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- using UnityEngine;
- using UnityEditor;
- using System.Collections.Generic;
-
- namespace AmplifyShaderEditor
- {
- public class GLDraw
- {
- /*
- * Clipping code: http://forum.unity3d.com/threads/17066-How-to-draw-a-GUI-2D-quot-line-quot?p=230386#post230386
- * Thick line drawing code: http://unifycommunity.com/wiki/index.php?title=VectorLine
- */
- public static Material LineMaterial = null;
- public static bool MultiLine = false;
- private static Shader LineShader = null;
- private static Rect BoundBox = new Rect();
- private static Vector3[] Allv3Points = new Vector3[] { };
- private static Vector2[] AllPerpendiculars = new Vector2[] { };
- private static Color[] AllColors = new Color[] { };
- private static Vector2 StartPt = Vector2.zero;
- private static Vector2 EndPt = Vector2.zero;
-
- private static Vector3 Up = new Vector3( 0, 1, 0 );
- private static Vector3 Zero = new Vector3( 0, 0, 0 );
-
- private static Vector2 Aux1Vec2 = Vector2.zero;
-
- private static int HigherBoundArray = 0;
-
- public static void CreateMaterial()
- {
- if( (object)LineMaterial != null && (object)LineShader != null )
- return;
-
- LineShader = AssetDatabase.LoadAssetAtPath<Shader>( AssetDatabase.GUIDToAssetPath( "50fc796413bac8b40aff70fb5a886273" ) );
- LineMaterial = new Material( LineShader );
-
- LineMaterial.hideFlags = HideFlags.HideAndDontSave;
- }
-
- public static void DrawCurve( Vector3[] allPoints, Vector2[] allNormals, Color[] allColors, int pointCount )
- {
- CreateMaterial();
- LineMaterial.SetPass( ( MultiLine ? 1 : 0 ) );
-
- GL.Begin( GL.TRIANGLE_STRIP );
- for( int i = 0; i < pointCount; i++ )
- {
- GL.Color( allColors[ i ] );
- GL.TexCoord( Zero );
- GL.Vertex3( allPoints[ i ].x - allNormals[ i ].x, allPoints[ i ].y - allNormals[ i ].y, 0 );
- GL.TexCoord( Up );
- GL.Vertex3( allPoints[ i ].x + allNormals[ i ].x, allPoints[ i ].y + allNormals[ i ].y, 0 );
- }
- GL.End();
-
- }
-
- public static Rect DrawBezier( Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color color, float width, int type = 1 )
- {
- int segments = Mathf.FloorToInt( ( start - end ).magnitude / 20 ) * 3; // Three segments per distance of 20
- return DrawBezier( start, startTangent, end, endTangent, color, width, segments, type );
- }
-
- public static Rect DrawBezier( Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color color, float width, int segments, int type = 1 )
- {
- return DrawBezier( start, startTangent, end, endTangent, color, color, width, segments, type );
- }
-
- public static Rect DrawBezier( Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color startColor, Color endColor, float width, int segments, int type = 1 )
- {
- int pointsCount = segments + 1;
- int linesCount = segments;
-
- HigherBoundArray = HigherBoundArray > pointsCount ? HigherBoundArray : pointsCount;
-
- Allv3Points = Handles.MakeBezierPoints( start, end, startTangent, endTangent, pointsCount );
- if( AllColors.Length < HigherBoundArray )
- {
- AllColors = new Color[ HigherBoundArray ];
- AllPerpendiculars = new Vector2[ HigherBoundArray ];
- }
-
- startColor.a = ( type * 0.25f );
- endColor.a = ( type * 0.25f );
-
- float minX = Allv3Points[ 0 ].x;
- float minY = Allv3Points[ 0 ].y;
- float maxX = Allv3Points[ 0 ].x;
- float maxY = Allv3Points[ 0 ].y;
-
- float amount = 1 / (float)linesCount;
- for( int i = 0; i < pointsCount; i++ )
- {
- if( i == 0 )
- {
- AllColors[ 0 ] = startColor;
- StartPt.Set( startTangent.y, start.x );
- EndPt.Set( start.y, startTangent.x );
- }
- else if( i == pointsCount - 1 )
- {
- AllColors[ pointsCount - 1 ] = endColor;
- StartPt.Set( end.y, endTangent.x );
- EndPt.Set( endTangent.y, end.x );
- }
- else
- {
- AllColors[ i ] = Color.LerpUnclamped( startColor, endColor, amount * i );
-
- minX = ( Allv3Points[ i ].x < minX ) ? Allv3Points[ i ].x : minX;
- minY = ( Allv3Points[ i ].y < minY ) ? Allv3Points[ i ].y : minY;
- maxX = ( Allv3Points[ i ].x > maxX ) ? Allv3Points[ i ].x : maxX;
- maxY = ( Allv3Points[ i ].y > maxY ) ? Allv3Points[ i ].y : maxY;
- StartPt.Set( Allv3Points[ i + 1 ].y, Allv3Points[ i - 1 ].x );
- EndPt.Set( Allv3Points[ i - 1 ].y, Allv3Points[ i + 1 ].x );
- }
- Aux1Vec2.Set( StartPt.x - EndPt.x, StartPt.y - EndPt.y );
- FastNormalized( ref Aux1Vec2 );
- //aux1Vec2.FastNormalized();
- Aux1Vec2.Set( Aux1Vec2.x * width, Aux1Vec2.y * width );
- AllPerpendiculars[ i ] = Aux1Vec2;
- }
-
- BoundBox.Set( minX, minY, ( maxX - minX ), ( maxY - minY ) );
-
- DrawCurve( Allv3Points, AllPerpendiculars, AllColors, pointsCount );
- return BoundBox;
- }
-
- private static void FastNormalized( ref Vector2 v )
- {
- float len = Mathf.Sqrt( v.x * v.x + v.y * v.y );
- v.Set( v.x / len, v.y / len );
- }
-
- public static void Destroy()
- {
- GameObject.DestroyImmediate( LineMaterial );
- LineMaterial = null;
-
- Resources.UnloadAsset( LineShader );
- LineShader = null;
- }
- }
-
- //public static class VectorEx
- //{
- // public static void FastNormalized( this Vector2 v )
- // {
- // float len = Mathf.Sqrt( v.x * v.x + v.y * v.y );
- // v.Set( v.x / len, v.y / len );
- // }
- //}
- }
-
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