mirror of
https://github.com/misternebula/quantum-space-buddies.git
synced 2025-01-01 03:32:38 +00:00
393 lines
8.3 KiB
C#
393 lines
8.3 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.SceneManagement;
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#endif
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#if !UNITY_2019_1_OR_NEWER
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public struct ScriptableRenderContext { }
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public static class RenderPipelineManager
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{
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public static event Action<ScriptableRenderContext, Camera> endCameraRendering;
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}
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#endif
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namespace Popcron
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{
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[ExecuteInEditMode]
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[AddComponentMenu("")]
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public class GizmosInstance : MonoBehaviour
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{
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private const int DefaultQueueSize = 4096;
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private static GizmosInstance instance;
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private static bool hotReloaded = true;
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private static Material defaultMaterial;
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private static Plane[] cameraPlanes = new Plane[6];
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private Material overrideMaterial;
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private int queueIndex = 0;
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private int lastFrame;
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private Element[] queue = new Element[DefaultQueueSize];
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/// <summary>
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/// The material being used to render
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/// </summary>
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public static Material Material
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{
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get
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{
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GizmosInstance inst = GetOrCreate();
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if (inst.overrideMaterial)
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{
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return inst.overrideMaterial;
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}
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return DefaultMaterial;
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}
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set
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{
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GizmosInstance inst = GetOrCreate();
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inst.overrideMaterial = value;
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}
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}
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/// <summary>
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/// The default line renderer material
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/// </summary>
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public static Material DefaultMaterial
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{
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get
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{
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if (!defaultMaterial)
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{
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// Unity has a built-in shader that is useful for drawing
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// simple colored things.
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Shader shader = Shader.Find("Hidden/Internal-Colored");
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defaultMaterial = new Material(shader)
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{
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hideFlags = HideFlags.HideAndDontSave
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};
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// Turn on alpha blending
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defaultMaterial.SetInt("_SrcBlend", (int)BlendMode.SrcAlpha);
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defaultMaterial.SetInt("_DstBlend", (int)BlendMode.OneMinusSrcAlpha);
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defaultMaterial.SetInt("_Cull", (int)CullMode.Off);
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defaultMaterial.SetInt("_ZWrite", 0);
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}
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return defaultMaterial;
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}
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}
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internal static GizmosInstance GetOrCreate()
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{
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if (hotReloaded || !instance)
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{
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bool markDirty = false;
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GizmosInstance[] gizmosInstances = FindObjectsOfType<GizmosInstance>();
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for (int i = 0; i < gizmosInstances.Length; i++)
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{
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instance = gizmosInstances[i];
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//destroy any extra gizmo instances
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if (i > 0)
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{
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if (Application.isPlaying)
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{
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Destroy(gizmosInstances[i]);
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}
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else
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{
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DestroyImmediate(gizmosInstances[i]);
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markDirty = true;
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}
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}
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}
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//none were found, create a new one
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if (!instance)
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{
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instance = new GameObject(typeof(GizmosInstance).FullName).AddComponent<GizmosInstance>();
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instance.gameObject.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector;
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markDirty = true;
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}
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#if UNITY_EDITOR
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//mark scene as dirty
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if (markDirty && !Application.isPlaying)
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{
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Scene scene = SceneManager.GetActiveScene();
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EditorSceneManager.MarkSceneDirty(scene);
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}
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#endif
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hotReloaded = false;
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}
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return instance;
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}
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private float CurrentTime
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{
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get
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{
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float time = 0f;
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if (Application.isPlaying)
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{
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time = Time.time;
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}
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else
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{
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#if UNITY_EDITOR
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time = (float)EditorApplication.timeSinceStartup;
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#endif
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}
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return time;
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}
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}
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/// <summary>
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/// Submits an array of points to draw into the queue.
