Beispiel #1
0
        public static Color GetColorBilinear(Color[] textureData, int width, int height, Vector2 uv)
        {
            Color   color      = Color.clear;
            Vector2 pixelCoord = new Vector2(
                Mathf.Lerp(0, width - 1, uv.x),
                Mathf.Lerp(0, height - 1, uv.y));
            //apply a bilinear filter
            int xFloor = Mathf.FloorToInt(pixelCoord.x);
            int xCeil  = Mathf.CeilToInt(pixelCoord.x);
            int yFloor = Mathf.FloorToInt(pixelCoord.y);
            int yCeil  = Mathf.CeilToInt(pixelCoord.y);

            Color f00 = textureData[PUtilities.To1DIndex(xFloor, yFloor, width)];
            Color f01 = textureData[PUtilities.To1DIndex(xFloor, yCeil, width)];
            Color f10 = textureData[PUtilities.To1DIndex(xCeil, yFloor, width)];
            Color f11 = textureData[PUtilities.To1DIndex(xCeil, yCeil, width)];

            Vector2 unitCoord = new Vector2(
                pixelCoord.x - xFloor,
                pixelCoord.y - yFloor);

            color =
                f00 * (1 - unitCoord.x) * (1 - unitCoord.y) +
                f01 * (1 - unitCoord.x) * unitCoord.y +
                f10 * unitCoord.x * (1 - unitCoord.y) +
                f11 * unitCoord.x * unitCoord.y;

            return(color);
        }
Beispiel #2
0
        public static float GetValueBilinear(float[] data, int width, int height, Vector2 uv)
        {
            float   value      = 0;
            Vector2 pixelCoord = new Vector2(
                Mathf.Lerp(0, width - 1, uv.x),
                Mathf.Lerp(0, height - 1, uv.y));
            //apply a bilinear filter
            int xFloor = Mathf.FloorToInt(pixelCoord.x);
            int xCeil  = Mathf.CeilToInt(pixelCoord.x);
            int yFloor = Mathf.FloorToInt(pixelCoord.y);
            int yCeil  = Mathf.CeilToInt(pixelCoord.y);

            float f00 = data[PUtilities.To1DIndex(xFloor, yFloor, width)];
            float f01 = data[PUtilities.To1DIndex(xFloor, yCeil, width)];
            float f10 = data[PUtilities.To1DIndex(xCeil, yFloor, width)];
            float f11 = data[PUtilities.To1DIndex(xCeil, yCeil, width)];

            Vector2 unitCoord = new Vector2(
                pixelCoord.x - xFloor,
                pixelCoord.y - yFloor);

            value =
                f00 * (1 - unitCoord.x) * (1 - unitCoord.y) +
                f01 * (1 - unitCoord.x) * unitCoord.y +
                f10 * unitCoord.x * (1 - unitCoord.y) +
                f11 * unitCoord.x * unitCoord.y;

            return(value);
        }
Beispiel #3
0
        public static Texture2D CreateTextureFromCurve(AnimationCurve curve, int width, int height)
        {
            Texture2D t = new Texture2D(width, height, TextureFormat.ARGB32, false);

            t.wrapMode = TextureWrapMode.Clamp;
            Color[] colors = new Color[width * height];
            for (int x = 0; x < width; ++x)
            {
                float f     = Mathf.InverseLerp(0, width - 1, x);
                float value = curve.Evaluate(f);
                Color c     = new Color(value, value, value, value);
                for (int y = 0; y < height; ++y)
                {
                    colors[PUtilities.To1DIndex(x, y, width)] = c;
                }
            }
            t.filterMode = FilterMode.Bilinear;
            t.SetPixels(colors);
            t.Apply();
            return(t);
        }
        private void FillLine(int lineIndex, List <float> intersectX)
        {
            intersectX.Sort();

            List <int> columnIndices = new List <int>();

            for (int i = 0; i < intersectX.Count; ++i)
            {
                columnIndices.Add((int)(intersectX[i] * MASK_RESOLUTION));
            }

            int pairCount = columnIndices.Count / 2;

            for (int p = 0; p < pairCount; ++p)
            {
                int c0 = columnIndices[p * 2 + 0];
                int c1 = columnIndices[p * 2 + 1];
                for (int c = c0; c <= c1; ++c)
                {
                    mask[PUtilities.To1DIndex(c, lineIndex, MASK_RESOLUTION)] = 1.0f;
                }
            }
        }
Beispiel #5
0
        public static IEnumerable <Rect> CompareHeightMap(int gridSize, Color[] oldValues, Color[] newValues)
        {
            if (oldValues.LongLength != newValues.LongLength)
            {
                return(new Rect[1] {
                    new Rect(0, 0, 1, 1)
                });
            }
            Rect[] rects = new Rect[gridSize * gridSize];
            for (int x = 0; x < gridSize; ++x)
            {
                for (int z = 0; z < gridSize; ++z)
                {
                    rects[PUtilities.To1DIndex(x, z, gridSize)] = GetUvRange(gridSize, x, z);
                }
            }

            HashSet <Rect> dirtyRects = new HashSet <Rect>();

            int index      = 0;
            int resolution = Mathf.RoundToInt(Mathf.Sqrt(newValues.LongLength));

            for (int rectIndex = 0; rectIndex < rects.Length; ++rectIndex)
            {
                Rect r      = rects[rectIndex];
                int  startX = (int)Mathf.Lerp(0, resolution - 1, r.min.x);
                int  startY = (int)Mathf.Lerp(0, resolution - 1, r.min.y);
                int  endX   = (int)Mathf.Lerp(0, resolution - 1, r.max.x);
                int  endY   = (int)Mathf.Lerp(0, resolution - 1, r.max.y);
                for (int x = startX; x <= endX; ++x)
                {
                    for (int y = startY; y <= endY; ++y)
                    {
                        index = PUtilities.To1DIndex(x, y, resolution);
                        if (oldValues[index].r == newValues[index].r &&
                            oldValues[index].g == newValues[index].g &&
                            oldValues[index].b == newValues[index].b &&
                            oldValues[index].a == newValues[index].a)
                        {
                            continue;
                        }
                        dirtyRects.Add(r);

                        Rect hRect = new Rect();
                        hRect.size   = new Vector2(r.width * 1.2f, r.height);
                        hRect.center = r.center;
                        dirtyRects.Add(hRect);

                        Rect vRect = new Rect();
                        vRect.size   = new Vector2(r.width, r.height * 1.2f);
                        vRect.center = r.center;
                        dirtyRects.Add(vRect);
                        break;
                    }
                    if (dirtyRects.Contains(r))
                    {
                        break;
                    }
                }
            }

            return(dirtyRects);
        }