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							- using o0.Geometry2D.Float;
 
- using o0InfraredLocate.ZIM;
 
- using System;
 
- using System.Collections.Generic;
 
- using System.Linq;
 
- using System.Threading.Tasks;
 
- using Unity.VisualScripting;
 
- using UnityEngine;
 
- using UnityEngine.Internal;
 
- namespace ZIM.Unity
 
- {
 
-     public static partial class Extension
 
-     {
 
-         public static UnityEngine.Color UnityColor(this o0.Color c)
 
-         {
 
-             return new UnityEngine.Color(c.r, c.g, c.b, c.a);
 
-         }
 
-         public static o0.Color o0Color(this UnityEngine.Color c)
 
-         {
 
-             return new o0.Color(c.r, c.g, c.b, c.a);
 
-         }
 
-         public static Texture2D zimAutoLightSimple(this WebCamTexture texture)
 
-         {
 
-             var pixel = texture.GetPixels();
 
-             return pixel.zimAutoLightSimple(texture.width, texture.height);
 
-         }
 
-         public static Texture2D zimAutoLightSimple(this Texture2D texture)
 
-         {
 
-             var pixel = texture.GetPixels();
 
-             return pixel.zimAutoLightSimple(texture.width, texture.height);
 
-         }
 
-         public static Vector2 Size(this Texture2D texture)
 
-         {
 
-             return new Vector2(texture.width, texture.height);
 
-         }
 
-         // 亮点放大到1
 
-         public static Texture2D zimAutoLightSpot(this WebCamTexture texture)
 
-         {
 
-             var pixel = texture.GetPixels();
 
-             float[] brightness = new float[pixel.Length];
 
-             Parallel.For(0, pixel.Length, (i) => brightness[i] = pixel[i].Brightness());
 
-             var max = Enumerable.Max(brightness);
 
-             var scale = max >= 0.5f ? 1 / max : 1.3f;        // 设个阈值 0.5
 
-             Parallel.For(0, pixel.Length, (i) => pixel[i] = pixel[i].RGBMutiply(scale));
 
-             var tex = new Texture2D(texture.width, texture.height);
 
-             tex.SetPixels(pixel);
 
-             tex.Apply();
 
-             return tex;
 
-         }
 
-         public static Texture2D zimAutoLight(this WebCamTexture texture)
 
-         {
 
-             var pixel = texture.GetPixels();
 
-             return zimAutoLight(pixel, texture.width, texture.height, 0);
 
-         }
 
-         public static Texture2D zimAutoLight(this Texture2D texture, int brightness)
 
-         {
 
-             var pixel = texture.GetPixels();
 
-             return zimAutoLight(pixel, texture.width, texture.height, brightness);
 
-         }
 
-         public static Texture2D zimAutoLight(this Color[] pixel, int width, int height, [DefaultValue("0")] int brightness)
 
-         {
 
-             float[] p = new float[pixel.Length];
 
-             Parallel.For(0, pixel.Length, (i) => p[i] = pixel[i].Brightness());
 
-             var scale = 1 / Enumerable.Max(p) * (2 + brightness);
 
-             if (float.IsInfinity(scale))
 
-                 return null;
 
-             Parallel.For(0, p.Length, (i) => pixel[i] = pixel[i].RGBMutiply(scale));        // 归一化
 
-             var tex = new Texture2D(width, height);
 
-             tex.SetPixels(pixel);
 
-             tex.Apply();
 
-             return tex;
 
-         }
 
-         public static Texture2D zimAutoLevelEqualization(this WebCamTexture texture, int bit = 256)
 
-         {
 
-             var pixel = texture.GetPixels();
 
-             float[] p = new float[pixel.Length];
 
-             Parallel.For(0, pixel.Length, (i) => p[i] = pixel[i].r);        // 红通道
 
-             bit -= 1;
 
-             var scale = 1 / Enumerable.Max(p);
 
-             if (float.IsInfinity(scale))
 
-                 return null;
 
-             Parallel.For(0, p.Length, (i) => p[i] *= scale);        // 归一化
 
-             int[] pint = new int[p.Length];
 
-             Parallel.For(0, p.Length, i => pint[i] = (int)(p[i] * bit));        // 映射到256色彩
 
-             //Debug.Log(Enumerable.Max(pint) + ", " + scale);
 
-             int[] H = new int[bit + 1];
 
-             for (int i = 0; i < p.Length; i++)
 
-                 H[pint[i]]++;
 
-             float[] HF = new float[bit + 1];
 
-             for (int i = 0; i <= bit; i++)
 
-                 HF[i] = H[i] / (float)p.Length;       // 概率
 
-             float[] D = new float[bit + 1];
 
-             float temp = 0;
 
-             for (int i = 1; i <= bit; i++)      // 不取颜色为0的概率
 
-             {
 
-                 temp += HF[i];
 
-                 D[i] = temp;        // 累计密度
 
-             }
 
-             Parallel.For(0, p.Length, i => p[i] = D[pint[i]] / D.Last());       // 取密度为颜色,并归一化
 
-             UnityEngine.Color[] pixelLighted = new UnityEngine.Color[pixel.Length];
 
-             Parallel.For(0, pixel.Length, (i) => pixelLighted[i] = new UnityEngine.Color(p[i], 0, 0));
 
-             var tex = new Texture2D(texture.width, texture.height);
 
-             tex.SetPixels(pixelLighted);
 
-             tex.Apply();
 
-             return tex;
 
-         }
 
-         public static void CopyTo(this RenderTexture src, Texture2D dst)
 
-         {
 
-             var pre = RenderTexture.active;
 
-             RenderTexture.active = src;
 
-             dst.ReadPixels(new Rect(0, 0, src.width, src.height), 0, 0);
 
-             dst.Apply();
 
-             RenderTexture.active = pre;
 
-         }
 
-     }
 
- }
 
 
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