Commit aef05793 authored by Lokan Chung's avatar Lokan Chung

merge scene deco, changed forwardnoteobject, split classes, remove Core namespace

parent 62670fbc
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...@@ -6,132 +6,129 @@ using System.Text.RegularExpressions; ...@@ -6,132 +6,129 @@ using System.Text.RegularExpressions;
using System.Threading.Tasks; using System.Threading.Tasks;
using UnityEngine; using UnityEngine;
namespace Core class BMS
{ {
class BMS // metadata
{
// metadata
public string title; public string title;
public double bpm; public double bpm;
public string genre; public string genre;
public string author; public string author;
public List<BmsNote> notes = new List<BmsNote>(); public List<BmsNote> notes = new List<BmsNote>();
public Level ToLevel() public Level ToLevel()
{ {
var level = new Level(); var level = new Level();
// convert metadata // convert metadata
level.bpm = bpm; level.bpm = bpm;
// sort all notes // sort all notes
notes.Sort((note1, note2) => notes.Sort((note1, note2) =>
{ {
var diff = note1.barTime - note2.barTime; var diff = note1.barTime - note2.barTime;
if (diff < 0) if (diff < 0)
return -1; return -1;
else if (diff == 0) else if (diff == 0)
return 0; return 0;
else else
return 1; return 1;
}); });
// convert all bms note to level note // convert all bms note to level note
foreach (var note in notes) foreach (var note in notes)
{ {
var levelNote = Note.Create(note, bpm); var levelNote = Note.Create(note, bpm);
if (levelNote != null) if (levelNote != null)
level.AddNote(levelNote); level.AddNote(levelNote);
} }
return level; return level;
}
} }
}
class BmsNote class BmsNote
{ {
public string num; public string num;
public string lane; public string lane;
public double barTime; public double barTime;
} }
class BmsParser class BmsParser
{
private static char[] SEP_NEWLINE = { '\n' };
private static char[] SEP_SPACE = { ' ' };
private static char[] SEP_COLON = { ':' };
private static Regex RX_DATALINE = new Regex(@"#[0-9]{5}");
public BMS Parse(string raw)
{ {
private static char[] SEP_NEWLINE = { '\n' }; var lines = raw.Split(SEP_NEWLINE);
private static char[] SEP_SPACE = { ' ' };
private static char[] SEP_COLON = { ':' };
private static Regex RX_DATALINE = new Regex(@"#[0-9]{5}"); var bms = new BMS();
public BMS Parse(string raw) foreach (var line in lines)
{ {
var lines = raw.Split(SEP_NEWLINE); // metadata
if (line.StartsWith("#TITLE"))
bms.title = line.Substring(line.IndexOf(' ') + 1);
var bms = new BMS(); if (line.StartsWith("#GENRE"))
bms.genre = line.Substring(line.IndexOf(' ') + 1);
foreach (var line in lines) if (line.StartsWith("#BPM"))
{ bms.bpm = double.Parse(line.Substring(line.IndexOf(' ') + 1));
// metadata
if (line.StartsWith("#TITLE"))
bms.title = line.Substring(line.IndexOf(' ') + 1);
if (line.StartsWith("#GENRE")) if (line.StartsWith("#ARTIST"))
bms.genre = line.Substring(line.IndexOf(' ') + 1); bms.author = line.Substring(line.IndexOf(' ') + 1);
if (line.StartsWith("#BPM")) // data lane
bms.bpm = double.Parse(line.Substring(line.IndexOf(' ') + 1)); if (RX_DATALINE.IsMatch(line))
{
if (line.StartsWith("#ARTIST")) var bar = int.Parse(line.Substring(1, 3));
bms.author = line.Substring(line.IndexOf(' ') + 1); var lane = line.Substring(4, 2);
var data = line.Substring(7).Trim();
// data lane // no support for variable bar length or bpm yet
if (RX_DATALINE.IsMatch(line)) if ((data.Length & 1) == 1 || data.Contains("."))
