/// <summary>
        /// Creates paint wrapper for given brush.
        /// </summary>
        /// <param name="brush">Source brush.</param>
        /// <param name="targetSize">Target size.</param>
        /// <returns>Paint wrapper for given brush.</returns>
        internal PaintWrapper CreatePaint(IBrush brush, Size targetSize)
        {
            var paint = new SKPaint
            {
                IsAntialias = true
            };

            var paintWrapper = new PaintWrapper(paint);

            double opacity = brush.Opacity * _currentOpacity;

            if (brush is ISolidColorBrush solid)
            {
                paint.Color = new SKColor(solid.Color.R, solid.Color.G, solid.Color.B, (byte)(solid.Color.A * opacity));

                return(paintWrapper);
            }

            paint.Color = new SKColor(255, 255, 255, (byte)(255 * opacity));

            if (brush is IGradientBrush gradient)
            {
                ConfigureGradientBrush(ref paintWrapper, targetSize, gradient);

                return(paintWrapper);
            }

            var tileBrush      = brush as ITileBrush;
            var visualBrush    = brush as IVisualBrush;
            var tileBrushImage = default(IDrawableBitmapImpl);

            if (visualBrush != null)
            {
                ConfigureVisualBrush(ref paintWrapper, visualBrush, _visualBrushRenderer, ref tileBrushImage);
            }
            else
            {
                tileBrushImage = (IDrawableBitmapImpl)(tileBrush as IImageBrush)?.Source?.PlatformImpl.Item;
            }

            if (tileBrush != null && tileBrushImage != null)
            {
                ConfigureTileBrush(ref paintWrapper, targetSize, tileBrush, tileBrushImage);
            }
            else
            {
                paint.Color = new SKColor(255, 255, 255, 0);
            }

            return(paintWrapper);
        }
Exemplo n.º 2
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        /// <summary>
        /// Configure paint wrapper for using tile brush.
        /// </summary>
        /// <param name="paintWrapper">Paint wrapper.</param>
        /// <param name="targetSize">Target size.</param>
        /// <param name="tileBrush">Tile brush to use.</param>
        /// <param name="tileBrushImage">Tile brush image.</param>
        /// <param name="interpolationMode">The bitmap interpolation mode.</param>
        private void ConfigureTileBrush(ref PaintWrapper paintWrapper, Size targetSize, ITileBrush tileBrush, IDrawableBitmapImpl tileBrushImage)
        {
            var calc = new TileBrushCalculator(tileBrush,
                                               new Size(tileBrushImage.PixelSize.Width, tileBrushImage.PixelSize.Height), targetSize);

            var intermediate = CreateRenderTarget(
                (int)calc.IntermediateSize.Width,
                (int)calc.IntermediateSize.Height, _dpi);

            paintWrapper.AddDisposable(intermediate);

            using (var context = intermediate.CreateDrawingContext(null))
            {
                var rect = new Rect(0, 0, tileBrushImage.PixelSize.Width, tileBrushImage.PixelSize.Height);

                context.Clear(Colors.Transparent);
                context.PushClip(calc.IntermediateClip);
                context.Transform = calc.IntermediateTransform;
                context.DrawImage(RefCountable.CreateUnownedNotClonable(tileBrushImage), 1, rect, rect, tileBrush.BitmapInterpolationMode);
                context.PopClip();
            }

            var tileTransform =
                tileBrush.TileMode != TileMode.None
                    ? SKMatrix.MakeTranslation(-(float)calc.DestinationRect.X, -(float)calc.DestinationRect.Y)
                    : SKMatrix.MakeIdentity();

            SKShaderTileMode tileX =
                tileBrush.TileMode == TileMode.None
                    ? SKShaderTileMode.Clamp
                    : tileBrush.TileMode == TileMode.FlipX || tileBrush.TileMode == TileMode.FlipXY
                        ? SKShaderTileMode.Mirror
                        : SKShaderTileMode.Repeat;

