quantum-space-buddies/QSB/Utility/Popcron.Gizmos/GizmosInstance.cs
Mister_Nebula 9d4a205ead stuff idk
2021-01-06 11:52:43 +00:00

231 lines
4.9 KiB
C#

using QSB.Utility;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace Popcron
{
public class GizmosInstance : MonoBehaviour
{
private const int DefaultQueueSize = 4096;
private static GizmosInstance instance;
private static Material defaultMaterial;
private Material overrideMaterial;
private int queueIndex = 0;
private int lastFrame;
private Element[] queue = new Element[DefaultQueueSize];
/// <summary>
/// The material being used to render
/// </summary>
public static Material Material
{
get
{
var inst = GetOrCreate();
if (inst.overrideMaterial)
{
return inst.overrideMaterial;
}
return DefaultMaterial;
}
set
{
var inst = GetOrCreate();
inst.overrideMaterial = value;
}
}
/// <summary>
/// The default line renderer material
/// </summary>
public static Material DefaultMaterial
{
get
{
if (!defaultMaterial)
{
// Unity has a built-in shader that is useful for drawing
// simple colored things.
var shader = Shader.Find("UI/Default");
defaultMaterial = new Material(shader)
{
hideFlags = HideFlags.HideAndDontSave
};
// Turn on alpha blending
defaultMaterial.SetInt("unity_GUIZTestMode", (int)CompareFunction.Always);
}
return defaultMaterial;
}
}
internal static GizmosInstance GetOrCreate()
{
if (!instance)
{
var gizmosInstances = FindObjectsOfType<GizmosInstance>();
for (var i = 0; i < gizmosInstances.Length; i++)
{
instance = gizmosInstances[i];
//destroy any extra gizmo instances
if (i > 0)
{
Destroy(gizmosInstances[i]);
}
}
//none were found, create a new one
if (!instance)
{
instance = new GameObject(typeof(GizmosInstance).FullName).AddComponent<GizmosInstance>();
instance.gameObject.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector;
}
}
return instance;
}
private float CurrentTime => Time.time;
/// <summary>
/// Submits an array of points to draw into the queue.
/// </summary>
internal static void Submit(Vector3[] points, Color? color, bool dashed)
{
var inst = GetOrCreate();
//if new frame, reset index
if (inst.lastFrame != Time.frameCount)
{
inst.lastFrame = Time.frameCount;
inst.queueIndex = 0;
}
//excedeed the length, so make it even bigger
if (inst.queueIndex >= inst.queue.Length)
{
var bigger = new Element[inst.queue.Length + DefaultQueueSize];
for (var i = inst.queue.Length; i < bigger.Length; i++)
{
bigger[i] = new Element();
}
Array.Copy(inst.queue, 0, bigger, 0, inst.queue.Length);
inst.queue = bigger;
}
inst.queue[inst.queueIndex].color = color ?? Color.white;
inst.queue[inst.queueIndex].points = points;
inst.queue[inst.queueIndex].dashed = dashed;
inst.queueIndex++;
}
private void OnEnable()
{
//populate queue with empty elements
queue = new Element[DefaultQueueSize];
for (var i = 0; i < DefaultQueueSize; i++)
{
queue[i] = new Element();
}
Camera.onPostRender += OnRendered;
}
private void OnDisable()
{
Camera.onPostRender -= OnRendered;
}
private void Update()
{
//always render something
Gizmos.Line(default, default);
}
private void OnRendered(Camera camera)
{
Material.SetPass(0);
var offset = Gizmos.Offset;
GL.PushMatrix();
GL.MultMatrix(Matrix4x4.identity);
GL.Begin(GL.LINES);
var alt = CurrentTime % 1 > 0.5f;
var dashGap = Mathf.Clamp(Gizmos.DashGap, 0.01f, 32f);
var points = new List<Vector3>();
//draw le elements
for (var e = 0; e < queueIndex; e++)
{
//just in case
if (queue.Length <= e)
{
break;
}
var element = queue[e];
points.Clear();
if (element.dashed)
{
//subdivide
for (var i = 0; i < element.points.Length - 1; i++)
{
var pointA = element.points[i];
var pointB = element.points[i + 1];
var direction = pointB - pointA;
if (direction.sqrMagnitude > dashGap * dashGap * 2f)
{
var magnitude = direction.magnitude;
var amount = Mathf.RoundToInt(magnitude / dashGap);
direction /= magnitude;
for (var p = 0; p < amount - 1; p++)
{
if (p % 2 == (alt ? 1 : 0))
{
var startLerp = p / (amount - 1f);
var endLerp = (p + 1) / (amount - 1f);
var start = Vector3.Lerp(pointA, pointB, startLerp);
var end = Vector3.Lerp(pointA, pointB, endLerp);
points.Add(start);
points.Add(end);
}
}
}
else
{
points.Add(pointA);
points.Add(pointB);
}
}
}
else
{
points.AddRange(element.points);
}
GL.Color(element.color);
for (var i = 0; i < points.Count; i++)
{
GL.Vertex(points[i] + offset);
}
}
GL.End();
GL.PopMatrix();
}
}
}