这个是画线部分
private Vector3[] linePoints; public int m_LineCount; public int m_PointUsed; public void RenderPath() { GL.Begin(GL.LINES); for (int i = 0; i < m_LineCount - 1; ++i) { GL.Vertex(GetPoint(i)); GL.Vertex(GetPoint(i + 1)); } GL.End(); }
但是这个画线部分要放到 void OnPostRender() 这个函数里面去
void OnPostRender() { GL.Color(Color.red); GL.PushMatrix(); mat.SetPass(0); m_linePath[0].RenderPath(); m_linePath[1].RenderPath(); m_linePath[2].RenderPath(); GL.PopMatrix(); }
而void OnPostRender() 这个函数的类的脚本需要绑定到摄像机上面才能显示线条,绑定其他物体是不行的
class MiCirle { private Vector3[] linePoints; private int m_PointCount = 0; private Vector3 m_EarthPos; public void Init(Vector3 _Pos,float _s) { m_EarthPos = _Pos; linePoints = new Vector3[390]; CompliteAllPoint(_s); } float DegreetoRadians(float x) { return x * 0.017453292519943295769f; } float RadianstoDegrees(float x) { return x * 57.295779513082321f; } void AddPoint(Vector3 _vec) { linePoints[m_PointCount++] = _vec; } Vector3 GetPoint(int _x) { if (_x > 360) return new Vector3(0, 0, 0); else return linePoints[_x]; } void CompliteAllPoint(float _size) { float angle = 0; float SizeX = _size; for (int i = 0; i < 361; i++) { float XPos = Mathf.Sin(DegreetoRadians(i)) * SizeX; float YPos = Mathf.Cos(DegreetoRadians(i)) * SizeX; Vector3 temp = new Vector3(m_EarthPos.x + XPos, m_EarthPos.y + YPos, m_EarthPos.z); AddPoint(temp); } } public void RenderLines() { GL.Begin(GL.LINES); for (int i = 0; i < 360; ++i) { GL.Color(Color.white); GL.Vertex(GetPoint(i)); GL.Vertex(GetPoint(i + 1)); } GL.End(); } public void RenderVirtualLine() { } };
调用则:
public class MainScript : MonoBehaviour { public GameObject m_ObjEarth; public GameObject m_ObjMoon; private int m_LineCount =0; private MiCirle m_CircleNomal; private MiCirle m_CircleBig; private MiCirle m_CircleSmall; private Vector3 m_EarthPos; private Material lineMaterial; void Start () { m_EarthPos = m_ObjEarth.transform.position; m_CircleNomal = new MiCirle(); m_CircleBig = new MiCirle(); m_CircleSmall = new MiCirle(); m_CircleNomal.Init(m_EarthPos,3.5f); m_CircleBig.Init(m_EarthPos,4.0f); m_CircleSmall.Init(m_EarthPos,3.0f); lineMaterial = new Material("Shader "Lines/Colored Blended" {" + "SubShader { Pass {" + " BindChannels { Bind "Color",color }" + " Blend SrcAlpha OneMinusSrcAlpha" + " ZWrite Off Cull Off Fog { Mode Off }" + "} } }"); lineMaterial.hideFlags = HideFlags.HideAndDontSave; lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave; } // Update is called once per frame void Update () { } void OnPostRender() { lineMaterial.SetPass(0); // Debug.Log("Render lines"); GL.Color(Color.red); GL.PushMatrix(); m_CircleNomal.RenderLines(); m_CircleBig.RenderLines(); m_CircleSmall.RenderLines(); GL.PopMatrix(); } }