// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT using System; using System.Drawing; using ClassicalSharp; namespace Launcher.Drawing { public unsafe static class Gradient { public static void Noise( FastBitmap bmp, Rectangle rect, FastColour col, int variation ) { int x, y, width, height; if( !Drawer2DExt.ClampCoords( bmp, rect, out x, out y, out width, out height ) ) return; const int alpha = 255 << 24; for( int yy = 0; yy < height; yy++ ) { int* row = bmp.GetRowPtr( y + yy ); for( int xx = 0; xx < width; xx++ ) { int n = (x + xx) + (y + yy) * 57; n = (n << 13) ^ n; float noise = 1f - ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824f; int r = col.R + (int)(noise * variation); r = r < 0 ? 0 : (r > 255 ? 255 : r); int g = col.G + (int)(noise * variation); g = g < 0 ? 0 : (g > 255 ? 255 : g); int b = col.B + (int)(noise * variation); b = b < 0 ? 0 : (b > 255 ? 255 : b); row[x + xx] = alpha | (r << 16) | (g << 8) | b; } } } public static void Vertical( FastBitmap bmp, Rectangle rect, FastColour a, FastColour b ) { int x, y, width, height; if( !Drawer2DExt.ClampCoords( bmp, rect, out x, out y, out width, out height ) ) return; FastColour c = a; for( int yy = 0; yy < height; yy++ ) { int* row = bmp.GetRowPtr( y + yy ); float t = (float)yy / (height - 1); // so last row has b as its colour c.R = (byte)Utils.Lerp( a.R, b.R, t ); c.G = (byte)Utils.Lerp( a.G, b.G, t ); c.B = (byte)Utils.Lerp( a.B, b.B, t ); int pixel = c.ToArgb(); for( int xx = 0; xx < width; xx++ ) row[x + xx] = pixel; } } public static void Blend( FastBitmap bmp, Rectangle rect, FastColour col, int blend ) { int x, y, width, height; if( !Drawer2DExt.ClampCoords( bmp, rect, out x, out y, out width, out height ) ) return; // Pre compute the alpha blended source colour col.R = (byte)(col.R * blend / 255); col.G = (byte)(col.G * blend / 255); col.B = (byte)(col.B * blend / 255); blend = 255 - blend; // inverse for existing pixels int t = 0; for( int yy = 0; yy < height; yy++ ) { int* row = bmp.GetRowPtr( y + yy ); for( int xx = 0; xx < width; xx++ ) { int cur = row[x + xx], pixel = 0; // Blend B t = col.B + ((cur & 0xFF) * blend) / 255; t = t < 0 ? 0 : t; t = t > 255 ? 255 : t; pixel |= t; // Blend G t = col.G + (((cur >> 8) & 0xFF) * blend) / 255; t = t < 0 ? 0 : t; t = t > 255 ? 255 : t; pixel |= (t << 8); // Blend R t = col.R + (((cur >> 16) & 0xFF) * blend) / 255; t = t < 0 ? 0 : t; t = t > 255 ? 255 : t; pixel |= (t << 16); // Output pixel const int alphaMask = 255 << 24; pixel |= alphaMask; row[x + xx] = pixel; } } } } }