            SKShaderTileMode tileY =
                tileBrush.TileMode == TileMode.None
                    ? SKShaderTileMode.Clamp
                    : tileBrush.TileMode == TileMode.FlipY || tileBrush.TileMode == TileMode.FlipXY
                        ? SKShaderTileMode.Mirror
                        : SKShaderTileMode.Repeat;


            var image = intermediate.SnapshotImage();

            paintWrapper.AddDisposable(image);

            using (var shader = image.ToShader(tileX, tileY, tileTransform))
            {
                paintWrapper.Paint.Shader = shader;
            }
        }
Exemplo n.º 3
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        internal PaintWrapper CreateAcrylicPaint(SKPaint paint, IExperimentalAcrylicMaterial material, bool disposePaint = false)
        {
            var paintWrapper = new PaintWrapper(paint, disposePaint);

            paint.IsAntialias = true;

            double opacity = _currentOpacity;

            var tintOpacity =
                material.BackgroundSource == AcrylicBackgroundSource.Digger ?
                material.TintOpacity : 1;

            const double noiseOpcity = 0.0225;

            var tintColor = material.TintColor;
            var tint      = new SKColor(tintColor.R, tintColor.G, tintColor.B, tintColor.A);

            if (s_acrylicNoiseShader == null)
            {
                using (var stream = typeof(DrawingContextImpl).Assembly.GetManifestResourceStream("Avalonia.Skia.Assets.NoiseAsset_256X256_PNG.png"))
                    using (var bitmap = SKBitmap.Decode(stream))
                    {
                        s_acrylicNoiseShader = SKShader.CreateBitmap(bitmap, SKShaderTileMode.Repeat, SKShaderTileMode.Repeat)
                                               .WithColorFilter(CreateAlphaColorFilter(noiseOpcity));
                    }
            }

            using (var backdrop = SKShader.CreateColor(new SKColor(material.MaterialColor.R, material.MaterialColor.G, material.MaterialColor.B, material.MaterialColor.A)))
                using (var tintShader = SKShader.CreateColor(tint))
                    using (var effectiveTint = SKShader.CreateCompose(backdrop, tintShader))
                        using (var compose = SKShader.CreateCompose(effectiveTint, s_acrylicNoiseShader))
                        {
                            paint.Shader = compose;

                            if (material.BackgroundSource == AcrylicBackgroundSource.Digger)
                            {
                                paint.BlendMode = SKBlendMode.Src;
                            }

                            return(paintWrapper);
                        }
        }
Exemplo n.º 4
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        /// <summary>
        /// Configure paint wrapper for using gradient brush.
        /// </summary>
        /// <param name="paintWrapper">Paint wrapper.</param>
        /// <param name="targetSize">Target size.</param>
        /// <param name="gradientBrush">Gradient brush.</param>
        private void ConfigureGradientBrush(ref PaintWrapper paintWrapper, Size targetSize, IGradientBrush gradientBrush)
        {
            var tileMode    = gradientBrush.SpreadMethod.ToSKShaderTileMode();
            var stopColors  = gradientBrush.GradientStops.Select(s => s.Color.ToSKColor()).ToArray();
            var stopOffsets = gradientBrush.GradientStops.Select(s => (float)s.Offset).ToArray();

            switch (gradientBrush)
            {
            case ILinearGradientBrush linearGradient:
            {
                var start = linearGradient.StartPoint.ToPixels(targetSize).ToSKPoint();
                var end   = linearGradient.EndPoint.ToPixels(targetSize).ToSKPoint();

                // would be nice to cache these shaders possibly?
                using (var shader =
                           SKShader.CreateLinearGradient(start, end, stopColors, stopOffsets, tileMode))
                {
                    paintWrapper.Paint.Shader = shader;
                }

                break;
            }

            case IRadialGradientBrush radialGradient:
            {
                var center = radialGradient.Center.ToPixels(targetSize).ToSKPoint();
                var radius = (float)(radialGradient.Radius * targetSize.Width);

                // TODO: There is no SetAlpha in SkiaSharp
                //paint.setAlpha(128);

                // would be nice to cache these shaders possibly?
                using (var shader =
                           SKShader.CreateRadialGradient(center, radius, stopColors, stopOffsets, tileMode))
                {
                    paintWrapper.Paint.Shader = shader;
                }

                break;
            }
            }
        }
Exemplo n.º 5
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        /// <summary>
        /// Configure paint wrapper to use visual brush.
        /// </summary>
        /// <param name="paintWrapper">Paint wrapper.</param>
        /// <param name="visualBrush">Visual brush.</param>
        /// <param name="visualBrushRenderer">Visual brush renderer.</param>
        /// <param name="tileBrushImage">Tile brush image.</param>
        private void ConfigureVisualBrush(ref PaintWrapper paintWrapper, IVisualBrush visualBrush, IVisualBrushRenderer visualBrushRenderer, ref IDrawableBitmapImpl tileBrushImage)
        {
            if (_visualBrushRenderer == null)
            {
                throw new NotSupportedException("No IVisualBrushRenderer was supplied to DrawingContextImpl.");
            }

