Hi Mark.
I'm sorry, I don't quite understand your intentions. Maybe if I could see the image, I could answer correctly from start, but here is my first-maybe-wrong answer.
If you say super-performant, you probably want to look at pixel shaders. They are processed by GPU, supported by WPF in a form of a custom effect and are easy to implement. Also you can apply shaders to playing video, while it's hard to do with WritableBitmap.
To write a pixel shader, you need to have FX Compiler (fxc.exe) from DirectX SDK and Shazzam tool - WYSIWYG WPF Shaders compiler by Walt Ritscher.
When you get them both, go ahead and try the following HLSL code
float X : register(C0); // Mouse cursor X position
float Y : register(C1); // Mouse cursor Y position
float4 Color : register(C2); // Mask color
float R : register(C3); // Sensitive circle radius.
sampler2D implicitInputSampler : register(S0);
float4 main(float2 uv : TEXCOORD) : COLOR
{
float4 finalColor = tex2D(implicitInputSampler, uv);
if ( (uv.x - X) * (uv.x - X) + (uv.y - Y) * (uv.y - Y) < R*R)
{
finalColor = Color; // Blend/Change/Mask it as you wish here.
}
return finalColor;
}
This gives you the following C# effect:
namespace Shazzam.Shaders {
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Effects;
public class AutoGenShaderEffect : ShaderEffect {
public static DependencyProperty InputProperty = ShaderEffect.RegisterPixelShaderSamplerProperty("Input", typeof(AutoGenShaderEffect), 0);
public static DependencyProperty XProperty = DependencyProperty.Register("X", typeof(double), typeof(AutoGenShaderEffect), new System.Windows.UIPropertyMetadata(new double(), PixelShaderConstantCallback(0)));
public static DependencyProperty YProperty = DependencyProperty.Register("Y", typeof(double), typeof(AutoGenShaderEffect), new System.Windows.UIPropertyMetadata(new double(), PixelShaderConstantCallback(1)));
public static DependencyProperty ColorProperty = DependencyProperty.Register("Color", typeof(System.Windows.Media.Color), typeof(AutoGenShaderEffect), new System.Windows.UIPropertyMetadata(new System.Windows.Media.Color(), PixelShaderConstantCallback(2)));
public static DependencyProperty RProperty = DependencyProperty.Register("R", typeof(double), typeof(AutoGenShaderEffect), new System.Windows.UIPropertyMetadata(new double(), PixelShaderConstantCallback(3)));
public AutoGenShaderEffect(PixelShader shader) {
// Note: for your project you must decide how to use the generated ShaderEffect class (Choose A or B below).
// A: Comment out the following line if you are not passing in the shader and remove the shader parameter from the constructor
PixelShader = shader;
// B: Uncomment the following two lines - which load the *.ps file
// Uri u = new Uri(@"pack://application:,,,/glow.ps");
// PixelShader = new PixelShader() { UriSource = u };
// Must initialize each DependencyProperty that's affliated with a shader register
// Ensures the shader initializes to the proper default value.
this.UpdateShaderValue(InputProperty);
this.UpdateShaderValue(XProperty);
this.UpdateShaderValue(YProperty);
this.UpdateShaderValue(ColorProperty);
this.UpdateShaderValue(RProperty);
}
public virtual System.Windows.Media.Brush Input {
get {
return ((System.Windows.Media.Brush)(GetValue(InputProperty)));
}
set {
SetValue(InputProperty, value);
}
}
public virtual double X {
get {
return ((double)(GetValue(XProperty)));
}
set {
SetValue(XProperty, value);
}
}
public virtual double Y {
get {
return ((double)(GetValue(YProperty)));
}
set {
SetValue(YProperty, value);
}
}
public virtual System.Windows.Media.Color Color {
get {
return ((System.Windows.Media.Color)(GetValue(ColorProperty)));
}
set {
SetValue(ColorProperty, value);
}
}
public virtual double R {
get {
return ((double)(GetValue(RProperty)));
}
set {
SetValue(RProperty, value);
}
}
}
}
Now you can track mouse position, and set corresponding properties of your effect to trigger changes. One thing to note here: X and Y in HLSL code are ranged from 0 to 1. So you'll have to convert actual coordinates to percentages, before passing them to shader.
Things to read more about pixel shaders and WPF:
Hope this helps :)