SetPixels() private method

private SetPixels ( Color colors ) : void
colors Color
return void
        /// <summary>
        /// Creates a 3D texture.
        /// </summary>
        public static Texture3D CreateTexture3DFromResources(string texturePathFromResources, int slices)
        {
            Texture3D texture3D = null;

              Texture2D texture2D = Resources.Load<Texture2D>(texturePathFromResources);
              if (texture2D != null)
              {
            int height = texture2D.height;
            int width = texture2D.width / slices;

            Color[] pixels2D = texture2D.GetPixels();
            Color[] pixels3D = new Color[pixels2D.Length];

            for (int z = 0; z < slices; ++z)
              for (int y = 0; y < height; ++y)
            for (int x = 0; x < width; ++x)
              pixels3D[x + (y * width) + (z * (width * height))] = pixels2D[x + (z * width) + (((width - y) - 1) * width * height)];

            texture3D = new Texture3D(width, height, slices, TextureFormat.ARGB32, false);
            texture3D.SetPixels(pixels3D);
            texture3D.Apply();
            texture3D.filterMode = FilterMode.Trilinear;
            texture3D.wrapMode = TextureWrapMode.Clamp;
            texture3D.anisoLevel = 1;
              }
              else
            Debug.LogWarning(string.Format("Texture '{0}' not found in 'Resources/Textures' folder.", texturePathFromResources));

              return texture3D;
        }
    /*****/
    private void CreateDistanceField()
    {
        var size = 128;
        var pdbName = "MA_matrix_G1";
        string path = "Assets/Resources/3D Textures/" + pdbName + ".asset";

        Texture3D tmp = (Texture3D)AssetDatabase.LoadAssetAtPath(path, typeof(Texture3D));

        if (tmp)
        {
            _volumeTexture = tmp;
        }
        else
        {
            RenderTexture _distanceFieldRT;

            _distanceFieldRT = new RenderTexture(size, size, 0, RenderTextureFormat.R8);
            _distanceFieldRT.volumeDepth = size;
            _distanceFieldRT.isVolume = true;
            _distanceFieldRT.isPowerOfTwo = true;
            _distanceFieldRT.enableRandomWrite = true;
            _distanceFieldRT.filterMode = FilterMode.Trilinear;
            _distanceFieldRT.name = pdbName;
            _distanceFieldRT.hideFlags = HideFlags.HideAndDontSave;
            _distanceFieldRT.generateMips = true;
            _distanceFieldRT.useMipMap = true;
            _distanceFieldRT.Create();

            var atomSpheres = PdbLoader.LoadAtomSpheres(pdbName);
            var atomSphereGPUBuffer = new ComputeBuffer(atomSpheres.Count, sizeof(float) * 4, ComputeBufferType.Default);
            atomSphereGPUBuffer.SetData(atomSpheres.ToArray());

            Graphics.SetRenderTarget(_distanceFieldRT);
            GL.Clear(true, true, new Color(0, 0, 0));

            var createDistanceFieldCS = Resources.Load("Compute Shaders/CreateDistanceField") as ComputeShader;
            createDistanceFieldCS.SetInt("_GridSize", size);
            createDistanceFieldCS.SetInt("_NumAtoms", atomSpheres.Count);
            createDistanceFieldCS.SetBuffer(0, "_SpherePositions", atomSphereGPUBuffer);
            createDistanceFieldCS.SetTexture(0, "_VolumeTexture", _distanceFieldRT);
            createDistanceFieldCS.Dispatch(0, Mathf.CeilToInt(size / 10.0f), Mathf.CeilToInt(size / 10.0f), Mathf.CeilToInt(size / 10.0f));

            atomSphereGPUBuffer.Release();

            //****

            var flatSize = size * size * size;
            var voxelGPUBuffer = new ComputeBuffer(flatSize, sizeof(float));

            var readVoxelsCS = Resources.Load("Compute Shaders/ReadVoxels") as ComputeShader;
            readVoxelsCS.SetInt("_VolumeSize", size);
            readVoxelsCS.SetBuffer(0, "_VoxelBuffer", voxelGPUBuffer);
            readVoxelsCS.SetTexture(0, "_VolumeTexture", _distanceFieldRT);
            readVoxelsCS.Dispatch(0, size, size, size);

            var voxelCPUBuffer = new float[flatSize];
            voxelGPUBuffer.GetData(voxelCPUBuffer);

            var volumeColors = new Color[flatSize];
            for (int i = 0; i < flatSize; i++)
            {
                volumeColors[i] = new Color(0, 0, 0, voxelCPUBuffer[i]);
            }

            var texture3D = new Texture3D(size, size, size, TextureFormat.Alpha8, true);
            texture3D.SetPixels(volumeColors);
            texture3D.wrapMode = TextureWrapMode.Clamp;
            texture3D.anisoLevel = 0;
            texture3D.Apply();

            AssetDatabase.CreateAsset(texture3D, path);
            AssetDatabase.SaveAssets();

            // Print the path of the created asset
            Debug.Log(AssetDatabase.GetAssetPath(texture3D));

            voxelGPUBuffer.Release();

            _distanceFieldRT.Release();
            DestroyImmediate(_distanceFieldRT);