{ {
var bar = int.Parse(line.Substring(1, 3)); // ignore these lines
var lane = line.Substring(4, 2); }
var data = line.Substring(7).Trim();
// no support for variable bar length or bpm yet var denominator = data.Length / 2;
if ((data.Length & 1) == 1 || data.Contains("."))
{
// ignore these lines
}
var denominator = data.Length / 2; // process notes in the bar
for (int i = 0; i < denominator; i++)
{
var num = data.Substring(i * 2, 2);
var barTime = bar + i / (double)denominator;
// process notes in the bar // ignore empty notes
for (int i = 0; i < data.Length; i += 2) if (num != "00")
{ {
var num = data.Substring(i, 2); var note = new BmsNote();
var barTime = bar + i / (double)denominator;
// ignore empty notes note.num = num;
if (num != "00") note.lane = lane;
{ note.barTime = barTime;
var note = new BmsNote();
note.num = num; bms.notes.Add(note);
note.lane = lane;
note.barTime = barTime;
bms.notes.Add(note);
}
} }
} }
} }
Debug.Log(bms.author);
Debug.Log(bms.bpm);
Debug.Log(bms.title);
Debug.Log(bms.genre);
return bms;
} }
Debug.Log(bms.author);
Debug.Log(bms.bpm);
Debug.Log(bms.title);
Debug.Log(bms.genre);
return bms;
} }
} }
\ No newline at end of file
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
class Level
namespace Core
{ {
class Level private Queue<Note> notes = new Queue<Note>();
{ public double bpm;
private Queue<Note> notes = new Queue<Note>();
public double bpm;
public void AddNote(Note note)
{
notes.Enqueue(note);
}
public void HandleInput()
{
}
public void UpdateNotes(double time)
{
foreach (var note in notes)
{
float remainingTime = (float)(note.Time - time);
note.Update(remainingTime);
}
}
}
abstract class Note
{
// define common note properties
public double Time;
public HandType HandType;
protected NoteObject noteObject;
// interpret note option
protected abstract void FromBmsNum(String num);
protected abstract NoteObject CreateNoteObjectImpl();
// instantiate associated game object
public void CreateNoteObject()
{
noteObject = CreateNoteObjectImpl();
}
public void Update(float remainingTime)
{
if (remainingTime < 0 || remainingTime > 2)
{
noteObject.gameObject.SetActive(false);
} else
{
noteObject.gameObject.SetActive(true);
}
noteObject.SetPosition(remainingTime);
}
// factory method
// may return null if given note is not supported
public static Note Create(BmsNote bn, double bpm)
{
Note note = null;
HandType handType = HandType.None;
switch (bn.lane)
{
case "11": // 1p first lane: FORWARD LEFT HAND
note = new ForwardNote();
handType = HandType.Left;
break;
case "12": // 1p second lane: FORWARD RIGHT HAND
note = new ForwardNote();
handType = HandType.Right;
break;
//case "13": // 1p third lane: REAR LEFT HAND
// handType = HandType.Left;
// break;
//case "14": // 1p forth lane: REAR RIGHT HAND
// handType = HandType.Right;
// break;
//case "15": // 1p fifth lane: EDGE LEFT HAND
// handType = HandType.Left;
// break;
//case "16": // 1p sixth lane: EDGE RIGHT HAND
// handType = HandType.Right;
// break;
// add action notes
default:
return null;
}
note.FromBmsNum(bn.num); public void AddNote(Note note)
note.HandType = handType;
note.Time = bn.barTime * (60.0 / bpm * 4);
Debug.Log(note.Time);
note.CreateNoteObject();
return note;
}
}
class ForwardNote : Note
{ {
private float x, y; notes.Enqueue(note);
protected override NoteObject CreateNoteObjectImpl()
{
var obj = MonoBehaviour.Instantiate<NoteObject>(PlayEngine.inst.ForwardNoteObject);
obj.Init(x, y);
return obj;
}
protected override void FromBmsNum(string num)
{
// since 00 is used for empty notes, 1 ~ Z is valid range
x = charToCoord(num[0]) / 35.0f;
y = charToCoord(num[1]) / 35.0f;
}
private int charToCoord(char a)
{
if (char.IsDigit(a))
{
return a - '1';
}
else if (char.IsLetter(a))
{
