mirror of
https://github.com/DCFApixels/Unity-DebugX.git
synced 2025-09-17 17:34:35 +08:00
Merge branch 'main' into readme
This commit is contained in:
commit
be682a4edd
@ -12,9 +12,9 @@ using UnityEngine.LowLevel;
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using UnityEngine.PlayerLoop;
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using Unity.Collections.LowLevel.Unsafe;
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using DCFApixels.DebugXCore.Internal;
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using System.Linq;
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#if UNITY_EDITOR
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using UnityEditor;
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using System.Linq;
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#endif
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namespace DCFApixels
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@ -1,5 +1,4 @@
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//#undef DEBUG
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using DCFApixels.DebugXCore;
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using DCFApixels.DebugXCore;
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using DCFApixels.DebugXCore.Internal;
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using System.Runtime.InteropServices;
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using Unity.Collections.LowLevel.Unsafe;
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@ -278,9 +277,11 @@ namespace DCFApixels
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_material = material;
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_matrices = PinnedArray<Matrix4x4>.Pin(DummyArray<Matrix4x4>.Get());
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_colors = PinnedArray<Vector4>.Pin(DummyArray<Vector4>.Get());
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#if UNITY_EDITOR
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AssemblyReloadEvents.beforeAssemblyReload += AssemblyReloadEvents_beforeAssemblyReload;
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#endif
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}
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#if UNITY_EDITOR
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private void AssemblyReloadEvents_beforeAssemblyReload()
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{
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AssemblyReloadEvents.beforeAssemblyReload -= AssemblyReloadEvents_beforeAssemblyReload;
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@ -289,6 +290,7 @@ namespace DCFApixels
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_colors.Dispose();
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_gizmos.Dispose();
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}
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#endif
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public void Prepare(GizmosList rawList)
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{
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var list = rawList.As<GizmoData>();
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@ -391,9 +393,11 @@ namespace DCFApixels
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_materialPropertyBlock = new MaterialPropertyBlock();
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_drawDatas = PinnedArray<DrawData>.Pin(DummyArray<DrawData>.Get());
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_enableInstancing = IsSupportsComputeShaders && _material.GetMaterial().enableInstancing;
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#if UNITY_EDITOR
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AssemblyReloadEvents.beforeAssemblyReload += AssemblyReloadEvents_beforeAssemblyReload;
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#endif
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}
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#if UNITY_EDITOR
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private void AssemblyReloadEvents_beforeAssemblyReload()
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{
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AssemblyReloadEvents.beforeAssemblyReload -= AssemblyReloadEvents_beforeAssemblyReload;
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@ -403,7 +407,7 @@ namespace DCFApixels
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_drawDatas.Dispose();
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_gizmos.Dispose();
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}
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#endif
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public virtual int ExecuteOrder => _material.GetExecuteOrder();
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public virtual bool IsStaticRender => true;
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protected void Prepare(GizmosList rawList)
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@ -520,9 +524,11 @@ namespace DCFApixels
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_materialPropertyBlock = new MaterialPropertyBlock();
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_drawDatas = PinnedArray<DrawData>.Pin(DummyArray<DrawData>.Get());
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_enableInstancing = IsSupportsComputeShaders && _material.GetMaterial().enableInstancing;
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#if UNITY_EDITOR
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AssemblyReloadEvents.beforeAssemblyReload += AssemblyReloadEvents_beforeAssemblyReload;
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#endif
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}
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#if UNITY_EDITOR
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private void AssemblyReloadEvents_beforeAssemblyReload()
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{
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AssemblyReloadEvents.beforeAssemblyReload -= AssemblyReloadEvents_beforeAssemblyReload;
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@ -532,6 +538,7 @@ namespace DCFApixels
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_drawDatas.Dispose();
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_gizmos.Dispose();
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}
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#endif
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public virtual int ExecuteOrder => _material.GetExecuteOrder() - 1;
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public virtual bool IsStaticRender => true;
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public void Prepare(GizmosList rawList)
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@ -1,8 +1,5 @@
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//#undef DEBUG
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using DCFApixels.DebugXCore;
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using System;
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using DCFApixels.DebugXCore;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace DCFApixels
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{
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@ -1,5 +1,4 @@
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//#undef DEBUG
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using DCFApixels.DebugXCore;
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using DCFApixels.DebugXCore;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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@ -69,7 +68,7 @@ namespace DCFApixels
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[IN(LINE)]
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public DrawHandler LineStrip(List<Vector3> points, int startIndex, int length)
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{
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for (int i = startIndex, iMax = startIndex + length; i < iMax;)
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for (int i = startIndex, iMax = startIndex + length - 1; i < iMax;)
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{
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Line(points[i], points[++i]);
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}
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@ -147,7 +146,7 @@ namespace DCFApixels