            _volumeTexture = texture3D;
        }
    }
Esempio n. 3
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		protected void SetIdentityLut()
		{
			int dim = 16;
			Color[] newC = new Color[dim * dim * dim];
			float oneOverDim = 1.0f / (1.0f * dim - 1.0f);

			for (int i = 0; i < dim; i++)
			{
				for (int j = 0; j < dim; j++)
				{
					for (int k = 0; k < dim; k++)
					{
						newC[i + (j * dim) + (k * dim * dim)] = new Color((i * 1.0f) * oneOverDim, (j * 1.0f) * oneOverDim, (k * 1.0f) * oneOverDim, 1.0f);
					}
				}
			}

			if (m_Lut3D)
				DestroyImmediate(m_Lut3D);

			m_Lut3D = new Texture3D(dim, dim, dim, TextureFormat.ARGB32, false);
			m_Lut3D.hideFlags = HideFlags.HideAndDontSave;
			m_Lut3D.SetPixels(newC);
			m_Lut3D.Apply();
			m_BaseTextureName = "";
		}
Esempio n. 4
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    public void Generate()
    {
        
        tex = new Texture3D(size, size, size, TextureFormat.RGB24, true);


        var cols = new Color[size * size * size];
        //   float mul = 1.0f / (size-1);
        int idx = 0;
        Color c = Color.black;

        for (int z = 0; z < size; ++z)
        {
            for (int y = 0; y < size; ++y)
            {
                for (int x = 0; x < size; ++x, ++idx)
                {
                    c.r = fbm(x, y, z);
                    c.g = c.r;
                    c.b = c.r;

                    cols[idx] = c;
                }

            }

        }

        tex.SetPixels(cols);
        tex.Apply();
        Shader.SetGlobalTexture("_3DTex", tex);
    }
 static public int SetPixels(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 2)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             UnityEngine.Color[]   a1;
             checkArray(l, 2, out a1);
             self.SetPixels(a1);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 3)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             UnityEngine.Color[]   a1;
             checkArray(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             self.SetPixels(a1, a2);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
    void Create3DTexture()
    {
        int iTexSizeX = m_pClouds2DTex.width;
        int iTexSizeY = m_pClouds2DTex.height;
        int iTextureDepth = iTexSizeX / m_iLayersSquaredSize;
        int iLayerSize = m_iLayersSquaredSize * m_iLayersSquaredSize;
        m_pClouds3D = new Texture3D(m_iLayersSquaredSize, m_iLayersSquaredSize, iTextureDepth, TextureFormat.ARGB32, true);

        Color[] pTexColor = new Color[iTexSizeX * iTexSizeY];

        for (int x = 0; x < iTexSizeX; x++)
        {
            for (int y = 0; y < iTexSizeY; y++)
            {
                int iLayer = x / m_iLayersSquaredSize;

                int iLayerIndex = (y * m_iLayersSquaredSize) + (x % m_iLayersSquaredSize);
                int iIndex = (iLayer * iLayerSize) + iLayerIndex;

                Color tColor = m_pClouds2DTex.GetPixel(x, y);
                pTexColor[iIndex] = tColor;
            }
        }

        m_pClouds3D.SetPixels(pTexColor);
        m_pClouds3D.Apply(true);

        Shader.SetGlobalTexture("_CloudTex", m_pClouds3D);

        UpdateProperties();
    }
Esempio n. 7
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    public static Texture3D LoadVolumeFromFile(string fileName, TextureFormat format, int elementSize ,int width, int height, int depth)
    {
        BinaryReader br = new BinaryReader(File.Open(fileName, FileMode.Open, FileAccess.Read));
        Texture3D noiseTex = new Texture3D(width, height, depth, TextureFormat.RGBA32, false);
        noiseTex.filterMode = FilterMode.Bilinear;
        noiseTex.wrapMode = TextureWrapMode.Repeat;

        int numElements = width * height * depth;
        List<Color> colors = new List<Color>(numElements);


        // Get pixels from 2d texture for each slize in z direction
        for (int z = 0; z < depth; z++)
        {
            Texture2D tex2d = LoadTexture2DRaw(br, width, height, format, elementSize);
            colors.AddRange(tex2d.GetPixels());
        }
        //colors should now be filled with all pixels
        noiseTex.SetPixels(colors.ToArray());
        noiseTex.Apply(false);

        br.Close();
        return noiseTex;
   
    }
Esempio n. 8
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 static public int SetPixels(IntPtr l)
 {
     try{
         if (matchType(l, 2, typeof(UnityEngine.Color), typeof(System.Int32)))
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             UnityEngine.Color[]   a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             self.SetPixels(a1, a2);
             return(0);
         }
         else if (matchType(l, 2, typeof(UnityEngine.Color)))
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             UnityEngine.Color[]   a1;
             checkType(l, 2, out a1);
             self.SetPixels(a1);
             return(0);
         }
         LuaDLL.luaL_error(l, "No matched override function to call");
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Esempio n. 9
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        public void SetIdentityLut()
        {
            int dim = 16;
            Color[] newC = new Color[dim*dim*dim];
            float oneOverDim = 1.0f/(1.0f*dim - 1.0f);

            for (int i = 0; i < dim; i++)
            {
                for (int j = 0; j < dim; j++)
                {
                    for (int k = 0; k < dim; k++)
                    {
                        newC[i + (j*dim) + (k*dim*dim)] = new Color((i*1.0f)*oneOverDim, (j*1.0f)*oneOverDim,
                                                                    (k*1.0f)*oneOverDim, 1.0f);
                    }
                }
            }

            if (converted3DLut)
                DestroyImmediate(converted3DLut);
            converted3DLut = new Texture3D(dim, dim, dim, TextureFormat.ARGB32, false);
            converted3DLut.SetPixels(newC);
            converted3DLut.Apply();
            basedOnTempTex = "";
        }
 static public int SetPixels(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 2)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             UnityEngine.Color[]   a1;
             checkArray(l, 2, out a1);
             self.SetPixels(a1);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 3)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             UnityEngine.Color[]   a1;
             checkArray(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             self.SetPixels(a1, a2);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function SetPixels to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
Esempio n. 11
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 static public int SetPixels__A_Color(IntPtr l)
 {
     try {
         UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
         UnityEngine.Color[]   a1;
         checkArray(l, 2, out a1);
         self.SetPixels(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
    public Texture3D Generate3DTexture()
    {
        float r = 0.3f;
        Texture3D texture3D = new Texture3D(n, n, n, TextureFormat.ARGB32, true);
        int size = n * n * n;
        Color[] cols = new Color[size];
        int idx = 0;

