Пример #1
0
        public static void TessellateBorder(MeshGenerationContextUtils.BorderParams borderParams, float posZ, MeshBuilder.AllocMeshData meshAlloc)
        {
            if (borderParams.rect.width < kEpsilon || borderParams.rect.height < kEpsilon)
            {
                return;
            }

            Profiler.BeginSample("TessellateBorder");

            var halfSize = new Vector2(borderParams.rect.width * 0.5f, borderParams.rect.height * 0.5f);

            borderParams.topLeftRadius     = Vector2.Min(borderParams.topLeftRadius, halfSize);
            borderParams.topRightRadius    = Vector2.Min(borderParams.topRightRadius, halfSize);
            borderParams.bottomRightRadius = Vector2.Min(borderParams.bottomRightRadius, halfSize);
            borderParams.bottomLeftRadius  = Vector2.Min(borderParams.bottomLeftRadius, halfSize);

            borderParams.leftWidth   = Mathf.Min(borderParams.leftWidth, halfSize.x);
            borderParams.topWidth    = Mathf.Min(borderParams.topWidth, halfSize.y);
            borderParams.rightWidth  = Mathf.Min(borderParams.rightWidth, halfSize.x);
            borderParams.bottomWidth = Mathf.Min(borderParams.bottomWidth, halfSize.y);

            UInt16 vertexCount = 0, indexCount = 0;

            CountBorderTriangles(ref borderParams, ref vertexCount, ref indexCount);

            var mesh = meshAlloc.Allocate(vertexCount, indexCount);

            vertexCount = 0;
            indexCount  = 0;
            TessellateBorderInternal(ref borderParams, posZ, mesh, ref vertexCount, ref indexCount);
            Debug.Assert(vertexCount == mesh.vertexCount);
            Debug.Assert(indexCount == mesh.indexCount);
            Profiler.EndSample();
        }
Пример #2
0
        ///<summary>
        /// Tessellates the border OR the content:
        /// If any of the left/right/top/bottom border parameters is greater than Epsilon, we tessellate ONLY a border.
        /// Otherwise we tessellate ONLY the content.
        /// </summary>
        /// <param name="vertexFlags">Flags are only used for content, not for a border.</param>
        public static void TessellateRect(MeshGenerationContextUtils.RectangleParams rectParams, float posZ, MeshBuilder.AllocMeshData meshAlloc)
        {
            if (rectParams.rect.width < kEpsilon || rectParams.rect.height < kEpsilon)
            {
                return;
            }

            Profiler.BeginSample("TessellateRect");

            var halfSize = new Vector2(rectParams.rect.width * 0.5f, rectParams.rect.height * 0.5f);

            rectParams.topLeftRadius     = Vector2.Min(rectParams.topLeftRadius, halfSize);
            rectParams.topRightRadius    = Vector2.Min(rectParams.topRightRadius, halfSize);
            rectParams.bottomRightRadius = Vector2.Min(rectParams.bottomRightRadius, halfSize);
            rectParams.bottomLeftRadius  = Vector2.Min(rectParams.bottomLeftRadius, halfSize);

            UInt16 vertexCount = 0, indexCount = 0;

            CountRectTriangles(ref rectParams, ref vertexCount, ref indexCount);

            var mesh = meshAlloc.Allocate(vertexCount, indexCount);

            vertexCount = 0;
            indexCount  = 0;
            TessellateRectInternal(ref rectParams, posZ, mesh, ref vertexCount, ref indexCount);
            if ((mesh.m_Flags == VertexFlags.IsAtlasTexturedPoint) || (mesh.m_Flags == VertexFlags.IsAtlasTexturedBilinear) || (mesh.m_Flags == VertexFlags.IsCustomTextured))
            {
                ComputeUVs(rectParams.rect, rectParams.uv, mesh.uvRegion, mesh.m_Vertices);
            }
            Debug.Assert(vertexCount == mesh.vertexCount);
            Debug.Assert(indexCount == mesh.indexCount);

