Files
kaiju/Assets/Util/SpectrumShaderBinder.cs
T
2022-06-14 23:08:34 +10:00

89 lines
2.5 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using Assets.WasapiAudio.Scripts.Unity;
// only slightly different from the SpectrumMaterialBinder
// in that it modifies a single material for a shader
// instead of the renderer's instance of that material
[RequireComponent(typeof(Material))]
public class SpectrumShaderBinder : MonoBehaviour
{
public AudioSource source;
public Material material;
private Texture2D _texture;
private Color[] _colorCache;
[SerializeReference]
[SerializeReferenceButton]
public List<SpectrumTransformer> Transformers = new List<SpectrumTransformer>();
[SpectrumDataPreview]
public SpectrumData Preview;
private void Start() {
if (source == null) {
Debug.Log("Material Binder needs WASAPI Source.");
gameObject.SetActive(false);
}
}
private void Update() {
UpdateTexture();
UpdateBinding();
}
private void InitialiseTexture() {
Debug.Log("Reinitialising spectrum texture...");
_texture = new Texture2D(source.SpectrumSize, 1, TextureFormat.RFloat, false);
_colorCache = new Color[source.SpectrumSize];
_texture.name = $"AudioSpectrum{source.SpectrumSize}";
}
private float[] GetSpectrumData() {
// Get raw / unmodified spectrum data
var spectrumData = source.GetSpectrumData();
// Run spectrum data through all configured transformers
if (Transformers != null && Transformers.Count > 0) {
foreach (var transformer in Transformers) {
spectrumData = transformer.Transform(spectrumData);
}
}
Preview.Values = spectrumData;
return spectrumData;
}
private void UpdateTexture() {
// init
if (_texture == null) InitialiseTexture();
var spectrumData = GetSpectrumData();
for (int i = 0; i < source.SpectrumSize; i++) {
_colorCache[i] = new Color(spectrumData[i], 0, 0, 0);
}
_texture.SetPixels(_colorCache);
_texture.wrapMode = TextureWrapMode.Clamp;
_texture.Apply();
}
public void UpdateBinding() {
UpdateTexture();
// !!!!
// you must set these via a literal string for some raeson
// having them as a public property didn't work
material.SetFloat("_SpectrumSize", source.SpectrumSize);
material.SetTexture("_SpectrumTexture", _texture);
}
public string ToString() {
return "Spectrum Material Binder";
}
}