            var intermediateSize = visualBrushRenderer.GetRenderTargetSize(visualBrush);

            if (intermediateSize.Width >= 1 && intermediateSize.Height >= 1)
            {
                var intermediate = CreateRenderTarget(intermediateSize);

                using (var ctx = intermediate.CreateDrawingContext(visualBrushRenderer))
                {
                    ctx.Clear(Colors.Transparent);

                    visualBrushRenderer.RenderVisualBrush(ctx, visualBrush);
                }

                tileBrushImage = intermediate;
                paintWrapper.AddDisposable(tileBrushImage);
            }
        }
Exemplo n.º 6
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        internal PaintWrapper CreatePaint(IBrush brush, Size targetSize)
        {
            SKPaint paint = new SKPaint();
            var rv = new PaintWrapper(paint);
            paint.IsStroke = false;

            // TODO: SkiaSharp does not contain alpha yet!
            double opacity = brush.Opacity * _currentOpacity;
            //paint.SetAlpha(paint.GetAlpha() * opacity);
            paint.IsAntialias = true;

            SKColor color = new SKColor(255, 255, 255, 255);

            var solid = brush as ISolidColorBrush;
            if (solid != null)
                color = solid.Color.ToSKColor();

            paint.Color = (new SKColor(color.Red, color.Green, color.Blue, (byte)(color.Alpha * opacity)));

            if (solid != null)
            {
                return rv;
            }

            var gradient = brush as GradientBrush;
            if (gradient != null)
            {
                var tileMode = gradient.SpreadMethod.ToSKShaderTileMode();
                var stopColors = gradient.GradientStops.Select(s => s.Color.ToSKColor()).ToArray();
                var stopOffsets = gradient.GradientStops.Select(s => (float)s.Offset).ToArray();

                var linearGradient = brush as LinearGradientBrush;
                if (linearGradient != null)
                {
                    var start = linearGradient.StartPoint.ToPixels(targetSize).ToSKPoint();
                    var end = linearGradient.EndPoint.ToPixels(targetSize).ToSKPoint();

                    // would be nice to cache these shaders possibly?
                    var shader = SKShader.CreateLinearGradient(start, end, stopColors, stopOffsets, tileMode);
                    paint.Shader = shader;
                    shader.Dispose();
                }
                else
                {
                    var radialGradient = brush as RadialGradientBrush;
                    if (radialGradient != null)
                    {
                        var center = radialGradient.Center.ToPixels(targetSize).ToSKPoint();
                        var radius = (float)radialGradient.Radius;

                        // TODO: There is no SetAlpha in SkiaSharp
                        //paint.setAlpha(128);

                        // would be nice to cache these shaders possibly?
                        var shader = SKShader.CreateRadialGradient(center, radius, stopColors, stopOffsets, tileMode);
                        paint.Shader = shader;
                        shader.Dispose();
                    }
                }

                return rv;
            }

            var tileBrush = brush as TileBrush;
            if (tileBrush != null)
            {
                var helper = new TileBrushImplHelper(tileBrush, targetSize);
                var bitmap = new BitmapImpl((int)helper.IntermediateSize.Width, (int)helper.IntermediateSize.Height);
                rv.AddDisposable(bitmap);
                using (var ctx = bitmap.CreateDrawingContext())
                    helper.DrawIntermediate(ctx);
                SKMatrix translation = SKMatrix.MakeTranslation(-(float)helper.DestinationRect.X, -(float)helper.DestinationRect.Y);
                SKShaderTileMode tileX =
                    tileBrush.TileMode == TileMode.None
                        ? SKShaderTileMode.Clamp
                        : tileBrush.TileMode == TileMode.FlipX || tileBrush.TileMode == TileMode.FlipXY
                            ? SKShaderTileMode.Mirror
                            : SKShaderTileMode.Repeat;

