Exemplo n.º 1
0
 /*
  *      Set Texture Data. Setting a pixel out of bound does nothing
  */
 protected void SetPixel(int x, int y, HColor pixel)
 {
     if (IndexInBounds(x, y))
     {
         m_pixels[ToArrayCoords(x, y)] = pixel;
     }
 }
Exemplo n.º 2
0
 /// <summary>
 /// Set Data from Texture2D
 /// </summary>
 private bool SetPixels(Texture2D source)
 {
     if (!TextureOperations.IsReadableWritable(source))
     {
         Console.LogError("TexturePixelSource GetData(): source Texture2D(" + source.name + ") is compressed and therefore not readable");
         return(false);
     }
     else
     {
         // If the source is not the desired size resize it
         if (source.width != Width || source.height != Height)
         {
             source = TextureOperations.ResizeTexture(source, Width, Height);
         }
         // Get Mip level 0 pixels
         for (int x = 0; x < Width; ++x)
         {
             for (int y = 0; y < Height; ++y)
             {
                 mPixels[(y * Width) + x] = new HColor(source.GetPixel(x, y));
             }
         }
         return(true);
     }
 }
Exemplo n.º 3
0
        // ** SINGLE PIXEL BLEND FUNCTIONS ** //

        /*
         *      Pixel2 is the 'top' pixel, Pixel1 is the bottom
         */

        static public HColor BlendPixelsLayer(HColor pixel1, HColor pixel2)
        {
            float a           = pixel2.a / 255f;
            float aComplement = 1 - (pixel2.a / 255f);
            byte  r           = (byte)((pixel1.r * aComplement) + (pixel2.r * a));
            byte  g           = (byte)((pixel1.g * aComplement) + (pixel2.g * a));
            byte  b           = (byte)((pixel1.b * aComplement) + (pixel2.b * a));

            return(new HColor(r, g, b, pixel2.a));
        }
Exemplo n.º 4
0
        /* Filter a pixel based on some parameters and return a color value */
        public override HColor FilterPixel(HColor source)
        {
            HSVA pixel = HueSaturationValue.ColorToHSV(source);

            pixel.h = (pixel.h + mHSVA.h) % 360;
            pixel.s = Mathf.Clamp01(pixel.s + mHSVA.s);
            pixel.v = Mathf.Clamp01(pixel.v * mHSVA.v);
            pixel.a = Mathf.Clamp01(pixel.a * mHSVA.a);

            return(HueSaturationValue.HSVToHColor(pixel));
        }
Exemplo n.º 5
0
        /* Filter a pixel based on some parameters and return a color value */
        public override HColor FilterPixel(HColor source)
        {
            HSVA pixel = HueSaturationValue.ColorToHSV(source);

            /* Set the source pixel Hue */
            pixel.h = mHSVA.h;

            pixel.s = pixel.s * mHSVA.s;
            pixel.v = pixel.v * mHSVA.v;

            /* Apply alpha as a multiplier */
            pixel.a *= mHSVA.a;

            return(HueSaturationValue.HSVToHColor(pixel));
        }
Exemplo n.º 6
0
        /*
         *      We combine the layers using a Top down per pixel approach
         *      for each pixel we traverse down
         *      the layers but only if the lower layer's pixel is visible
         */
        protected virtual void FlattenDirtyPixels(int interval, int offset)
        {
            int startX = (int)mDirtyPixels.x + offset;
            int startY = (int)mDirtyPixels.y;
            int endX   = (int)mDirtyPixels.x + (int)mDirtyPixels.width;
            int endY   = (int)mDirtyPixels.y + (int)mDirtyPixels.height;

            // For each Dirty Pixel
            for (int x = startX; x < endX; x += interval)
            {
                for (int y = startY; y < endY; ++y)
                {
                    mResultTexture.SetPixel(x, y, HColor.ToUnityColor(FlattenPixel(x, y, mLayers.Count, mLayers)));
                }
            }
        }
Exemplo n.º 7
0
        /// <summary>
        /// Flatten a Pixel of the Complex Texture. Recurse down the layers and combine pixels
        /// </summary>
        protected HColor FlattenPixel(int x, int y, int level, List <PixelSourceLayer> layers)
        {
            // Base Case 1
            switch (level)
            {
            case 0:
                return(new HColor(0, 0, 0, 0));

            case 1:
                return(layers[0][x, y]);

            default:
                PixelSourceLayer currentLayer = layers[level - 1];

                // Optimization 1: Out of PixelSource Bounds
                // If we are out of bounds for this layer don't bother Blending Pixels, go to next layer
                if (!currentLayer.IndexInBounds(x, y))
                {
                    return(FlattenPixel(x, y, level - 1, layers));
                }

                HColor pixel = currentLayer[x, y];
                Pixel.PixelBlendMode blendMode = currentLayer.PixelBlendMode;

                // Optimization 2
                // If layer Blendmode == Layer, and alpha is 1, get the hell out of here
                if (blendMode == Pixel.PixelBlendMode.Layer)
                {
                    // Quick Exit
                    if (pixel.a == 255)
                    {
                        return(pixel);
                    }

                    // If 100% transparent go down to next layer
                    if (pixel.a == 0)
                    {
                        return(FlattenPixel(x, y, level - 1, layers));
                    }
                }

