我正在尝试在XAML中创建一个角度渐变(类似于Photoshop所做的工作)。我找到了这篇文章:https://stackoverflow.com/a/21096028/2555957确实有效,但仅支持两个渐变挡块,我需要11个。
我已经看过了在后端进行计算的着色器,但是我不知道如何添加对更多渐变停止的支持。即使将着色器也硬编码为也可以使用11种颜色,它也将起作用。
最佳答案
这是一个类似于this one的着色器,它支持20个光阑并且在边缘没有锯齿:
设定:
将着色器代码放入shader.hlsl中,并使用fxc.exe对其进行编译。我运行的命令是“ fxc / T ps_3_0 / Fo shader.ps shader.hlsl”。
将输出文件shader.ps添加到项目的根目录,并将其构建类型更改为resource。
将效果代码和xaml添加到您的项目中。
Xaml:
<Canvas Height="405"
Margin="50">
<Ellipse Width="400"
Height="400"
Fill="Transparent"
Stroke="Red"
StrokeThickness="15">
<Ellipse.Effect>
<local:AngularGradientEffect>
<local:AngularGradientEffect.GradientStops>
<GradientStop Offset="0.0"
Color="#41b1e1"></GradientStop>
<GradientStop Offset=".1"
Color="#3e3e3e"></GradientStop>
<GradientStop Offset=".2"
Color="#41b1e1"></GradientStop>
<GradientStop Offset=".3"
Color="#3e3e3e"></GradientStop>
<GradientStop Offset=".4"
Color="#41b1e1"></GradientStop>
<GradientStop Offset=".5"
Color="#3e3e3e"></GradientStop>
<GradientStop Offset=".6"
Color="#41b1e1"></GradientStop>
<GradientStop Offset=".7"
Color="#3e3e3e"></GradientStop>
<GradientStop Offset=".8"
Color="#41b1e1"></GradientStop>
<GradientStop Offset=".9"
Color="#3e3e3e"></GradientStop>
<GradientStop Offset="1"
Color="#41b1e1"></GradientStop>
</local:AngularGradientEffect.GradientStops>
</local:AngularGradientEffect>
</Ellipse.Effect>
</Ellipse>
</Canvas>
我重用了LinearGradientBrush的GradientStopCollection / GradientStop来保持一致性。
AngularGradientEffect.cs:
public class AngularGradientEffect : ShaderEffect
{
const int STOP_COUNT = 20;
const int STOP_ANGLE_OFFSET = 10;
const int STOP_COLOR_OFFSET = 50;
public static readonly DependencyProperty InputProperty = ShaderEffect.RegisterPixelShaderSamplerProperty(
"Input",
typeof(AngularGradientEffect),
0);
public static readonly DependencyProperty CenterPointProperty = DependencyProperty.Register(
"CenterPoint",
typeof(Point),
typeof(AngularGradientEffect),
new UIPropertyMetadata(new Point(0.5D, 0.5D), PixelShaderConstantCallback(0)));
public static readonly DependencyProperty GradientStopsProperty =
DependencyProperty.Register("GradientStops",
typeof(GradientStopCollection),
typeof(AngularGradientEffect),
new PropertyMetadata(new GradientStopCollection()));
static readonly DependencyProperty[] StopAngles = new DependencyProperty[STOP_COUNT];
static readonly DependencyProperty[] StopColors = new DependencyProperty[STOP_COUNT];
static AngularGradientEffect()
{
for (int i = 0; i < STOP_COUNT; i++)
{
StopAngles[i] = DependencyProperty.Register("GradientStopAngle" + i, typeof(float), typeof(AngularGradientEffect), new UIPropertyMetadata(-1.0f, PixelShaderConstantCallback(STOP_ANGLE_OFFSET + i)));
StopColors[i] = DependencyProperty.Register("GradientStopColor" + i, typeof(Color), typeof(AngularGradientEffect), new UIPropertyMetadata(Colors.RosyBrown, PixelShaderConstantCallback(STOP_COLOR_OFFSET + i)));
}
}
public AngularGradientEffect()
{
PixelShader = new PixelShader()
{
UriSource = new Uri("/ShaderTest;component/shader.ps", UriKind.Relative)
};
UpdateShaderValue(InputProperty);
UpdateShaderValue(CenterPointProperty);
GradientStops = new GradientStopCollection();
GradientStops.Changed += GradientStops_Changed;
}
void GradientStops_Changed(object sender, EventArgs e)
{
SetGradientStopDependencyProperties(sender as GradientStopCollection);
}
public void SetGradientStopDependencyProperties(IEnumerable<GradientStop> stops)
{
var orderedStops = stops.OrderBy(s => s.Offset).ToArray();
for (int i = 0; i < STOP_COUNT; i++)
{
var current = orderedStops.ElementAtOrDefault(i);
DependencyProperty angleProperty = StopAngles[i];
SetValue(angleProperty, current == null ? -1.0f : (float)current.Offset * 2 * 3.141596f);
DependencyProperty colorProperty = StopColors[i];
SetValue(colorProperty, current == null ? Color.FromArgb(0, 0, 0, 0) : current.Color);
}
}
public Brush Input
{
get
{
return ((Brush)(this.GetValue(InputProperty)));
}
set
{
this.SetValue(InputProperty, value);
}
}
public Point CenterPoint
{
get
{
return ((Point)(this.GetValue(CenterPointProperty)));
}
set
{
this.SetValue(CenterPointProperty, value);
}
}
public GradientStopCollection GradientStops
{
get { return (GradientStopCollection)GetValue(GradientStopsProperty); }
set
{
SetValue(GradientStopsProperty, value);
}
}
}
着色器:
sampler2D inputSampler : register(S0);
float2 centerPoint : register(C0);
float angle1 : register(C10);
float angle2 : register(C11);
