private UnmanagedImage FilterFloor(UnmanagedImage unmanImg, byte[] textData)
        {
            //data would come in from SurfaceReceiver
            const int width = 256;
            const int height = 2552;
            const int xRes = 221000;
            const int yRes = 39180;
            const int xSize = xRes * width;
            const int ySize = yRes * height;
            const float res = xSize / (float)ySize;
//
            //index for remapping colors
            int index = 0;

            //remap colors to look better, save as HSL color
            for (int i = 0; i < unmanImg.Height; i++)
            {
                for (int j = 0; j < unmanImg.Width; j++)
                {
                    //filter out floor
                    if (BitConverter.ToUInt16(textData, index * 6) < min + filterHeight)
                    {
                        unmanImg.SetPixel(j, i, Color.Black);
                    }
                    else
                    {
                        HSLColor colorHeight = new HSLColor(HSLColor.RemapColors(BitConverter.ToUInt16(textData, index * 6), (int)(min + filterHeight), max, 0, 300), 240.0, 120.0);
                        unmanImg.SetPixel(j, i, colorHeight);
                    }
                    index++;
                }
            }
            return unmanImg;
        }
Beispiel #2
0
 private static double GetTemp2(HSLColor hslColor)
 {
     double temp2;
     if (hslColor.luminosity < 0.5)  //<=??
         temp2 = hslColor.luminosity * (1.0 + hslColor.saturation);
     else
         temp2 = hslColor.luminosity + hslColor.saturation - (hslColor.luminosity * hslColor.saturation);
     return temp2;
 }