using UnityEngine;
using System.Collections;
[RequireComponent(typeof (Camera))]
public class VectorLine : MonoBehaviour
{
public int numberOfPoints = 2;
public Color lineColor = Color.red;
public int lineWidth = 3;
public bool drawLines = true;
private Material lineMaterial;
private Vector2[] linePoints;
private Camera cam;
void Awake()
{
lineMaterial = new Material( "Shader \"Lines/Colored Blended\" {" +
"SubShader { Pass {" +
" BindChannels { Bind \"Color\",color }" +
" Blend SrcAlpha OneMinusSrcAlpha" +
" ZWrite Off Cull Off Fog { Mode Off }" +
"} } }");
lineMaterial.hideFlags = HideFlags.HideAndDontSave;
lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave;
cam = camera;
}
// Creates a simple two point line
void Start()
{
linePoints = new Vector2[2];
}
// Sets line endpoints to center of screen and mouse position
void Update()
{
linePoints[0] = new Vector2(0.5f, 0.5f);
linePoints[1] = new Vector2(Input.mousePosition.x/Screen.width, Input.mousePosition.y/Screen.height);
}
void OnPostRender()
{
if (!drawLines || linePoints == null || linePoints.Length < 2)
return;
float nearClip = cam.nearClipPlane + 0.00001f;
int end = linePoints.Length - 1;
float thisWidth = 1f/Screen.width * lineWidth * 0.5f;
lineMaterial.SetPass(0);
GL.Color(lineColor);
if (lineWidth == 1)
{
GL.Begin(GL.LINES);
for (int i = 0; i < end; ++i)
{
GL.Vertex(cam.ViewportToWorldPoint(new Vector3(linePoints[i].x, linePoints[i].y, nearClip)));
GL.Vertex(cam.ViewportToWorldPoint(new Vector3(linePoints[i+1].x, linePoints[i+1].y, nearClip)));
}
}
else
{
GL.Begin(GL.QUADS);
for (int i = 0; i < end; ++i)
{
Vector3 perpendicular = (new Vector3(linePoints[i+1].y, linePoints[i].x, nearClip) -
new Vector3(linePoints[i].y, linePoints[i+1].x, nearClip)).normalized * thisWidth;
Vector3 v1 = new Vector3(linePoints[i].x, linePoints[i].y, nearClip);
Vector3 v2 = new Vector3(linePoints[i+1].x, linePoints[i+1].y, nearClip);
GL.Vertex(cam.ViewportToWorldPoint(v1 - perpendicular));
GL.Vertex(cam.ViewportToWorldPoint(v1 + perpendicular));
GL.Vertex(cam.ViewportToWorldPoint(v2 + perpendicular));
GL.Vertex(cam.ViewportToWorldPoint(v2 - perpendicular));
}
}
GL.End();
}
void OnApplicationQuit()
{
DestroyImmediate(lineMaterial);
}
}