        Color c = Color.white;
        float frequency = 0.01f / n;
        float center = n / 2.0f + 0.5f;

        for (int i = 0; i < n; i++) {
            for (int j = 0; j < n; j++) {
                for (int k = 0; k < n; k++, ++idx) {
                    float dx = center - i;
                    float dy = center - j;
                    float dz = center - k;

                    float off = Mathf.Abs(Perlin.Turbulence(i * frequency,
                                   j * frequency,
                                   k * frequency,
                                   6));

                    float d = Mathf.Sqrt(dx * dx + dy * dy + dz * dz) / (n);
                    //c.r = c.g = c.b = c.a = ((d-off) < r)?1.0f:0.0f;
                    float p = d - off;
                    c.r = c.g = c.b = c.a = Mathf.Clamp01(r - p);
                    cols[idx] = c;
                }
            }
        }

        //for(int i = 0; i < size; i++)
        //	Debug.Log (newC[i]);
        texture3D.SetPixels(cols);
        texture3D.Apply();
        renderer.material.SetTexture("g_densityTex", texture3D);
        texture3D.filterMode = FilterMode.Trilinear;
        texture3D.wrapMode = TextureWrapMode.Clamp;
        texture3D.anisoLevel = 1;

        //Color[] cs = texture3D.GetPixels();
        //for(int i = 0; i < 10; i++)
        //	Debug.Log (cs[i]);

        return texture3D;
    }
        public void Convert(Texture2D temp2DTex, string path)
        {
            // conversion fun: the given 2D texture needs to be of the format
            //  w * h, wheras h is the 'depth' (or 3d dimension 'dim') and w = dim * dim

            if (temp2DTex)
            {
                int dim = temp2DTex.width * temp2DTex.height;
                dim = temp2DTex.height;

                if (!ValidDimensions(temp2DTex))
                {
                    Debug.LogWarning("The given 2D texture " + temp2DTex.name + " cannot be used as a 3D LUT.");
                    basedOnTempTex = "";
                    return;
                }

                Color[] c = temp2DTex.GetPixels();
                Color[] newC = new Color[c.Length];

                for (int i = 0; i < dim; i++)
                {
                    for (int j = 0; j < dim; j++)
                    {
                        for (int k = 0; k < dim; k++)
                        {
                            int j_ = dim - j - 1;
                            newC[i + (j * dim) + (k * dim * dim)] = c[k * dim + i + j_ * dim * dim];
                        }
                    }
                }

                if (converted3DLut)
                    DestroyImmediate(converted3DLut);
                converted3DLut = new Texture3D(dim, dim, dim, TextureFormat.ARGB32, false);
                converted3DLut.SetPixels(newC);
                converted3DLut.Apply();
                basedOnTempTex = path;
            }
            else
            {
                // error, something went terribly wrong
                Debug.LogError("Couldn't color correct with 3D LUT texture. Image Effect will be disabled.");
            }
        }
    public static void Generate3DTexture(ref Texture3D texture3D, int n)
    {
        float r = 0.3f;
        int size = n * n * n;
        Color[] cols = new Color[size];
        int idx = 0;

        Color c = Color.white;
        float frequency = 0.01f / n;
        float center = n / 2.0f + 0.5f;

        for (int i = 0; i < n; i++)
        {
            for (int j = 0; j < n; j++)
            {
                for (int k = 0; k < n; k++, ++idx)
                {
                    float dx = center - i;
                    float dy = center - j;
                    float dz = center - k;

                    float off = Mathf.Abs(Perlin.Turbulence(i * frequency,
                                   j * frequency,
                                   k * frequency,
                                   6));

                    float d = Mathf.Sqrt(dx * dx + dy * dy + dz * dz) / (n);
                    //c.r = c.g = c.b = c.a = ((d-off) < r)?1.0f:0.0f;
                    float p = d - off;
                    c.r = c.g = c.b = c.a = Mathf.Clamp01(r - p);
                    cols[idx] = c;
                }
            }
        }

        //for(int i = 0; i < size; i++)
        //	Debug.Log (newC[i]);
        texture3D.SetPixels(cols);
        texture3D.Apply();
        texture3D.filterMode = FilterMode.Trilinear;
        texture3D.wrapMode = TextureWrapMode.Clamp;
        texture3D.anisoLevel = 1;
    }
 void Start()
 {
     tex = new Texture3D (size, size, size, TextureFormat.ARGB32, true);
     var cols = new Color[size * size * size];
     float mul = 1.0f / (size - 1);
     int idx = 0;
     Color c = Color.white;
     for (int z = 0; z < size; ++z) {
         for (int y = 0; y < size; ++y) {
             for (int x = 0; x < size; ++x, ++idx) {
                 c.r = 1f - (Mathf.Abs(x-size * .5f) * 2f * mul);
                 c.g = 1f - (Mathf.Abs(y-size * .5f) * 2f * mul);
                 c.b = 1f - (Mathf.Abs(z-size * .5f) * 2f * mul);
                 cols [idx] = c;
             }
         }
     }
     tex.SetPixels (cols);
     tex.Apply ();
     renderer.material.SetTexture ("_Volume", tex);
 }
Esempio n. 16
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    public static Texture3D LoadVolumeFromFile(string fileName)
    {
        int x, y, z;
        x = y = z = 16;
        // int numElementsTotal  = 16*16*16 + 8*8*8 + 4*4*4 + 2*2*2 + 1; // all mip levels
        BinaryReader br = new BinaryReader(File.Open(fileName, FileMode.Open, FileAccess.Read));
        int headerSize = 5 * sizeof(int);

