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292 lines
9.6 KiB
C#
292 lines
9.6 KiB
C#
using FairyGUI;
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using FairyGUI.Utils;
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using System.Collections;
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using UnityEngine;
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public class RenderImage
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{
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public Transform modelRoot { get; private set; }
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Camera _camera;
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Image _image;
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Transform _root;
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Transform _background;
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Transform _model;
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RenderTexture _renderTexture;
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int _width;
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int _height;
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bool _cacheTexture;
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float _rotating;
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const int RENDER_LAYER = 0;
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const int HIDDEN_LAYER = 10;
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public RenderImage(GGraph holder)
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{
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_width = (int)holder.width;
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_height = (int)holder.height;
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_cacheTexture = true;
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this._image = new Image();
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holder.SetNativeObject(this._image);
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Object prefab = Resources.Load("RenderTexture/RenderImageCamera");
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GameObject go = (GameObject)Object.Instantiate(prefab);
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_camera = go.GetComponent<Camera>();
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_camera.transform.position = new Vector3(0, 1000, 0);
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_camera.cullingMask = 1 << RENDER_LAYER;
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_camera.enabled = false;
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Object.DontDestroyOnLoad(_camera.gameObject);
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this._root = new GameObject("RenderImage").transform;
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this._root.SetParent(_camera.transform, false);
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SetLayer(this._root.gameObject, HIDDEN_LAYER);
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this.modelRoot = new GameObject("model_root").transform;
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this.modelRoot.SetParent(this._root, false);
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this._background = new GameObject("background").transform;
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this._background.SetParent(this._root, false);
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this._image.onAddedToStage.Add(OnAddedToStage);
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this._image.onRemovedFromStage.Add(OnRemoveFromStage);
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if (this._image.stage != null)
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OnAddedToStage();
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else
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_camera.gameObject.SetActive(false);
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}
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public void Dispose()
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{
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Object.Destroy(_camera.gameObject);
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DestroyTexture();
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this._image.Dispose();
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this._image = null;
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}
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/// <summary>
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/// The rendertexture is not transparent. So if you want to the UI elements can be seen in the back of the models/particles in rendertexture,
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/// you can set a maximunm two images for background.
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/// Be careful if your image is 9 grid scaling, you must make sure the place holder is inside the middle box(dont cover from border to middle).
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/// </summary>
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/// <param name="image"></param>
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public void SetBackground(GObject image)
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{
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SetBackground(image, null);
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}
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/// <summary>
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/// The rendertexture is not transparent. So if you want to the UI elements can be seen in the back of the models/particles in rendertexture,
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/// you can set a maximunm two images for background.
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/// </summary>
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/// <param name="image1"></param>
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/// <param name="image2"></param>
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public void SetBackground(GObject image1, GObject image2)
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{
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Image source1 = (Image)image1.displayObject;
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Image source2 = image2 != null ? (Image)image2.displayObject : null;
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Vector3 pos = _background.position;
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pos.z = _camera.farClipPlane;
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_background.position = pos;
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Vector2[] uv = new Vector2[4];
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Vector2[] uv2 = null;
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Rect rect = _image.TransformRect(new Rect(0, 0, this._width, this._height), source1);
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Rect uvRect = GetImageUVRect(source1, rect, uv);
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if (source2 != null)
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{
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rect = _image.TransformRect(new Rect(0, 0, this._width, this._height), source2);
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uv2 = new Vector2[4];
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GetImageUVRect(source2, rect, uv2);
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}
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Vector3[] vertices = new Vector3[4];
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for (int i = 0; i < 4; i++)
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{
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Vector2 v = uv[i];
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vertices[i] = new Vector3((v.x - uvRect.x) / uvRect.width * 2 - 1,
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(v.y - uvRect.y) / uvRect.height * 2 - 1, 0);
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}
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Mesh mesh = new Mesh();
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mesh.vertices = vertices;
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mesh.uv = uv;
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if (uv2 != null)
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mesh.uv2 = uv2;
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mesh.colors32 = new Color32[] { Color.white, Color.white, Color.white, Color.white };
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mesh.triangles = new int[] { 0, 1, 2, 2, 3, 0 };
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MeshFilter meshFilter = this._background.gameObject.GetComponent<MeshFilter>();
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if (meshFilter == null)
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meshFilter = this._background.gameObject.AddComponent<MeshFilter>();
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meshFilter.mesh = mesh;
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MeshRenderer meshRenderer = this._background.gameObject.GetComponent<MeshRenderer>();
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if (meshRenderer == null)
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meshRenderer = this._background.gameObject.AddComponent<MeshRenderer>();
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#if (UNITY_5 || UNITY_5_3_OR_NEWER)
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meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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#else
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meshRenderer.castShadows = false;
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#endif
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meshRenderer.receiveShadows = false;
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Shader shader = Shader.Find("Game/FullScreen");
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Material mat = new Material(shader);
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mat.mainTexture = source1.texture.nativeTexture;
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if (source2 != null)
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mat.SetTexture("_Tex2", source2.texture.nativeTexture);
