今天让大家学习一下Unity3d里面的OpenGL 自带的API ,我们可以通过简单的使用OpenGL来在场景中利用相机渲染绘制图形。官方学习文档:https://docs.unity3d.com/ScriptReference/GL.html
1.第一步:通过相关官方的文档,我们可以了解GL接口以及一些标准OpenGL函数;
2.第二步:我们直接进入实操模式;
2.0 新建项目,在场景中创建Camera,并且附加OpenGLTest.cs 组件;
2.1 OpenGLTest.cs 代码如下(具体可以直接参考官方文档);
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OpenGLTest : MonoBehaviour {
public int lineCount = 80;
public float radius = 4f;
static Material lineMaterial;
public void OnRenderObject()
{
CreateLineMaterial();
// Apply the line material
lineMaterial.SetPass(0);
GL.PushMatrix();
// Set transformation matrix for drawing to
// match our transform
GL.MultMatrix(transform.localToWorldMatrix);
// Draw lines
GL.Begin(GL.LINES);
for (int i = 0; i < lineCount; ++i)
{
float a = i / (float)lineCount;
float angle = a * Mathf.PI * 2;
// Vertex colors change from red to green
GL.Color(new Color(a, 1 - a, 0, 0.8F));
// One vertex at transform position
GL.Vertex3(0, 0, 0);
// Another vertex at edge of circle
GL.Vertex3(Mathf.Cos(angle) * radius, Mathf.Sin(angle) * radius, 0);
}
GL.End();
GL.PopMatrix();
}
void OnPostRender()
{
// Set your materials
GL.PushMatrix();
// yourMaterial.SetPass( );
// Draw your stuff
GL.PopMatrix();
}
static void CreateLineMaterial()
{
if (!lineMaterial)
{
// Unity has a built-in shader that is useful for drawing
// simple colored things.
Shader shader = Shader.Find("Hidden/Internal-Colored");
lineMaterial = new Material(shader);
lineMaterial.hideFlags = HideFlags.HideAndDontSave;
// Turn on alpha blending
lineMaterial.SetInt("_SrcBlend",(int)UnityEngine.Rendering.BlendMode.SrcAlpha);
lineMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
// Turn backface culling off
lineMaterial.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off);
// Turn off depth writes
lineMaterial.SetInt("_ZWrite", 0);
}
}
}
2.2 运行项目看绘制的线条;