            Profiler.EndSample();
        }
Пример #3
0
        internal static void MakeText(MeshInfo meshInfo, Vector2 offset, MeshBuilder.AllocMeshData meshAlloc)
        {
            int           num           = MeshBuilder.LimitTextVertices(meshInfo.vertexCount, true);
            int           num2          = num / 4;
            MeshWriteData meshWriteData = meshAlloc.Allocate((uint)(num2 * 4), (uint)(num2 * 6));
            int           i             = 0;
            int           num3          = 0;
            int           num4          = 0;

            while (i < num2)
            {
                meshWriteData.SetNextVertex(MeshBuilder.ConvertTextVertexToUIRVertex(meshInfo, num3, offset));
                meshWriteData.SetNextVertex(MeshBuilder.ConvertTextVertexToUIRVertex(meshInfo, num3 + 1, offset));
                meshWriteData.SetNextVertex(MeshBuilder.ConvertTextVertexToUIRVertex(meshInfo, num3 + 2, offset));
                meshWriteData.SetNextVertex(MeshBuilder.ConvertTextVertexToUIRVertex(meshInfo, num3 + 3, offset));
                meshWriteData.SetNextIndex((ushort)num3);
                meshWriteData.SetNextIndex((ushort)(num3 + 1));
                meshWriteData.SetNextIndex((ushort)(num3 + 2));
                meshWriteData.SetNextIndex((ushort)(num3 + 2));
                meshWriteData.SetNextIndex((ushort)(num3 + 3));
                meshWriteData.SetNextIndex((ushort)num3);
                i++;
                num3 += 4;
                num4 += 6;
            }
        }
Пример #4
0
        private static void MakeQuad(Rect rcPosition, Rect rcTexCoord, Color color, float posZ, MeshBuilder.AllocMeshData meshAlloc)
        {
            MeshWriteData meshWriteData = meshAlloc.Allocate(4u, 6u);
            float         x             = rcPosition.x;
            float         xMax          = rcPosition.xMax;
            float         yMax          = rcPosition.yMax;
            float         y             = rcPosition.y;
            Rect          uvRegion      = meshWriteData.uvRegion;
            float         x2            = rcTexCoord.x * uvRegion.width + uvRegion.xMin;
            float         x3            = rcTexCoord.xMax * uvRegion.width + uvRegion.xMin;
            float         y2            = rcTexCoord.y * uvRegion.height + uvRegion.yMin;
            float         y3            = rcTexCoord.yMax * uvRegion.height + uvRegion.yMin;

            meshWriteData.SetNextVertex(new Vertex
            {
                position = new Vector3(x, yMax, posZ),
                tint     = color,
                uv       = new Vector2(x2, y2)
            });
            meshWriteData.SetNextVertex(new Vertex
            {
                position = new Vector3(xMax, yMax, posZ),
                tint     = color,
                uv       = new Vector2(x3, y2)
            });
            meshWriteData.SetNextVertex(new Vertex
            {
                position = new Vector3(x, y, posZ),
                tint     = color,
                uv       = new Vector2(x2, y3)
            });
            meshWriteData.SetNextVertex(new Vertex
            {
                position = new Vector3(xMax, y, posZ),
                tint     = color,
                uv       = new Vector2(x3, y3)
            });
            meshWriteData.SetNextIndex(0);
            meshWriteData.SetNextIndex(2);
            meshWriteData.SetNextIndex(1);
            meshWriteData.SetNextIndex(1);
            meshWriteData.SetNextIndex(2);
            meshWriteData.SetNextIndex(3);
        }
Пример #5
0
        internal static void MakeText(NativeArray <UnityEngine.UIElements.TextVertex> uiVertices, Vector2 offset, MeshBuilder.AllocMeshData meshAlloc)
        {
            int           num           = MeshBuilder.LimitTextVertices(uiVertices.Length, true);
            int           num2          = num / 4;
            MeshWriteData meshWriteData = meshAlloc.Allocate((uint)(num2 * 4), (uint)(num2 * 6));
            int           i             = 0;
            int           num3          = 0;

            while (i < num2)
            {
                meshWriteData.SetNextVertex(MeshBuilder.ConvertTextVertexToUIRVertex(uiVertices[num3], offset));
                meshWriteData.SetNextVertex(MeshBuilder.ConvertTextVertexToUIRVertex(uiVertices[num3 + 1], offset));
                meshWriteData.SetNextVertex(MeshBuilder.ConvertTextVertexToUIRVertex(uiVertices[num3 + 2], offset));
                meshWriteData.SetNextVertex(MeshBuilder.ConvertTextVertexToUIRVertex(uiVertices[num3 + 3], offset));
                meshWriteData.SetNextIndex((ushort)num3);
                meshWriteData.SetNextIndex((ushort)(num3 + 1));
                meshWriteData.SetNextIndex((ushort)(num3 + 2));
                meshWriteData.SetNextIndex((ushort)(num3 + 2));
                meshWriteData.SetNextIndex((ushort)(num3 + 3));
                meshWriteData.SetNextIndex((ushort)num3);
                i++;
                num3 += 4;
            }
        }
Пример #6
0
        internal static void MakeSlicedQuad(ref MeshGenerationContextUtils.RectangleParams rectParams, float posZ, MeshBuilder.AllocMeshData meshAlloc)
        {
            MeshWriteData meshWriteData = meshAlloc.Allocate(16u, 54u);
            float         num           = 1f;
            Texture2D     texture2D     = rectParams.texture as Texture2D;
            bool          flag          = texture2D != null;

