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292 lines
9.6 KiB
C#

using FairyGUI;
using FairyGUI.Utils;
using System.Collections;
using UnityEngine;
public class RenderImage
{
public Transform modelRoot { get; private set; }
Camera _camera;
Image _image;
Transform _root;
Transform _background;
Transform _model;
RenderTexture _renderTexture;
int _width;
int _height;
bool _cacheTexture;
float _rotating;
const int RENDER_LAYER = 0;
const int HIDDEN_LAYER = 10;
public RenderImage(GGraph holder)
{
_width = (int)holder.width;
_height = (int)holder.height;
_cacheTexture = true;
this._image = new Image();
holder.SetNativeObject(this._image);
Object prefab = Resources.Load("RenderTexture/RenderImageCamera");
GameObject go = (GameObject)Object.Instantiate(prefab);
_camera = go.GetComponent<Camera>();
_camera.transform.position = new Vector3(0, 1000, 0);
_camera.cullingMask = 1 << RENDER_LAYER;
_camera.enabled = false;
Object.DontDestroyOnLoad(_camera.gameObject);
this._root = new GameObject("RenderImage").transform;
this._root.SetParent(_camera.transform, false);
SetLayer(this._root.gameObject, HIDDEN_LAYER);
this.modelRoot = new GameObject("model_root").transform;
this.modelRoot.SetParent(this._root, false);
this._background = new GameObject("background").transform;
this._background.SetParent(this._root, false);
this._image.onAddedToStage.Add(OnAddedToStage);
this._image.onRemovedFromStage.Add(OnRemoveFromStage);
if (this._image.stage != null)
OnAddedToStage();
else
_camera.gameObject.SetActive(false);
}
public void Dispose()
{
Object.Destroy(_camera.gameObject);
DestroyTexture();
this._image.Dispose();
this._image = null;
}
/// <summary>
/// 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,
/// you can set a maximunm two images for background.
/// 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).
/// </summary>
/// <param name="image"></param>
public void SetBackground(GObject image)
{
SetBackground(image, null);
}
/// <summary>
/// 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,
/// you can set a maximunm two images for background.
/// </summary>
/// <param name="image1"></param>
/// <param name="image2"></param>
public void SetBackground(GObject image1, GObject image2)
{
Image source1 = (Image)image1.displayObject;
Image source2 = image2 != null ? (Image)image2.displayObject : null;
Vector3 pos = _background.position;
pos.z = _camera.farClipPlane;
_background.position = pos;
Vector2[] uv = new Vector2[4];
Vector2[] uv2 = null;
Rect rect = _image.TransformRect(new Rect(0, 0, this._width, this._height), source1);
Rect uvRect = GetImageUVRect(source1, rect, uv);
if (source2 != null)
{
rect = _image.TransformRect(new Rect(0, 0, this._width, this._height), source2);
uv2 = new Vector2[4];
GetImageUVRect(source2, rect, uv2);
}
Vector3[] vertices = new Vector3[4];
for (int i = 0; i < 4; i++)
{
Vector2 v = uv[i];
vertices[i] = new Vector3((v.x - uvRect.x) / uvRect.width * 2 - 1,
(v.y - uvRect.y) / uvRect.height * 2 - 1, 0);
}
Mesh mesh = new Mesh();
mesh.vertices = vertices;
mesh.uv = uv;
if (uv2 != null)
mesh.uv2 = uv2;
mesh.colors32 = new Color32[] { Color.white, Color.white, Color.white, Color.white };
mesh.triangles = new int[] { 0, 1, 2, 2, 3, 0 };
MeshFilter meshFilter = this._background.gameObject.GetComponent<MeshFilter>();
if (meshFilter == null)
meshFilter = this._background.gameObject.AddComponent<MeshFilter>();
meshFilter.mesh = mesh;
MeshRenderer meshRenderer = this._background.gameObject.GetComponent<MeshRenderer>();
if (meshRenderer == null)
meshRenderer = this._background.gameObject.AddComponent<MeshRenderer>();
#if (UNITY_5 || UNITY_5_3_OR_NEWER)
meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
#else
meshRenderer.castShadows = false;
#endif
meshRenderer.receiveShadows = false;
Shader shader = Shader.Find("Game/FullScreen");
Material mat = new Material(shader);
