Esempio n. 1
0
        public void Dispose()
        {
            // make sure the last mpb gets added if it exists
            if (IMDrawer.metaMpbPrevious != null && IMDrawer.metaMpbPrevious.HasContent)
            {
                drawCalls.Add(IMDrawer.metaMpbPrevious.ExtractDrawCall());
            }

                        #if SHAPES_HDRP
            RegisterCommand(this);
                        #else
            if (hasValidCamera)
            {
                RegisterCommand(this);
            }
                        #endif
            drawCommandWriteNestLevel--;
            cBuffersWriting.Pop();
            if (pushPopState)
            {
                Draw.Pop();
            }
        }
Esempio n. 2
0
        void DrawShapes()
        {
            Vector2 center    = position.size / 2;
            float   fitRadius = Mathf.Min(position.width, position.height) / 2 - 8;

            // set doot positions
            float t = (float)EditorApplication.timeSinceStartup / 2;

            foreach (Doot doot in doots)
            {
                float   ang = doot.angSpeed * t * ShapesMath.TAU + doot.angOffset;
                Vector2 dir = ShapesMath.AngToDir(ang);
                doot.pos = dir * (fitRadius * doot.radialOffset);
            }

            // mouse doot~
            Vector2 mouseRawPos    = Event.current.mousePosition - center;
            float   maxRadius      = fitRadius * DOOT_MAX_RADIUS;
            Vector2 mouseTargetPos = Vector2.ClampMagnitude(mouseRawPos, maxRadius);

            doots[0].pos = Vector2.Lerp(doots[0].pos, mouseTargetPos, mouseDootT);
            bool mouseOver = mouseOverWindow == this;

            mouseDootT = Mathf.Lerp(mouseDootT, mouseOver ? 1f : 0f, 0.05f);


            Draw.Push();             // save state
            Draw.ResetAllDrawStates();

            // draw setup
            Draw.Matrix         = Matrix4x4.TRS(new Vector3(center.x, center.y, 1f), Quaternion.identity, Vector3.one);
            Draw.BlendMode      = ShapesBlendMode.Transparent;
            Draw.RadiusSpace    = ThicknessSpace.Meters;
            Draw.ThicknessSpace = ThicknessSpace.Meters;
            Draw.LineGeometry   = LineGeometry.Flat2D;
            Draw.LineEndCaps    = LineEndCap.Round;

            // Drawing
            Draw.Ring(Vector3.zero, fitRadius, fitRadius * 0.1f, DiscColors.Radial(Color.black, new Color(0, 0, 0, 0)));
            Draw.Disc(Vector3.zero, fitRadius, Color.black);

            // edge noodles
            const int noodCount = 64;

            for (int i = 0; i < noodCount; i++)
            {
                float   tDir = i / ((float)noodCount);
                float   tAng = ShapesMath.TAU * tDir;
                Vector2 dir  = ShapesMath.AngToDir(tAng);
                if (Mathf.Abs(dir.y) > 0.75f)
                {
                    continue;
                }
                Vector2 root          = dir * fitRadius;
                float   distToNearest = float.MaxValue;
                for (int j = 0; j < doots.Length; j++)
                {
                    distToNearest = Mathf.Min(distToNearest, Vector2.Distance(doots[j].pos, root));
                }
                float distMod       = Mathf.InverseLerp(fitRadius * 0.5f, fitRadius * 0.1f, distToNearest);
                float noodMaxOffset = fitRadius * (1 + 0.1f * distMod);
                Draw.Line(root, dir * noodMaxOffset, fitRadius * Mathf.Lerp(0.07f, 0.04f, distMod));
            }

            // ring
            Draw.Ring(Vector3.zero, fitRadius, fitRadius * 0.0125f, colMain);

            // connecting lines
            for (int i = 0; i < doots.Length; i++)
            {
                Vector2 a = doots[i].pos;
                for (int j = i; j < doots.Length; j++)
                {
                    Vector2 b          = doots[j].pos;
                    float   dist       = Vector2.Distance(a, b);
                    float   rangeValue = Mathf.InverseLerp(fitRadius * 1f, fitRadius * 0.02f, dist);
                    if (rangeValue > 0)
                    {
                        Color col = Color.Lerp(colFade, colMain, rangeValue);
                        Draw.Line(a, b, fitRadius * 0.015f * rangeValue, LineEndCap.Round, col);
                    }
                }
            }

            // doots~
            foreach (Doot doot in doots)
            {
                Draw.BlendMode = ShapesBlendMode.Transparent;
                Draw.Disc(doot.pos, fitRadius * 0.025f, Color.black);
                Draw.Disc(doot.pos, fitRadius * 0.015f, colMain);
                Draw.BlendMode = ShapesBlendMode.Additive;
                Color innerColor = colMain;
                innerColor.a = 0.25f;
                Color outerColor = Color.clear;
                Draw.Disc(doot.pos, fitRadius * 0.18f, DiscColors.Radial(innerColor, outerColor));
            }

            Draw.BlendMode = ShapesBlendMode.Multiplicative;
            Draw.Disc(Vector3.zero, fitRadius * 0.5f, DiscColors.Radial(Color.black, Color.clear));

            Draw.Pop();             // restore state
        }