                SKShaderTileMode tileY =
                    tileBrush.TileMode == TileMode.None
                        ? SKShaderTileMode.Clamp
                        : tileBrush.TileMode == TileMode.FlipY || tileBrush.TileMode == TileMode.FlipXY
                            ? SKShaderTileMode.Mirror
                            : SKShaderTileMode.Repeat;
                paint.Shader = SKShader.CreateBitmap(bitmap.Bitmap, tileX, tileY, translation);
                paint.Shader.Dispose();
            }

            return rv;
        }
Exemplo n.º 7
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        internal PaintWrapper CreatePaint(IBrush brush, Size targetSize)
        {
            SKPaint paint = new SKPaint();
            var     rv    = new PaintWrapper(paint);

            paint.IsStroke = false;


            double opacity = brush.Opacity * _currentOpacity;

            paint.IsAntialias = true;

            var solid = brush as ISolidColorBrush;

            if (solid != null)
            {
                paint.Color = new SKColor(solid.Color.R, solid.Color.G, solid.Color.B, (byte)(solid.Color.A * opacity));
                return(rv);
            }
            paint.Color = (new SKColor(255, 255, 255, (byte)(255 * opacity)));

            var gradient = brush as IGradientBrush;

            if (gradient != null)
            {
                var tileMode    = gradient.SpreadMethod.ToSKShaderTileMode();
                var stopColors  = gradient.GradientStops.Select(s => s.Color.ToSKColor()).ToArray();
                var stopOffsets = gradient.GradientStops.Select(s => (float)s.Offset).ToArray();

                var linearGradient = brush as ILinearGradientBrush;
                if (linearGradient != null)
                {
                    var start = linearGradient.StartPoint.ToPixels(targetSize).ToSKPoint();
                    var end   = linearGradient.EndPoint.ToPixels(targetSize).ToSKPoint();

                    // would be nice to cache these shaders possibly?
                    using (var shader = SKShader.CreateLinearGradient(start, end, stopColors, stopOffsets, tileMode))
                        paint.Shader = shader;
                }
                else
                {
                    var radialGradient = brush as IRadialGradientBrush;
                    if (radialGradient != null)
                    {
                        var center = radialGradient.Center.ToPixels(targetSize).ToSKPoint();
                        var radius = (float)radialGradient.Radius;

                        // TODO: There is no SetAlpha in SkiaSharp
                        //paint.setAlpha(128);

                        // would be nice to cache these shaders possibly?
                        using (var shader = SKShader.CreateRadialGradient(center, radius, stopColors, stopOffsets, tileMode))
                            paint.Shader = shader;
                    }
                }

                return(rv);
            }

            var tileBrush      = brush as ITileBrush;
            var visualBrush    = brush as IVisualBrush;
            var tileBrushImage = default(BitmapImpl);

            if (visualBrush != null)
            {
                if (_visualBrushRenderer != null)
                {
                    var intermediateSize = _visualBrushRenderer.GetRenderTargetSize(visualBrush);

                    if (intermediateSize.Width >= 1 && intermediateSize.Height >= 1)
                    {
                        var intermediate = new BitmapImpl((int)intermediateSize.Width, (int)intermediateSize.Height);

                        using (var ctx = intermediate.CreateDrawingContext(_visualBrushRenderer))
                        {
                            ctx.Clear(Colors.Transparent);
                            _visualBrushRenderer.RenderVisualBrush(ctx, visualBrush);
                        }

                        rv.AddDisposable(tileBrushImage);
                        tileBrushImage = intermediate;
                    }
                }
                else
                {
                    throw new NotSupportedException("No IVisualBrushRenderer was supplied to DrawingContextImpl.");
                }
            }
            else
            {
                tileBrushImage = (BitmapImpl)((tileBrush as IImageBrush)?.Source?.PlatformImpl);
            }

            if (tileBrush != null && tileBrushImage != null)
            {
                var calc   = new TileBrushCalculator(tileBrush, new Size(tileBrushImage.PixelWidth, tileBrushImage.PixelHeight), targetSize);
                var bitmap = new BitmapImpl((int)calc.IntermediateSize.Width, (int)calc.IntermediateSize.Height);
                rv.AddDisposable(bitmap);
                using (var context = bitmap.CreateDrawingContext(null))
                {
                    var rect = new Rect(0, 0, tileBrushImage.PixelWidth, tileBrushImage.PixelHeight);

                    context.Clear(Colors.Transparent);
                    context.PushClip(calc.IntermediateClip);
                    context.Transform = calc.IntermediateTransform;
                    context.DrawImage(tileBrushImage, 1, rect, rect);
                    context.PopClip();
                }

