/// <summary> /// Draw waveform. Argument's units are grid divisions (GD) /// </summary> /// <param name="channel">Channel</param> /// <param name="smpBeg">Index of first sample</param> /// <param name="smpEnd">Index of last sample</param> /// <param name="pxStart">Start pixel</param> /// <param name="pxPerSample">Pixels per sample</param> /// <param name="color">Waveform color</param> public void PlotFloatLogic( OscChannel channel, int smpBeg, int smpEnd, float pxStart, float pxPerSample, Color color) { // do not render empty buffer const int CHAR_OFFSET_Y = -10; const int CHAR_OFFSET_X = -66; var position = channel.Position; var texCenterY = oscSettings.textureCenter.y; var pixPerDivs = oscSettings.pixelsPerDivision; var topY = Mathf.RoundToInt((position + channel.Scale) * pixPerDivs + texCenterY); var botY = Mathf.RoundToInt(position * pixPerDivs + texCenterY); // first sample position var fpx = pxStart; var x1 = Mathf.RoundToInt(pxStart - pxPerSample); var v1 = (int)(channel.GetFloat(smpBeg - 1) - position); // iterate over all samples (starts from sample 2) for (var i = smpBeg; i <= smpEnd; i++) { var x2 = Mathf.RoundToInt(fpx); var v2 = (int)(channel.GetFloat(i) - position); if (v1 == v2) { if (i != smpEnd) { v1 = v2; fpx += pxPerSample; continue; // skip } else { // horizontal lines OscUtils.PlotLine(screenTexture, x1, topY, x2 - 1, topY, color); OscUtils.PlotLine(screenTexture, x1, botY, x2 - 1, botY, color); return; } } // horizontal lines OscUtils.PlotLine(screenTexture, x1, topY, x2 - 2, topY, color); OscUtils.PlotLine(screenTexture, x1, botY, x2 - 2, botY, color); // cross over lines OscUtils.PlotLine(screenTexture, x2 - 2, topY, x2, botY, color); OscUtils.PlotLine(screenTexture, x2 - 2, botY, x2, topY, color); // display value (previous value) OscFont.DrawText(screenTexture, v1.ToString("x8"), x2 + CHAR_OFFSET_X, botY + CHAR_OFFSET_Y, color); x1 = x2; v1 = v2; fpx += pxPerSample; } }
/// <summary> /// Draw waveform. Argument's units are grid divisions (GD) /// </summary> /// <param name="channel">Channel</param> /// <param name="smpBeg">Index of first sample</param> /// <param name="smpEnd">Index of last sample</param> /// <param name="pxStart">Start pixel</param> /// <param name="pxPerSample">Pixels per sample</param> /// <param name="color">Waveform color</param> public void PlotVector2( OscChannel channel, int smpBeg, int smpEnd, float pxStart, float pxPerSample, Color color) { // do not render empty buffer var texCenterY = oscSettings.textureCenter.y; var pixPerDivs = oscSettings.pixelsPerDivision; // first sample position var fpx = pxStart; var x1 = Mathf.RoundToInt(pxStart - pxPerSample); var sample = channel.GetVector2(smpBeg - 1); var y1a = Mathf.RoundToInt(sample.x * pixPerDivs + texCenterY); var y1b = Mathf.RoundToInt(sample.y * pixPerDivs + texCenterY); // iterate over all samples (starts from sample 2) for (var i = smpBeg; i <= smpEnd; i++) { var x2 = Mathf.RoundToInt(fpx); sample = channel.GetVector2(i); var y2a = Mathf.RoundToInt(sample.x * pixPerDivs + texCenterY); var y2b = Mathf.RoundToInt(sample.y * pixPerDivs + texCenterY); // first line at the sample 2 var dx = Math.Abs(x1 - x2); var dya = Math.Abs(y1a - y2a); if (dx > 1 || dya > 1) { OscUtils.PlotLine(screenTexture, x1, y1a, x2, y2a, colorX); } else { screenTexture.SetPixel(x2, y2a, colorX); } var dyb = Math.Abs(y1b - y2b); if (dx > 1 || dyb > 1) { OscUtils.PlotLine(screenTexture, x1, y1b, x2, y2b, colorY); } else { screenTexture.SetPixel(x2, y2b, colorY); } x1 = x2; y1a = y2a; y1b = y2b; fpx += pxPerSample; } }
// ============================================================================================ // Draw grid // ============================================================================================ /// <summary> /// Draw oscilloscope grid /// </summary> /// <param name="color"></param> public void PlotGrid(Color color) { var w = oscSettings.textureSize.x; var h = oscSettings.textureSize.y; var xcenter = oscSettings.textureCenter.x; var ycenter = oscSettings.textureCenter.y; var pxDiv = oscSettings.pixelsPerDivision; var pxSub = oscSettings.pixelsPerSubdivision; if (drawGrid) { // -- draw main grid for (var x = xcenter; x < w; x += pxDiv) { PlotDotedLineVertical(screenTexture, x, ycenter, pxSub, color); } for (var x = xcenter - pxDiv; x >= 0; x -= pxDiv) { PlotDotedLineVertical(screenTexture, x, ycenter, pxSub, color); } for (var y = ycenter; y < h; y += pxDiv) { PlotDotedLineHorizontal(screenTexture, xcenter, y, pxSub, color); } for (var y = ycenter - pxDiv; y >= 0; y -= pxDiv) { PlotDotedLineHorizontal(screenTexture, xcenter, y, pxSub, color); } } if (drawRulerX) { // -- draw horizontal ruler bar in center PlotDotedLineHorizontal(screenTexture, xcenter, ycenter + 2, pxSub, color); PlotDotedLineHorizontal(screenTexture, xcenter, ycenter + 1, pxSub, color); PlotDotedLineHorizontal(screenTexture, xcenter, ycenter - 1, pxSub, color); PlotDotedLineHorizontal(screenTexture, xcenter, ycenter - 2, pxSub, color); } if (drawRulerY) { // -- draw verticals ruler bar in center PlotDotedLineVertical(screenTexture, xcenter + 2, ycenter, pxSub, color); PlotDotedLineVertical(screenTexture, xcenter + 1, ycenter, pxSub, color); PlotDotedLineVertical(screenTexture, xcenter - 1, ycenter, pxSub, color); PlotDotedLineVertical(screenTexture, xcenter - 2, ycenter, pxSub, color); } // -- draw frame around OscUtils.PlotRectangle(screenTexture, 0, 0, w - 1, h - 1, color); }
// ============================================================================================ // Draw time diagram on screen // ============================================================================================ /// <summary> /// Draw waveform. Argument's units are grid divisions (GD) /// </summary> /// <param name="channel">Channel</param> /// <param name="smpBeg">Index of first sample</param> /// <param name="smpEnd">Index of last sample</param> /// <param name="pxStart">Start pixel</param> /// <param name="pxPerSample">Pixels per sample</param> /// <param name="color">Waveform color</param> public void PlotFloat( OscChannel channel, int smpBeg, int smpEnd, float pxStart, float pxPerSample, Color color) { // do not render empty buffer var texCenterY = oscSettings.textureCenter.y; var pixPerDivs = oscSettings.pixelsPerDivision; // first sample position var fpx = pxStart; var x1 = Mathf.RoundToInt(pxStart - pxPerSample); var y1 = Mathf.RoundToInt(channel.GetFloat(smpBeg - 1) * pixPerDivs + texCenterY); y1 = oscSettings.ClampPixelInsideScreenY(y1); // iterate over all samples (starts from sample 2) for (var i = smpBeg; i <= smpEnd; i++) { var x2 = Mathf.RoundToInt(fpx); var y2 = Mathf.RoundToInt(channel.GetFloat(i) * pixPerDivs + texCenterY); y2 = oscSettings.ClampPixelInsideScreenY(y2); // first line at the sample 2 var absDx = Math.Abs(x1 - x2); var absDy = Math.Abs(y1 - y2); if (absDx > 1 || absDy > 1) { OscUtils.PlotLine(screenTexture, x1, y1, x2, y2, color); } else { screenTexture.SetPixel(x2, y2, color); } x1 = x2; y1 = y2; fpx += pxPerSample; } }
/// <summary> /// Draw marker at the x,y position in the division units /// </summary> /// <param name="text"></param> /// <param name="color"></param> /// <param name="x"></param> /// <param name="y"></param> /// <param name="scale">Vertical scale</param> /// <param name="position">Vertical position</param> /// <param name="clampPosition">If label does not fit on screen render it with blinking</param> public void DrawLabel(string text, float x, float y, Color color, bool clampPosition = false) { var pxX = oscSettings.GetPixelPositionIntX(x); var pxY = oscSettings.GetPixelPositionIntY(y); var isNotFit = !oscSettings.TestPixelInsideScreenY(pxY); if (isNotFit) { // if the label outside it modify name if (clampPosition) { pxY = oscSettings.ClampPixelInsideScreenY(pxY); text += '!'; // mark it clamped } else { return; // do not render label outside } } // Render little cross hor. and vert. lines. OscUtils.PlotLine(screenTexture, pxX, pxY, pxX + 16, pxY, color); OscUtils.PlotLine(screenTexture, pxX, pxY - 8, pxX, pxY + 8, color); // Render text (if text is not fit move it below the line) const int CHAR_HEIGHT = 8; const int CHAR_OFFSET = 2; if (pxY < oscSettings.textureSize.y - (CHAR_HEIGHT + CHAR_OFFSET)) { // fit on screen OscFont.DrawText(screenTexture, text, pxX + 1, pxY + CHAR_OFFSET, color); } else { // does not fit on screen OscFont.DrawText(screenTexture, text, pxX + 1, pxY - (CHAR_HEIGHT + CHAR_OFFSET), color); } }
/// <summary> /// Draw horizontal line at position Y /// </summary> /// <param name="color"></param> /// <param name="y"></param> /// <param name="scale"></param> /// <param name="position"></param> public void DrawHorizontalLine(float y, Color color) { var pxY = oscSettings.GetPixelPositionIntY(y); OscUtils.PlotLine(screenTexture, 1, pxY, oscSettings.textureSize.x - 1, pxY, color); }