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112 lines
3.1 KiB
112 lines
3.1 KiB
using System; |
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using UnityEngine; |
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using Object = UnityEngine.Object; |
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namespace UnityStandardAssets.ImageEffects |
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{ |
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class Triangles |
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{ |
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private static Mesh[] meshes; |
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private static int currentTris = 0; |
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static bool HasMeshes() |
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{ |
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if (meshes == null) |
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return false; |
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for (int i = 0; i < meshes.Length; i++) |
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if (null == meshes[i]) |
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return false; |
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return true; |
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} |
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static void Cleanup() |
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{ |
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if (meshes == null) |
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return; |
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for (int i = 0; i < meshes.Length; i++) |
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{ |
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if (null != meshes[i]) |
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{ |
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Object.DestroyImmediate(meshes[i]); |
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meshes[i] = null; |
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} |
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} |
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meshes = null; |
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} |
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static Mesh[] GetMeshes(int totalWidth, int totalHeight) |
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{ |
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if (HasMeshes() && (currentTris == (totalWidth * totalHeight))) |
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{ |
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return meshes; |
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} |
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int maxTris = 65000 / 3; |
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int totalTris = totalWidth * totalHeight; |
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currentTris = totalTris; |
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int meshCount = Mathf.CeilToInt((1.0f * totalTris) / (1.0f * maxTris)); |
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meshes = new Mesh[meshCount]; |
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int i = 0; |
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int index = 0; |
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for (i = 0; i < totalTris; i += maxTris) |
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{ |
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int tris = Mathf.FloorToInt(Mathf.Clamp((totalTris - i), 0, maxTris)); |
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meshes[index] = GetMesh(tris, i, totalWidth, totalHeight); |
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index++; |
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} |
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return meshes; |
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} |
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static Mesh GetMesh(int triCount, int triOffset, int totalWidth, int totalHeight) |
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{ |
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var mesh = new Mesh(); |
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mesh.hideFlags = HideFlags.DontSave; |
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var verts = new Vector3[triCount * 3]; |
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var uvs = new Vector2[triCount * 3]; |
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var uvs2 = new Vector2[triCount * 3]; |
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var tris = new int[triCount * 3]; |
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for (int i = 0; i < triCount; i++) |
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{ |
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int i3 = i * 3; |
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int vertexWithOffset = triOffset + i; |
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float x = Mathf.Floor(vertexWithOffset % totalWidth) / totalWidth; |
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float y = Mathf.Floor(vertexWithOffset / totalWidth) / totalHeight; |
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Vector3 position = new Vector3(x * 2 - 1, y * 2 - 1, 1.0f); |
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verts[i3 + 0] = position; |
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verts[i3 + 1] = position; |
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verts[i3 + 2] = position; |
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uvs[i3 + 0] = new Vector2(0.0f, 0.0f); |
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uvs[i3 + 1] = new Vector2(1.0f, 0.0f); |
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uvs[i3 + 2] = new Vector2(0.0f, 1.0f); |
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uvs2[i3 + 0] = new Vector2(x, y); |
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uvs2[i3 + 1] = new Vector2(x, y); |
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uvs2[i3 + 2] = new Vector2(x, y); |
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tris[i3 + 0] = i3 + 0; |
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tris[i3 + 1] = i3 + 1; |
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tris[i3 + 2] = i3 + 2; |
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} |
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mesh.vertices = verts; |
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mesh.triangles = tris; |
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mesh.uv = uvs; |
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mesh.uv2 = uvs2; |
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return mesh; |
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} |
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} |
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}
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