return char.ToLower(a) - 'a' + 9;
}
throw new ArgumentException("wrong data");
}
} }
class RearNote : Note public void HandleInput()
{ {
protected override NoteObject CreateNoteObjectImpl()
{
throw new NotImplementedException();
}
protected override void FromBmsNum(string num)
{
throw new NotImplementedException();
}
} }
class EdgeNote : Note public void UpdateNotes(double time)
{ {
protected override NoteObject CreateNoteObjectImpl() foreach (var note in notes)
{ {
throw new NotImplementedException(); float remainingTime = (float)(note.Time - time);
note.Update(remainingTime);
} }
protected override void FromBmsNum(string num)
{
throw new NotImplementedException();
}
}
enum NoteType
{
Front,
Rear,
Edge,
Action
} }
}
enum HandType
{
Left,
Right,
None
}
[CreateAssetMenu(fileName = "New Level", menuName = "Level", order = 1)]
public class LevelScriptableObject : ScriptableObject
{
public TextAsset bms;
public AudioClip audioFile;
public double offsetBarTime = 0;
}
[CreateAssetMenu(fileName = "New Level List", menuName = "Level List", order = 1)]
public class LevelListscriptableObject : ScriptableObject
{
public LevelScriptableObject[] levels;
}
}
\ No newline at end of file
using UnityEngine;
[CreateAssetMenu(fileName = "New Level List", menuName = "Level List", order = 1)]
public class LevelListscriptableObject : ScriptableObject
{
public LevelScriptableObject[] levels;
}
\ No newline at end of file
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using UnityEngine;
[CreateAssetMenu(fileName = "New Level", menuName = "Level", order = 1)]
public class LevelScriptableObject : ScriptableObject
{
public TextAsset bms;
public AudioClip audioFile;
public double offsetBarTime = 0;
}
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using UnityEngine;
using System;
using System.Collections;
abstract class Note
{
// define common note properties
public double Time;
public HandType HandType;
protected NoteObject noteObject;
// interpret note option
protected abstract void FromBmsNum(String num);
protected abstract NoteObject CreateNoteObjectImpl();
// instantiate associated game object
public void CreateNoteObject()
{
noteObject = CreateNoteObjectImpl();
}
public void Update(float remainingTime)
{
if (remainingTime < 0 || remainingTime > 2)
{
noteObject.gameObject.SetActive(false);
}
else
{
noteObject.gameObject.SetActive(true);
}
noteObject.SetPosition(remainingTime);
}
// factory method
// may return null if given note is not supported
public static Note Create(BmsNote bn, double bpm)
{
Note note = null;
HandType handType = HandType.None;
switch (bn.lane)
{
case "11": // 1p first lane: FORWARD LEFT HAND
note = new ForwardNote();
handType = HandType.Left;
break;
case "12": // 1p second lane: FORWARD RIGHT HAND
note = new ForwardNote();
handType = HandType.Right;
break;
//case "13": // 1p third lane: REAR LEFT HAND
// handType = HandType.Left;
// break;
//case "14": // 1p forth lane: REAR RIGHT HAND
// handType = HandType.Right;
// break;
//case "15": // 1p fifth lane: EDGE LEFT HAND
// handType = HandType.Left;
// break;
//case "16": // 1p sixth lane: EDGE RIGHT HAND
// handType = HandType.Right;
// break;
// add action notes
default:
return null;
}
note.FromBmsNum(bn.num);
note.HandType = handType;
note.Time = bn.barTime * (60.0 / bpm * 4);
note.CreateNoteObject();
return note;
}
}
class ForwardNote : Note
{
private float x, y;
protected override NoteObject CreateNoteObjectImpl()
{
var obj = MonoBehaviour.Instantiate<ForwardNoteObject>(PlayEngine.inst.ForwardNoteObject);
obj.Init(x, y, HandType);
return obj;
}
protected override void FromBmsNum(string num)
{
Debug.Log(num);
// since 00 is used for empty notes, 1 ~ Z is valid range
x = charToCoord(num[0]) / 35.0f;
y = charToCoord(num[1]) / 35.0f;
