/// <inheritdoc/> protected internal override void Draw(DrawingContext dc, UIElement element, OutOfBandRenderTarget target) { if (Shader.IsValid && Shader.IsLoaded) { DrawRenderTargetAtVisualBounds(dc, element, target, Shader); } }
/// <inheritdoc/> protected internal override void Draw(DrawingContext dc, UIElement element, OutOfBandRenderTarget target) { var state = dc.GetCurrentState(); var position = (Vector2)element.View.Display.DipsToPixels(target.VisualBounds.Location); var positionRounded = new Vector2((Int32)position.X, (Int32)position.Y); dc.End(); dc.Begin(SpriteSortMode.Immediate, null, Matrix.Identity); dc.Draw(target.Next.Next.ColorBuffer, positionRounded, null, Color.White, 0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0f); dc.End(); dc.Begin(state); }
/// <inheritdoc/> protected internal override void DrawRenderTargets(DrawingContext dc, UIElement element, OutOfBandRenderTarget target) { var blurTarget = target.Next.RenderTarget; var gfx = dc.Ultraviolet.GetGraphics(); gfx.SetRenderTarget(blurTarget); gfx.Clear(Color.Transparent); effect.Value.Radius = GetRadiusInPixels(element); effect.Value.Direction = BlurDirection.Horizontal; dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity); dc.Draw(target.ColorBuffer, Vector2.Zero, Color.White); dc.End(); }
/// <inheritdoc/> protected internal override void Draw(DrawingContext dc, UIElement element, OutOfBandRenderTarget target) { var state = dc.GetCurrentState(); var position = (Vector2)element.View.Display.DipsToPixels(target.VisualBounds.Location); var positionRounded = new Vector2((Int32)position.X, (Int32)position.Y); dc.End(); effect.Value.Radius = GetRadiusInPixels(element); effect.Value.Direction = BlurDirection.Vertical; dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity); var shadowTexture = target.Next.ColorBuffer; dc.Draw(shadowTexture, positionRounded, null, Color.White, 0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0f); dc.End(); dc.Begin(state); }
/// <summary> /// Draws the specified render target at its desired visual bounds. /// </summary> /// <param name="dc">The current drawing context.</param> /// <param name="element">The element being drawn.</param> /// <param name="target">The render target that contains the element's graphics.</param> /// <param name="effect">The shader effect to apply to the render target, if any.</param> public static void DrawRenderTargetAtVisualBounds(DrawingContext dc, UIElement element, OutOfBandRenderTarget target, GraphicsEffect effect = null) { Contract.Require(dc, "dc"); Contract.Require(element, "element"); Contract.Require(target, "rtarget"); if (element.View == null) return; var state = dc.GetCurrentState(); dc.End(); dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity); var position = (Vector2)element.View.Display.DipsToPixels(target.VisualBounds.Location); var positionRounded = new Vector2((Int32)position.X, (Int32)position.Y); dc.Draw(target.ColorBuffer, positionRounded, null, Color.White, 0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0f); dc.End(); dc.Begin(state); }
/// <inheritdoc/> protected internal override void Draw(DrawingContext dc, UIElement element, OutOfBandRenderTarget target) { var state = dc.GetCurrentState(); var position = (Vector2)element.View.Display.DipsToPixels(target.VisualBounds.Location); var positionRounded = new Vector2((Int32)position.X, (Int32)position.Y); dc.End(); effect.Value.Radius = GetRadiusInPixels(element); effect.Value.Direction = BlurDirection.Vertical; dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity); var shadowTexture = target.Next.ColorBuffer; dc.RawDraw(shadowTexture, positionRounded, null, Color.White, 0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0f); dc.End(); dc.Begin(state); }
/// <summary> /// Draws the specified element using an out-of-band render target. /// </summary> /// <param name="dc">The current drawing context.</param> /// <param name="element">The element being drawn.</param> /// <param name="target">The render target that contains the element's graphics.</param> protected internal virtual void Draw(DrawingContext dc, UIElement element, OutOfBandRenderTarget target) { }
/// <inheritdoc/> protected internal override void DrawRenderTargets(DrawingContext dc, UIElement element, OutOfBandRenderTarget target) { var gfx = dc.Ultraviolet.GetGraphics(); // Calculate the shadow's offset from the element var cumulativeTransform = target.VisualTransform; var shadowVectorStart = new Vector2(0, 0); Vector2.Transform(ref shadowVectorStart, ref cumulativeTransform, out shadowVectorStart); var shadowVectorEnd = Vector2.Transform(new Vector2(1, 0), Matrix.CreateRotationZ(Radians.FromDegrees(-Direction))); Vector2.Transform(ref shadowVectorEnd, ref cumulativeTransform, out shadowVectorEnd); var shadowDepth = (Int32)element.View.Display.DipsToPixels(ShadowDepth); var shadowVector = Vector2.Normalize(shadowVectorEnd - shadowVectorStart) * shadowDepth; // Draw the horizontal blur pass var pass1Target = target.Next; gfx.SetRenderTarget(pass1Target.RenderTarget); gfx.Clear(Color.Transparent); effect.Value.Radius = GetBlurRadiusInPixels(element); effect.Value.Direction = BlurDirection.Horizontal; dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity); dc.Draw(target.ColorBuffer, Vector2.Zero, Color); dc.End(); // Draw the vertical blur pass var pass2Target = target.Next.Next; gfx.SetRenderTarget(pass2Target.RenderTarget); gfx.Clear(Color.Transparent); effect.Value.Radius = GetBlurRadiusInPixels(element); effect.Value.Direction = BlurDirection.Vertical; dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity); dc.Draw(pass1Target.ColorBuffer, shadowVector, null, Color, 0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0f); dc.End(); // Draw the element on top of the shadow dc.Begin(SpriteSortMode.Immediate, null, Matrix.Identity); dc.Draw(target.ColorBuffer, Vector2.Zero, null, Color.White, 0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0f); dc.End(); }
/// <inheritdoc/> protected internal override void DrawRenderTargets(DrawingContext dc, UIElement element, OutOfBandRenderTarget target) { var blurTarget = target.Next.RenderTarget; var gfx = dc.Ultraviolet.GetGraphics(); gfx.SetRenderTarget(blurTarget, Color.Transparent); effect.Value.Radius = GetRadiusInPixels(element); effect.Value.Direction = BlurDirection.Horizontal; dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity); dc.RawDraw(target.ColorBuffer, Vector2.Zero, Color.White); dc.End(); }
/// <summary> /// Draws the specified render target at its desired visual bounds. /// </summary> /// <param name="dc">The current drawing context.</param> /// <param name="element">The element being drawn.</param> /// <param name="target">The render target that contains the element's graphics.</param> /// <param name="effect">The shader effect to apply to the render target, if any.</param> public static void DrawRenderTargetAtVisualBounds(DrawingContext dc, UIElement element, OutOfBandRenderTarget target, GraphicsEffect effect = null) { Contract.Require(dc, nameof(dc)); Contract.Require(element, nameof(element)); Contract.Require(target, nameof(target)); if (element.View == null) { return; } var state = dc.GetCurrentState(); dc.End(); dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity); var position = (Vector2)element.View.Display.DipsToPixels(target.VisualBounds.Location); var positionRounded = new Vector2((Int32)position.X, (Int32)position.Y); dc.RawDraw(target.ColorBuffer, positionRounded, null, Color.White, 0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0f); dc.End(); dc.Begin(state); }