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155 lines
5.7 KiB
155 lines
5.7 KiB
// Copyright (c) Six Labors and contributors.
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// Licensed under the Apache License, Version 2.0.
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using System;
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using SixLabors.ImageSharp.PixelFormats;
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using SixLabors.Primitives;
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namespace SixLabors.ImageSharp.Processing
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{
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/// <summary>
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/// Provides an implementation of a brush for painting linear gradients within areas.
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/// Supported right now:
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/// - a set of colors in relative distances to each other.
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/// </summary>
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/// <typeparam name="TPixel">The pixel format</typeparam>
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public sealed class LinearGradientBrush<TPixel> : GradientBrushBase<TPixel>
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where TPixel : struct, IPixel<TPixel>
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{
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private readonly Point p1;
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private readonly Point p2;
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/// <summary>
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/// Initializes a new instance of the <see cref="LinearGradientBrush{TPixel}"/> class.
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/// </summary>
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/// <param name="p1">Start point</param>
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/// <param name="p2">End point</param>
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/// <param name="repetitionMode">defines how colors are repeated.</param>
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/// <param name="colorStops"><inheritdoc /></param>
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public LinearGradientBrush(
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Point p1,
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Point p2,
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GradientRepetitionMode repetitionMode,
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params ColorStop<TPixel>[] colorStops)
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: base(repetitionMode, colorStops)
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{
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this.p1 = p1;
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this.p2 = p2;
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}
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/// <inheritdoc />
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public override BrushApplicator<TPixel> CreateApplicator(ImageFrame<TPixel> source, RectangleF region, GraphicsOptions options)
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=> new LinearGradientBrushApplicator(source, this.p1, this.p2, this.ColorStops, this.RepetitionMode, options);
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/// <summary>
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/// The linear gradient brush applicator.
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/// </summary>
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private sealed class LinearGradientBrushApplicator : GradientBrushApplicatorBase
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{
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private readonly Point start;
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private readonly Point end;
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/// <summary>
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/// the vector along the gradient, x component
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/// </summary>
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private readonly float alongX;
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/// <summary>
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/// the vector along the gradient, y component
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/// </summary>
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private readonly float alongY;
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/// <summary>
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/// the vector perpendicular to the gradient, y component
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/// </summary>
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private readonly float acrossY;
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/// <summary>
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/// the vector perpendicular to the gradient, x component
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/// </summary>
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private readonly float acrossX;
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/// <summary>
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/// the result of <see cref="alongX"/>^2 + <see cref="alongY"/>^2
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/// </summary>
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private readonly float alongsSquared;
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/// <summary>
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/// the length of the defined gradient (between source and end)
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/// </summary>
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private readonly float length;
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/// <summary>
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/// Initializes a new instance of the <see cref="LinearGradientBrushApplicator" /> class.
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/// </summary>
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/// <param name="source">The source</param>
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/// <param name="start">start point of the gradient</param>
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/// <param name="end">end point of the gradient</param>
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/// <param name="colorStops">tuple list of colors and their respective position between 0 and 1 on the line</param>
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/// <param name="repetitionMode">defines how the gradient colors are repeated.</param>
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/// <param name="options">the graphics options</param>
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public LinearGradientBrushApplicator(
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ImageFrame<TPixel> source,
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Point start,
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Point end,
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ColorStop<TPixel>[] colorStops,
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GradientRepetitionMode repetitionMode,
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GraphicsOptions options)
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: base(source, options, colorStops, repetitionMode)
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{
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this.start = start;
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this.end = end;
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// the along vector:
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this.alongX = this.end.X - this.start.X;
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this.alongY = this.end.Y - this.start.Y;
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// the cross vector:
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this.acrossX = this.alongY;
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this.acrossY = -this.alongX;
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// some helpers:
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this.alongsSquared = (this.alongX * this.alongX) + (this.alongY * this.alongY);
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this.length = (float)Math.Sqrt(this.alongsSquared);
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}
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protected override float PositionOnGradient(int x, int y)
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{
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if (this.acrossX == 0)
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{
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return (x - this.start.X) / (float)(this.end.X - this.start.X);
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}
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else if (this.acrossY == 0)
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{
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return (y - this.start.Y) / (float)(this.end.Y - this.start.Y);
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}
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else
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{
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float deltaX = x - this.start.X;
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float deltaY = y - this.start.Y;
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float k = ((this.alongY * deltaX) - (this.alongX * deltaY)) / this.alongsSquared;
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// point on the line:
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float x4 = x - (k * this.alongY);
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float y4 = y + (k * this.alongX);
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// get distance from (x4,y4) to start
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float distance = (float)Math.Sqrt(
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Math.Pow(x4 - this.start.X, 2)
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+ Math.Pow(y4 - this.start.Y, 2));
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// get and return ratio
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float ratio = distance / this.length;
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return ratio;
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}
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}
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public override void Dispose()
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{
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}
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}
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}
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}
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