}
private int charToCoord(char a)
{
if (char.IsDigit(a))
{
return a - '1';
}
else if (char.IsLetter(a))
{
return char.ToLower(a) - 'a' + 9;
}
throw new ArgumentException("wrong data");
}
}
class RearNote : Note
{
protected override NoteObject CreateNoteObjectImpl()
{
throw new NotImplementedException();
}
protected override void FromBmsNum(string num)
{
throw new NotImplementedException();
}
}
class EdgeNote : Note
{
protected override NoteObject CreateNoteObjectImpl()
{
throw new NotImplementedException();
}
protected override void FromBmsNum(string num)
{
throw new NotImplementedException();
}
}
public enum NoteType
{
Front,
Rear,
Edge,
Action
}
public enum HandType
{
Left,
Right,
None
}
\ No newline at end of file
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...@@ -6,9 +6,9 @@ public class ForwardNoteObject : NoteObject ...@@ -6,9 +6,9 @@ public class ForwardNoteObject : NoteObject
{ {
public RectTransform ring; public RectTransform ring;
public override void Init(float x, float y) // 각 노트별 개별 함수이기 때문에 상속 관계 유지 불필요.
public void Init(float x, float y, HandType handType)
{ {
base.Init(x, y);
//Vector3 point = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width * x, Screen.height * y, Camera.main.nearClipPlane)); //Vector3 point = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width * x, Screen.height * y, Camera.main.nearClipPlane));
// //
...@@ -21,6 +21,20 @@ public class ForwardNoteObject : NoteObject ...@@ -21,6 +21,20 @@ public class ForwardNoteObject : NoteObject
transform.position = endPoint + new Vector3(0, 0, 50); transform.position = endPoint + new Vector3(0, 0, 50);
ring = IngameUIManager.inst.AddNoteRingUI(); ring = IngameUIManager.inst.AddNoteRingUI();
ring.position = endPoint; ring.position = endPoint;
Material mat = GetComponent<Renderer>().material;
switch (handType)
{
case HandType.Left:
mat.color = Color.red;
break;
case HandType.Right:
mat.color = Color.blue;
break;
}
} }
private void Start() private void Start()
{ {
...@@ -28,18 +42,21 @@ public class ForwardNoteObject : NoteObject ...@@ -28,18 +42,21 @@ public class ForwardNoteObject : NoteObject
private void OnDisable() private void OnDisable()
{ {
ring.gameObject.SetActive(false); if (ring != null)
ring.gameObject.SetActive(false);
} }
private void OnEnable() private void OnEnable()
{ {
ring.gameObject.SetActive(true); if (ring != null)
ring.gameObject.SetActive(true);
} }
protected override void OnDestroy() protected override void OnDestroy()
{ {
base.OnDestroy(); base.OnDestroy();
Destroy(ring.gameObject); if(ring != null)
Destroy(ring.gameObject);
} }
public override void NoteHit(NoteHitType type) public override void NoteHit(NoteHitType type)
...@@ -51,5 +68,12 @@ public class ForwardNoteObject : NoteObject ...@@ -51,5 +68,12 @@ public class ForwardNoteObject : NoteObject
{ {
base.SetPosition(remainedTime); base.SetPosition(remainedTime);
ring.localScale = (1 + 4 * remainedTime / maxRemainedTime) * new Vector3(1, 1, 1); ring.localScale = (1 + 4 * remainedTime / maxRemainedTime) * new Vector3(1, 1, 1);
// change ring alpha
var img = ring.gameObject.GetComponent<UnityEngine.UI.Image>();
var color = img.color;
color.a = 1f-Mathf.Clamp(remainedTime / maxRemainedTime, 0, 1);
img.color = color;
} }
} }
...@@ -29,12 +29,11 @@ public abstract class NoteObject : MonoBehaviour ...@@ -29,12 +29,11 @@ public abstract class NoteObject : MonoBehaviour
} }
public virtual void Init(float x, float y) public void Awake()
{ {
remainedTime = maxRemainedTime; remainedTime = maxRemainedTime;
} }
public abstract void NoteHit(NoteHitType type); public abstract void NoteHit(NoteHitType type);
public virtual void SetPosition(float remainedTime) public virtual void SetPosition(float remainedTime)
......