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/// </summary>
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internal static void Submit(Vector3[] points, Color? color, bool dashed)
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{
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GizmosInstance inst = GetOrCreate();
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//if new frame, reset index
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if (inst.lastFrame != Time.frameCount)
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{
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inst.lastFrame = Time.frameCount;
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inst.queueIndex = 0;
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}
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//excedeed the length, so make it even bigger
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if (inst.queueIndex >= inst.queue.Length)
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{
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Element[] bigger = new Element[inst.queue.Length + DefaultQueueSize];
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for (int i = inst.queue.Length; i < bigger.Length; i++)
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{
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bigger[i] = new Element();
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}
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Array.Copy(inst.queue, 0, bigger, 0, inst.queue.Length);
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inst.queue = bigger;
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}
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inst.queue[inst.queueIndex].color = color ?? Color.white;
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inst.queue[inst.queueIndex].points = points;
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inst.queue[inst.queueIndex].dashed = dashed;
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inst.queueIndex++;
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}
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private void OnEnable()
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{
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//populate queue with empty elements
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queue = new Element[DefaultQueueSize];
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for (int i = 0; i < DefaultQueueSize; i++)
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{
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queue[i] = new Element();
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}
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if (GraphicsSettings.renderPipelineAsset == null)
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{
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Camera.onPostRender += OnRendered;
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}
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else
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{
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RenderPipelineManager.endCameraRendering += OnRendered;
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}
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}
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private void OnDisable()
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{
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if (GraphicsSettings.renderPipelineAsset == null)
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{
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Camera.onPostRender -= OnRendered;
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}
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else
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{
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RenderPipelineManager.endCameraRendering -= OnRendered;
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}
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}
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private void OnRendered(ScriptableRenderContext context, Camera camera) => OnRendered(camera);
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private bool ShouldRenderCamera(Camera camera)
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{
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if (!camera)
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{
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return false;
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}
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//allow the scene and main camera always
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bool isSceneCamera = false;
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#if UNITY_EDITOR
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SceneView sceneView = SceneView.currentDrawingSceneView;
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if (sceneView == null)
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{
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sceneView = SceneView.lastActiveSceneView;
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}
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if (sceneView != null && sceneView.camera == camera)
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{
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isSceneCamera = true;
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}
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#endif
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if (isSceneCamera || camera.CompareTag("MainCamera"))
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{
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return true;
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}
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//it passed through the filter
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if (Gizmos.CameraFilter?.Invoke(camera) == true)
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{
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return true;
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}
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return false;
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}
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private bool IsVisibleByCamera(Element points, Camera camera)
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{
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if (!camera)
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{
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return false;
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}
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//essentially check if at least 1 point is visible by the camera
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for (int i = 0; i < points.points.Length; i++)
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{
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Vector3 vp = camera.WorldToViewportPoint(points.points[i]);
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if (vp.x >= 0 && vp.x <= 1 && vp.y >= 0 && vp.y <= 1)
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{
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return true;
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}
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}
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return false;
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}
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private void Update()
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{
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//always render something
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Gizmos.Line(default, default);
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}
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private void OnRendered(Camera camera)
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{
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Material.SetPass(Gizmos.Pass);
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//shouldnt be rendering
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if (!Gizmos.Enabled)
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{
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queueIndex = 0;
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}
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//check if this camera is ok to render with
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if (!ShouldRenderCamera(camera))
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{
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GL.PushMatrix();
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GL.Begin(GL.LINES);
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//bla bla bla
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GL.End();
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GL.PopMatrix();
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return;
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}
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Vector3 offset = Gizmos.Offset;
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GL.PushMatrix();
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GL.MultMatrix(Matrix4x4.identity);
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GL.Begin(GL.LINES);
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bool alt = CurrentTime % 1 > 0.5f;
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float dashGap = Mathf.Clamp(Gizmos.DashGap, 0.01f, 32f);
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bool frustumCull = Gizmos.FrustumCulling;
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List<Vector3> points = new List<Vector3>();
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//draw le elements
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for (int e = 0; e < queueIndex; e++)
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{
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//just in case
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if (queue.Length <= e)
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{
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break;
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}
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Element element = queue[e];
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//dont render this thingy if its not inside the frustum
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if (frustumCull)
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{
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if (!IsVisibleByCamera(element, camera))
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{
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continue;
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}
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}
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points.Clear();
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if (element.dashed)
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{
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//subdivide
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for (int i = 0; i < element.points.Length - 1; i++)
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{
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Vector3 pointA = element.points[i];
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Vector3 pointB = element.points[i + 1];
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Vector3 direction = pointB - pointA;
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if (direction.sqrMagnitude > dashGap * dashGap * 2f)
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{
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float magnitude = direction.magnitude;
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int amount = Mathf.RoundToInt(magnitude / dashGap);
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direction /= magnitude;
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for (int p = 0; p < amount - 1; p++)
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{
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if (p % 2 == (alt ? 1 : 0))
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{
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float startLerp = p / (amount - 1f);
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float endLerp = (p + 1) / (amount - 1f);
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Vector3 start = Vector3.Lerp(pointA, pointB, startLerp);
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Vector3 end = Vector3.Lerp(pointA, pointB, endLerp);
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points.Add(start);
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points.Add(end);
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}
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}
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}
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else
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{
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points.Add(pointA);
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points.Add(pointB);
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}
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}
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}
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else
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{
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points.AddRange(element.points);
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}
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GL.Color(element.color);
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for (int i = 0; i < points.Count; i++)
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{
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GL.Vertex(points[i] + offset);
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}
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}
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GL.End();
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GL.PopMatrix();
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}
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}
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}
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