138 lines
4.6 KiB
C#
138 lines
4.6 KiB
C#
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/* ---------------------------------------
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* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
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* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
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* Project: Graphy - Ultimate Stats Monitor
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* Date: 22-Nov-17
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* Studio: Tayx
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*
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* Git repo: https://github.com/Tayx94/graphy
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*
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* This project is released under the MIT license.
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* Attribution is not required, but it is always welcomed!
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* -------------------------------------*/
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using UnityEngine;
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using UnityEngine.UI;
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namespace Tayx.Graphy
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{
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/// <summary>
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/// This class communicates directly with the shader to draw the graphs. Performance here is very important
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/// to reduce as much overhead as possible, as we are updating hundreds of values every frame.
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/// </summary>
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public class G_GraphShader
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{
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#region Variables
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public const int ArrayMaxSizeFull = 512;
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public const int ArrayMaxSizeLight = 128;
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public int ArrayMaxSize = 128;
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public float[] ShaderArrayValues;
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public Image Image = null;
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private string Name = "GraphValues"; // The name of the array
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private string Name_Length = "GraphValues_Length";
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public float Average = 0;
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private int m_averagePropertyId = 0;
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public float GoodThreshold = 0;
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public float CautionThreshold = 0;
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private int m_goodThresholdPropertyId = 0;
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private int m_cautionThresholdPropertyId = 0;
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public Color GoodColor = Color.white;
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public Color CautionColor = Color.white;
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public Color CriticalColor = Color.white;
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private int m_goodColorPropertyId = 0;
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private int m_cautionColorPropertyId = 0;
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private int m_criticalColorPropertyId = 0;
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#endregion
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#region Methods -> Public
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/// <summary>
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/// This is done to avoid a design problem that arrays in shaders have,
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/// and should be called before initializing any shader graph.
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/// The first time that you use initialize an array, the size of the array in the shader is fixed.
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/// This is why sometimes you will get a warning saying that the array size will be capped.
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/// It shouldn't generate any issues, but in the worst case scenario just reset the Unity Editor
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/// (if for some reason the shaders reload).
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/// I also cache the Property IDs, that make access faster to modify shader parameters.
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/// </summary>
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public void InitializeShader()
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{
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Image.material.SetFloatArray( Name, new float[ ArrayMaxSize ] );
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m_averagePropertyId = Shader.PropertyToID( "Average" );
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m_goodThresholdPropertyId = Shader.PropertyToID( "_GoodThreshold" );
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m_cautionThresholdPropertyId = Shader.PropertyToID( "_CautionThreshold" );
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m_goodColorPropertyId = Shader.PropertyToID( "_GoodColor" );
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m_cautionColorPropertyId = Shader.PropertyToID( "_CautionColor" );
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m_criticalColorPropertyId = Shader.PropertyToID( "_CriticalColor" );
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}
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/// <summary>
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/// Updates the material linked with this shader graph with the values in the float[] array.
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/// </summary>
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public void UpdateArray()
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{
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Image.material.SetInt( Name_Length, ShaderArrayValues.Length );
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}
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/// <summary>
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/// Updates the average parameter in the material.
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/// </summary>
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public void UpdateAverage()
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{
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Image.material.SetFloat( m_averagePropertyId, Average );
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}
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/// <summary>
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/// Updates the thresholds in the material.
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/// </summary>
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public void UpdateThresholds()
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{
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Image.material.SetFloat( m_goodThresholdPropertyId, GoodThreshold );
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Image.material.SetFloat( m_cautionThresholdPropertyId, CautionThreshold );
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}
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/// <summary>
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/// Updates the colors in the material.
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/// </summary>
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public void UpdateColors()
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{
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Image.material.SetColor( m_goodColorPropertyId, GoodColor );
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Image.material.SetColor( m_cautionColorPropertyId, CautionColor );
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Image.material.SetColor( m_criticalColorPropertyId, CriticalColor );
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}
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/// <summary>
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/// Updates the points in the graph with the set array of values.
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/// </summary>
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public void UpdatePoints()
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{
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// Requires an array called "name"
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// and another one called "name_Length"
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Image.material.SetFloatArray( Name, ShaderArrayValues );
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}
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#endregion
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}
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}
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