【Unity】GL绘制图形和网格

新建 GLSquare脚本,绑定主相机。

Helper

public class GLSquare : MonoBehaviour
{
	//线材质
	private Material m_material;
	
	//在摄像机渲染场景后,将调用 OnRenderObject。
	private void OnRenderObject()
	{
	    Draw();//调用 绘制
	}
	
	//绘制调用 Begin end
	void Begin()
	{
	    if (m_material == null)
	        //shader选择GUI/Text Shader后打包的软件可以看见线条
	        m_material = new Material(Shader.Find("GUI/Text Shader");//("Unlit/Color"));
	    m_material.SetPass(0);
	    //GL.LoadOrtho();//正交视图
	    GL.Begin(GL.LINES);
	    m_material.SetColor("_Color", Color.white);//定义颜色
	}
	void End()
	{
	    GL.End();
	}
	
	void Draw()
	{
	    Begin();
	
	    //若干 GL.Vertex 绘制 两个点一条线
	    for (int i = 0; i < m_linePoints.Count; i++)
	    {        
	        GL.Vertex(m_linePoints[i][0]);
	        GL.Vertex(m_linePoints[i][1]);
	    }
	
	    End();
	}
	public static GLSquare Instance;
	private void Awake()
	{
	    Instance = this;
	
	    initPoints();//定义顶点
	}
}

直接取点绘制网格

//定义顶点
//此处举例: 10*10 单元格为1的网格
List<Vector3[]> m_linePoints = new List<Vector3[]>();
void initPoints()
{
    (-5, 0, -5)(5, 0, -5)
    (-5, 0, 5)(-5, 0, -5)
    (-5, 0, -4)(5, 0, -4)
    (-4, 0, 5)(-4, 0, -5)
    ...
    for (int i = -5; i <= 5; i++)
    {
        Vector3[] rows = new Vector3[2];
        rows[0] = new Vector3(-5, 0, i);
        rows[1] = new Vector3(5, 0, i);
        m_linePoints.Add(rows);
        Vector3[] clos = new Vector3[2];
        clos[0] = new Vector3(i, 0, 5);
        clos[1] = new Vector3(i, 0, -5);
        m_linePoints.Add(clos);
    }
}

绘制标准网格

//调用,参数 单元格边长,网格宽度和高度(单元格个数)
//initPoints(float cellsize, int width, int height)

private bool isReady = false;

//此方法类似update是一只刷新的
private void OnRenderObject()
{
    //isReady作为开关
    if (isReady)
    {
        DrawArea();
    }
}

public void clearLine() {
    m_linePoints.Clear();
}

//定义顶点
public void initPoints(float cellsize, int width, int height)
{
    //重新绘制时,清楚之前的绘制图案
    clearLine();
    for (float i = 0; i <= height; i++)
    {
        Vector3[] rows = new Vector3[2];
        rows[0] = new Vector3(0, 0, i * cellsize);
        rows[1] = new Vector3(width * cellsize, 0, i * cellsize);
        m_linePoints.Add(rows);
    }
    for (float i = 0; i <= width; i++)
    {
        Vector3[] clos = new Vector3[2];
        clos[0] = new Vector3(i * cellsize, 0, height * cellsize);
        clos[1] = new Vector3(i * cellsize, 0, 0);
        m_linePoints.Add(clos);
    }
    isReady = true;
}

正交视图鼠标框选矩形

private Vector3 m_startPos;
private Vector3 m_endPos;

private bool Drow = false;

private void OnRenderObject()
{
    if(Drow)
    {
        DrawAreaByPos();
    }
}

private void Update()
{
    //鼠标框选:鼠标按下,抬起 点击屏幕,拖拽鼠标,绘制矩形
    //鼠标按下,开始绘制
    if (Input.GetMouseButtonDown(0))
    {
        Drow = true;
        m_startPos = GetScreenTouchPos();//起点
    }

    if (Drow)
    {
        m_endPos = GetScreenTouchPos();
    }
	//鼠标抬起,
    if (Input.GetMouseButtonUp(0))
    {
        Drow = false;
        m_startPos = Vector3.Zero;
        m_endPos = Vector3.Zero;
        DrawAreaByPos();
    }
}
public static Vector3 GetScreenTouchPos()
{
    return GetTouchPosition();
}

public static Vector3 GetTouchPosition()
{
    #if UNITY_EDITOR || UNITY_STANDALONE_WIN
        return Input.mousePosition;
    #else
        return Input.touches[0].position;
    #endif
}
}

void DrawAreaByPos()
{
    DrawArea(
        new Rect(
            math.min(m_startPos.x, m_endPos.x), 
            math.min(m_startPos.y, m_endPos.y),
            math.max(m_startPos.x, m_endPos.x) - math.min(m_startPos.x, m_endPos.x),
            math.max(m_startPos.y, m_endPos.y) - math.min(m_startPos.y, m_endPos.y)
        )
    );
}
//绘制顶点坐标
void DrawArea(Rect rect)
{
    Begin();

    GL.Vertex3(rect.xMin / Screen.width, rect.yMin / Screen.height, 0);
    GL.Vertex3(rect.xMin / Screen.width, rect.yMax / Screen.height, 0);

    GL.Vertex3(rect.xMin / Screen.width, rect.yMax / Screen.height, 0);
    GL.Vertex3(rect.xMax / Screen.width, rect.yMax / Screen.height, 0);

    GL.Vertex3(rect.xMax / Screen.width, rect.yMax / Screen.height, 0);
    GL.Vertex3(rect.xMax / Screen.width, rect.yMin / Screen.height, 0);

    GL.Vertex3(rect.xMax / Screen.width, rect.yMin / Screen.height, 0);
    GL.Vertex3(rect.xMin / Screen.width, rect.yMin / Screen.height, 0);

    End();
}

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