コード例 #1
0
ファイル: GlowEffect.cs プロジェクト: leejungho2/xynotecgui
        public override unsafe void Render(
            EffectConfigToken parameters,
            RenderArgs dstArgs,
            RenderArgs srcArgs,
            System.Drawing.Rectangle[] rois,
            int startIndex,
            int length)
        {
            // First we blur the source, and write the result to the destination surface
            // Then we apply Brightness/Contrast with the input as the dst, and the output as the dst
            // Third, we apply the Screen blend operation so that dst = dst OVER src

            ThreeAmountsConfigToken token = (ThreeAmountsConfigToken)parameters;

            AmountEffectConfigToken blurToken = new AmountEffectConfigToken(token.Amount1);

            this.blurEffect.Render(blurToken, dstArgs, srcArgs, rois, startIndex, length);

            BrightnessAndContrastAdjustmentConfigToken bcToken = new BrightnessAndContrastAdjustmentConfigToken(token.Amount2, token.Amount3);

            this.bcAdjustment.Render(bcToken, dstArgs, dstArgs, rois, startIndex, length);

            for (int i = startIndex; i < startIndex + length; ++i)
            {
                Rectangle roi = rois[i];

                for (int y = roi.Top; y < roi.Bottom; ++y)
                {
                    ColorBgra *dstPtr = dstArgs.Surface.GetPointAddressUnchecked(roi.Left, y);
                    ColorBgra *srcPtr = srcArgs.Surface.GetPointAddressUnchecked(roi.Left, y);

                    screenBlendOp.Apply(dstPtr, srcPtr, dstPtr, roi.Width);
                }
            }
        }
コード例 #2
0
        public override void Render(EffectConfigToken parameters, RenderArgs dstArgs, RenderArgs srcArgs, Rectangle[] rois, int startIndex, int length)
        {
            ThreeAmountsConfigToken token = (ThreeAmountsConfigToken)parameters;
            int hueDelta  = token.Amount1;
            int satDelta  = token.Amount2;
            int lightness = token.Amount3;

            // map the range [0,100] -> [0,100] and the range [101,200] -> [103,400]
            if (satDelta > 100)
            {
                satDelta = ((satDelta - 100) * 3) + 100;
            }

            UnaryPixelOp op;

            Surface dst = dstArgs.Surface;
            Surface src = srcArgs.Surface;

            if (hueDelta == 0 && satDelta == 100 && lightness == 0)
            {
                op = new UnaryPixelOps.Identity();
            }
            else
            {
                op = new UnaryPixelOps.HueSaturationLightness(hueDelta, satDelta, lightness);
            }

            op.Apply(dst, src, rois, startIndex, length);
        }
コード例 #3
0
 private ThreeAmountsConfigToken(ThreeAmountsConfigToken copyMe)
     : base(copyMe)
 {
     this.amount3 = copyMe.amount3;
 }
コード例 #4
0
 private ThreeAmountsConfigToken(ThreeAmountsConfigToken copyMe)
     : base(copyMe)
 {
     this.amount3 = copyMe.amount3;
 }
コード例 #5
0
ファイル: TileEffect.cs プロジェクト: leejungho2/xynotecgui
        public unsafe override void Render(
            EffectConfigToken parameters,
            RenderArgs dstArgs,
            RenderArgs srcArgs,
            System.Drawing.Rectangle[] rois,
            int startIndex,
            int length)
        {
            ThreeAmountsConfigToken token = (ThreeAmountsConfigToken)parameters;

            Surface dst       = dstArgs.Surface;
            Surface src       = srcArgs.Surface;
            int     width     = dst.Width;
            int     height    = dst.Height;
            float   hw        = width / 2.0f;
            float   hh        = height / 2.0f;
            float   sin       = (float)Math.Sin(token.Amount1 * Math.PI / 180.0);
            float   cos       = (float)Math.Cos(token.Amount1 * Math.PI / 180.0);
            float   scale     = (float)Math.PI / token.Amount2;
            float   intensity = token.Amount3;

            intensity = intensity * intensity / 10 * Math.Sign(intensity);

            int     aaLevel   = 4;
            int     aaSamples = aaLevel * aaLevel + 1;
            PointF *aaPoints  = stackalloc PointF[aaSamples];

            for (int i = 0; i < aaSamples; ++i)
            {
                double x = (i * aaLevel) / (double)aaSamples;
                double y = i / (double)aaSamples;

                x -= (int)x;

                // RGSS + rotation to maximize AA quality
                aaPoints[i] = new PointF((float)(cos * x + sin * y), (float)(cos * y - sin * x));
            }

            for (int n = startIndex; n < startIndex + length; ++n)
            {
                Rectangle rect = rois[n];
                for (int y = rect.Top; y < rect.Bottom; y++)
                {
                    float      j      = y - hh;
                    ColorBgra *dstPtr = dst.GetPointAddressUnchecked(rect.Left, y);

                    for (int x = rect.Left; x < rect.Right; x++)
                    {
                        int   b = 0;
                        int   g = 0;
                        int   r = 0;
                        int   a = 0;
                        float i = x - hw;

                        for (int p = 0; p < aaSamples; ++p)
                        {
                            PointF pt = aaPoints[p];

                            float u = i + pt.X;
                            float v = j - pt.Y;

                            float s = cos * u + sin * v;
                            float t = -sin * u + cos * v;

                            s += intensity * (float)Math.Tan(s * scale);
                            t += intensity * (float)Math.Tan(t * scale);
                            u  = cos * s - sin * t;
                            v  = sin * s + cos * t;

                            int xSample = (int)(hw + u);
                            int ySample = (int)(hh + v);

                            xSample = (xSample + width) % width;
                            if (xSample < 0) // This makes it a little faster
                            {
                                xSample = (xSample + width) % width;
                            }

                            ySample = (ySample + height) % height;
                            if (ySample < 0) // This makes it a little faster
                            {
                                ySample = (ySample + height) % height;
                            }

                            ColorBgra sample = *src.GetPointAddressUnchecked(xSample, ySample);

                            b += sample.B;
                            g += sample.G;
                            r += sample.R;
                            a += sample.A;
                        }

                        *(dstPtr++) = ColorBgra.FromBgra(
                            (byte)(b / aaSamples),
                            (byte)(g / aaSamples),
                            (byte)(r / aaSamples),
                            (byte)(a / aaSamples));
                    }
                }
            }
        }