【源码】使用Unity在屏幕上画个框

直接放在相机上!  

Unity3D使用的图形引擎是DirectX,OpenGL和自带的APi(Wii),这里使用OpenGL的渲染方式

(使用过OpenGl的应该相对容易理解。另外:代码中使用Shader是因为矩形框中部的透明部分需要) 

using UnityEngine;
using System.Collections;
public class NewBehaviourScript : MonoBehaviour {
 private Vector2 mMouseStart, mMouseEnd; 
 private bool mBDrawMouseRect; 
 
 private Material rectMat = null;//画线的材质不设定系统会用当前材质画线 结果不可控 
 
 void Start() 
 { 
  
  mBDrawMouseRect = false; 
  
  rectMat = new Material("Shader \"Lines/Colored Blended\" {" + 
                         "SubShader { Pass { " + 
                         "    Blend SrcAlpha OneMinusSrcAlpha " + 
                         "    ZWrite Off Cull Off Fog { Mode Off } " + 
                         "    BindChannels {" + 
                         "      Bind \"vertex\", vertex Bind \"color\", color }" + 
                         "} } }");//生成画线的材质 
  rectMat.hideFlags = HideFlags.HideAndDontSave; 
  rectMat.shader.hideFlags = HideFlags.HideAndDontSave; 
 } //Unity3D教程手册:www.unitymanual.com
 
 void Update() 
 { 
  if (Input.GetMouseButtonDown(0)) 
   //按下鼠标左键 
  { 
   Vector3 mousePosition = Input.mousePosition; 
   mMouseStart = new Vector2(mousePosition.x, mousePosition.y); 
  } 
  
  if (Input.GetMouseButton(0)) 
   //持续按下鼠标左键 
  { 
   mBDrawMouseRect = true; 
   Vector3 mousePosition = Input.mousePosition; 
   mMouseEnd = new Vector2(mousePosition.x, mousePosition.y); 
  } 
  
  if (Input.GetMouseButtonUp(0)) 
  { 
   mBDrawMouseRect = false; 
  } 
 } 
 //Unity3D教程手册:www.unitymanual.com
 void OnGUI() 
 { 
  if (mBDrawMouseRect) 
   Draw(mMouseStart, mMouseEnd); 
 } 
 
 //渲染2D框 
 void Draw(Vector2 start, Vector2 end) 
 { 
  rectMat.SetPass(0); 
  
  GL.PushMatrix();//保存摄像机变换矩阵 
  
  Color clr = Color.green; 
  clr.a = 0.1f; 
  
  GL.LoadPixelMatrix();//设置用屏幕坐标绘图 
  //透明框 
  GL.Begin(GL.QUADS); 
  GL.Color(clr); 
  GL.Vertex3(start.x, start.y, 0); 
  GL.Vertex3(end.x, start.y, 0); 
  GL.Vertex3(end.x, end.y, 0); 
  GL.Vertex3(start.x, end.y, 0); 
  GL.End(); 
  
  //线 
  //上 
  GL.Begin(GL.LINES); 
  GL.Color(Color.green); 
  GL.Vertex3(start.x, start.y, 0); 
  GL.Vertex3(end.x, start.y, 0); 
  GL.End(); 
  
  //下 
  GL.Begin(GL.LINES); 
  GL.Color(Color.green); 
  GL.Vertex3(start.x, end.y, 0); 
  GL.Vertex3(end.x, end.y, 0); 
  GL.End(); 
  
  //左 
  GL.Begin(GL.LINES); 
  GL.Color(Color.green); 
  GL.Vertex3(start.x, start.y, 0); 
  GL.Vertex3(start.x, end.y, 0); 
  GL.End(); 
  
  //右 
  GL.Begin(GL.LINES); 
  GL.Color(Color.green); 
  GL.Vertex3(end.x, start.y, 0); 
  GL.Vertex3(end.x, end.y, 0); 
  GL.End(); 
  
  GL.PopMatrix();//还原 
 } 
}
 


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