        br.ReadBytes(headerSize); // skip header info
        Texture3D noiseTex = new Texture3D(x, y, z, TextureFormat.RGBA32, true);
        noiseTex.filterMode = FilterMode.Bilinear;
        noiseTex.wrapMode = TextureWrapMode.Repeat;
   
        int maxMipLevel = 16;
        for (int mipLevel = 0; mipLevel < 5; mipLevel++)
        {
            ////int dimMipLevel = Mathf.Pow(2,(float)(4-mipLevel));  // dimension of miplevel 16, 8, 4, 2, 1
            int dimMipLevel = maxMipLevel >> mipLevel;
            int numElMip = dimMipLevel * dimMipLevel * dimMipLevel;
            //Color[] colors = new Color[numElMip];
            List<Color> colors = new List<Color>(numElMip);

            // Get pixels from 2d texture for each slize in z direction
            for (z = 0; z < dimMipLevel; z++)
            {
                Texture2D tex2d = LoadTexture2DRaw(br, dimMipLevel, dimMipLevel);
                colors.AddRange(tex2d.GetPixels());
            }
            //colors should now be filled with all pixels
            noiseTex.SetPixels(colors.ToArray(), mipLevel);
            noiseTex.Apply(false);

        }
        br.Close();
        return noiseTex;
    }
        internal bool Convert(Texture2D lookupTexture)
        {
            if (!SystemInfo.supports3DTextures)
            {
                Debug.LogError("System does not support 3D textures");
                return false;
            }
            else if (lookupTexture == null)
            {
                SetIdentityLut();
            }
            else
            {
                if (converted3DLut != null)
                {
                    DestroyImmediate(converted3DLut);
                }

                if (lookupTexture.mipmapCount > 1)
                {
                    Debug.LogError("Lookup texture must not have mipmaps");
                    return false;
                }

                try
                {
                    int dim = lookupTexture.width * lookupTexture.height;
                    dim = lookupTexture.height;

                    if (!ValidDimensions(lookupTexture))
                    {
                        Debug.LogError("Lookup texture dimensions must be a power of two. The height must equal the square root of the width.");
                        return false;
                    }

                    var c = lookupTexture.GetPixels();
                    var newC = new Color[c.Length];

                    for (int i = 0; i < dim; i++)
                    {
                        for (int j = 0; j < dim; j++)
                        {
                            for (int k = 0; k < dim; k++)
                            {
                                int j_ = dim - j - 1;
                                newC[i + (j * dim) + (k * dim * dim)] = c[k * dim + i + j_ * dim * dim];
                            }
                        }
                    }

                    converted3DLut = new Texture3D(dim, dim, dim, TextureFormat.ARGB32, false);
                    converted3DLut.SetPixels(newC);
                    converted3DLut.Apply();
                    lutSize = converted3DLut.width;
                    converted3DLut.wrapMode = TextureWrapMode.Clamp;
                }
                catch (Exception ex)
                {
                    Debug.LogError("Unable to convert texture to LUT texture, make sure it is read/write. Error: " + ex);
                }
            }

            return true;
        }
        public void SetIdentityLut()
        {
            if (!SystemInfo.supports3DTextures)
            {
                return;
            }
            else if (converted3DLut != null)
            {
                DestroyImmediate(converted3DLut);
            }

            int dim = 16;
            var newC = new Color[dim * dim * dim];
            float oneOverDim = 1.0f / (1.0f * dim - 1.0f);

            for (int i = 0; i < dim; i++)
            {
                for (int j = 0; j < dim; j++)
                {
                    for (int k = 0; k < dim; k++)
                    {
                        newC[i + (j * dim) + (k * dim * dim)] = new Color((i * 1.0f) * oneOverDim, (j * 1.0f) * oneOverDim, (k * 1.0f) * oneOverDim, 1.0f);
                    }
                }
            }

            converted3DLut = new Texture3D(dim, dim, dim, TextureFormat.ARGB32, false);
            converted3DLut.SetPixels(newC);
            converted3DLut.Apply();
            lutSize = converted3DLut.width;
            converted3DLut.wrapMode = TextureWrapMode.Clamp;
        }
Esempio n. 19
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	public Texture3D Create3DTexture(int width, int height, int depth, int frame)
	{
		MegaFlowFrame f = frames[frame];

		if ( width == 0 || height == 0 || depth == 0 )
			return null;

		width = Mathf.ClosestPowerOfTwo(width);
		height = Mathf.ClosestPowerOfTwo(height);
		depth = Mathf.ClosestPowerOfTwo(depth);

		Texture3D tex = new Texture3D(width, height, depth, TextureFormat.RGB24, false);
		tex.wrapMode = TextureWrapMode.Repeat;
		tex.anisoLevel = 0;

		Color[] cols = new Color[width * height * depth];

		float max = 0.0f;

		for ( int i = 0; i < f.vel.Count; i++ )
		{
			float m = f.vel[i].sqrMagnitude;

			if ( m > max )
				max = m;
		}

		float len = Mathf.Sqrt(max);
		Vector3 p;
		Color c = Color.white;
		bool inbounds = false;
#if false
		for ( int x = 0; x < width; x++ )
		{
			p.x = ((float)x / (float)width) * f.size.x;

			for ( int y = 0; y < height; y++ )
			{
				p.y = ((float)y / (float)height) * f.size.y;

				for ( int z = 0; z < depth; z++ )
				{
					p.z = ((float)z / (float)depth) * f.size.z;

