2019-09-29 10:00:16 +00:00
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using UnityEngine;
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namespace cylvester
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{
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interface ISpectrumGenerator
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{
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Texture2D Spectrum { get; }
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2019-10-01 17:30:17 +00:00
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int Update(IPdArray pdArray, Rect selectionRect);
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2019-09-29 10:00:16 +00:00
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}
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public class SpectrumGenerator : ISpectrumGenerator
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{
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private Texture2D texture_;
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public Texture2D Spectrum => texture_;
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public SpectrumGenerator(int width, int height)
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{
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texture_ = new Texture2D(width, height);
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}
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2019-10-01 17:30:17 +00:00
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public int Update(IPdArray pdArray, Rect selectionRect)
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2019-09-29 10:00:16 +00:00
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{
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2019-09-29 17:47:17 +00:00
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var numPixels = 0;
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2019-09-29 16:04:26 +00:00
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for (var x = 0; x < texture_.width; x++)
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2019-09-29 10:00:16 +00:00
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{
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2019-09-29 16:04:26 +00:00
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for (var y = 0; y < texture_.height; y++)
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2019-09-29 10:00:16 +00:00
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{
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2019-10-01 17:30:17 +00:00
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var color = Color.black;
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var validPixel = false;
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if (pdArray != null)
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{
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var magnitude = pdArray.Data[x] * 20f;
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validPixel = magnitude > y;
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color = validPixel ? Color.green : Color.black;
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}
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2019-09-29 16:04:26 +00:00
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2019-10-01 17:30:17 +00:00
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var mY = texture_.height - selectionRect.y;
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2019-09-29 10:00:16 +00:00
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if ((selectionRect.x < x && x < (selectionRect.x + selectionRect.width)) &&
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2019-09-29 17:47:17 +00:00
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(mY - selectionRect.height < y && y < mY))
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2019-09-29 10:00:16 +00:00
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{
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2019-09-29 17:47:17 +00:00
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color.a = 1f;
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2019-10-01 17:30:17 +00:00
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if (validPixel)
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2019-09-29 17:47:17 +00:00
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numPixels++;
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2019-09-29 10:00:16 +00:00
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}
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2019-09-29 17:47:17 +00:00
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else
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{
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color.a = 0.2f;
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}
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texture_.SetPixel(x, y, color);
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2019-09-29 10:00:16 +00:00
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}
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}
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texture_.Apply();
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2019-09-29 17:47:17 +00:00
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return numPixels;
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2019-09-29 10:00:16 +00:00
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}
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}
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}
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