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[IN(LINE)]
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public DrawHandler LineStrip(List<Vector2> points, int startIndex, int length)
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{
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for (int i = startIndex, iMax = startIndex + length; i < iMax;)
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for (int i = startIndex, iMax = startIndex + length - 1; i < iMax;)
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{
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Line(points[i], points[++i]);
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}
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@ -1,5 +1,4 @@
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//#undef DEBUG
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using DCFApixels.DebugXCore;
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using DCFApixels.DebugXCore;
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using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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@ -1,5 +1,4 @@
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//#undef DEBUG
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using DCFApixels.DebugXCore.Internal;
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using DCFApixels.DebugXCore.Internal;
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using UnityEngine;
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namespace DCFApixels
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@ -1,244 +0,0 @@
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using DCFApixels.DebugXCore;
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using UnityEngine;
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using UnityEngine.Rendering;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace DCFApixels
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{
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using IN = System.Runtime.CompilerServices.MethodImplAttribute;
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public static partial class DebugX
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{
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public readonly partial struct DrawHandler
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{
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#region Text
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[IN(LINE)] public DrawHandler Text(Vector3 position, object text) => Gizmo(new TextGizmo(position, text, DebugXTextSettings.Default));
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[IN(LINE)] public DrawHandler Text(Vector3 position, object text, DebugXTextSettings settings) => Gizmo(new TextGizmo(position, text, settings));
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private readonly struct TextGizmo : IGizmo<TextGizmo>
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{
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public readonly Vector3 Position;
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public readonly string Text;
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public readonly DebugXTextSettings Settings;
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[IN(LINE)]
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public TextGizmo(Vector3 position, object text, DebugXTextSettings settings)
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{
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Position = position;
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Text = text.ToString();
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Settings = settings;
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}
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public IGizmoRenderer<TextGizmo> RegisterNewRenderer() { return new Renderer(); }
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#region Renderer
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private class Renderer : IGizmoRenderer_PostRender<TextGizmo>
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{
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private static GUIStyle _labelStyle;
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private static GUIContent _labelDummy;
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private static Texture2D _whiteTexture;
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public int ExecuteOrder => default(UnlitMat).GetExecuteOrder();
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public bool IsStaticRender => false;
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public void Prepare(Camera camera, GizmosList<TextGizmo> list) { }
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public void Render(Camera camera, GizmosList<TextGizmo> list, CommandBuffer cb) { }
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public void PostRender(Camera camera, GizmosList<TextGizmo> list)
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{
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if (camera == null) { return; }
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if (Event.current.type != EventType.Repaint) { return; }
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Color dfColor = GUI.color;
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InitStatic();
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bool isSceneView = false;
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var backgroundMaterial = DebugXAssets.Materials.TextBackground;
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#if UNITY_EDITOR
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//TODO костыльный вариант, нужно поискать более надежный способ определить рендер SceneView
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isSceneView = camera.name == "SceneCamera";
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#endif
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if (isSceneView)
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{
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#if UNITY_EDITOR
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Handles.BeginGUI();
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#endif
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}
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else
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{
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GL.PushMatrix();
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GL.LoadPixelMatrix(0, Screen.width, Screen.height, 0);
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}
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foreach (ref readonly var item in list)
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{
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_labelDummy.text = item.Value.Text;
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GUIStyle style = _labelStyle;
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var zoom = GetCameraZoom(camera, item.Value.Position);
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style.fontSize = Mathf.FloorToInt(Mathf.Lerp(item.Value.Settings.FontSize, item.Value.Settings.FontSize / zoom, item.Value.Settings.WorldSpaceScaleFactor));
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style.alignment = item.Value.Settings.TextAnchor;
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if (!(WorldToGUIPointWithDepth(camera, item.Value.Position).z < 0f))
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{
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Rect rect = WorldPointToSizedRect(camera, item.Value.Position, _labelDummy, _labelStyle);
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Color backgroundColor = item.Value.Settings.BackgroundColor * GlobalColor;
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Graphics.DrawTexture(rect, _whiteTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, backgroundColor, backgroundMaterial, -1);
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GUI.color = item.Color * GlobalColor;
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style.Draw(rect, _labelDummy, false, false, false, false);
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}
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}
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GUI.color = dfColor;