					Vector3 vel = f.GetGridVel(p, ref inbounds);
					vel /= len;
					c.r = (vel.x * 0.5f) + 0.5f;
					c.g = (vel.y * 0.5f) + 0.5f;
					c.b = (vel.z * 0.5f) + 0.5f;
					cols[(x * depth * height) + (z * height) + y] = c;
				}
			}
		}
#endif

		int ix = 0;
		for ( int z = 0; z < depth; z++ )
		{
			p.z = ((float)z / (float)depth) * f.size.z;

			for ( int y = 0; y < height; y++ )
			{
				p.y = ((float)y / (float)height) * f.size.y;

				for ( int x = 0; x < width; x++ )
				{
					p.x = ((float)x / (float)width) * f.size.x;

					Vector3 vel = f.GetGridVel(p, ref inbounds);
					vel /= len;
					c.r = (vel.x * 0.5f) + 0.5f;
					c.g = (vel.y * 0.5f) + 0.5f;
					c.b = (vel.z * 0.5f) + 0.5f;
					cols[ix++] = c;
				}
			}
		}

		tex.SetPixels(cols);
		tex.Apply();
		return tex;
	}
Esempio n. 20
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        /**
         * Return a volume texture containing a representation of this distance field.
         */
        public Texture3D GetVolumeTexture(int size)
        {
            if (Root == null) return null;

            // upper bound of the distance from any point inside the bounds to the surface.
            float maxDist = Mathf.Max(Root.bounds.size.x,Root.bounds.size.y,Root.bounds.size.z);

            float spacingX = Root.bounds.size.x / (float)size;
            float spacingY = Root.bounds.size.y / (float)size;
            float spacingZ = Root.bounds.size.z / (float)size;

            Texture3D tex = new Texture3D (size, size, size, TextureFormat.ARGB32, false);

            var cols = new Color[size*size*size];
            int idx = 0;
            Color c = Color.black;

            Vector3 gradient;
            for (int z = 0; z < size; ++z)
            {
            for (int y = 0; y < size; ++y)
            {
                for (int x = 0; x < size; ++x, ++idx)
                {
                    Vector3 samplePoint = Root.bounds.min + new Vector3(spacingX * x + spacingX*0.5f,
                                                     					spacingY * y + spacingY*0.5f,
                                                      					spacingZ * z + spacingZ*0.5f);

                    float distance = DistanceAndGradientAt(samplePoint,out gradient);

                    if (distance >= 0)
                        c.r = distance.Remap(0,maxDist*0.1f,0.5f,1);
                    else
                        c.r = distance.Remap(-maxDist*0.1f,0,0,0.5f);

                    cols[idx] = c;
                }
            }
            }
            tex.SetPixels (cols);
            tex.Apply ();
            return tex;
        }
Esempio n. 21
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    void UpdateLut()
    {
        UpdateUserLut();
        UpdateCurve();       

        float lutA = GetLutA();

        SimplePolyFunc polyToe;
        SimplePolyFunc polyLinear;
        SimplePolyFunc polyShoulder;

        float gammaSpace = 2.2f;

        float x0 = Mathf.Pow(1.0f/3.0f, gammaSpace);
        float shoulderBase = .7f;
        float x1 = Mathf.Pow(shoulderBase, gammaSpace);
        float gammaHighY = Mathf.Pow(shoulderBase, 1.0f + (lutShoulder) * 1.0f);
        float y1 = Mathf.Pow(gammaHighY, gammaSpace);

        float y0 = 0.0f;
        {
            float t = x0 / x1;
            float lin = t * y1;
            float low = lin * (1.0f-lutToe*.5f);
            y0 = low;
        }

        float dx = x1 - x0;
        float dy = y1 - y0;

        float m = 0.0f;
        if (dx > 0 && dy > 0)
            m = dy / dx;

        // linear section, power is 1, slope is m
        polyLinear.x0 = x0;
        polyLinear.y0 = y0;
        polyLinear.A = m;
        polyLinear.B = 1.0f;
        polyLinear.signX = 1.0f;
        polyLinear.signY = 1.0f;
        polyLinear.logA = Mathf.Log(m);

        // toe
        polyToe = polyLinear;
        polyToe.Initialize(x0, y0, m);

        float linearW = GetWhitePoint();

        {
            // shoulder, first think about it "backwards"
            float offsetX = linearW - x1;
            float offsetY = 1.0f - y1;

            polyShoulder = polyLinear;
            polyShoulder.Initialize(offsetX, offsetY, m);

            // flip horizontal
            polyShoulder.signX = -1.0f;
            polyShoulder.x0 = -linearW;

            // flip vertical
            polyShoulder.signY = -1.0f;
            polyShoulder.y0 = 1.0f;
        }

        int dim = 32;
        Color[] newC = new Color[dim * dim * dim];
        float oneOverDim = 1.0f / (1.0f * dim - 1.0f);

        Color normS = NormalizeColor(lutShadows);
        Color normM = NormalizeColor(lutMidtones);
        Color normH = NormalizeColor(lutHighlights);

        float avgS = (normS.r + normS.g + normS.b) / 3.0f;
        float avgM = (normM.r + normM.g + normM.b) / 3.0f;
        float avgH = (normH.r + normH.g + normH.b) / 3.0f;

