Beispiel #1
0
        RenderLayer _createMaskLayer(RenderLayer parentLayer, Rect maskBounds, Action <Paint> drawCallback, Paint paint)
        {
            var textureWidth = Mathf.CeilToInt((float)maskBounds.width * this._devicePixelRatio);

            textureWidth = Mathf.Max(1, textureWidth);

            var textureHeight = Mathf.CeilToInt((float)maskBounds.height * this._devicePixelRatio);

            textureHeight = Mathf.Max(1, textureHeight);

            var maskLayer = new RenderLayer {
                rtID        = Shader.PropertyToID("_rtID_" + this._layers.Count + "_" + parentLayer.layers.Count),
                width       = textureWidth,
                height      = textureHeight,
                layerBounds = maskBounds,
            };

            parentLayer.layers.Add(maskLayer);
            this._layers.Add(maskLayer);

            var parentState = parentLayer.states.Last();
            var maskState   = maskLayer.states.Last();

            maskState.matrix = parentState.matrix;

            drawCallback(Paint.shapeOnly(paint));

            var removed = this._layers.removeLast();

            D.assert(removed == maskLayer);

            return(maskLayer);
        }
Beispiel #2
0
        RenderLayer _createMaskLayer(RenderLayer parentLayer, Rect maskBounds, Action <Paint> drawCallback, Paint paint)
        {
            var textureWidth = Mathf.CeilToInt(maskBounds.width * this._devicePixelRatio);

            if (textureWidth < 1)
            {
                textureWidth = 1;
            }

            var textureHeight = Mathf.CeilToInt(maskBounds.height * this._devicePixelRatio);

            if (textureHeight < 1)
            {
                textureHeight = 1;
            }

            var maskLayer = new RenderLayer {
                rtID        = Shader.PropertyToID("_rtID_" + this._layers.Count + "_" + parentLayer.layers.Count),
                width       = textureWidth,
                height      = textureHeight,
                layerBounds = maskBounds,
                filterMode  = FilterMode.Bilinear,
            };

            parentLayer.layers.Add(maskLayer);
            this._layers.Add(maskLayer);
            this._currentLayer = maskLayer;

            var parentState = parentLayer.states[parentLayer.states.Count - 1];
            var maskState   = maskLayer.states[maskLayer.states.Count - 1];

            maskState.matrix = parentState.matrix;

            drawCallback(Paint.shapeOnly(paint));

            var removed = this._layers.removeLast();

            D.assert(removed == maskLayer);
            this._currentLayer = this._layers[this._layers.Count - 1];

            return(maskLayer);
        }