📷 A modern, cross-platform, 2D Graphics library for .NET
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// <copyright file="VignetteProcessor.cs" company="James Jackson-South">
// Copyright (c) James Jackson-South and contributors.
// Licensed under the Apache License, Version 2.0.
// </copyright>
namespace ImageSharp.Processing.Processors
{
using System;
using System.Numerics;
using System.Threading.Tasks;
using ImageSharp.Memory;
using ImageSharp.PixelFormats;
/// <summary>
/// An <see cref="IImageProcessor{TPixel}"/> that applies a radial vignette effect to an <see cref="Image{TPixel}"/>.
/// </summary>
/// <typeparam name="TPixel">The pixel format.</typeparam>
internal class VignetteProcessor<TPixel> : ImageProcessor<TPixel>
where TPixel : struct, IPixel<TPixel>
{
private readonly GraphicsOptions options;
private readonly PixelBlender<TPixel> blender;
/// <summary>
/// Initializes a new instance of the <see cref="VignetteProcessor{TPixel}" /> class.
/// </summary>
/// <param name="color">The color of the vignette.</param>
/// <param name="options">The options effecting blending and composition.</param>
public VignetteProcessor(TPixel color, GraphicsOptions options)
{
this.VignetteColor = color;
this.options = options;
this.blender = PixelOperations<TPixel>.Instance.GetPixelBlender(this.options.BlenderMode);
}
/// <summary>
/// Gets or sets the vignette color to apply.
/// </summary>
public TPixel VignetteColor { get; set; }
/// <summary>
/// Gets or sets the the x-radius.
/// </summary>
public float RadiusX { get; set; }
/// <summary>
/// Gets or sets the the y-radius.
/// </summary>
public float RadiusY { get; set; }
/// <inheritdoc/>
protected override void OnApply(ImageBase<TPixel> source, Rectangle sourceRectangle)
{
int startY = sourceRectangle.Y;
int endY = sourceRectangle.Bottom;
int startX = sourceRectangle.X;
int endX = sourceRectangle.Right;
TPixel vignetteColor = this.VignetteColor;
Vector2 centre = Rectangle.Center(sourceRectangle);
float rX = this.RadiusX > 0 ? MathF.Min(this.RadiusX, sourceRectangle.Width * .5F) : sourceRectangle.Width * .5F;
float rY = this.RadiusY > 0 ? MathF.Min(this.RadiusY, sourceRectangle.Height * .5F) : sourceRectangle.Height * .5F;
float maxDistance = MathF.Sqrt((rX * rX) + (rY * rY));
// Align start/end positions.
int minX = Math.Max(0, startX);
int maxX = Math.Min(source.Width, endX);
int minY = Math.Max(0, startY);
int maxY = Math.Min(source.Height, endY);
// Reset offset if necessary.
if (minX > 0)
{
startX = 0;
}
if (minY > 0)
{
startY = 0;
}
int width = maxX - minX;
using (var rowColors = new Buffer<TPixel>(width))
{
for (int i = 0; i < width; i++)
{
rowColors[i] = vignetteColor;
}
Parallel.For(
minY,
maxY,
this.ParallelOptions,
y =>
{
using (var amounts = new Buffer<float>(width))
{
int offsetY = y - startY;
int offsetX = minX - startX;
for (int i = 0; i < width; i++)
{
float distance = Vector2.Distance(centre, new Vector2(i + offsetX, offsetY));
amounts[i] = (this.options.BlendPercentage * (.9F * (distance / maxDistance))).Clamp(0, 1);
}
Span<TPixel> destination = source.GetRowSpan(offsetY).Slice(offsetX, width);
this.blender.Blend(destination, destination, rowColors, amounts);
}
});
}
}
}
}