add spectrogram texture generator

This commit is contained in:
Chikashi Miyama 2019-10-05 16:49:30 +02:00
parent d00d95859f
commit 67eeb972e6
13 changed files with 1279 additions and 805 deletions

View file

@ -11,7 +11,8 @@
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<Compile Include="Assets\Scenes\Examples\Composition\script\BallMapping.cs" />
<Compile Include="Assets\Scenes\Examples\Composition\script\RmsAnalyzer.cs" />
<Compile Include="Assets\Scenes\Examples\PdBackend\script\BoomBall.cs" />
<Compile Include="Assets\Scenes\Examples\PositionBind.cs" />
<Compile Include="Assets\Scenes\Examples\PostProcessing\script\BokehBind.cs" />
<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\FlareBind.cs" />
<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\SmokeBind.cs" />

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@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace cylvester
{
public class TextureMapper : MonoBehaviour
{
[SerializeField] private Spectrogram spectrogram;
private Renderer renderer_;
private static readonly int baseColorMap_ = Shader.PropertyToID("_BaseColorMap");
void Start()
{
renderer_ = GetComponent<Renderer>();
}
void Update()
{
renderer_.material.SetTexture(baseColorMap_, spectrogram.Texture);
}
}
}

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@ -0,0 +1,52 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace cylvester
{
public interface ISpectrogram
{
Texture2D Texture { get; }
}
public class Spectrogram : MonoBehaviour, ISpectrogram
{
[SerializeField] private PdBackend pdBackend;
[SerializeField, Range(1, 16)] private int channel = 1;
private SpectrumArraySelector spectrumArraySelector_;
private Texture2D texture_;
private int index_;
void Start()
{
spectrumArraySelector_ = new SpectrumArraySelector(pdBackend.SpectrumArrayContainer);
texture_ = new Texture2D(PdConstant.FftSize, PdConstant.FftSize, TextureFormat.R8, false);
var pixels = texture_.GetPixels();
for (var i = 0;i < pixels.Length; ++i)
pixels[i] = Color.black;
texture_.SetPixels(pixels);
texture_.Apply();
}
void Update()
{
spectrumArraySelector_.Selection = channel - 1;
var array = spectrumArraySelector_.SelectedArray;
for (var i = 0; i < PdConstant.FftSize; i++)
{
texture_.SetPixel(i, index_, new Color(array[i], 0f, 0f));
}
texture_.Apply();
index_++;
index_ %= PdConstant.FftSize;
}
public Texture2D Texture => texture_;
}
}

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@ -4,7 +4,7 @@ namespace cylvester
{
public class WaveformTexture : MonoBehaviour
{
[SerializeField] PdBackend PdBackend;
[SerializeField] PdBackend PdBackend = null;
[SerializeField, Range(1, 16)] private int channel = 1;
@ -17,7 +17,6 @@ namespace cylvester
private void Update()
{
var spectrum = PdBackend.SpectrumArrayContainer[channel];
texture2D_.Apply();

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@ -22,3 +22,4 @@ namespace Visualizer
}
}
}

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