File size: 5,726 Bytes
18a519f
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
using UnityEngine;

namespace UnityEditor.Performance.ProfileAnalyzer
{
    internal class Draw2D
    {
        public enum Origin
        {
            TopLeft,
            BottomLeft
        };

        Origin m_Origin = Origin.TopLeft;
        GUIStyle m_GLStyle;
        string m_ShaderName;
        Material m_Material;
        Rect m_Rect;
        Vector4 m_ClipRect;
        bool m_ClipRectEnabled = false;

        public Draw2D(string shaderName)
        {
            m_ShaderName = shaderName;
            CheckAndSetupMaterial();
        }

        public bool CheckAndSetupMaterial()
        {
            if (m_Material == null)
            {
                var shader = Shader.Find(m_ShaderName);
				if (shader == null)
				{
					Debug.LogFormat("Unable to locate shader {0}", m_ShaderName);
					return false;
				}
				
				m_Material = new Material(shader);
				if (m_Material == null)
				{
					Debug.LogFormat("Unable to create material for {0}", m_ShaderName);
					return false;
				}
            }

            return true;
        }

        public bool IsMaterialValid()
        {
            if (m_Material == null)
                return false;

            return true;
        }

        public void OnGUI()
        {
            if (m_GLStyle == null)
            {
                m_GLStyle = new GUIStyle(GUI.skin.box);
                m_GLStyle.padding = new RectOffset(0, 0, 0, 0);
                m_GLStyle.margin = new RectOffset(0, 0, 0, 0);
            }
        }

        public void SetClipRect(Rect clipRect)
        {
            m_ClipRect = new Vector4(clipRect.x, clipRect.y, clipRect.x + clipRect.width, clipRect.y + clipRect.height);
            m_ClipRectEnabled = true;

            if (CheckAndSetupMaterial())
			{
				m_Material.SetFloat("_UseClipRect", m_ClipRectEnabled ? 1f : 0f);
				m_Material.SetVector("_ClipRect", m_ClipRect);
			}
        }

        public void ClearClipRect()
        {
            m_ClipRectEnabled = false;

            if (CheckAndSetupMaterial())
			{
				m_Material.SetFloat("_UseClipRect", m_ClipRectEnabled ? 1f : 0f);
				m_Material.SetVector("_ClipRect", m_ClipRect);
			}
        }

        public Rect GetClipRect()
        {
            return new Rect(m_ClipRect.x, m_ClipRect.y, m_ClipRect.z - m_ClipRect.x, m_ClipRect.w - m_ClipRect.y);
        }

        public bool DrawStart(Rect r, Origin origin = Origin.TopLeft)
        {
            if (Event.current.type != EventType.Repaint)
                return false;

            if (!CheckAndSetupMaterial())
                return false;

            m_Material.SetPass(0);

            m_Rect = r;
            m_Origin = origin;
            return true;
        }

        public bool DrawStart(float w, float h, Origin origin = Origin.TopLeft, GUIStyle style = null)
        {
            Rect r = GUILayoutUtility.GetRect(w, h, style == null ? m_GLStyle : style, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(false));
            return DrawStart(r, origin);
        }

        public void DrawEnd()
        {
        }

        public void Translate(ref float x, ref float y)
        {
            // Translation done CPU side so we have world space coords in the shader for clipping.
            if (m_Origin == Origin.BottomLeft)
            {
                x = m_Rect.xMin + x;
                y = m_Rect.yMax - y;
            }
            else
            {
                x = m_Rect.xMin + x;
                y = m_Rect.yMin + y;
            }
        }

        public void DrawFilledBox(float x, float y, float w, float h, Color col)
        {
            float x2 = x + w;
            float y2 = y + h;

            Translate(ref x, ref y);
            Translate(ref x2, ref y2);

            if (m_Origin == Origin.BottomLeft)
            {
                GL.Begin(GL.TRIANGLE_STRIP);
                GL.Color(col);
                GL.Vertex3(x, y, 0);
                GL.Vertex3(x, y2, 0);
                GL.Vertex3(x2, y, 0);
                GL.Vertex3(x2, y2, 0);
                GL.End();
            }
            else
            {
                GL.Begin(GL.TRIANGLE_STRIP);
                GL.Color(col);
                GL.Vertex3(x, y, 0);
                GL.Vertex3(x2, y, 0);
                GL.Vertex3(x, y2, 0);
                GL.Vertex3(x2, y2, 0);
                GL.End();
            }
        }

        public void DrawFilledBox(float x, float y, float w, float h, float r, float g, float b)
        {
            DrawFilledBox(x, y, w, h, new Color(r, g, b));
        }

        public void DrawLine(float x, float y, float x2, float y2, Color col)
        {
            Translate(ref x, ref y);
            Translate(ref x2, ref y2);

            GL.Begin(GL.LINES);
            GL.Color(col);
            GL.Vertex3(x, y, 0);
            GL.Vertex3(x2, y2, 0);
            GL.End();
        }

        public void DrawLine(float x, float y, float x2, float y2, float r, float g, float b)
        {
            DrawLine(x, y, x2, y2, new Color(r, g, b));
        }

        public void DrawBox(float x, float y, float w, float h, Color col)
        {
            float x2 = x + w;
            float y2 = y + h;

            Translate(ref x, ref y);
            Translate(ref x2, ref y2);

            GL.Begin(GL.LINE_STRIP);
            GL.Color(col);
            GL.Vertex3(x, y, 0);
            GL.Vertex3(x2, y, 0);
            GL.Vertex3(x2, y2, 0);
            GL.Vertex3(x, y2, 0);
            GL.Vertex3(x, y, 0);
            GL.End();
        }

        public void DrawBox(float x, float y, float w, float h, float r, float g, float b)
        {
            DrawBox(x, y, w, h, new Color(r, g, b));
        }
    }
}