f51764016f
Also, write Reusable Shader for Spectrogram
51 lines
No EOL
1.5 KiB
C#
51 lines
No EOL
1.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace cylvester
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{
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public interface IWaveform
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{
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Texture2D Texture { get; }
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}
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public class Waveform : MonoBehaviour, IWaveform
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{
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[SerializeField] private PdBackend pdBackend;
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[SerializeField, Range(1, 16)] private int channel = 1;
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private IPdArraySelector waveformArraySelector_;
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private Texture2D texture_;
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private int[] cache_;
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void Start()
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{
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cache_ = new int[PdConstant.BlockSize];
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waveformArraySelector_ = new PdArraySelector(pdBackend.WaveformArrayContainer);
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texture_ = new Texture2D(PdConstant.BlockSize, PdConstant.BlockSize, TextureFormat.R8, false);
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var pixels = texture_.GetPixels();
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for (var i = 0;i < pixels.Length; ++i)
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pixels[i] = Color.black;
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texture_.SetPixels(pixels);
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texture_.Apply();
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}
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void Update()
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{
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waveformArraySelector_.Selection = channel - 1;
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var array = waveformArraySelector_.SelectedArray;
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for (var i = 0; i < PdConstant.BlockSize; i++)
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{
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var y = (int)(256f * Mathf.Clamp(array[i], -1f, 1f)) + 256;
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texture_.SetPixel(i , cache_[i], Color.black);
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texture_.SetPixel(i , y, Color.white);
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cache_[i] = y;
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}
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texture_.Apply();
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}
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public Texture2D Texture => texture_;
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}
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} |