Apply grease to everything behind the selected container

I want to have translucent shapes / pop-ups in my WPF application, and what I am sure is the same as in dark glass themes, as in this area, as shown here:

Aerosol Effect Example

So far, I have only found resources on the Internet to explain how to apply this blur effect to everything inside the container that is completely opposite to what I need, or apply the same kind of wide brush blur to everything that’s behind the shape / popup .

I know about SetWindowCompositionAttribute (shown here: Native blurring of aerons without glass effect on a window without WPF fields and is further explained here: <a2> )

, , .

(, Border, ) ;

enter image description here

... .

?

+4
1

, . , , ShaderEffect.

, , .

, :

Blur pattern

- ShaderEffect, BlurRectEffect. .

public class RectBlurEffect : ShaderEffect
{
    private static PixelShader pixelShader = new PixelShader();
    private static PropertyInfo propertyInfo;

    public static readonly DependencyProperty InputProperty =
        ShaderEffect.RegisterPixelShaderSamplerProperty("Input", typeof(RectBlurEffect), 0);

    public static readonly DependencyProperty UpLeftCornerProperty =
        DependencyProperty.Register("UpLeftCorner", typeof(Point), typeof(RectBlurEffect),
            new UIPropertyMetadata(new Point(0, 0), PixelShaderConstantCallback(0)));

    public static readonly DependencyProperty LowRightCornerProperty =
        DependencyProperty.Register("LowRightCorner", typeof(Point), typeof(RectBlurEffect),
            new UIPropertyMetadata(new Point(1, 1), PixelShaderConstantCallback(1)));

    public static readonly DependencyProperty FrameworkElementProperty =
        DependencyProperty.Register("FrameworkElement", typeof(FrameworkElement), typeof(RectBlurEffect),
        new PropertyMetadata(null, OnFrameworkElementPropertyChanged));

    static RectBlurEffect()
    {
        pixelShader.UriSource = Global.MakePackUri("RectBlurEffect.ps");
        propertyInfo = typeof(RectBlurEffect).GetProperty("InheritanceContext",
            BindingFlags.Instance | BindingFlags.NonPublic);
    }        

    public RectBlurEffect()
    {
        PixelShader = pixelShader;
        UpdateShaderValue(InputProperty);
        UpdateShaderValue(UpLeftCornerProperty);
        UpdateShaderValue(LowRightCornerProperty);
    }

    public Brush Input
    {
        get { return (Brush)GetValue(InputProperty); }
        set { SetValue(InputProperty, value); }
    }        

    public Point UpLeftCorner
    {
        get { return (Point)GetValue(UpLeftCornerProperty); }
        set { SetValue(UpLeftCornerProperty, value); }
    }        

    public Point LowRightCorner
    {
        get { return (Point)GetValue(LowRightCornerProperty); }
        set { SetValue(LowRightCornerProperty, value); }
    }

    public FrameworkElement FrameworkElement
    {
        get { return (FrameworkElement)GetValue(FrameworkElementProperty); }
        set { SetValue(FrameworkElementProperty, value); }
    }

    private FrameworkElement GetInheritanceContext()
    {
        return propertyInfo.GetValue(this, null) as FrameworkElement;
    }

    private void UpdateEffect(object sender, EventArgs args)
    {
        Rect underRectangle;
        Rect overRectangle;
        Rect intersect;

        FrameworkElement under = GetInheritanceContext();
        FrameworkElement over = this.FrameworkElement; 

        Point origin = under.PointToScreen(new Point(0, 0));
        underRectangle = new Rect(origin.X, origin.Y, under.ActualWidth, under.ActualHeight);

        origin = over.PointToScreen(new Point(0, 0));
        overRectangle = new Rect(origin.X, origin.Y, over.ActualWidth, over.ActualHeight);

        intersect = Rect.Intersect(overRectangle, underRectangle);

        if (intersect.IsEmpty)
        {
            UpLeftCorner = new Point(0, 0);
            LowRightCorner = new Point(0, 0);
        }
        else
        {
            origin = new Point(intersect.X, intersect.Y);
            origin = under.PointFromScreen(origin);

            UpLeftCorner = new Point(origin.X / under.ActualWidth,
                origin.Y / under.ActualHeight);
            LowRightCorner = new Point(UpLeftCorner.X + (intersect.Width / under.ActualWidth),
                UpLeftCorner.Y + (intersect.Height / under.ActualHeight));
        }

    }

    private static void OnFrameworkElementPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs args)
    {
        RectBlurEffect rectBlurEffect = (RectBlurEffect)d;

        FrameworkElement frameworkElement = args.OldValue as FrameworkElement;

        if (frameworkElement != null)
        {
            frameworkElement.LayoutUpdated -= rectBlurEffect.UpdateEffect; 
        }

        frameworkElement = args.NewValue as FrameworkElement;

        if (frameworkElement != null)
        {
            frameworkElement.LayoutUpdated += rectBlurEffect.UpdateEffect;
        }
    }
}

. " " ( .fx, .ps).