                SKMatrix         translation = SKMatrix.MakeTranslation(-(float)calc.DestinationRect.X, -(float)calc.DestinationRect.Y);
                SKShaderTileMode tileX       =
                    tileBrush.TileMode == TileMode.None
                        ? SKShaderTileMode.Clamp
                        : tileBrush.TileMode == TileMode.FlipX || tileBrush.TileMode == TileMode.FlipXY
                            ? SKShaderTileMode.Mirror
                            : SKShaderTileMode.Repeat;

                SKShaderTileMode tileY =
                    tileBrush.TileMode == TileMode.None
                        ? SKShaderTileMode.Clamp
                        : tileBrush.TileMode == TileMode.FlipY || tileBrush.TileMode == TileMode.FlipXY
                            ? SKShaderTileMode.Mirror
                            : SKShaderTileMode.Repeat;
                using (var shader = SKShader.CreateBitmap(bitmap.Bitmap, tileX, tileY, translation))
                    paint.Shader = shader;
            }

            return(rv);
        }
Exemplo n.º 8
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        /// <summary>
        /// Configure paint wrapper for using gradient brush.
        /// </summary>
        /// <param name="paintWrapper">Paint wrapper.</param>
        /// <param name="targetSize">Target size.</param>
        /// <param name="gradientBrush">Gradient brush.</param>
        private void ConfigureGradientBrush(ref PaintWrapper paintWrapper, Size targetSize, IGradientBrush gradientBrush)
        {
            var tileMode    = gradientBrush.SpreadMethod.ToSKShaderTileMode();
            var stopColors  = gradientBrush.GradientStops.Select(s => s.Color.ToSKColor()).ToArray();
            var stopOffsets = gradientBrush.GradientStops.Select(s => (float)s.Offset).ToArray();

            switch (gradientBrush)
            {
            case ILinearGradientBrush linearGradient:
            {
                var start = linearGradient.StartPoint.ToPixels(targetSize).ToSKPoint();
                var end   = linearGradient.EndPoint.ToPixels(targetSize).ToSKPoint();

                // would be nice to cache these shaders possibly?
                using (var shader =
                           SKShader.CreateLinearGradient(start, end, stopColors, stopOffsets, tileMode))
                {
                    paintWrapper.Paint.Shader = shader;
                }

                break;
            }

            case IRadialGradientBrush radialGradient:
            {
                var center = radialGradient.Center.ToPixels(targetSize).ToSKPoint();
                var radius = (float)(radialGradient.Radius * targetSize.Width);

                var origin = radialGradient.GradientOrigin.ToPixels(targetSize).ToSKPoint();

                if (origin.Equals(center))
                {
                    // when the origin is the same as the center the Skia RadialGradient acts the same as D2D
                    using (var shader =
                               SKShader.CreateRadialGradient(center, radius, stopColors, stopOffsets, tileMode))
                    {
                        paintWrapper.Paint.Shader = shader;
                    }
                }
                else
                {
                    // when the origin is different to the center use a two point ConicalGradient to match the behaviour of D2D

                    // reverse the order of the stops to match D2D
                    var reversedColors = new SKColor[stopColors.Length];
                    Array.Copy(stopColors, reversedColors, stopColors.Length);
                    Array.Reverse(reversedColors);

                    // and then reverse the reference point of the stops
                    var reversedStops = new float[stopOffsets.Length];
                    for (var i = 0; i < stopOffsets.Length; i++)
                    {
                        reversedStops[i] = stopOffsets[i];
                        if (reversedStops[i] > 0 && reversedStops[i] < 1)
                        {
                            reversedStops[i] = Math.Abs(1 - stopOffsets[i]);
                        }
                    }

                    // compose with a background colour of the final stop to match D2D's behaviour of filling with the final color
                    using (var shader = SKShader.CreateCompose(
                               SKShader.CreateColor(reversedColors[0]),
                               SKShader.CreateTwoPointConicalGradient(center, radius, origin, 0, reversedColors, reversedStops, tileMode)
                               ))
                    {
                        paintWrapper.Paint.Shader = shader;
                    }
                }

                break;
            }

            case IConicGradientBrush conicGradient:
            {
                var center = conicGradient.Center.ToPixels(targetSize).ToSKPoint();