            if (flag)
            {
                num = texture2D.pixelsPerPoint;
            }
            float num2  = (float)rectParams.texture.width;
            float num3  = (float)rectParams.texture.height;
            float num4  = num / num2;
            float num5  = num / num3;
            float num6  = Mathf.Max(0f, (float)rectParams.leftSlice);
            float num7  = Mathf.Max(0f, (float)rectParams.rightSlice);
            float num8  = Mathf.Max(0f, (float)rectParams.bottomSlice);
            float num9  = Mathf.Max(0f, (float)rectParams.topSlice);
            float num10 = Mathf.Clamp(num6 * num4, 0f, 1f);
            float num11 = Mathf.Clamp(num7 * num4, 0f, 1f);
            float num12 = Mathf.Clamp(num8 * num5, 0f, 1f);
            float num13 = Mathf.Clamp(num9 * num5, 0f, 1f);

            MeshBuilder.k_TexCoordSlicesX[0] = rectParams.uv.min.x;
            MeshBuilder.k_TexCoordSlicesX[1] = rectParams.uv.min.x + num10;
            MeshBuilder.k_TexCoordSlicesX[2] = rectParams.uv.max.x - num11;
            MeshBuilder.k_TexCoordSlicesX[3] = rectParams.uv.max.x;
            MeshBuilder.k_TexCoordSlicesY[0] = rectParams.uv.max.y;
            MeshBuilder.k_TexCoordSlicesY[1] = rectParams.uv.max.y - num12;
            MeshBuilder.k_TexCoordSlicesY[2] = rectParams.uv.min.y + num13;
            MeshBuilder.k_TexCoordSlicesY[3] = rectParams.uv.min.y;
            Rect uvRegion = meshWriteData.uvRegion;

            for (int i = 0; i < 4; i++)
            {
                MeshBuilder.k_TexCoordSlicesX[i] = MeshBuilder.k_TexCoordSlicesX[i] * uvRegion.width + uvRegion.xMin;
                MeshBuilder.k_TexCoordSlicesY[i] = (rectParams.uv.min.y + rectParams.uv.max.y - MeshBuilder.k_TexCoordSlicesY[i]) * uvRegion.height + uvRegion.yMin;
            }
            float num14 = num6 + num7;
            bool  flag2 = num14 > rectParams.rect.width;

            if (flag2)
            {
                float num15 = rectParams.rect.width / num14;
                num6 *= num15;
                num7 *= num15;
            }
            float num16 = num8 + num9;
            bool  flag3 = num16 > rectParams.rect.height;

            if (flag3)
            {
                float num17 = rectParams.rect.height / num16;
                num8 *= num17;
                num9 *= num17;
            }
            MeshBuilder.k_PositionSlicesX[0] = rectParams.rect.x;
            MeshBuilder.k_PositionSlicesX[1] = rectParams.rect.x + num6;
            MeshBuilder.k_PositionSlicesX[2] = rectParams.rect.xMax - num7;
            MeshBuilder.k_PositionSlicesX[3] = rectParams.rect.xMax;
            MeshBuilder.k_PositionSlicesY[0] = rectParams.rect.yMax;
            MeshBuilder.k_PositionSlicesY[1] = rectParams.rect.yMax - num8;
            MeshBuilder.k_PositionSlicesY[2] = rectParams.rect.y + num9;
            MeshBuilder.k_PositionSlicesY[3] = rectParams.rect.y;
            for (int j = 0; j < 16; j++)
            {
                int num18 = j % 4;
                int num19 = j / 4;
                meshWriteData.SetNextVertex(new Vertex
                {
                    position = new Vector3(MeshBuilder.k_PositionSlicesX[num18], MeshBuilder.k_PositionSlicesY[num19], posZ),
                    uv       = new Vector2(MeshBuilder.k_TexCoordSlicesX[num18], MeshBuilder.k_TexCoordSlicesY[num19]),
                    tint     = rectParams.color
                });
            }
            meshWriteData.SetAllIndices(MeshBuilder.slicedQuadIndices);
        }