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meshRenderer.material = mat;
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}
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Rect GetImageUVRect(Image image, Rect localRect, Vector2[] uv)
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{
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Rect imageRect = new Rect(0, 0, image.size.x, image.size.y);
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Rect bound = ToolSet.Intersection(ref imageRect, ref localRect);
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Rect uvRect = image.texture.uvRect;
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if (image.scale9Grid != null)
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{
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Rect gridRect = (Rect)image.scale9Grid;
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float sourceW = image.texture.width;
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float sourceH = image.texture.height;
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uvRect = Rect.MinMaxRect(Mathf.Lerp(uvRect.xMin, uvRect.xMax, gridRect.xMin / sourceW),
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Mathf.Lerp(uvRect.yMin, uvRect.yMax, (sourceH - gridRect.yMax) / sourceH),
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Mathf.Lerp(uvRect.xMin, uvRect.xMax, gridRect.xMax / sourceW),
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Mathf.Lerp(uvRect.yMin, uvRect.yMax, (sourceH - gridRect.yMin) / sourceH));
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float vw = imageRect.width - (sourceW - gridRect.width);
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float vh = imageRect.height - (sourceH - gridRect.height);
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uvRect = Rect.MinMaxRect(Mathf.Lerp(uvRect.xMin, uvRect.xMax, (bound.x - gridRect.x) / vw),
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Mathf.Lerp(uvRect.yMin, uvRect.yMax, (imageRect.height - bound.yMax - (sourceH - gridRect.yMax)) / vh),
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Mathf.Lerp(uvRect.xMin, uvRect.xMax, (bound.xMax - gridRect.x) / vw),
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Mathf.Lerp(uvRect.yMin, uvRect.yMax, (imageRect.height - bound.yMin - gridRect.y) / vh));
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}
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else
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{
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uvRect = Rect.MinMaxRect(Mathf.Lerp(uvRect.xMin, uvRect.xMax, bound.xMin / imageRect.width),
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Mathf.Lerp(uvRect.yMin, uvRect.yMax, (imageRect.height - bound.yMax) / imageRect.height),
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Mathf.Lerp(uvRect.xMin, uvRect.xMax, bound.xMax / imageRect.width),
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Mathf.Lerp(uvRect.yMin, uvRect.yMax, (imageRect.height - bound.yMin) / imageRect.height));
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}
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uv[0] = uvRect.position;
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uv[1] = new Vector2(uvRect.xMin, uvRect.yMax);
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uv[2] = new Vector2(uvRect.xMax, uvRect.yMax);
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uv[3] = new Vector2(uvRect.xMax, uvRect.yMin);
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if (image.texture.rotated)
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ToolSet.RotateUV(uv, ref image.texture.uvRect);
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return uvRect;
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}
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public void LoadModel(string model)
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{
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this.UnloadModel();
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Object prefab = Resources.Load(model);
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GameObject go = ((GameObject)Object.Instantiate(prefab));
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_model = go.transform;
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_model.SetParent(this.modelRoot, false);
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}
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public void UnloadModel()
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{
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if (_model != null)
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{
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Object.Destroy(_model.gameObject);
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_model = null;
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}
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_rotating = 0;
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}
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public void StartRotate(float delta)
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{
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_rotating = delta;
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}
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public void StopRotate()
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{
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_rotating = 0;
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}
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void CreateTexture()
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{
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if (_renderTexture != null)
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return;
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_renderTexture = new RenderTexture(_width, _height, 24, RenderTextureFormat.ARGB32)
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{
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antiAliasing = 1,
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filterMode = FilterMode.Bilinear,
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anisoLevel = 0,
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useMipMap = false
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};
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this._image.texture = new NTexture(_renderTexture);
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this._image.blendMode = BlendMode.Off;
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}
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void DestroyTexture()
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{
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if (_renderTexture != null)
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{
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Object.Destroy(_renderTexture);
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_renderTexture = null;
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this._image.texture = null;
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}
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}
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void OnAddedToStage()
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{
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if (_renderTexture == null)
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CreateTexture();
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Timers.inst.AddUpdate(this.Render);
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_camera.gameObject.SetActive(true);
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Render();
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}
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void OnRemoveFromStage()
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{
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if (!_cacheTexture)
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DestroyTexture();
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Timers.inst.Remove(this.Render);
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_camera.gameObject.SetActive(false);
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}
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void Render(object param = null)
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{
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if (_rotating != 0 && this.modelRoot != null)
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{
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Vector3 localRotation = this.modelRoot.localRotation.eulerAngles;
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localRotation.y += _rotating;
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this.modelRoot.localRotation = Quaternion.Euler(localRotation);
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}
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SetLayer(this._root.gameObject, RENDER_LAYER);
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_camera.targetTexture = this._renderTexture;
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RenderTexture old = RenderTexture.active;
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RenderTexture.active = this._renderTexture;
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GL.Clear(true, true, Color.clear);
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_camera.Render();
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RenderTexture.active = old;
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SetLayer(this._root.gameObject, HIDDEN_LAYER);
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}
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void SetLayer(GameObject go, int layer)
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{
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Transform[] transforms = go.GetComponentsInChildren<Transform>(true);
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foreach (Transform t in transforms)
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{
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t.gameObject.layer = layer;
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}
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}
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} |