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using UnityEngine;
namespace UnityStandardAssets.ImageEffects;
internal class Triangles
{
private static Mesh[] meshes;
private static int currentTris;
private static bool HasMeshes()
{
if (meshes == null)
{
return false;
}
for (int i = 0; i < meshes.Length; i++)
{
if (null == meshes[i])
{
return false;
}
}
return true;
}
private static void Cleanup()
{
if (meshes == null)
{
return;
}
for (int i = 0; i < meshes.Length; i++)
{
if (null != meshes[i])
{
Object.DestroyImmediate(meshes[i]);
meshes[i] = null;
}
}
meshes = null;
}
private static Mesh[] GetMeshes(int totalWidth, int totalHeight)
{
if (HasMeshes() && currentTris == totalWidth * totalHeight)
{
return meshes;
}
int num = 21666;
int num2 = (currentTris = totalWidth * totalHeight);
meshes = new Mesh[Mathf.CeilToInt(1f * (float)num2 / (1f * (float)num))];
int num3 = 0;
int num4 = 0;
for (num3 = 0; num3 < num2; num3 += num)
{
int triCount = Mathf.FloorToInt(Mathf.Clamp(num2 - num3, 0, num));
meshes[num4] = GetMesh(triCount, num3, totalWidth, totalHeight);
num4++;
}
return meshes;
}
private static Mesh GetMesh(int triCount, int triOffset, int totalWidth, int totalHeight)
{
Mesh mesh = new Mesh();
mesh.hideFlags = HideFlags.DontSave;
Vector3[] array = new Vector3[triCount * 3];
Vector2[] array2 = new Vector2[triCount * 3];
Vector2[] array3 = new Vector2[triCount * 3];
int[] array4 = new int[triCount * 3];
for (int i = 0; i < triCount; i++)
{
int num = i * 3;
int num2 = triOffset + i;
float num3 = Mathf.Floor(num2 % totalWidth) / (float)totalWidth;
float num4 = Mathf.Floor(num2 / totalWidth) / (float)totalHeight;
array[num + 2] = (array[num + 1] = (array[num] = new Vector3(num3 * 2f - 1f, num4 * 2f - 1f, 1f)));
array2[num] = new Vector2(0f, 0f);
array2[num + 1] = new Vector2(1f, 0f);
array2[num + 2] = new Vector2(0f, 1f);
array3[num] = new Vector2(num3, num4);
array3[num + 1] = new Vector2(num3, num4);
array3[num + 2] = new Vector2(num3, num4);
array4[num] = num;
array4[num + 1] = num + 1;
array4[num + 2] = num + 2;
}
mesh.vertices = array;
mesh.triangles = array4;
mesh.uv = array2;
mesh.uv2 = array3;
return mesh;
}
}
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