2017-01-23 30 views
0

我正试图在WPF中实现简单的3色角度渐变。最好的情况下,你有一个XAML-ONLY答案,但我很确定这是不可能的。WPF中的3色AngleGradient

此问题&答案(AngleGradient in WPF)是我想要的一半。我试图玩代码,但我显然没有得到正确的数学。

enter image description here

我的问题是:我怎么能究竟是什么问上面的问题,但与3种颜色和颜色3和颜色1(在这个问题之间的梯度,它上面去与一个渐变蓝色到白色,但直接返回蓝色后,我想要从白色到蓝色的反向渐变)。

认为它是一个完美的水平基地的等边三角形。例如,我想在顶角输入红色,在左下角输入绿色,在右下角输入蓝色,以及两者之间的完美角度辐射。

enter image description here

我不介意编译成.PS像在回答其他线程:)建议

非常感谢!

回答

0

我认为其他线程很好地解释了你需要做的事情。您需要将所有三种颜色都传递给着色器,然后按照像素来计算所需颜色。

以与其他答案相同的方式获取当前像素的0 - 1个角度。然后用适当的颜色在这个角度之间lerp。

着色

sampler2D inputSampler : register(S0); 
float2 center : register(C0); 
float4 firstColor : register(C1); 
float4 secondColor : register(C2); 
float4 thirdColor : register(C3); 

float4 main(float2 uv : TEXCOORD) : COLOR 
{ 
    // Put the three colors into an array. 
    float4 colors[3] = { firstColor, secondColor, thirdColor }; 

    // Figure out where this pixel is in relation to the center point 
    float2 pos = center - uv; 

    // Compute the angle of this pixel relative to the center (in radians), 
    // then divide by 2 pi to normalize the angle into a 0 to 1 range. 
    // We are flipping the Y here so that 0 is at the top (instead of the bottom) and we 
    // rotate clockwise. Could also flip X if we want to rotate counter-clockwise. 
    float value = (atan2(pos.x, -pos.y) + 3.141596)/(2.0 * 3.141596); 

    // Scale the angle based on the size of our array and determine which indices 
    // we are currently between, wrapping around to 0 at the end. 
    float scaledValue = value * 3; 
    float4 prevColor = colors[(int)scaledValue]; 
    float4 nextColor = colors[((int)scaledValue + 1) % 3]; 

    // Figure out how far between the two colors we are 
    float lerpValue = scaledValue - (float)((int)scaledValue); 

    // Get the alpha of the incoming pixel from the sampler. 
    float alpha = tex2D(inputSampler, uv).a; 

    // Lerp between the colors. Multiply each color by its own alpha and the result by the 
    // incoming alpha becuse WPF expects shaders to return premultiplied alpha pixel values. 
    return float4(
     lerp(prevColor.rgb * prevColor.a, nextColor.rgb * nextColor.a, lerpValue) * alpha, 
     lerp(prevColor.a, nextColor.a, lerpValue) * alpha); 
} 

影响

class AngleGradientEffect : ShaderEffect 
{ 
    public Brush Input 
    { 
     get { return (Brush)GetValue(InputProperty); } 
     set { SetValue(InputProperty, value); } 
    } 
    public static readonly DependencyProperty InputProperty = RegisterPixelShaderSamplerProperty("Input", typeof(AngleGradientEffect), 0); 

    public Point Center 
    { 
     get { return (Point)GetValue(CenterProperty); } 
     set { SetValue(CenterProperty, value); } 
    } 
    public static readonly DependencyProperty CenterProperty = DependencyProperty.Register("Center", typeof(Point), typeof(AngleGradientEffect), 
     new PropertyMetadata(new Point(0.5, 0.5), PixelShaderConstantCallback(0))); 

    public Color FirstColor 
    { 
     get { return (Color)GetValue(FirstColorProperty); } 
     set { SetValue(FirstColorProperty, value); } 
    } 
    public static readonly DependencyProperty FirstColorProperty = DependencyProperty.Register("FirstColor", typeof(Color), typeof(AngleGradientEffect), 
     new PropertyMetadata(Color.FromRgb(255, 0, 0), PixelShaderConstantCallback(1))); 

    public Color SecondColor 
    { 
     get { return (Color)GetValue(SecondColorProperty); } 
     set { SetValue(SecondColorProperty, value); } 
    } 
    public static readonly DependencyProperty SecondColorProperty = DependencyProperty.Register("SecondColor", typeof(Color), typeof(AngleGradientEffect), 
     new PropertyMetadata(Color.FromRgb(0, 255, 0), PixelShaderConstantCallback(2))); 

    public Color ThirdColor 
    { 
     get { return (Color)GetValue(ThirdColorProperty); } 
     set { SetValue(ThirdColorProperty, value); } 
    } 
    public static readonly DependencyProperty ThirdColorProperty = DependencyProperty.Register("ThirdColor", typeof(Color), typeof(AngleGradientEffect), 
     new PropertyMetadata(Color.FromRgb(0, 0, 255), PixelShaderConstantCallback(3))); 

    public AngleGradientEffect() 
    { 
     // ResourceHelper is my own utility that formats URIs for me. The returned URI 
     // string will be something like /AssemblyName;component/Effects/AngleGradient.ps 
     PixelShader = new PixelShader() { UriSource = ResourceHelper.GetResourceUri("Effects/AngleGradient.ps", relative: true)}; 

     UpdateShaderValue(InputProperty); 
     UpdateShaderValue(CenterProperty); 
     UpdateShaderValue(FirstColorProperty); 
     UpdateShaderValue(SecondColorProperty); 
     UpdateShaderValue(ThirdColorProperty); 
    } 
} 

使用

<Ellipse 
    Width="200" 
    Height="200" 
    Fill="White"> 
    <Ellipse.Effect> 
     <effects:AngleGradientEffect 
      FirstColor="Red" 
      SecondColor="Lime" 
      ThirdColor="Blue" /> 
    </Ellipse.Effect> 
</Ellipse> 

enter image description here

请记住,在RGB空间中不同色调之间进行插值将在某些情况下提供一些难看的结果。您可能想要考虑转换为HSV并插入色相,如果这是您期望做的事情。

+0

我不知道如何构建着色器,而且我也不明白着色器的一部分。但它的作品! :)我唯一缺少的是理解如何旋转你的解决方案(在着色器中),这样我才能得到第一个颜色centerTop – ericmas001

+0

这是一个简单的改变。在计算垂直翻转角度时,只需反转着色器中位置的y分量即可。 'float value =(atan2(pos.x,-pos.y)+ 3.141596)/(2.0 * 3.141596);'如果你想水平翻转,你也可以反转x。 – Xavier

+0

我在我的答案中编辑着色器以翻转Y轴,并且还更改了Alpha处理,以便源中的Alpha值受到尊重以及传入的颜色。我还添加了一堆代码注释,试图解释着色器在做什么。 – Xavier