        // these are magic numbers
        float liftScale = .1f;
        float gammaScale = .5f;
        float gainScale = .5f;

        float liftR = (normS.r - avgS) * liftScale;
        float liftG = (normS.g - avgS) * liftScale;
        float liftB = (normS.b - avgS) * liftScale;

        float gammaR = Mathf.Pow(2.0f, (normM.r - avgM) * gammaScale);
        float gammaG = Mathf.Pow(2.0f, (normM.g - avgM) * gammaScale);
        float gammaB = Mathf.Pow(2.0f, (normM.b - avgM) * gammaScale);

        float gainR = Mathf.Pow(2.0f, (normH.r - avgH) * gainScale);
        float gainG = Mathf.Pow(2.0f, (normH.g - avgH) * gainScale);
        float gainB = Mathf.Pow(2.0f, (normH.b - avgH) * gainScale);

        float minGamma = .01f;
        float invGammaR = 1.0f / Mathf.Max(minGamma, gammaR);
        float invGammaG = 1.0f / Mathf.Max(minGamma, gammaG);
        float invGammaB = 1.0f / Mathf.Max(minGamma, gammaB);

        for (int i = 0; i < dim; i++)
        {
            for (int j = 0; j < dim; j++)
            {
                for (int k = 0; k < dim; k++)
                {
                    float srcR = (i * 1.0f) * oneOverDim;
                    float srcG = (j * 1.0f) * oneOverDim;
                    float srcB = (k * 1.0f) * oneOverDim;


                    float dstR = EvalFilmicHelper(srcR, lutA,
                        polyToe,
                        polyLinear,
                        polyShoulder,
                        x0, x1, linearW);

                    float dstG = EvalFilmicHelper(srcG, lutA,
                        polyToe,
                        polyLinear,
                        polyShoulder,
                        x0, x1, linearW);

                    float dstB = EvalFilmicHelper(srcB, lutA,
                        polyToe,
                        polyLinear,
                        polyShoulder,
                        x0, x1, linearW);

                    // enable lut
                    if (enableUserLut)
                    {
                        Color c = SampleLutLinear(dstR, dstG, dstB);
                        dstR = c.r;
                        dstG = c.g;
                        dstB = c.b;
                    }

                    dstR = EvalCurveGradingHelper(dstR, liftR, invGammaR, gainR);
                    dstG = EvalCurveGradingHelper(dstG, liftG, invGammaG, gainG);
                    dstB = EvalCurveGradingHelper(dstB, liftB, invGammaB, gainB);
                    
                    if (enableColorGrading)
                    {
                        // saturation
                        float midVal = (dstR + dstG + dstB) / 3.0f;
                        dstR = midVal + (dstR - midVal) * lutSaturation;
                        dstG = midVal + (dstG - midVal) * lutSaturation;
                        dstB = midVal + (dstB - midVal) * lutSaturation;
                    }

                    newC[i + (j * dim) + (k * dim * dim)] = new Color(dstR, dstG, dstB, 1.0f);
                }
            }
        }

        if (lutTex)
            DestroyImmediate(lutTex);

        lutTex = new Texture3D(dim, dim, dim, TextureFormat.ARGB32, false);
        lutTex.filterMode = FilterMode.Bilinear;
        lutTex.wrapMode = TextureWrapMode.Clamp;
        lutTex.hideFlags = HideFlags.DontSave;

        lutTex.SetPixels(newC);
        lutTex.Apply();

#if false
        if (false)
        {
            // Instad of doing a single 3D lut, I tried doing this as 3x 1D luts.  Or rather,
            // a single lut with separate curves baked into RGB channels.  It wasn't actually faster
            // do it's disabled.  But there are two reasons why in the future it might be useful:

            // 1.  If it turns out that 3x 1D luts are faster on some hardware, it might be worth it.
            // 2.  Updating the 3D LUT is quite slow so you can't change it every frame.  If the
            //        parameters need to lerp than the 1D version might  be worthwhile.
            CreateFilmicCurveHelper(lutA,
               polyToe,
               polyLinear,
               polyShoulder,
               x0, x1, linearW,
               liftR, invGammaR, gainR,
               liftG, invGammaG, gainG,
               liftB, invGammaB, gainB);
        }
#endif
    }
Esempio n. 22
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 private static void DecodeFloat3D(int w, int h, int d, int c, float min, float max, RenderTexture tex, Color[] map, ComputeShader shader)
 {
     Color[] array = new Color[w * h * d];
     Color[] array2 = new Color[w * h * d];
     Color[] array3 = new Color[w * h * d];
     Color[] array4 = new Color[w * h * d];
     for (int i = 0; i < w; i++)
     {
         for (int j = 0; j < h; j++)
         {
             for (int k = 0; k < d; k++)
             {
                 array[i + j * w + k * w * h] = new Color(0f, 0f, 0f, 0f);
                 array2[i + j * w + k * w * h] = new Color(0f, 0f, 0f, 0f);
                 array3[i + j * w + k * w * h] = new Color(0f, 0f, 0f, 0f);
                 array4[i + j * w + k * w * h] = new Color(0f, 0f, 0f, 0f);
                 if (c > 0)
                 {
                     array[i + j * w + k * w * h] = map[(i + j * w + k * w * h) * c];
                 }
                 if (c > 1)
                 {
                     array2[i + j * w + k * w * h] = map[(i + j * w + k * w * h) * c + 1];
                 }
                 if (c > 2)
                 {
                     array3[i + j * w + k * w * h] = map[(i + j * w + k * w * h) * c + 2];
                 }
                 if (c > 3)
                 {
                     array4[i + j * w + k * w * h] = map[(i + j * w + k * w * h) * c + 3];
                 }
             }
         }
     }
     Texture3D texture3D = new Texture3D(w, h, d, TextureFormat.ARGB32, false);
     texture3D.hideFlags = HideFlags.HideAndDontSave;
     texture3D.filterMode = FilterMode.Point;
     texture3D.wrapMode = TextureWrapMode.Clamp;
     texture3D.SetPixels(array);
     texture3D.Apply();
     Texture3D texture3D2 = new Texture3D(w, h, d, TextureFormat.ARGB32, false);
     texture3D2.hideFlags = HideFlags.HideAndDontSave;
     texture3D2.filterMode = FilterMode.Point;
     texture3D2.wrapMode = TextureWrapMode.Clamp;
     texture3D2.SetPixels(array2);
     texture3D2.Apply();
     Texture3D texture3D3 = new Texture3D(w, h, d, TextureFormat.ARGB32, false);
     texture3D3.hideFlags = HideFlags.HideAndDontSave;
     texture3D3.filterMode = FilterMode.Point;
     texture3D3.wrapMode = TextureWrapMode.Clamp;
     texture3D3.SetPixels(array3);
     texture3D3.Apply();
     Texture3D texture3D4 = new Texture3D(w, h, d, TextureFormat.ARGB32, false);
     texture3D4.hideFlags = HideFlags.HideAndDontSave;
     texture3D4.filterMode = FilterMode.Point;
     texture3D4.wrapMode = TextureWrapMode.Clamp;
     texture3D4.SetPixels(array4);
     texture3D4.Apply();
     shader.SetFloat("_Min", min);
     shader.SetFloat("_Max", max);
     shader.SetTexture(0, "_TexR", texture3D);
     shader.SetTexture(0, "_TexG", texture3D2);
     shader.SetTexture(0, "_TexB", texture3D3);
     shader.SetTexture(0, "_TexA", texture3D4);
     shader.SetTexture(0, "des", tex);
     shader.Dispatch(0, w, h, d);
     UnityEngine.Object.Destroy(texture3D);
     UnityEngine.Object.Destroy(texture3D2);
     UnityEngine.Object.Destroy(texture3D3);
     UnityEngine.Object.Destroy(texture3D4);
 }
Esempio n. 23
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		protected void ConvertBaseTexture()
		{
			if (!ValidDimensions(LookupTexture))
			{
				Debug.LogWarning("The given 2D texture " + LookupTexture.name + " cannot be used as a 3D LUT. Pick another texture or adjust dimension to e.g. 256x16.");
				return;
			}

