rabidus-test/Assets/Graphy - Ultimate Stats Mon.../Runtime/Shader/G_GraphShader.cs

138 lines
4.6 KiB
C#

/* ---------------------------------------
* 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
{
/// <summary>
/// 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.
/// </summary>
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
/// <summary>
/// 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.
/// </summary>
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" );
}
/// <summary>
/// Updates the material linked with this shader graph with the values in the float[] array.
/// </summary>
public void UpdateArray()
{
Image.material.SetInt( Name_Length, ShaderArrayValues.Length );
}
/// <summary>
/// Updates the average parameter in the material.
/// </summary>
public void UpdateAverage()
{
Image.material.SetFloat( m_averagePropertyId, Average );
}
/// <summary>
/// Updates the thresholds in the material.
/// </summary>
public void UpdateThresholds()
{
Image.material.SetFloat( m_goodThresholdPropertyId, GoodThreshold );
Image.material.SetFloat( m_cautionThresholdPropertyId, CautionThreshold );
}
/// <summary>
/// Updates the colors in the material.
/// </summary>
public void UpdateColors()
{
Image.material.SetColor( m_goodColorPropertyId, GoodColor );
Image.material.SetColor( m_cautionColorPropertyId, CautionColor );
Image.material.SetColor( m_criticalColorPropertyId, CriticalColor );
}
/// <summary>
/// Updates the points in the graph with the set array of values.
/// </summary>
public void UpdatePoints()
{
// Requires an array called "name"
// and another one called "name_Length"
Image.material.SetFloatArray( Name, ShaderArrayValues );
}
#endregion
}
}