...@@ -5,11 +5,11 @@ using UnityEngine; ...@@ -5,11 +5,11 @@ using UnityEngine;
[RequireComponent(typeof(AudioSource))] [RequireComponent(typeof(AudioSource))]
public class PlayEngine : SingletonBehaviour<PlayEngine> public class PlayEngine : SingletonBehaviour<PlayEngine>
{ {
public Core.LevelListscriptableObject levelList; public LevelListscriptableObject levelList;
public ForwardNoteObject ForwardNoteObject; public ForwardNoteObject ForwardNoteObject;
private double startTime; private double startTime;
private Core.Level level; private Level level;
private AudioSource audioSource; private AudioSource audioSource;
private AudioClip audioClip; private AudioClip audioClip;
...@@ -30,7 +30,7 @@ public class PlayEngine : SingletonBehaviour<PlayEngine> ...@@ -30,7 +30,7 @@ public class PlayEngine : SingletonBehaviour<PlayEngine>
var audioFile = levelData.audioFile; var audioFile = levelData.audioFile;
var offsetBarTime = levelData.offsetBarTime; var offsetBarTime = levelData.offsetBarTime;
var bms = new Core.BmsParser().Parse(bmsText); var bms = new BmsParser().Parse(bmsText);
var level = bms.ToLevel(); var level = bms.ToLevel();
this.level = level; this.level = level;
...@@ -42,7 +42,7 @@ public class PlayEngine : SingletonBehaviour<PlayEngine> ...@@ -42,7 +42,7 @@ public class PlayEngine : SingletonBehaviour<PlayEngine>
startDspTime = scheduleOffset + dspTime; startDspTime = scheduleOffset + dspTime;
audioSource.clip = audioFile; audioSource.clip = audioFile;
audioSource.PlayScheduled(playOffset); audioSource.PlayScheduled(playOffset + dspTime);
Debug.Log(playOffset); Debug.Log(playOffset);
} }
...@@ -53,5 +53,15 @@ public class PlayEngine : SingletonBehaviour<PlayEngine> ...@@ -53,5 +53,15 @@ public class PlayEngine : SingletonBehaviour<PlayEngine>
var time = AudioSettings.dspTime - startDspTime; var time = AudioSettings.dspTime - startDspTime;
level.UpdateNotes(time); level.UpdateNotes(time);
} }
if (Input.GetKeyDown(KeyCode.LeftArrow))
{
audioSource.time -= 1.0f;
}
if (Input.GetKeyDown(KeyCode.RightArrow))
{
audioSource.time += 1.0f;
}
} }
} }
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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{
Properties
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_Thickness ("Thickness", Float) = 1
}
SubShader
{
Pass
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
Blend SrcAlpha OneMinusSrcAlpha
LOD 200
CGPROGRAM
#pragma target 5.0
#include "UnityCG.cginc"
#include "UCLA GameLab Wireframe Functions.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma geometry geom
// Vertex Shader
UCLAGL_v2g vert(appdata_base v)
{
return UCLAGL_vert(v);
}
// Geometry Shader
[maxvertexcount(3)]
void geom(triangle UCLAGL_v2g p[3], inout TriangleStream<UCLAGL_g2f> triStream)
{
UCLAGL_geom( p, triStream);
}
// Fragment Shader
float4 frag(UCLAGL_g2f input) : COLOR
{
float4 col = UCLAGL_frag(input);
if( col.a < 0.5f ) discard;
else col.a = 1.0f;
return col;
}
ENDCG
}
}
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Shader "UCLA Game Lab/Wireframe/Double-Sided Cutout"