float angle3 : register(C12);
float angle4 : register(C13);
float angle5 : register(C14);
float angle6 : register(C15);
float angle7 : register(C16);
float angle8 : register(C17);
float angle9 : register(C18);
float angle10 : register(C19);
float angle11 : register(C20);
float angle12 : register(C21);
float angle13 : register(C22);
float angle14 : register(C23);
float angle15 : register(C24);
float angle16 : register(C25);
float angle17 : register(C26);
float angle18 : register(C27);
float angle19 : register(C28);
float angle20 : register(C29);
float4 color1 : register(C50);
float4 color2 : register(C51);
float4 color3 : register(C52);
float4 color4 : register(C53);
float4 color5 : register(C54);
float4 color6 : register(C55);
float4 color7 : register(C56);
float4 color8 : register(C57);
float4 color9 : register(C58);
float4 color10 : register(C59);
float4 color11 : register(C60);
float4 color12 : register(C61);
float4 color13 : register(C62);
float4 color14 : register(C63);
float4 color15 : register(C64);
float4 color16 : register(C65);
float4 color17 : register(C66);
float4 color18 : register(C67);
float4 color19 : register(C68);
float4 color20 : register(C69);
float4 main(float2 uv : TEXCOORD) : COLOR
{
float4 src = tex2D(inputSampler, uv);
float2 p = float2(centerPoint)-uv;
float angle = atan2(p.x, p.y) + 3.141596;
float startAngle;
float endAngle;
float4 startColor;
float4 endColor;
if (angle >= angle1 && angle < angle2)
{
startAngle = angle1;
startColor = color1;
endAngle = angle2;
endColor = color2;
}
else if (angle >= angle2 && angle < angle3)
{
startAngle = angle2;
startColor = color2;
endAngle = angle3;
endColor = color3;
}
else if (angle >= angle3 && angle < angle4)
{
startAngle = angle3;
startColor = color3;
endAngle = angle4;
endColor = color4;
}
else if (angle >= angle4 && angle < angle5)
{
startAngle = angle4;
startColor = color4;
endAngle = angle5;
endColor = color5;
}
else if (angle >= angle5 && angle <= angle6)
{
startAngle = angle5;
startColor = color5;
endAngle = angle6;
endColor = color6;
}
else if (angle >= angle6 && angle <= angle7)
{
startAngle = angle6;
startColor = color6;
endAngle = angle7;
endColor = color7;
}
else if (angle >= angle7 && angle <= angle8)
{
startAngle = angle7;
startColor = color7;
endAngle = angle8;
endColor = color8;
}
else if (angle >= angle8 && angle <= angle9)
{
startAngle = angle8;
startColor = color8;
endAngle = angle9;
endColor = color9;
}
else if (angle >= angle9 && angle <= angle10)
{
startAngle = angle9;
startColor = color9;
endAngle = angle10;
endColor = color10;
}
else if (angle >= angle10 && angle <= angle11)
{
startAngle = angle10;
startColor = color10;
endAngle = angle11;
endColor = color11;
}
else if (angle >= angle11 && angle <= angle12)
{
startAngle = angle11;
startColor = color11;
endAngle = angle12;
endColor = color12;
}
else if (angle >= angle12 && angle <= angle13)
{
startAngle = angle12;
startColor = color12;
endAngle = angle13;
endColor = color13;
}
else if (angle >= angle13 && angle <= angle14)
{
startAngle = angle13;
startColor = color13;
endAngle = angle14;
endColor = color14;
}
else if (angle >= angle14 && angle <= angle15)
{
startAngle = angle14;
startColor = color14;
endAngle = angle15;
endColor = color15;
}
else if (angle >= angle15 && angle <= angle16)
{
startAngle = angle15;
startColor = color15;
endAngle = angle16;
endColor = color16;
}
else if (angle >= angle16 && angle <= angle17)
{
startAngle = angle16;
startColor = color16;
endAngle = angle17;
endColor = color17;
}
else if (angle >= angle17 && angle <= angle18)
{
startAngle = angle17;
startColor = color17;
endAngle = angle18;
endColor = color18;
}
else if (angle >= angle18 && angle <= angle19)
{
startAngle = angle18;
startColor = color18;
endAngle = angle19;
endColor = color19;
}
else if (angle >= angle19 && angle <= angle20)
{
startAngle = angle19;
startColor = color19;
endAngle = angle20;
endColor = color20;
}
float offset = (angle - startAngle) / (endAngle - startAngle);
float4 color = lerp(startColor, endColor, offset);
// Multiply by the transparency of the source pixel
float3 output = color.rgb * src.a;
return float4(output, src.a);
}
HLSL似乎支持浮点常量缓冲区中的数组,但WPF doesn't。如果是这样,可以重写着色器以轻松支持任意数量的光圈,并且会更加美观。
资源:
http://www.codeproject.com/Articles/71617/Getting-Started-with-Shader-Effects-in-WPF
AngleGradient in WPF
http://msdn.microsoft.com/en-us/library/windows/desktop/bb509709(v=vs.85).aspx