                // Skia's default is that angle 0 is from the right hand side of the center point
                // but we are matching CSS where the vertical point above the center is 0.
                var angle    = (float)(conicGradient.Angle - 90);
                var rotation = SKMatrix.CreateRotationDegrees(angle, center.X, center.Y);

                using (var shader =
                           SKShader.CreateSweepGradient(center, stopColors, stopOffsets, rotation))
                {
                    paintWrapper.Paint.Shader = shader;
                }

                break;
            }
            }
        }
Exemplo n.º 9
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        internal PaintWrapper CreatePaint(IBrush brush, Size targetSize)
        {
            SKPaint paint = new SKPaint();
            var     rv    = new PaintWrapper(paint);

            paint.IsStroke = false;

            // TODO: SkiaSharp does not contain alpha yet!
            double opacity = brush.Opacity * _currentOpacity;

            //paint.SetAlpha(paint.GetAlpha() * opacity);
            paint.IsAntialias = true;

            SKColor color = new SKColor(255, 255, 255, 255);

            var solid = brush as ISolidColorBrush;

            if (solid != null)
            {
                color = solid.Color.ToSKColor();
            }

            paint.Color = (new SKColor(color.Red, color.Green, color.Blue, (byte)(color.Alpha * opacity)));

            if (solid != null)
            {
                return(rv);
            }

            var gradient = brush as GradientBrush;

            if (gradient != null)
            {
                var tileMode    = gradient.SpreadMethod.ToSKShaderTileMode();
                var stopColors  = gradient.GradientStops.Select(s => s.Color.ToSKColor()).ToArray();
                var stopOffsets = gradient.GradientStops.Select(s => (float)s.Offset).ToArray();

                var linearGradient = brush as LinearGradientBrush;
                if (linearGradient != null)
                {
                    var start = linearGradient.StartPoint.ToPixels(targetSize).ToSKPoint();
                    var end   = linearGradient.EndPoint.ToPixels(targetSize).ToSKPoint();

                    // would be nice to cache these shaders possibly?
                    using (var shader = SKShader.CreateLinearGradient(start, end, stopColors, stopOffsets, tileMode))
                        paint.Shader = shader;
                }
                else
                {
                    var radialGradient = brush as RadialGradientBrush;
                    if (radialGradient != null)
                    {
                        var center = radialGradient.Center.ToPixels(targetSize).ToSKPoint();
                        var radius = (float)radialGradient.Radius;

                        // TODO: There is no SetAlpha in SkiaSharp
                        //paint.setAlpha(128);

                        // would be nice to cache these shaders possibly?
                        using (var shader = SKShader.CreateRadialGradient(center, radius, stopColors, stopOffsets, tileMode))
                            paint.Shader = shader;
                    }
                }

                return(rv);
            }

            var tileBrush = brush as TileBrush;

            if (tileBrush != null)
            {
                var helper = new TileBrushImplHelper(tileBrush, targetSize);
                var bitmap = new BitmapImpl((int)helper.IntermediateSize.Width, (int)helper.IntermediateSize.Height);
                rv.AddDisposable(bitmap);
                using (var ctx = bitmap.CreateDrawingContext())
                    helper.DrawIntermediate(ctx);
                SKMatrix         translation = SKMatrix.MakeTranslation(-(float)helper.DestinationRect.X, -(float)helper.DestinationRect.Y);
                SKShaderTileMode tileX       =
                    tileBrush.TileMode == TileMode.None
                        ? SKShaderTileMode.Clamp
                        : tileBrush.TileMode == TileMode.FlipX || tileBrush.TileMode == TileMode.FlipXY
                            ? SKShaderTileMode.Mirror
                            : SKShaderTileMode.Repeat;

                SKShaderTileMode tileY =
                    tileBrush.TileMode == TileMode.None
                        ? SKShaderTileMode.Clamp
                        : tileBrush.TileMode == TileMode.FlipY || tileBrush.TileMode == TileMode.FlipXY
                            ? SKShaderTileMode.Mirror
                            : SKShaderTileMode.Repeat;
                using (var shader = SKShader.CreateBitmap(bitmap.Bitmap, tileX, tileY, translation))
                    paint.Shader = shader;
            }

            return(rv);
        }