mat.mainTexture = source1.texture.nativeTexture;
if (source2 != null)
mat.SetTexture("_Tex2", source2.texture.nativeTexture);
meshRenderer.material = mat;
}
Rect GetImageUVRect(Image image, Rect localRect, Vector2[] uv)
{
Rect imageRect = new Rect(0, 0, image.size.x, image.size.y);
Rect bound = ToolSet.Intersection(ref imageRect, ref localRect);
Rect uvRect = image.texture.uvRect;
if (image.scale9Grid != null)
{
Rect gridRect = (Rect)image.scale9Grid;
float sourceW = image.texture.width;
float sourceH = image.texture.height;
uvRect = Rect.MinMaxRect(Mathf.Lerp(uvRect.xMin, uvRect.xMax, gridRect.xMin / sourceW),
Mathf.Lerp(uvRect.yMin, uvRect.yMax, (sourceH - gridRect.yMax) / sourceH),
Mathf.Lerp(uvRect.xMin, uvRect.xMax, gridRect.xMax / sourceW),
Mathf.Lerp(uvRect.yMin, uvRect.yMax, (sourceH - gridRect.yMin) / sourceH));
float vw = imageRect.width - (sourceW - gridRect.width);
float vh = imageRect.height - (sourceH - gridRect.height);
uvRect = Rect.MinMaxRect(Mathf.Lerp(uvRect.xMin, uvRect.xMax, (bound.x - gridRect.x) / vw),
Mathf.Lerp(uvRect.yMin, uvRect.yMax, (imageRect.height - bound.yMax - (sourceH - gridRect.yMax)) / vh),
Mathf.Lerp(uvRect.xMin, uvRect.xMax, (bound.xMax - gridRect.x) / vw),
Mathf.Lerp(uvRect.yMin, uvRect.yMax, (imageRect.height - bound.yMin - gridRect.y) / vh));
}
else
{
uvRect = Rect.MinMaxRect(Mathf.Lerp(uvRect.xMin, uvRect.xMax, bound.xMin / imageRect.width),
Mathf.Lerp(uvRect.yMin, uvRect.yMax, (imageRect.height - bound.yMax) / imageRect.height),
Mathf.Lerp(uvRect.xMin, uvRect.xMax, bound.xMax / imageRect.width),
Mathf.Lerp(uvRect.yMin, uvRect.yMax, (imageRect.height - bound.yMin) / imageRect.height));
}
uv[0] = uvRect.position;
uv[1] = new Vector2(uvRect.xMin, uvRect.yMax);
uv[2] = new Vector2(uvRect.xMax, uvRect.yMax);
uv[3] = new Vector2(uvRect.xMax, uvRect.yMin);
if (image.texture.rotated)
ToolSet.RotateUV(uv, ref image.texture.uvRect);
return uvRect;
}
public void LoadModel(string model)
{
this.UnloadModel();
Object prefab = Resources.Load(model);
GameObject go = ((GameObject)Object.Instantiate(prefab));
_model = go.transform;
_model.SetParent(this.modelRoot, false);
}
public void UnloadModel()
{
if (_model != null)
{
Object.Destroy(_model.gameObject);
_model = null;
}
_rotating = 0;
}
public void StartRotate(float delta)
{
_rotating = delta;
}
public void StopRotate()
{
_rotating = 0;
}
void CreateTexture()
{
if (_renderTexture != null)
return;
_renderTexture = new RenderTexture(_width, _height, 24, RenderTextureFormat.ARGB32)
{
antiAliasing = 1,
filterMode = FilterMode.Bilinear,
anisoLevel = 0,
useMipMap = false
};
this._image.texture = new NTexture(_renderTexture);
this._image.blendMode = BlendMode.Off;
}
void DestroyTexture()
{
if (_renderTexture != null)
{
Object.Destroy(_renderTexture);
_renderTexture = null;
this._image.texture = null;
}
}
void OnAddedToStage()
{
if (_renderTexture == null)
CreateTexture();
Timers.inst.AddUpdate(this.Render);
_camera.gameObject.SetActive(true);
Render();
}
void OnRemoveFromStage()
{
if (!_cacheTexture)
DestroyTexture();
Timers.inst.Remove(this.Render);
_camera.gameObject.SetActive(false);
}
void Render(object param = null)
{
if (_rotating != 0 && this.modelRoot != null)
{
Vector3 localRotation = this.modelRoot.localRotation.eulerAngles;
localRotation.y += _rotating;
this.modelRoot.localRotation = Quaternion.Euler(localRotation);
}
SetLayer(this._root.gameObject, RENDER_LAYER);
_camera.targetTexture = this._renderTexture;
RenderTexture old = RenderTexture.active;
RenderTexture.active = this._renderTexture;
GL.Clear(true, true, Color.clear);
_camera.Render();
RenderTexture.active = old;
SetLayer(this._root.gameObject, HIDDEN_LAYER);
}
void SetLayer(GameObject go, int layer)
{
Transform[] transforms = go.GetComponentsInChildren<Transform>(true);
foreach (Transform t in transforms)
{
t.gameObject.layer = layer;
}
}
}