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