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CrowdControl/Assets/Top Down/Standard Assets/Image Effects (Pro Only)/Quads.js

116 lines
2.5 KiB
JavaScript

2 months ago
// same as Triangles but creates quads instead which generally
// saves fillrate at the expense for more triangles to issue
#pragma strict
static var meshes : Mesh[];
static var currentQuads : int = 0;
static function HasMeshes () : boolean {
if (!meshes)
return false;
for (var m : Mesh in meshes)
if (null == m)
return false;
return true;
}
static function Cleanup () {
if (!meshes)
return;
for (var m : Mesh in meshes) {
if (null != m) {
DestroyImmediate (m);
m = null;
}
}
meshes = null;
}
static function GetMeshes (totalWidth : int, totalHeight : int) : Mesh[]
{
if (HasMeshes () && (currentQuads == (totalWidth * totalHeight))) {
return meshes;
}
var maxQuads : int = 65000 / 6;
var totalQuads : int = totalWidth * totalHeight;
currentQuads = totalQuads;
var meshCount : int = Mathf.CeilToInt ((1.0f * totalQuads) / (1.0f * maxQuads));
meshes = new Mesh [meshCount];
var i : int = 0;
var index : int = 0;
for (i = 0; i < totalQuads; i += maxQuads) {
var quads : int = Mathf.FloorToInt (Mathf.Clamp ((totalQuads-i), 0, maxQuads));
meshes[index] = GetMesh (quads, i, totalWidth, totalHeight);
index++;
}
return meshes;
}
static function GetMesh (triCount : int, triOffset : int, totalWidth : int, totalHeight : int) : Mesh
{
var mesh = new Mesh ();
mesh.hideFlags = HideFlags.DontSave;
var verts : Vector3[] = new Vector3[triCount*4];
var uvs : Vector2[] = new Vector2[triCount*4];
var uvs2 : Vector2[] = new Vector2[triCount*4];
var tris : int[] = new int[triCount*6];
var size : float = 0.0075f;
for (var i : int = 0; i < triCount; i++)
{
var i4 : int = i * 4;
var i6 : int = i * 6;
var vertexWithOffset : int = triOffset + i;
var x : float = Mathf.Floor(vertexWithOffset % totalWidth) / totalWidth;
var y : float = Mathf.Floor(vertexWithOffset / totalWidth) / totalHeight;
var position : Vector3 = Vector3 (x*2-1,y*2-1, 1.0);
verts[i4 + 0] = position;
verts[i4 + 1] = position;
verts[i4 + 2] = position;
verts[i4 + 3] = position;
uvs[i4 + 0] = Vector2 (0.0f, 0.0f);
uvs[i4 + 1] = Vector2 (1.0f, 0.0f);
uvs[i4 + 2] = Vector2 (0.0f, 1.0f);
uvs[i4 + 3] = Vector2 (1.0f, 1.0f);
uvs2[i4 + 0] = Vector2 (x, y);
uvs2[i4 + 1] = Vector2 (x, y);
uvs2[i4 + 2] = Vector2 (x, y);
uvs2[i4 + 3] = Vector2 (x, y);
tris[i6 + 0] = i4 + 0;
tris[i6 + 1] = i4 + 1;
tris[i6 + 2] = i4 + 2;
tris[i6 + 3] = i4 + 1;
tris[i6 + 4] = i4 + 2;
tris[i6 + 5] = i4 + 3;
}
mesh.vertices = verts;
mesh.triangles = tris;
mesh.uv = uvs;
mesh.uv2 = uvs2;
return mesh;
}