			m_BaseTextureName = LookupTexture.name;

			int dim = LookupTexture.height;

			Color[] c = LookupTexture.GetPixels();
			Color[] newC = new Color[c.Length];

			for (int i = 0; i < dim; i++)
			{
				for (int j = 0; j < dim; j++)
				{
					for (int k = 0; k < dim; k++)
					{
						int j_ = dim - j - 1;
						newC[i + (j * dim) + (k * dim * dim)] = c[k * dim + i + j_ * dim * dim];
					}
				}
			}

			if (m_Lut3D)
				DestroyImmediate(m_Lut3D);

			m_Lut3D = new Texture3D(dim, dim, dim, TextureFormat.ARGB32, false);
			m_Lut3D.hideFlags = HideFlags.HideAndDontSave;
			m_Lut3D.wrapMode = TextureWrapMode.Clamp;
			m_Lut3D.SetPixels(newC);
			m_Lut3D.Apply();
		}
Esempio n. 24
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    public void GenerateVolumeTexture()
    {
        // sort
        //System.Array.Sort(slices, (x, y) => x.name.CompareTo(y.name));

        // use a bunch of memory!
        _volumeBuffer = new Texture3D(volumeWidth, volumeHeight, volumeDepth, TextureFormat.ARGB32, false);

        var w = _volumeBuffer.width;
        var h = _volumeBuffer.height;
        var d = _volumeBuffer.depth;

        // skip some slices if we can't fit it all in
        var countOffset = (slices.Length - 1) / (float)d;

        var volumeColors = new Color[w * h * d];

        var sliceCount = 0;
        var sliceCountFloat = 0f;
        for(int z = 0; z < d; z++)
        {
            sliceCountFloat += countOffset;
            sliceCount = Mathf.FloorToInt(sliceCountFloat);
            for(int x = 0; x < w; x++)
            {
                for(int y = 0; y < h; y++)
                {
                    var idx = x + (y * w) + (z * (w * h));
                    volumeColors[idx] = slices[sliceCount].GetPixelBilinear(x / (float)w, y / (float)h);
                    if(increaseVisiblity)
                    {
                        volumeColors[idx].a *= volumeColors[idx].r;
                    }
                }
            }
        }

        _volumeBuffer.SetPixels(volumeColors);
        _volumeBuffer.Apply();

        _rayMarchMaterial.SetTexture("_VolumeTex", _volumeBuffer);
    }
Esempio n. 25
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            // Build voxel object
            public virtual float Build(Storage voxels, Bounds bounds)
            {
                // Check for given array
                if (voxels != null)
                {
                    //if (colorAssignments != null)
                    {
                        // Check for non-empty array
                        if (voxels.Count > 0)
                        {
                            // Get iterator
                            if (iterator == null)
                            {
                                iterator        = voxels.GetIterator();
                                currentProgress = 0;
                            }

                            if (texture == null)
                            {
                                if (superSamplingCount <= 0)
                                {
                                    superSamplingCount = 1;
                                }

                                // Calculate target resolution
                                int textureWidth  = (voxels.Width + superSamplingCount - 1) / superSamplingCount;
                                int textureHeight = (voxels.Height + superSamplingCount - 1) / superSamplingCount;
                                int textureDepth  = (voxels.Depth + superSamplingCount - 1) / superSamplingCount;

