Unity3D中使用GL画拉选框(绘制多选框)

问题分析:

需要根据鼠标事件,摁下鼠标开始绘制选择框,抬起鼠标结束绘制。

实现思路:

该需求是屏幕画线,Unity内置了GL类  封装了OpenGL,可以通过GL类来实现一些简单的画图操作,这里也是使用GL实现。

分析:

代码中有这样一个回调是属于屏幕渲染的,需要在API里了解一下public void OnRenderObject(),以及OnGUI都可以实现,了解下Unity的生命周期执行顺序中,屏幕渲染会在GameLogic后会执行其中有几个屏幕渲染回调API来了解一下:

注意:

GL.Push  和  GL.Pop  之间写GL代码

GL.Begin 和 GL.End  之间写画线逻辑Begin和End 之间的两个Vector3表示起点和终点

 代码:

  1     /// <summary>
  2     /// 绘制选择框
  3     /// </summary>
  4     class Selectbox : MonoBehaviour
  5     {
  6         #region Fields & Attribute
  7 
  8         //画笔颜色
  9         private Color brushColor=Color.white;
 10 
 11         //画线的材质
 12         private Material drawMaterial;
 13 
 14         //开始绘制标志
 15         private bool isStartDraw=false;
 16 
 17         //开始和结束绘制点
 18         private Vector3 mouseStartPos, mouseEndPos;
 19 
 20         //设置选择区域的Color
 21         private Color selectionAreaColor = Color.green;
 22 
 23         //获取绘制状态(开始绘制标志)
 24         public bool IsStartDraw { get => isStartDraw; set => isStartDraw = value; }
 25 
 26         //绘制开始坐标
 27         public Vector3 MouseStartPos { get => mouseStartPos; set => mouseStartPos = value; }
 28 
 29         //绘制结束坐标
 30         public Vector3 MouseEndPos { get => mouseEndPos; set => mouseEndPos = value; }
 31 
 32         //设置画笔颜色
 33         public Color BrushColor { get => brushColor; set => brushColor = value; }
 34 
 35         //设置选择区域的Color
 36         public Color SelectionAreaColor { get => selectionAreaColor; set => selectionAreaColor = value; }
 37  
 38         #endregion
 39 
 40         #region Public Methods
 41 
 42         /// <summary>
 43         /// 绘制选择框构造函数
 44         /// </summary>
 45         public Selectbox()
 46         {
 47 
 48         }
 49 
 50         /// <summary>
 51         /// 初始化
 52         /// </summary>
 53         public void Awake()
 54         {
 55             drawMaterial = new Material(Shader.Find("UI/Default"));
 56             this.drawMaterial.hideFlags = HideFlags.HideAndDontSave;
 57             this.drawMaterial.shader.hideFlags = HideFlags.HideAndDontSave;
 58         }
 59 
 60         #endregion
 61 
 62         #region Private Methods
 63 
 64         /// <summary>
 65         /// 绘制逻辑
 66         /// </summary>
 67         private void OnGUI()
 68         {
 69             if (IsStartDraw)
 70             {
//材质通道,0为默认。
71 drawMaterial.SetPass(0); 72 GL.LoadOrtho(); 73 //设置用屏幕坐标绘图 74 GL.LoadPixelMatrix(); 75 DrawRect(); 76 DrawRectLine(); 77 } 78 } 79 80 /// <summary> 81 /// 绘制框选区 82 /// </summary> 83 private void DrawRect() 84 { 85 GL.Begin(GL.QUADS); 86 //设置颜色和透明度 87 GL.Color(selectionAreaColor); 88 if ((MouseStartPos.x > MouseEndPos.x && MouseStartPos.y > MouseEndPos.y) || (MouseStartPos.x < MouseEndPos.x && MouseStartPos.y < MouseEndPos.y)) 89 { 90 GL.Vertex3(MouseStartPos.x, MouseStartPos.y, 0); 91 GL.Vertex3(MouseStartPos.x, MouseEndPos.y, 0); 92 GL.Vertex3(MouseEndPos.x, MouseEndPos.y, 0); 93 GL.Vertex3(MouseEndPos.x, MouseStartPos.y, 0); 94 95 } 96 else 97 { 98 GL.Vertex3(MouseStartPos.x, MouseStartPos.y, 0); 99 GL.Vertex3(MouseEndPos.x, MouseStartPos.y, 0); 100 GL.Vertex3(MouseEndPos.x, MouseEndPos.y, 0); 101 GL.Vertex3(MouseStartPos.x, MouseEndPos.y, 0); 102 } 103 GL.End(); 104 } 105 106 /// <summary> 107 /// 绘制框选边框 108 /// </summary> 109 private void DrawRectLine() 110 { 111 GL.Begin(GL.LINES); 112 //设置方框的边框颜色 边框不透明 113 GL.Color(BrushColor); 114 GL.Vertex3(MouseStartPos.x, MouseStartPos.y, 0); 115 GL.Vertex3(MouseEndPos.x, MouseStartPos.y, 0); 116 GL.Vertex3(MouseEndPos.x, MouseStartPos.y, 0); 117 GL.Vertex3(MouseEndPos.x, MouseEndPos.y, 0); 118 GL.Vertex3(MouseEndPos.x, MouseEndPos.y, 0); 119 GL.Vertex3(MouseStartPos.x, MouseEndPos.y, 0); 120 GL.Vertex3(MouseStartPos.x, MouseEndPos.y, 0); 121 GL.Vertex3(MouseStartPos.x, MouseStartPos.y, 0); 122 GL.End(); 123 } 124 125 #endregion 126 }

这个地方,在画面时,发现只有两个象限是正常的,其他两个象限都画不出来,原来是一三和二四象限中构建面(点)的顺序不同,相反。还有shader选默认的就好,有颜色即可。

 即这段。

到这完成了就,欢迎指正。

原文地址:https://www.cnblogs.com/answer-yj/p/11578938.html