public static void Draw_LABEL_LINE_Y(string _str, float _x, float _y, float _size, float _txt_height, Color _col_line_START, Color _col_line_END, Color _col_txt, float _txt_margin = DEFAULT_TEXT_MARGIN, float _rotation = 1) { GL.PushMatrix(); GL_DRAW.TransformMatrix(_x, _y, _rotation); GL_DRAW.Draw_LINE(0, 0, 0, _size, _col_line_START, _col_line_END); GL_TXT.Txt(_str, 0, _size + _txt_margin, _txt_height / 5, _col_txt); GL.PopMatrix(); }
public static void Draw_HISTOGRAM_LINE_Y(float _x, float _y, float _w, float _h, Color _col_MIN, Color _col_MAX, bool _alphaFade = false, params float[] _values) { int _TOTAL_BINS = _values.Length; float _DIV = _h / _TOTAL_BINS; for (int i = 0; i < _TOTAL_BINS; i++) { float _CURRENT = (_DIV * i); float _BIN_VALUE = _values[i]; Color _COL = Color.Lerp(_col_MIN, _col_MAX, _BIN_VALUE); GL_DRAW.Draw_LINE(_x, _CURRENT, _x + (_w * _values[i]), _CURRENT, (_alphaFade) ? COL.Set_alphaStrength(_COL, _BIN_VALUE) : _COL); } }
public static void Draw_HISTOGRAM_LINE_Y(float _x, float _y, float _w, float _h, Color _col_MIN, Color _col_MAX, bool _alphaFade, Histogram _histogram) { int _TOTAL_BINS = _histogram.binCount; float _DIV = _h / _TOTAL_BINS; for (int i = 0; i < _TOTAL_BINS; i++) { float _CURRENT = _y + (_DIV * i); float _BIN_VALUE = _histogram.Get_Value(i); Color _COL = Color.Lerp(_col_MIN, _col_MAX, _BIN_VALUE); GL_DRAW.Draw_LINE(_x, _CURRENT, _x + (_w * _histogram.Get_Value(i)), _CURRENT, (_alphaFade) ? COL.Set_alphaStrength(_COL, _BIN_VALUE) : _COL); } }
public static void Draw_HISTOGRAM_LINE_X(float _x, float _y, float _w, float _h, Color _col_MIN, Color _col_MAX, params float[] _values) { int _TOTAL_BINS = _values.Length; float _DIV = _w / _TOTAL_BINS; for (int i = 0; i < _TOTAL_BINS; i++) { float _CURRENT = _x + (_DIV * i); float _BIN_VALUE = _values[i]; Color _COL = Color.Lerp(_col_MIN, _col_MAX, _BIN_VALUE); GL_DRAW.Draw_LINE(_CURRENT, _y, _CURRENT, _y + (_h * _values[i]), _COL); } }
public static void Draw_HISTOGRAM_RADIAL(float[] _values, float _x, float _y, float _radius_start, float _radius_end, Color _col_MIN, Color _col_MAX, bool _alphaFade = false, float _angle_start = 0, float _angle_end = 1, float _rotation = 1) { GL.PushMatrix(); GL_DRAW.TransformMatrix(_x, _y, _rotation); int _TOTAL_BINS = _values.Length; float _RANGE_RADIUS = _radius_end - _radius_start; float _RANGE_ANGLE = (_angle_end - _angle_start) * GL_DRAW.PI2; float _DIV_ANGLE = _RANGE_ANGLE / _TOTAL_BINS; for (int i = 0; i < _TOTAL_BINS; i++) { float _CURRENT_ANGLE = _angle_start + (i * _DIV_ANGLE); float _BIN_VALUE = _values[i]; Vector2 _POS_START = GL_DRAW.PolarCoord(_CURRENT_ANGLE, _radius_start); Vector2 _POS_END = GL_DRAW.PolarCoord(_CURRENT_ANGLE, _radius_start + (_RANGE_RADIUS * _BIN_VALUE)); Color _COL = Color.Lerp(_col_MIN, _col_MAX, _BIN_VALUE); GL_DRAW.Draw_LINE(_POS_START.x, GL_DRAW.LockAspect_Y(_POS_START.y), _POS_END.x, GL_DRAW.LockAspect_Y(_POS_END.y), (_alphaFade) ? COL.Set_alphaStrength(_COL, _BIN_VALUE) : _COL); } GL.PopMatrix(); }