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backgroundMaterial.SetColor(ColorPropertyID, Color.white);
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if (isSceneView)
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{
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#if UNITY_EDITOR
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Handles.EndGUI();
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#endif
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}
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else
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{
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GL.PopMatrix();
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}
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}
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#region Init
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private void InitStatic()
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{
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if (_labelStyle == null || _labelDummy == null || _whiteTexture == null)
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{
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GUIStyleState GenerateGUIStyleState()
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{
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var result = new GUIStyleState();
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result.textColor = Color.white;
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result.background = null;
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return result;
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}
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GUISkin skin = (GUISkin)typeof(GUI).GetField("s_Skin", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static).GetValue(null); //GUI.s_Skin
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//GUISkin skin = GUI.skin;
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_labelStyle = new GUIStyle(skin.label)
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{
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richText = false,
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padding = new RectOffset(1, 1, 0, 0),
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margin = new RectOffset(0, 0, 0, 0),
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normal = GenerateGUIStyleState(),
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active = GenerateGUIStyleState(),
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hover = GenerateGUIStyleState(),
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focused = GenerateGUIStyleState(),
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};
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_labelDummy = new GUIContent();
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_whiteTexture = new Texture2D(2, 2);
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Color32[] color = new Color32[]
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{
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Color.white,
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Color.white,
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Color.white,
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Color.white,
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};
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_whiteTexture.SetPixels32(color);
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_whiteTexture.Apply();
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}
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}
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#endregion
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#region Utils
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public static Vector3 WorldToGUIPointWithDepth(Camera camera, Vector3 world)
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{
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#if UNITY_EDITOR
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world = Handles.matrix.MultiplyPoint(world);
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#endif
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Vector3 vector = camera.WorldToScreenPoint(world);
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vector.y = camera.pixelHeight - vector.y;
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Vector2 vector2 = (Vector2)(vector);
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#if UNITY_EDITOR
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vector2 = EditorGUIUtility.PixelsToPoints(vector);
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#endif
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return new Vector3(vector2.x, vector2.y, vector.z);
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}
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public static Rect WorldPointToSizedRect(Camera camera, Vector3 position, GUIContent content, GUIStyle style)
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{
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Vector2 vector = (Vector2)WorldToGUIPointWithDepth(camera, position);
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Vector2 vector2 = style.CalcSize(content);
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Rect rect = new Rect(vector.x, vector.y, vector2.x, vector2.y);
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switch (style.alignment)
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{
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case TextAnchor.UpperCenter:
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rect.x -= rect.width * 0.5f;
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break;
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case TextAnchor.UpperRight:
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rect.x -= rect.width;
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break;
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case TextAnchor.MiddleLeft:
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rect.y -= rect.height * 0.5f;
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break;
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case TextAnchor.MiddleCenter:
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rect.x -= rect.width * 0.5f;
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rect.y -= rect.height * 0.5f;
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break;
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case TextAnchor.MiddleRight:
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rect.x -= rect.width;
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rect.y -= rect.height * 0.5f;
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break;
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case TextAnchor.LowerLeft:
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rect.y -= rect.height;
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break;
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case TextAnchor.LowerCenter:
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rect.x -= rect.width * 0.5f;
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rect.y -= rect.height;
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break;
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case TextAnchor.LowerRight:
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rect.x -= rect.width;
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rect.y -= rect.height;
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break;
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}
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return style.padding.Add(rect);
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}
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private static float GetCameraZoom(Camera camera, Vector3 position)
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{
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#if UNITY_EDITOR
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position = Handles.matrix.MultiplyPoint(position);
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#endif
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Transform transform = camera.transform;
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Vector3 position2 = transform.position;
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float z = Vector3.Dot(position - position2, transform.TransformDirection(new Vector3(0f, 0f, 1f)));
