdgeCopy(addr, width, stride, x1b, x1a, y, srcAddr, srcWidth, srcStride, offset, true, clipMax: Min(center, clip.Max.X)); if(Max(x2b, x2a) != right) AAEdgeCopy(addr, width, stride, x2b + 1, x2a + 1, y, srcAddr, srcWidth, srcStride, offset, false, clipMin: Max(center + 1, clip.Min.X)); } } uDest.EndUnsafeOperation(); uSrc.EndUnsafeOperation(); }
/// <summary> /// Component-wise clips this <see cref="ARGB"/> to between min and max. /// </summary> /// <param name="min">The min color.</param> /// <param name="max">The max color.</param> /// <returns>The component-wise clipped color.</returns> public ARGB Clip(ARGB min, ARGB max) { return new ARGB(Util.Clip(A, min.A, max.A), Util.Clip(R, min.R, max.R), Util.Clip(G, min.G, max.G), Util.Clip(B, min.B, max.B)); }
public static bool TryParse(string str, out ARGB result) { result = default(ARGB); str = str.Trim(); if(str.Length < "(0,0,0,0)".Length || str[0] != '(' || str[str.Length - 1] != ')') return false; //remove ( and ) str = str.Substring(1, str.Length - 2); string[] parts = str.Split(','); if(parts.Length != 4) return false; if(!byte.TryParse(parts[0].Trim(), out result.A) || !byte.TryParse(parts[1].Trim(), out result.R) || !byte.TryParse(parts[2].Trim(), out result.G) || !byte.TryParse(parts[3].Trim(), out result.B)) return false; return true; }
public static string Serialize(ARGB value) { return string.Format("({0},{1},{2},{3})", value.A, value.R, value.G, value.B); }
/// <summary> /// Interpolates between the given colors using the given interpolation function. /// </summary> /// <param name="bottom">The bottom value.</param> /// <param name="top">The top value.</param> /// <param name="mu">The mu value.</param> /// <param name="func">The interpolation function to use.</param> /// <returns>The resulting color.</returns> public static ARGB Interpolate(ARGB bottom, ARGB top, double mu, InterpFunction func) { return new ARGB(InterpByte(bottom.A, top.A, mu, func), InterpByte(bottom.R, top.R, mu, func), InterpByte(bottom.G, top.G, mu, func), InterpByte(bottom.B, top.B, mu, func)); }
/// <summary> /// Renders a corner gradient between the given colors. Includes outColor in the gradient but not inColor. /// </summary> /// <param name="image">The image to render to.</param> /// <param name="reverseX">True to reverse the gradient in the x direction.</param> /// <param name="reverseY">True to reverse the gradient in the y direction.</param> /// <param name="area">The area to fill.</param> /// <param name="outColor">The "outer" color.</param> /// <param name="inColor">The "inner" color.</param> /// <param name="roundEdges">True to round the corner, false for square.</param> /// <param name="interp">The interpolation function to use.</param> private static void RenderCorner(Image image, bool reverseX, bool reverseY, Rectangle area, ARGB outColor, ARGB inColor, bool roundEdges, InterpFunction interp) { Rectangle clip = ShapeUtil.Overlap((Rectangle)image.Size, image.GetClip(), area); if(clip.IsValid()) { for(int i = clip.Min.X; i <= clip.Max.X; i++) { for(int j = clip.Min.Y; j <= clip.Max.Y; j++) { double dx; double dy; if(reverseX) dx = i - area.Min.X; else dx = area.Max.X - i; if(reverseY) dy = j - area.Min.Y; else dy = area.Max.Y - j; dx++; dx /= area.Width; dy++; dy /= area.Height; double mu; if(roundEdges) { mu = Math.Sqrt(dx * dx + dy * dy); }else { mu = Math.Max(Math.Abs(dx), Math.Abs(dy)); } mu = Util.Clip(mu, 0, 1); image[i, j] = ColorUtil.Interpolate(inColor, outColor, mu, interp); } } } }
/// <summary> /// Renders a y-oriented gradient between the given colors. Includes outColor in the gradient but not inColor. /// </summary> /// <param name="image">The image to render to.</param> /// <param name="reverse">True to reverse the gradient.</param> /// <param name="area">The area to fill.</param> /// <param name="outColor">The "outer" color.</param> /// <param name="inColor">The "inner" color.</param> /// <param name="interp">The interpolation function to use.</param> private static void RenderYSide(Image image, bool reverse, Rectangle area, ARGB outColor, ARGB inColor, InterpFunction interp) { Rectangle clip = ShapeUtil.Overlap((Rectangle)image.Size, image.GetClip(), area); if(clip.IsValid()) { for(int j = clip.Min.Y; j <= clip.Max.Y; j++) { double mu; if(reverse) mu = j - area.Min.Y; else mu = area.Max.Y - j; mu++; mu /= area.Height; mu = Util.Clip(mu, 0, 1); image.RenderSolid(new Rectangle{Min = new Point2D(clip.Min.X, j), Max = new Point2D(clip.Max.X, j)}, ColorUtil.Interpolate(inColor, outColor, mu, interp)); } } }