RectBlueEffect.fx. HLSL - (.. ). :

sampler2D rectBlurEffect : register(S0);
float2 upperLeftCorner : register(C0);
float2 lowerRightCorner : register(C1);

float Angle : register(C2);
float BlurAmount : register(C3);

float PI = 3.14159265358979323846;
float EPSILON = 0.0001;

float ComputeGaussian(float n)
{
    float theta = 2.0f + EPSILON; //float.Epsilon;

    return theta = (float)((1.0 / sqrt(2 * PI * theta)) *
        exp(-(n * n) / (2 * theta * theta)));
}

float4 gaussianblur(float2 texCoord: TEXCOORD0) : COLOR
{

    float SampleWeights[7];
    float2 SampleOffsets[15];

    // The first sample always has a zero offset.
    float2 initer = { 0.0f, 0.0f };
    SampleWeights[0] = ComputeGaussian(0);
    SampleOffsets[0] = initer;

    // Maintain a sum of all the weighting values.
    float totalWeights = SampleWeights[0];

    // Add pairs of additional sample taps, positioned
    // along a line in both directions from the center.
    for (int i = 0; i < 7 / 2; i++)
    {
        // Store weights for the positive and negative taps.
        float weight = ComputeGaussian(i + 1);

        SampleWeights[i * 2 + 1] = weight;
        SampleWeights[i * 2 + 2] = weight;

        totalWeights += weight * 2;


        float sampleOffset = i * 2 + 1.5f;

        float2 delta = { (1.0f / 512), 0 };
        delta = delta * sampleOffset;

        // Store texture coordinate offsets for the positive and negative taps.
        SampleOffsets[i * 2 + 1] = delta;
        SampleOffsets[i * 2 + 2] = -delta;
    }

    // Normalize the list of sample weightings, so they will always sum to one.
    for (int j = 0; j < 7; j++)
    {
        SampleWeights[j] /= totalWeights;
    }

    float4 color = 0.0f;

    for (int k = 0; k < 7; k++)
    {
        color += tex2D(rectBlurEffect,
            texCoord + SampleOffsets[k]) * SampleWeights[k];
    }

    return color;
}

float4 directionalBlur(float2 uv : TEXCOORD) : COLOR
{
    float4 c = 0;
    float rad = Angle * 0.0174533f;
    float xOffset = cos(rad);
    float yOffset = sin(rad);

    for (int i = 0; i < 12; i++)
    {
        uv.x = uv.x - BlurAmount * xOffset;
        uv.y = uv.y - BlurAmount * yOffset;
        c += tex2D(rectBlurEffect, uv);
    }
    c /= 12;

    return c;
}

float4 main(float2 uv : TEXCOORD) : COLOR
{
    if (uv.x < upperLeftCorner.x || uv.y < upperLeftCorner.y || uv.x > lowerRightCorner.x || uv.y > lowerRightCorner.y)
    {
        return tex2D(rectBlurEffect, uv);
    }

    return gaussianblur(uv);
}

, ( ), . main (.. ).

, gaussianblur. .

RectBlueEffect.fx. () .

XAML - :

<Grid>
    <StackPanel Orientation="Vertical" VerticalAlignment="Center">
        <Border Background="Brown"  BorderThickness="0" Name="tb">
            <TextBlock Text="Hello World!" Margin="4" Padding="10"
                        FontSize="30" FontWeight="Bold" Foreground="Yellow"
                        VerticalAlignment="Center" 
                        HorizontalAlignment="Stretch"
                        TextAlignment="Center" />
            <Border.Effect>
                <local:RectBlurEffect FrameworkElement="{Binding ElementName=Border, Mode=OneTime}" />
            </Border.Effect>
        </Border>

        <TextBlock Background="Khaki" Text="I should be partially blurred!" Margin="4" Padding="10"
            Foreground="DarkGreen" FontSize="30" TextWrapping="Wrap" FontFamily="Cambria"
            VerticalAlignment="Center"
            HorizontalAlignment="Stretch" 
            TextAlignment="Center">
            <TextBlock.Effect>
                <local:RectBlurEffect FrameworkElement="{Binding ElementName=Border, Mode=OneTime}" />
            </TextBlock.Effect>
        </TextBlock>
    </StackPanel>

    <Border Name="Border" Width="200" Height="260" BorderThickness="0"
            Background="Black" Opacity=".6" Panel.ZIndex="20">

        <TextBlock Text="Pretend I'm a border dumped over a grid" TextWrapping="Wrap"
                    HorizontalAlignment="Left" VerticalAlignment="Top" FontSize="16"
                    Foreground="AntiqueWhite" Background="Transparent"
                    Margin="8" />

    </Border>
</Grid>

, ( ), , . , HLSL, .fx.

+2

Source: https://habr.com/ru/post/1614769/


All Articles