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Vector3 vector = camera.WorldToScreenPoint(position2 + transform.TransformDirection(new Vector3(0f, 0f, z)));
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Vector3 vector2 = camera.WorldToScreenPoint(position2 + transform.TransformDirection(new Vector3(1f, 0f, z)));
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float magnitude = (vector - vector2).magnitude;
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//return 80f / Mathf.Max(magnitude, 0.0001f) * EditorGUIUtility.pixelsPerPoint;
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return 80f / Mathf.Max(magnitude, 0.0001f);
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//const float DEFAULT_ZOOM = 1f;
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//
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//if (camera != null)
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//{
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// return camera.orthographicSize;
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//}
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//return DEFAULT_ZOOM;
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//var currentDrawingSceneView = SceneView.currentDrawingSceneView;
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//
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//if (currentDrawingSceneView == null)
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//{
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// return DEFAULT_ZOOM;
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//}
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//
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//var localCamera = currentDrawingSceneView.camera;
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//
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//if (localCamera != null)
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//{
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// return localCamera.orthographicSize;
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//}
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//
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//return DEFAULT_ZOOM;
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}
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#endregion
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}
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#endregion
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}
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#endregion
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}
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}
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}
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@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: c465dc7f5c78c9549a063ecfc5e8326d
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@ -17,7 +17,7 @@ namespace DCFApixels
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[IN(LINE)]
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public static DrawHandler Text(this DrawHandler h, Vector3 position, object text, DebugXTextSettings settings)
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{
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if(settings.FontSize <= float.Epsilon)
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if (settings.FontSize <= float.Epsilon)
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{
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#if DEBUG
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if (_singleWarningToggle)
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|
@ -1,8 +1,10 @@
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using DCFApixels.DebugXCore;
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using System.Runtime.CompilerServices;
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using UnityEditor;
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using UnityEngine;
|
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using UnityEngine.Rendering;
|
||||
//#if UNITY_EDITOR
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using UnityEditor;
|
||||
//#endif
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||||
|
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namespace DCFApixels
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{
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@ -75,13 +77,13 @@ namespace DCFApixels
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if (item.Value.Settings.IsHasBackground)
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{
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Color backgroundColor = item.Value.Settings.BackgroundColor * DebugX.GlobalColor;
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if(fontSize < 1)
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if (fontSize < 1)
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{
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backgroundColor.a *= fontSize;
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}
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Graphics.DrawTexture(rect, _whiteTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, backgroundColor, backgroundMaterial, -1);
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}
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Color color= item.Color * DebugX.GlobalColor;
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Color color = item.Color * DebugX.GlobalColor;
|
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if (fontSize < 1)
|
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{
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color.a *= fontSize;
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@ -202,14 +204,20 @@ namespace DCFApixels
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}
|
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private static float GetCameraZoom(Camera camera, Vector3 position)
|
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{
|
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#if UNITY_EDITOR
|
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position = Handles.matrix.MultiplyPoint(position);
|
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#endif
|
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Transform cameraTransform = camera.transform;
|
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Vector3 cameraPos = cameraTransform.position;
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float z = Vector3.Dot(position - cameraPos, cameraTransform.TransformDirection(new Vector3(0f, 0f, 1f)));
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Vector3 pos1 = camera.WorldToScreenPoint(cameraPos + cameraTransform.TransformDirection(new Vector3(0f, 0f, z)));
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Vector3 pos2 = camera.WorldToScreenPoint(cameraPos + cameraTransform.TransformDirection(new Vector3(1f, 0f, z)));
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float magnitude = (pos1 - pos2).magnitude;
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#if UNITY_EDITOR
|
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return 80f / Mathf.Max(magnitude, 0.0001f) * EditorGUIUtility.pixelsPerPoint;
|
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#else
|
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return 80f / Mathf.Max(magnitude, 0.0001f);
|
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#endif
|
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}
|
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#endregion
|
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}
|
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|
@ -1,5 +1,4 @@
|
||||
#undef DEBUG
|
||||
|
||||
using System;
|
||||
using Unity.Collections.LowLevel.Unsafe;
|
||||
|
||||
|
@ -8,7 +8,7 @@
|
||||
"displayName": "DebugX",
|
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"description": "",
|
||||
"unity": "2021.3",
|
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"version": "0.8.5",
|
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"version": "0.8.7",
|
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"repository": {
|
||||
"type": "git",
|
||||
"url": "https://github.com/DCFApixels/DebugX.git"
|
||||
|
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Reference in New Issue
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