System.Windows.Media.Imaging.WriteableBitmapExtensions.BlitRender C# (CSharp) Метод

BlitRender() публичный статический Метод

Renders a bitmap using any affine transformation and transparency into this bitmap Unlike Silverlight's Render() method, this one uses 2-3 times less memory, and is the same or better quality The algorithm is simple dx/dy (bresenham-like) step by step painting, optimized with fixed point and fast bilinear filtering It's used in Fantasia Painter for drawing stickers and 3D objects on screen
public static BlitRender ( this bmp, System.Windows.Media.Imaging.WriteableBitmap source, bool shouldClear = true, float opacity = 1f, GeneralTransform transform = null ) : void
bmp this Destination bitmap.
source System.Windows.Media.Imaging.WriteableBitmap The source WriteableBitmap.
shouldClear bool If true, the the destination bitmap will be set to all clear (0) before rendering.
opacity float opacity of the source bitmap to render, between 0 and 1 inclusive
transform GeneralTransform Transformation to apply
Результат void
        public static void BlitRender(this WriteableBitmap bmp, WriteableBitmap source, bool shouldClear = true, float opacity = 1f, GeneralTransform transform = null)
        {
            const int PRECISION_SHIFT = 10;
            const int PRECISION_VALUE = (1 << PRECISION_SHIFT);
            const int PRECISION_MASK = PRECISION_VALUE - 1;

            using (BitmapContext destContext = bmp.GetBitmapContext())
            {
                if (transform == null) transform = new MatrixTransform();

                var destPixels = destContext.Pixels;
                int destWidth = destContext.Width;
                int destHeight = destContext.Height;
                var inverse = transform.Inverse;
                if(shouldClear) destContext.Clear();

                using (BitmapContext sourceContext = source.GetBitmapContext())
                {
                    var sourcePixels = sourceContext.Pixels;
                    int sourceWidth = sourceContext.Width;
                    int sourceHeight = sourceContext.Height;

                    Rect sourceRect = new Rect(0, 0, sourceWidth, sourceHeight);
                    Rect destRect = new Rect(0, 0, destWidth, destHeight);
                    Rect bounds = transform.TransformBounds(sourceRect);
                    bounds.Intersect(destRect);

                    int startX = (int)bounds.Left;
                    int startY = (int)bounds.Top;
                    int endX = (int)bounds.Right;
                    int endY = (int)bounds.Bottom;

#if NETFX_CORE
                    Point zeroZero = inverse.TransformPoint(new Point(startX, startY));
                    Point oneZero = inverse.TransformPoint(new Point(startX + 1, startY));
                    Point zeroOne = inverse.TransformPoint(new Point(startX, startY + 1));
#else
                    Point zeroZero = inverse.Transform(new Point(startX, startY));
                    Point oneZero = inverse.Transform(new Point(startX + 1, startY));
                    Point zeroOne = inverse.Transform(new Point(startX, startY + 1));
#endif
                    float sourceXf = ((float)zeroZero.X);
                    float sourceYf = ((float)zeroZero.Y);
                    int dxDx = (int)((((float)oneZero.X) - sourceXf) * PRECISION_VALUE); // for 1 unit in X coord, how much does X change in source texture?
                    int dxDy = (int)((((float)oneZero.Y) - sourceYf) * PRECISION_VALUE); // for 1 unit in X coord, how much does Y change in source texture?
                    int dyDx = (int)((((float)zeroOne.X) - sourceXf) * PRECISION_VALUE); // for 1 unit in Y coord, how much does X change in source texture?
                    int dyDy = (int)((((float)zeroOne.Y) - sourceYf) * PRECISION_VALUE); // for 1 unit in Y coord, how much does Y change in source texture?

                    int sourceX = (int)(((float)zeroZero.X) * PRECISION_VALUE);
                    int sourceY = (int)(((float)zeroZero.Y) * PRECISION_VALUE);
                    int sourceWidthFixed = sourceWidth << PRECISION_SHIFT;
                    int sourceHeightFixed = sourceHeight << PRECISION_SHIFT;

                    int opacityInt = (int)(opacity * 255);

                    int index = 0;
                    for (int destY = startY; destY < endY; destY++)
                    {
                        index = destY * destWidth + startX;
                        int savedSourceX = sourceX;
                        int savedSourceY = sourceY;