{
Properties
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_Color ("Line Color", Color) = (1,1,1,1)
_MainTex ("Main Texture", 2D) = "white" {}
_Thickness ("Thickness", Float) = 1
}
SubShader
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Pass
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
LOD 200
CGPROGRAM
#pragma target 5.0
#include "UnityCG.cginc"
#include "UCLA GameLab Wireframe Functions.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma geometry geom
// Vertex Shader
UCLAGL_v2g vert(appdata_base v)
{
return UCLAGL_vert(v);
}
// Geometry Shader
[maxvertexcount(3)]
void geom(triangle UCLAGL_v2g p[3], inout TriangleStream<UCLAGL_g2f> triStream)
{
UCLAGL_geom( p, triStream);
}
// Fragment Shader
float4 frag(UCLAGL_g2f input) : COLOR
{
float4 col = UCLAGL_frag(input);
if( col.a < 0.5f ) discard;
else col.a = 1.0f;
return col;
}
ENDCG
}
}
}
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Properties
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_Color ("Line Color", Color) = (1,1,1,1)
_MainTex ("Main Texture", 2D) = "white" {}
_Thickness ("Thickness", Float) = 1
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
// First pass that renders the back faces of the model (cull front faces)
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Front
LOD 200
CGPROGRAM
#pragma target 5.0
#include "UnityCG.cginc"
#include "UCLA GameLab Wireframe Functions.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma geometry geom
// Vertex Shader
UCLAGL_v2g vert(appdata_base v)
{
return UCLAGL_vert(v);
}
// Geometry Shader
[maxvertexcount(3)]
void geom(triangle UCLAGL_v2g p[3], inout TriangleStream<UCLAGL_g2f> triStream)
{
UCLAGL_geom( p, triStream);
}
// Fragment Shader
float4 frag(UCLAGL_g2f input) : COLOR
{
return UCLAGL_frag(input);
}
ENDCG
}
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// Guarantees render order of back then front to avoid render artifacts
Pass
{
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LOD 200
CGPROGRAM
#pragma target 5.0
#include "UnityCG.cginc"
#include "UCLA GameLab Wireframe Functions.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma geometry geom
// Vertex Shader
UCLAGL_v2g vert(appdata_base v)
{
return UCLAGL_vert(v);
}
// Geometry Shader
[maxvertexcount(3)]
void geom(triangle UCLAGL_v2g p[3], inout TriangleStream<UCLAGL_g2f> triStream)
{
UCLAGL_geom( p, triStream);
}
// Fragment Shader
float4 frag(UCLAGL_g2f input) : COLOR
{
return UCLAGL_frag(input);
}
ENDCG
}
}
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//Algorithms and shaders based on code from this journal
//http://cgg-journal.com/2008-2/06/index.html
#ifndef UCLA_GAMELAB_WIREFRAME
#define UCLA_GAMELAB_WIREFRAME
#include "UnityCG.cginc"
// DATA STRUCTURES //
// Vertex to Geometry
struct UCLAGL_v2g
{
float4 pos : POSITION; // vertex position
float2 uv : TEXCOORD0; // vertex uv coordinate
};
// Geometry to UCLAGL_fragment
struct UCLAGL_g2f
{
float4 pos : POSITION; // fragment position
