diff options
Diffstat (limited to 'Assets/AmplifyShaderEditor/Plugins/Editor/Wires/GLDraw.cs')
-rw-r--r-- | Assets/AmplifyShaderEditor/Plugins/Editor/Wires/GLDraw.cs | 156 |
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 ); + // } + //} +} + |