                // Else recurse down and combine pixel with the result of the lower pixel
                Pixel.BlendPixels blendFunction = Pixel.GetBlendFunction(blendMode);
                return(blendFunction(FlattenPixel(x, y, level - 1, layers), pixel));
            }
        }
Exemplo n.º 8
0
        /*
         *      We combine the layers using a Top down per pixel approach
         *      for each pixel we traverse down
         *      the layers but only if the lower layer's pixel is visible
         */
        protected override void FlattenDirtyPixels(int interval, int offset)
        {
            // for each zone
            List <PixelSourceLayer> zoneLayers;
            Rect dirtyPixels;

            int startX;
            int startY;
            int endX;
            int endY;

            // For each Zone check if it has dirty pixels
            for (int z = 0; z < mZones.Count; ++z)
            {
                // If there is a intersection with Dirty Rect
                dirtyPixels = RectUtility.PixelIntersection(mDirtyPixels, mZones[z].Area);
                if (dirtyPixels.width > 0 && dirtyPixels.height > 0)
                {
                    // Flatten only layers that belong to this zone in dirty rect
                    zoneLayers = mZones[z].ZoneLayers;

                    if (zoneLayers.Count > 0)
                    {
                        startX = (int)dirtyPixels.x + offset;
                        startY = (int)dirtyPixels.y;
                        endX   = (int)dirtyPixels.x + (int)dirtyPixels.width;
                        endY   = (int)dirtyPixels.y + (int)dirtyPixels.height;

                        // For each Dirty Pixel
                        for (int x = startX; x < endX; x += interval)
                        {
                            for (int y = startY; y < endY; ++y)
                            {
                                // If the Dirty mask is set to true
                                mResultTexture.SetPixel(x, y, HColor.ToUnityColor(FlattenPixel(x, y, zoneLayers.Count, zoneLayers)));
                            }
                        }
                    }
                }
            }
        }
        /* Filter a pixel based on some parameters and return a color value */
        public override HColor FilterPixel(HColor source)
        {
            HSVA pixel = HueSaturationValue.ColorToHSV(source);

            /* Set the source pixel Hue */
            pixel.h = mHSVA.h;

            /*
             *      Assume the source pixel has saturation 1 and subtract inverse of saturation from it
             *      This subtractive process will not saturate white pixels like highlites
             */
            pixel.s = Mathf.Clamp01(pixel.s - (1 - mHSVA.s));

            /*
             *      Use the value as an exponent to darken pixels
             *      This method does not darken white pixels ( to maintain highlights )
             */
            pixel.v = Mathf.Clamp01(Mathf.Pow(pixel.v, 1 + (1 - (mHSVA.v)) * 2.5f));

            /* Apply alpha as a multiplier */
            pixel.a *= mHSVA.a;

            return(HueSaturationValue.HSVToHColor(pixel));
        }
Exemplo n.º 10
0
 /*
  *      Constructor
  */
 public SolidColorPixelSource(int width, int height, Color color)
     : base(width, height)
 {
     mColor   = new HColor(color);
     mIsWhite = (color == Color.white);
 }
Exemplo n.º 11
0
 public static HColor Multiply(HColor c1, HColor c2)
 {
     return(new HColor((byte)((c1.r * c2.r) / 255), (byte)((c1.g * c2.g) / 255), (byte)((c1.b * c2.b) / 255), (byte)((c1.a * c2.a) / 255)));
 }
Exemplo n.º 12
0
 public static HSVA ColorToHSV(HColor source)
 {
     return(ColorToHSV((float)source.r / 255, (float)source.g / 255, (float)source.b / 255, (float)source.a / 255));
 }
Exemplo n.º 13
0
 public static bool IsWhite(HColor c)
 {
     return(c.r == 255 && c.g == 255 && c.b == 255);
 }
Exemplo n.º 14
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 public static Color ToUnityColor(HColor c)
 {
     return(new Color(c.r / 255f, c.g / 255f, c.b / 255f, c.a / 255f));
 }
Exemplo n.º 15
0
 public override bool IsPixelWhite(int x, int y)
 {
     return(HColor.IsWhite(this[x, y]));
 }
Exemplo n.º 16
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 public static HColor Add(HColor c1, HColor c2)
 {
     return(new HColor(c1.r + c2.g, c1.b + c2.g, c1.b + c2.b, c1.a + c2.a));
 }
Exemplo n.º 17
0
 /*
  *      Filter a pixel based on some parameters and return a color value
  *      This base class doesn't modify the pixel source
  */
 public override HColor FilterPixel(HColor source)
 {
     return(source);
 }
Exemplo n.º 18
0
        /* Filter a pixel based on some parameters and return a color value */
        public override HColor FilterPixel(HColor source)
        {
            float alpha = Mathf.Floor(((source.a * mColor.a) / 65025f) * 255);

            return(new HColor(mColor.r, mColor.g, mColor.b, (byte)alpha));
        }
Exemplo n.º 19
0
 public SolidColorFilter()
     : base()
 {
     mColor = new HColor(1f, 1f, 1f, 1f);
 }
Exemplo n.º 20
0
 /*
  *      Filter a pixel based on some parameters and return a color value
  *      This base class doesn't modify the pixel source
  */
 public abstract HColor FilterPixel(HColor source);