                        for (int destX = startX; destX < endX; destX++)
                        {
                            if ((sourceX >= 0) && (sourceX < sourceWidthFixed) && (sourceY >= 0) && (sourceY < sourceHeightFixed))
                            {
                                // bilinear filtering
                                int xFloor = sourceX >> PRECISION_SHIFT;
                                int yFloor = sourceY >> PRECISION_SHIFT;

                                if (xFloor < 0) xFloor = 0;
                                if (yFloor < 0) yFloor = 0;

                                int xCeil = xFloor + 1;
                                int yCeil = yFloor + 1;

                                if (xCeil >= sourceWidth)
                                {
                                    xFloor = sourceWidth - 1;
                                    xCeil = 0;
                                }
                                else
                                {
                                    xCeil = 1;
                                }

                                if (yCeil >= sourceHeight)
                                {
                                    yFloor = sourceHeight - 1;
                                    yCeil = 0;
                                }
                                else
                                {
                                    yCeil = sourceWidth;
                                }

                                int i1 = yFloor * sourceWidth + xFloor;
                                int p1 = sourcePixels[i1];
                                int p2 = sourcePixels[i1 + xCeil];
                                int p3 = sourcePixels[i1 + yCeil];
                                int p4 = sourcePixels[i1 + yCeil + xCeil];

                                int xFrac = sourceX & PRECISION_MASK;
                                int yFrac = sourceY & PRECISION_MASK;

                                // alpha
                                byte a1 = (byte)(p1 >> 24);
                                byte a2 = (byte)(p2 >> 24);
                                byte a3 = (byte)(p3 >> 24);
                                byte a4 = (byte)(p4 >> 24);

                                int comp1, comp2;
                                byte a;

                                if ((a1 == a2) && (a1 == a3) && (a1 == a4))
                                {
                                    if (a1 == 0)
                                    {
                                        destPixels[index] = 0;

                                        sourceX += dxDx;
                                        sourceY += dxDy;
                                        index++;
                                        continue;
                                    }

                                    a = a1;
                                }
                                else
                                {
                                    comp1 = a1 + ((xFrac * (a2 - a1)) >> PRECISION_SHIFT);
                                    comp2 = a3 + ((xFrac * (a4 - a3)) >> PRECISION_SHIFT);
                                    a = (byte)(comp1 + ((yFrac * (comp2 - comp1)) >> PRECISION_SHIFT));
                                }

                                // red
                                comp1 = ((byte)(p1 >> 16)) + ((xFrac * (((byte)(p2 >> 16)) - ((byte)(p1 >> 16)))) >> PRECISION_SHIFT);
                                comp2 = ((byte)(p3 >> 16)) + ((xFrac * (((byte)(p4 >> 16)) - ((byte)(p3 >> 16)))) >> PRECISION_SHIFT);
                                byte r = (byte)(comp1 + ((yFrac * (comp2 - comp1)) >> PRECISION_SHIFT));

                                // green
                                comp1 = ((byte)(p1 >> 8)) + ((xFrac * (((byte)(p2 >> 8)) - ((byte)(p1 >> 8)))) >> PRECISION_SHIFT);
                                comp2 = ((byte)(p3 >> 8)) + ((xFrac * (((byte)(p4 >> 8)) - ((byte)(p3 >> 8)))) >> PRECISION_SHIFT);
                                byte g = (byte)(comp1 + ((yFrac * (comp2 - comp1)) >> PRECISION_SHIFT));

                                // blue
                                comp1 = ((byte)p1) + ((xFrac * (((byte)p2) - ((byte)p1))) >> PRECISION_SHIFT);
                                comp2 = ((byte)p3) + ((xFrac * (((byte)p4) - ((byte)p3))) >> PRECISION_SHIFT);
                                byte b = (byte)(comp1 + ((yFrac * (comp2 - comp1)) >> PRECISION_SHIFT));

                                // save updated pixel
                                if (opacityInt != 255)
                                {
                                    a = (byte)((a * opacityInt) >> 8);
                                    r = (byte)((r * opacityInt) >> 8);
                                    g = (byte)((g * opacityInt) >> 8);
                                    b = (byte)((b * opacityInt) >> 8);
                                }
                                destPixels[index] = (a << 24) | (r << 16) | (g << 8) | b;
                            }

                            sourceX += dxDx;
                            sourceY += dxDy;
                            index++;
                        }

                        sourceX = savedSourceX + dyDx;
                        sourceY = savedSourceY + dyDy;
                    }
                }
            }
        }