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Diffstat (limited to 'Assets/AmplifyShaderEditor/Plugins/Editor/Wires/GLDraw.cs')
-rw-r--r--Assets/AmplifyShaderEditor/Plugins/Editor/Wires/GLDraw.cs156
1 files changed, 156 insertions, 0 deletions
diff --git a/Assets/AmplifyShaderEditor/Plugins/Editor/Wires/GLDraw.cs b/Assets/AmplifyShaderEditor/Plugins/Editor/Wires/GLDraw.cs
new file mode 100644
index 00000000..ab8011ff
--- /dev/null
+++ b/Assets/AmplifyShaderEditor/Plugins/Editor/Wires/GLDraw.cs
@@ -0,0 +1,156 @@
+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 );
+ // }
+ //}
+}
+