using System; using System.Drawing; using ClassicalSharp; namespace Launcher2 { public static class Drawer2DExt { public unsafe static void DrawScaledPixels( FastBitmap src, FastBitmap dst, Size scale, Rectangle srcRect, Rectangle dstRect, byte scaleA, byte scaleB ) { int srcWidth = srcRect.Width, dstWidth = dstRect.Width; int srcHeight = srcRect.Height, dstHeight = dstRect.Height; int srcX = srcRect.X, dstX = dstRect.X; int srcY = srcRect.Y, dstY = dstRect.Y; int scaleWidth = scale.Width, scaleHeight = scale.Height; if( dstX >= dst.Width || dstY >= dst.Height ) return; dstWidth = Math.Min( dstX + dstWidth, dst.Width ) - dstX; dstHeight = Math.Min( dstY + dstHeight, dst.Height ) - dstY; for( int yy = 0; yy < dstHeight; yy++ ) { int scaledY = (yy + dstRect.Y) * srcHeight / scaleHeight; int* srcRow = src.GetRowPtr( srcY + (scaledY % srcHeight) ); int* dstRow = dst.GetRowPtr( dstY + yy ); byte rgbScale = (byte)Utils.Lerp( scaleA, scaleB, (float)yy / dstHeight ); for( int xx = 0; xx < dstWidth; xx++ ) { int scaledX = (xx + dstRect.X) * srcWidth / scaleWidth; int pixel = srcRow[srcX + (scaledX % srcWidth)]; int col = pixel & ~0xFFFFFF; // keep a, but clear rgb col |= ((pixel & 0xFF) * rgbScale / 255); col |= (((pixel >> 8) & 0xFF) * rgbScale / 255) << 8; col |= (((pixel >> 16) & 0xFF) * rgbScale / 255) << 16; dstRow[dstX + xx] = col; } } } public unsafe static void DrawNoise( FastBitmap dst, Rectangle dstRect, FastColour col, int variation ) { int dstX, dstY, dstWidth, dstHeight; if( !CheckCoords( dst, dstRect, out dstX, out dstY, out dstWidth, out dstHeight ) ) return; const int alpha = 255 << 24; for( int yy = 0; yy < dstHeight; yy++ ) { int* row = dst.GetRowPtr( dstY + yy ); for( int xx = 0; xx < dstWidth; xx++ ) { float n = Noise( dstX + xx, dstY + yy ); int r = col.R + (int)(n * variation); Utils.Clamp( ref r, 0, 255 ); int g = col.G + (int)(n * variation); Utils.Clamp( ref g, 0, 255 ); int b = col.B + (int)(n * variation); Utils.Clamp( ref b, 0, 255 ); row[dstX + xx] = alpha | (r << 16) | (g << 8) | b; } } } public unsafe static void FastClear( FastBitmap dst, Rectangle dstRect, FastColour col ) { int dstX, dstY, dstWidth, dstHeight; if( !CheckCoords( dst, dstRect, out dstX, out dstY, out dstWidth, out dstHeight ) ) return; int pixel = col.ToArgb(); for( int yy = 0; yy < dstHeight; yy++ ) { int* row = dst.GetRowPtr( dstY + yy ); for( int xx = 0; xx < dstWidth; xx++ ) row[dstX + xx] = pixel; } } static bool CheckCoords( FastBitmap dst,Rectangle dstRect, out int dstX, out int dstY, out int dstWidth, out int dstHeight ) { dstWidth = dstRect.Width; dstHeight = dstRect.Height; dstX = dstRect.X; dstY = dstRect.Y; if( dstX >= dst.Width || dstY >= dst.Height ) return false; if( dstX < 0 ) { dstWidth += dstX; dstX = 0; } if( dstY < 0 ) { dstHeight += dstY; dstY = 0; } dstWidth = Math.Min( dstX + dstWidth, dst.Width ) - dstX; dstHeight = Math.Min( dstY + dstHeight, dst.Height ) - dstY; if( dstWidth < 0 || dstHeight < 0 ) return false; return true; } static float Noise( int x, int y ) { int n = x + y * 57; n = (n << 13) ^ n; return 1f - ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824f; } static float SmoothNoise2D( int x, int y ) { float corners = (Noise( x - 1, y - 1 ) + Noise( x + 1, y - 1) + Noise( x - 1, y + 1 ) + Noise( x + 1, y + 1 )) / 16; float sides = (Noise( x - 1, y ) + Noise( x + 1, y ) + Noise( x, y - 1 ) + Noise( x, y + 1 )) / 8; return corners + sides + Noise(x, y) / 4; } } }