float2 uv : TEXCOORD0; // fragment uv coordinate
float3 dist : TEXCOORD1; // distance to each edge of the triangle
};
// PARAMETERS //
//float4 _Texture_ST; // For the Main Tex UV transform
float _Thickness = 1; // Thickness of the wireframe line rendering
float4 _Color = {1,1,1,1}; // Color of the line
float4 _MainTex_ST; // For the Main Tex UV transform
sampler2D _MainTex; // Texture used for the line
// SHADER PROGRAMS //
// Vertex Shader
UCLAGL_v2g UCLAGL_vert(appdata_base v)
{
UCLAGL_v2g output;
output.pos = UnityObjectToClipPos(v.vertex);
output.uv = TRANSFORM_TEX (v.texcoord, _MainTex);//v.texcoord;
return output;
}
// Geometry Shader
[maxvertexcount(3)]
void UCLAGL_geom(triangle UCLAGL_v2g p[3], inout TriangleStream<UCLAGL_g2f> triStream)
{
//points in screen space
float2 p0 = _ScreenParams.xy * p[0].pos.xy / p[0].pos.w;
float2 p1 = _ScreenParams.xy * p[1].pos.xy / p[1].pos.w;
float2 p2 = _ScreenParams.xy * p[2].pos.xy / p[2].pos.w;
//edge vectors
float2 v0 = p2 - p1;
float2 v1 = p2 - p0;
float2 v2 = p1 - p0;
//area of the triangle
float area = abs(v1.x*v2.y - v1.y * v2.x);
//values based on distance to the edges
float dist0 = area / length(v0);
float dist1 = area / length(v1);
float dist2 = area / length(v2);
UCLAGL_g2f pIn;
//add the first point
pIn.pos = p[0].pos;
pIn.uv = p[0].uv;
pIn.dist = float3(dist0,0,0);
triStream.Append(pIn);
//add the second point
pIn.pos = p[1].pos;
pIn.uv = p[1].uv;
pIn.dist = float3(0,dist1,0);
triStream.Append(pIn);
//add the third point
pIn.pos = p[2].pos;
pIn.uv = p[2].uv;
pIn.dist = float3(0,0,dist2);
triStream.Append(pIn);
}
// Fragment Shader
float4 UCLAGL_frag(UCLAGL_g2f input) : COLOR
{
//find the smallest distance
float val = min( input.dist.x, min( input.dist.y, input.dist.z));
//calculate power to 2 to thin the line
val = exp2( -1/_Thickness * val * val );
//blend between the lines and the negative space to give illusion of anti aliasing
float4 targetColor = _Color * tex2D( _MainTex, input.uv);
float4 transCol = _Color * tex2D( _MainTex, input.uv);
transCol.a = 0;
return val * targetColor + ( 1 - val ) * transCol;
}
#endif
\ No newline at end of file
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Shader "UCLA Game Lab/Wireframe/Single-Sided"
{
Properties
{
_Color ("Line Color", Color) = (1,1,1,1)
_MainTex ("Main Texture", 2D) = "white" {}
_Thickness ("Thickness", Float) = 1
}
SubShader
{
Pass
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
LOD 200
CGPROGRAM
#pragma target 5.0
#include "UnityCG.cginc"
#include "UCLA GameLab Wireframe Functions.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma geometry geom
// Vertex Shader
UCLAGL_v2g vert(appdata_base v)
{
return UCLAGL_vert(v);
}
// Geometry Shader
[maxvertexcount(3)]
void geom(triangle UCLAGL_v2g p[3], inout TriangleStream<UCLAGL_g2f> triStream)
{
UCLAGL_geom( p, triStream);
}
// Fragment Shader
float4 frag(UCLAGL_g2f input) : COLOR
{
return UCLAGL_frag(input);
}
ENDCG
}
}
}
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