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今天,和大家学习一下unity3d 里面的OpenGL 自带的API ,我们可以通过简单的使用OpenGL来在场景中利用相机渲染绘制图形。 官方学习文档:https://docs.unity3d.com/ScriptReference/GL.html 1.第一步,通过相关官方的文档,我们可以了解GL接口以及一些标准OpenGL函数;
2.第二步,我们直接进入实操模式;
2.0 新建项目,在场景中创建Camera,并且附加OpenGLTest.cs 组件;
2.1 OpenGLTest.cs 代码如下(具体可以直接参考官方文档); - using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class OpenGLTest : MonoBehaviour {
- public int lineCount = 80;
- public float radius = 4f;
- static Material lineMaterial;
- public void OnRenderObject()
- {
- CreateLineMaterial();
- // Apply the line material
- lineMaterial.SetPass(0);
- GL.PushMatrix();
- // Set transformation matrix for drawing to
- // match our transform
- GL.MultMatrix(transform.localToWorldMatrix);
- // Draw lines
- GL.Begin(GL.LINES);
- for (int i = 0; i < lineCount; ++i)
- {
- float a = i / (float)lineCount;
- float angle = a * Mathf.PI * 2;
- // Vertex colors change from red to green
- GL.Color(new Color(a, 1 - a, 0, 0.8F));
- // One vertex at transform position
- GL.Vertex3(0, 0, 0);
- // Another vertex at edge of circle
- GL.Vertex3(Mathf.Cos(angle) * radius, Mathf.Sin(angle) * radius, 0);
- }
- GL.End();
- GL.PopMatrix();
- }
-
- void OnPostRender()
- {
- // Set your materials
- GL.PushMatrix();
- // yourMaterial.SetPass( );
- // Draw your stuff
- GL.PopMatrix();
- }
- static void CreateLineMaterial()
- {
- if (!lineMaterial)
- {
- // Unity has a built-in shader that is useful for drawing
- // simple colored things.
- Shader shader = Shader.Find("Hidden/Internal-Colored");
- lineMaterial = new Material(shader);
- lineMaterial.hideFlags = HideFlags.HideAndDontSave;
- // Turn on alpha blending
- lineMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
- lineMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
- // Turn backface culling off
- lineMaterial.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off);
- // Turn off depth writes
- lineMaterial.SetInt("_ZWrite", 0);
- }
- }
- }
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2.2 运行项目看绘制的线条;
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