UGUI原理简述

绘制原理

核心概念:Mesh、Vertex、Triangle、UV

说明:

  •     Mesh:网格,决定物体的形状
  •     Vertex :顶点,组成Mesh的元素
  •     Triangle :三角形,决定顶点顺序
  •     UV:纹理贴图坐标

下面使用例子依次介绍绘制原理,编写脚本:

public class CreateImage : MonoBehaviour
{
    private MeshFilter meshFilter;
    private MeshRenderer render;
    public Texture tex;
    // Start is called before the first frame update
    void Start()
    {
        meshFilter = this.GetComponent<MeshFilter>();
        render = this.GetComponent<MeshRenderer>();
        CreateAImage();
    }

    void CreateAImage()
    {
        VertexHelper vp = new VertexHelper();
        vp.Clear();
        //这里采用的添加顶点函数,函数参数分别对应了顶点位置,顶点颜色,纹理坐标
        vp.AddVert(new Vector3(0, 0, 0), Color.red, new Vector2(0, 0));
        vp.AddVert(new Vector3(0, 1, 0), Color.green, new Vector2(0, 1));
        vp.AddVert(new Vector3(1, 1, 0), Color.blue, new Vector2(1, 1));
        vp.AddVert(new Vector3(1, 0, 0), Color.cyan, new Vector2(1, 0));
        //4个顶点构造出矩形的两个三角形
        vp.AddTriangle(0, 1, 2);
        vp.AddTriangle(2, 3, 0);
        Mesh mesh = new Mesh();
        vp.FillMesh(mesh);
        meshFilter.mesh = mesh;
    }
}

挂到物体上:

运行之后,产生一个由两个三角形组成得到图形:

贴图绘制:

public class CreateImage : MonoBehaviour
{
    private MeshFilter meshFilter;
    private MeshRenderer render;
    public Texture tex;
    // Start is called before the first frame update
    void Start()
    {
        meshFilter = this.GetComponent<MeshFilter>();
        render = this.GetComponent<MeshRenderer>();
        CreateAImage();
    }


    void CreateAImage()
    {
        VertexHelper vp = new VertexHelper();
        vp.Clear();
        //这里采用的添加顶点函数,函数参数分别对应了顶点位置,顶点颜色,纹理坐标
        vp.AddVert(new Vector3(0, 0, 0), Color.white, new Vector2(0, 0));
        vp.AddVert(new Vector3(0, 1, 0), Color.white, new Vector2(0, 1));
        vp.AddVert(new Vector3(1, 1, 0), Color.white, new Vector2(1, 1));
        vp.AddVert(new Vector3(1, 0, 0), Color.white, new Vector2(1, 0));
        //4个顶点构造出矩形的两个三角形
        vp.AddTriangle(0, 1, 2);
        vp.AddTriangle(2, 3, 0);
        Mesh mesh = new Mesh();
        vp.FillMesh(mesh);
        meshFilter.mesh = mesh;
        //设置颜色或者纹理(这里的设置会覆盖Mesh的颜色)
        //想象你穿衣服是不是就把你的肤色盖着了
        //render.material.color = Color.red;
        render.material.mainTexture = tex;
    }
}

运行之后:

UGUI绘制原理,UGUI使用的不是MeshRenderer和MeshFilter,而是Canvas 和 CanvasRender,构造层图

脚本:

public class UGUIDraw : MonoBehaviour
{
    public Texture2D texture2D;
    public Material material;
    void Start()
    {
        Vector3[] vertices = new Vector3[4];
        vertices[0] = new Vector3(0, 0, 0);
        vertices[1] = new Vector3(0, 1, 0);
        vertices[2] = new Vector3(1, 1, 0);
        vertices[3] = new Vector3(1, 0, 0);
        int[] triangles = new int[6];
        triangles[0] = 0;
        triangles[1] = 1;
        triangles[2] = 2;
        triangles[3] = 2;
        triangles[4] = 3;
        triangles[5] = 0;
        Vector2[] uv = new Vector2[4];
        uv[0] = new Vector2(0, 0);
        uv[1] = new Vector2(0, 1);
        uv[2] = new Vector2(1, 1);
        uv[3] = new Vector2(1, 0);
        Mesh mesh = new Mesh();
        mesh.vertices = vertices;
        mesh.triangles = triangles;
        mesh.uv = uv;
        mesh.RecalculateBounds();
        CanvasRenderer canvasRenderer = GetComponent<CanvasRenderer>();
        canvasRenderer.SetMesh(mesh);
        canvasRenderer.materialCount = 1;
        canvasRenderer.SetMaterial(material, 0);
        canvasRenderer.SetTexture(texture2D);
    }
}

运行如下:

小结:

        生成显示UI用的Mesh,由4个顶点,2个三角形组成,每个顶点都包含UV坐标,如果需要调整颜色,还需要提供顶点色。当UGUI中使用图片过程(纹理采样),将网络和纹理信息送入GPU中渲染.

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