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179 lines (141 loc) · 5.35 KB
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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
namespace UnityEditor
{
// Control point renderer
internal class ControlPointRenderer
{
private class RenderChunk
{
public Mesh mesh;
public List<Vector3> vertices;
public List<Color32> colors;
public List<Vector2> uvs;
public List<int> indices;
public bool isDirty = true;
}
private List<RenderChunk> m_RenderChunks = new List<RenderChunk>();
private Texture2D m_Icon;
// Can hold a maximum of 16250 control points.
const int kMaxVertices = 65000;
const string kControlPointRendererMeshName = "ControlPointRendererMesh";
private static Material s_Material;
public static Material material
{
get
{
if (!s_Material)
{
Shader shader = (Shader)EditorGUIUtility.LoadRequired("Editors/AnimationWindow/ControlPoint.shader");
s_Material = new Material(shader);
}
return s_Material;
}
}
public ControlPointRenderer(Texture2D icon)
{
m_Icon = icon;
}
public void FlushCache()
{
for (int i = 0; i < m_RenderChunks.Count; ++i)
{
Object.DestroyImmediate(m_RenderChunks[i].mesh);
}
m_RenderChunks.Clear();
}
public void Clear()
{
for (int i = 0; i < m_RenderChunks.Count; ++i)
{
RenderChunk renderChunk = m_RenderChunks[i];
renderChunk.mesh.Clear();
renderChunk.vertices.Clear();
renderChunk.colors.Clear();
renderChunk.uvs.Clear();
renderChunk.indices.Clear();
renderChunk.isDirty = true;
}
}
public void Render()
{
Material mat = material;
mat.SetTexture("_MainTex", m_Icon);
mat.SetPass(0);
for (int i = 0; i < m_RenderChunks.Count; ++i)
{
RenderChunk renderChunk = m_RenderChunks[i];
if (renderChunk.isDirty)
{
renderChunk.mesh.vertices = renderChunk.vertices.ToArray();
renderChunk.mesh.colors32 = renderChunk.colors.ToArray();
renderChunk.mesh.uv = renderChunk.uvs.ToArray();
renderChunk.mesh.SetIndices(renderChunk.indices.ToArray(), MeshTopology.Triangles, 0);
renderChunk.isDirty = false;
}
Graphics.DrawMeshNow(renderChunk.mesh, Handles.matrix);
}
}
public void AddPoint(Rect rect, Color color)
{
RenderChunk renderChunk = GetRenderChunk();
int baseIndex = renderChunk.vertices.Count;
renderChunk.vertices.Add(new Vector3(rect.xMin, rect.yMin, 0.0f));
renderChunk.vertices.Add(new Vector3(rect.xMax, rect.yMin, 0.0f));
renderChunk.vertices.Add(new Vector3(rect.xMax, rect.yMax, 0.0f));
renderChunk.vertices.Add(new Vector3(rect.xMin, rect.yMax, 0.0f));
renderChunk.colors.Add(color);
renderChunk.colors.Add(color);
renderChunk.colors.Add(color);
renderChunk.colors.Add(color);
renderChunk.uvs.Add(new Vector2(0.0f, 0.0f));
renderChunk.uvs.Add(new Vector2(1.0f, 0.0f));
renderChunk.uvs.Add(new Vector2(1.0f, 1.0f));
renderChunk.uvs.Add(new Vector2(0.0f, 1.0f));
renderChunk.indices.Add(baseIndex);
renderChunk.indices.Add(baseIndex + 1);
renderChunk.indices.Add(baseIndex + 2);
renderChunk.indices.Add(baseIndex);
renderChunk.indices.Add(baseIndex + 2);
renderChunk.indices.Add(baseIndex + 3);
renderChunk.isDirty = true;
}
private RenderChunk GetRenderChunk()
{
RenderChunk renderChunk;
if (m_RenderChunks.Count > 0)
{
renderChunk = m_RenderChunks.Last();
// Dynamically create new render chunks when needed.
if ((renderChunk.vertices.Count + 4) > kMaxVertices)
{
renderChunk = CreateRenderChunk();
}
}
else
{
renderChunk = CreateRenderChunk();
}
return renderChunk;
}
private RenderChunk CreateRenderChunk()
{
RenderChunk renderChunk = new RenderChunk();
renderChunk.mesh = new Mesh();
renderChunk.mesh.name = kControlPointRendererMeshName;
renderChunk.mesh.hideFlags |= HideFlags.DontSave;
renderChunk.vertices = new List<Vector3>();
renderChunk.colors = new List<Color32>();
renderChunk.uvs = new List<Vector2>();
renderChunk.indices = new List<int>();
m_RenderChunks.Add(renderChunk);
return renderChunk;
}
}
}