private void DrawTree(MagickImage overlay, DrawableFixture fixture) { System.Drawing.Color testColor = System.Drawing.ColorTranslator.FromHtml("#5e683a"); using (MagickImage pattern = new MagickImage(MagickColor.Transparent, fixture.CanvasWidth, fixture.CanvasHeight)) { using (MagickImage patternTexture = new MagickImage(string.Format("{0}\\data\\textures\\{1}.png", System.Windows.Forms.Application.StartupPath, "leaves_mask"))) { patternTexture.Resize(fixture.CanvasWidth / 2, fixture.CanvasHeight / 2); pattern.Texture(patternTexture); Random rnd = new Random(); pattern.Rotate(rnd.Next(0, 360)); using (MagickImage modelCanvas = new MagickImage(MagickColor.Transparent, fixture.CanvasWidth, fixture.CanvasHeight)) { foreach (DrawableElement drawableElement in fixture.DrawableElements) { DrawablePolygon polyDraw = new DrawablePolygon(drawableElement.coordinates); // A Shaded model without lightning is not shaded... but just we add this just be flexible if (fixture.RendererConf.HasLight) { float r, g, b, light; light = (float)drawableElement.lightning * 2f; r = fixture.Tree.AverageColor.R * light; g = fixture.Tree.AverageColor.G * light; b = fixture.Tree.AverageColor.B * light; modelCanvas.FillColor = new MagickColor( Convert.ToUInt16(r * 255), Convert.ToUInt16(g * 255), Convert.ToUInt16(b * 255) ); } else { modelCanvas.FillColor = fixture.RendererConf.Color; } modelCanvas.Draw(polyDraw); } // Add leaves pattern pattern.Composite(modelCanvas, Gravity.Center, CompositeOperator.DstIn); modelCanvas.Composite(pattern, Gravity.Center, CompositeOperator.CopyAlpha); if (fixture.RendererConf.HasShadow) { modelCanvas.BorderColor = MagickColor.Transparent; modelCanvas.Border((int)fixture.RendererConf.ShadowSize); modelCanvas.Shadow( fixture.RendererConf.ShadowOffsetX, fixture.RendererConf.ShadowOffsetY, fixture.RendererConf.ShadowSize, new Percentage(100 - fixture.RendererConf.ShadowTransparency), fixture.RendererConf.ShadowColor ); // Update the canvas position to match the new border fixture.CanvasX -= fixture.RendererConf.ShadowSize; fixture.CanvasY -= fixture.RendererConf.ShadowSize; } if (fixture.RendererConf.Transparency != 0) { modelCanvas.Alpha(AlphaOption.Set); double divideValue = 100.0 / (100.0 - fixture.RendererConf.Transparency); modelCanvas.Evaluate(Channels.Alpha, EvaluateOperator.Divide, divideValue); } overlay.Composite(modelCanvas, Convert.ToInt32(fixture.CanvasX), Convert.ToInt32(fixture.CanvasY), CompositeOperator.SrcOver); } } } }
private void ExecuteTexture(XmlElement element, MagickImage image) { MagickImage image_ = CreateMagickImage(element["image"]); image.Texture(image_); }
public void Test_Texture() { using (MagickImage image = new MagickImage(Files.MagickNETIconPNG)) { using (MagickImage canvas = new MagickImage(MagickColors.Fuchsia, 300, 300)) { canvas.Texture(image); ColorAssert.AreEqual(MagickColors.Fuchsia, canvas, 72, 68); ColorAssert.AreEqual(new MagickColor("#a8a8dfdff8f8"), canvas, 299, 48); ColorAssert.AreEqual(new MagickColor("#a8a8dfdff8f8"), canvas, 160, 299); } } }