                                // Make resolution 2^n, if flag is set
                                if (powerOfTwo)
                                {
                                    textureWidth  = (int)Math.Pow(2, Math.Ceiling(Math.Log((float)textureWidth) / Math.Log(2)));
                                    textureHeight = (int)Math.Pow(2, Math.Ceiling(Math.Log((float)textureHeight) / Math.Log(2)));
                                    textureDepth  = (int)Math.Pow(2, Math.Ceiling(Math.Log((float)textureDepth) / Math.Log(2)));
                                }

                                if (textureWidth != 0 && textureHeight != 0 && textureDepth != 0)
                                {
                                    texels = new Color[textureWidth * textureHeight * textureDepth];
                                    counts = new float[textureWidth * textureHeight * textureDepth];

                                    hdr |= voxels.HasHDR();

                                    // Create new texture instance
                                    texture = new UnityEngine.Texture3D(textureWidth, textureHeight, textureDepth, hdr ? TextureFormat.RGBAHalf : TextureFormat.RGBA32, 4);
                                    if (texture != null)
                                    {
                                        //texture.filterMode = FilterMode.Point;
                                        texture.wrapMode = TextureWrapMode.Clamp;
                                    }
                                }
                            }

                            if (texture != null)
                            {
                                // Process voxels in steps
                                for (int number = 0; number < 10; ++number)
                                {
                                    // Retrieve color and coordinate for current cell
                                    int   x, y, z;
                                    Color color = iterator.GetNextColor(out x, out y, out z);

                                    // Check for valid voxel
                                    if (color.a > 0)
                                    {
                                        var index = x / superSamplingCount + (y / superSamplingCount + z / superSamplingCount * texture.height) * texture.width;

                                        // Store color to texels array
                                        texels[index] += color;
                                        ++counts[index];
                                    }
                                    else
                                    {
                                        iterator = null;
                                        break;
                                    }
                                }

                                // Return current progress when building has not been finished
                                if (iterator != null)
                                {
                                    return(currentProgress = (float)iterator.Number / (float)(voxels.Count + 1));
                                }
                                else
                                {
                                    // Calculate weight factor for every source cell
                                    var samplingFactor = 1f / (superSamplingCount * superSamplingCount * superSamplingCount);

                                    // Normalize colors and expand edges or blend with background
                                    for (int index = 0; index < texels.Length; ++index)
                                    {
                                        if (counts[index] > 0)
                                        {
                                            if (expandEdges)
                                            {
                                                texels[index].r /= counts[index];
                                                texels[index].g /= counts[index];
                                                texels[index].b /= counts[index];
                                                texels[index].a *= samplingFactor;
                                            }
                                            else
                                            {
                                                texels[index] /= counts[index];
                                                texels[index] += backgroundColor * (1 - texels[index].a);
                                            }
                                        }
                                        else
                                        {
                                            if (!expandEdges)
                                            {
                                                texels[index] = backgroundColor;
                                            }
                                        }
                                    }

                                    if (expandEdges)
                                    {
                                        bool repeat;

                                        do
                                        {
                                            repeat = false;

                                            // Process all cells
                                            for (int index = 0; index < texels.Length; ++index)
                                            {
                                                // Check if current cell is empty
                                                if (counts[index] == 0)
                                                {
                                                    var column = index % texture.width;
                                                    var row    = index / texture.width % texture.height;
                                                    var slice  = index / texture.width / texture.height;

                                                    var color = new Color(0, 0, 0, 0);
                                                    var count = 0f;

                                                    // Sum up all colors of direct neighbor cells
                                                    for (int offset = 0; offset < 6; ++offset)
                                                    {
                                                        // Get offset by current index
                                                        var offsetX = offset == 0 ? -1 : offset == 1 ? 1 : 0;
                                                        var offsetY = offset == 2 ? -1 : offset == 3 ? 1 : 0;
                                                        var offsetZ = offset == 4 ? -1 : offset == 5 ? 1 : 0;

                                                        var offsetColumn = column + offsetX;
                                                        if (offsetColumn >= 0 && offsetColumn < texture.width)
                                                        {
                                                            var offsetRow = row + offsetY;
                                                            if (offsetRow >= 0 && offsetRow < texture.height)
                                                            {
                                                                var offsetSlice = slice + offsetZ;
                                                                if (offsetSlice >= 0 && offsetSlice < texture.depth)
                                                                {
                                                                    var offsetIndex = offsetColumn + (offsetRow + offsetSlice * texture.height) * texture.width;

                                                                    // Check if neighbor includes an original color or one that has been set in a previous iteration
                                                                    if (counts[offsetIndex] > 0)
                                                                    {
                                                                        // Sum color components and increase quantity counter for later normalization
                                                                        color += texels[offsetIndex];
                                                                        ++count;
                                                                    }
                                                                }
                                                            }
                                                        }
                                                    }

                                                    if (count > 0)
                                                    {
                                                        // Normalize target color but set full transparency
                                                        texels[index].r = color.r / count;
                                                        texels[index].g = color.g / count;
                                                        texels[index].b = color.b / count;
                                                        texels[index].a = 0;

                                                        // Flag index as processed in this loop and enable next one
                                                        counts[index] = -count;
                                                        repeat        = true;
                                                    }
                                                }
                                            }

                                            // Unset processing flags for next iteration
                                            for (int index = 0; index < texels.Length; ++index)
                                            {
                                                if (counts[index] < 0)
                                                {
                                                    counts[index] = -counts[index];
                                                }
                                            }
                                        }while (repeat);
                                    }

                                    // Transfer all texel colors to the texture
                                    texture.SetPixels(texels);
                                }
                            }
                        }
                    }
                }

                // Check for texture and color array
                if (texture != null)
                {
                    // Apply color changes on texture
                    texture.Apply();
                }

                // Reset current processing data
                iterator = null;

                return(currentProgress = 1);
            }