Files
aibis-dream/Assets/Plugins/CleanFlatUI/Scripts/Gradient/GradientModifier.cs
T
2024-10-10 12:46:34 +08:00

632 lines
21 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace RainbowArt.CleanFlatUI
{
public class GradientModifier : BaseMeshEffect
{
public enum Style
{
Horizontal,
Vertical,
Radial,
Diamond
}
public enum Blend
{
Override,
Add,
Multiply
}
[SerializeField]
Style gradientStyle = Style.Horizontal;
[SerializeField]
Blend blend = Blend.Override;
[SerializeField]
bool moreVertices = true;
[SerializeField]
[Range(-1, 1)]
float offset = 0f;
[SerializeField]
[Range(0.1f, 10)]
float scale = 1f;
[SerializeField]
UnityEngine.Gradient gradient = new UnityEngine.Gradient() { colorKeys = new GradientColorKey[] { new GradientColorKey(Color.black, 0), new GradientColorKey(Color.white, 1) } };
List<UIVertex> vertexList = new List<UIVertex>();
List<float> gradientKeysPos = new List<float>();
List<int> originIndices = new List<int>(3);
List<UIVertex> starts = new List<UIVertex>(3);
List<UIVertex> ends = new List<UIVertex>(2);
float[] cachedVertexPositions = new float[3];
public Style GradientStyle
{
get => gradientStyle;
set
{
if(gradientStyle == value)
{
return;
}
gradientStyle = value;
graphic.SetVerticesDirty();
}
}
public Blend BlendMode
{
get => blend;
set
{
if(blend == value)
{
return;
}
blend = value;
graphic.SetVerticesDirty();
}
}
public bool MoreVertices
{
get => moreVertices;
set
{
if (moreVertices == value)
{
return;
}
moreVertices = value;
graphic.SetVerticesDirty();
}
}
public float Offset
{
get => offset;
set
{
if (offset == value)
{
return;
}
offset = Mathf.Clamp(value, -1f, 1f);
graphic.SetVerticesDirty();
}
}
public float Scale
{
get => scale;
set
{
if (scale == value)
{
return;
}
scale = Mathf.Clamp(value, 0.1f, 10f);
graphic.SetVerticesDirty();
}
}
public UnityEngine.Gradient Gradient
{
get => gradient;
set
{
gradient = value;
graphic.SetVerticesDirty();
}
}
Color BlendColor(Color colorA, Color colorB)
{
switch (BlendMode)
{
case Blend.Add:
{
return colorA + colorB;
}
case Blend.Multiply:
{
return colorA * colorB;
}
default:
return colorB;
}
}
public override void ModifyMesh(VertexHelper helper)
{
if (!IsActive() || helper.currentVertCount == 0)
{
return;
}
switch (GradientStyle)
{
case Style.Horizontal:
{
ModifyMeshForHorizontal(helper);
break;
}
case Style.Vertical:
{
ModifyMeshForVertical(helper);
break;
}
case Style.Diamond:
{
ModifyMeshForDiamond(helper);
break;
}
case Style.Radial:
{
ModifyMeshForRadial(helper);
break;
}
}
}
void ModifyMeshForHorizontal(VertexHelper helper)
{
vertexList.Clear();
helper.GetUIVertexStream(vertexList);
Rect bounds = GetVertsBounds(vertexList);
float min = bounds.xMin;
float w = bounds.width;
float width = w == 0f ? 0f : 1f / w / Scale;
float zoomOffset = (1 - (1 / Scale)) * 0.5f;
float offset = (Offset * (1 - zoomOffset)) - zoomOffset;
if (MoreVertices)
{
SplitTrianglesAtGradientKeys(vertexList, bounds, zoomOffset, helper);
}
UIVertex vertex = new UIVertex();
for (int i = 0; i < helper.currentVertCount; i++)
{
helper.PopulateUIVertex(ref vertex, i);
vertex.color = BlendColor(vertex.color, Gradient.Evaluate((vertex.position.x - min) * width - offset));
helper.SetUIVertex(vertex, i);
}
}
void ModifyMeshForVertical(VertexHelper helper)
{
vertexList.Clear();
helper.GetUIVertexStream(vertexList);
Rect bounds = GetVertsBounds(vertexList);
float min = bounds.yMin;
float h = bounds.height;
float height = h == 0f ? 0f : 1f / h / Scale;
float zoomOffset = (1 - (1 / Scale)) * 0.5f;
float offset = (Offset * (1 - zoomOffset)) - zoomOffset;
if (MoreVertices)
{
SplitTrianglesAtGradientKeys(vertexList, bounds, zoomOffset, helper);
}
UIVertex vertex = new UIVertex();
for (int i = 0; i < helper.currentVertCount; i++)
{
helper.PopulateUIVertex(ref vertex, i);
vertex.color = BlendColor(vertex.color, Gradient.Evaluate((vertex.position.y - min) * height - offset));
helper.SetUIVertex(vertex, i);
}
}
void ModifyMeshForDiamond(VertexHelper helper)
{
vertexList.Clear();
helper.GetUIVertexStream(vertexList);
int nCount = vertexList.Count;
Rect bounds = GetVertsBounds(vertexList);
float height = bounds.height == 0f ? 0f : 1f / bounds.height / Scale;
float radius = bounds.center.y / 2f;
Vector3 center = (Vector3.right + Vector3.up) * radius + Vector3.forward * vertexList[0].position.z;
if (MoreVertices)
{
helper.Clear();
for (int i = 0; i < nCount; i++)
{
helper.AddVert(vertexList[i]);
}
UIVertex centralVertex = new UIVertex();
centralVertex.position = center;
centralVertex.normal = vertexList[0].normal;
centralVertex.uv0 = new Vector2(0.5f, 0.5f);
centralVertex.color = Color.white;
helper.AddVert(centralVertex);
for (int i = 1; i < nCount; i++)
{
helper.AddTriangle(i - 1, i, nCount);
}
helper.AddTriangle(0, nCount - 1, nCount);
}
UIVertex vertex = new UIVertex();
for (int i = 0; i < helper.currentVertCount; i++)
{
helper.PopulateUIVertex(ref vertex, i);
vertex.color = BlendColor(vertex.color, Gradient.Evaluate(
Vector3.Distance(vertex.position, center) * height - Offset));
helper.SetUIVertex(vertex, i);
}
}
void ModifyMeshForRadial(VertexHelper helper)
{
vertexList.Clear();
helper.GetUIVertexStream(vertexList);
Rect bounds = GetVertsBounds(vertexList);
float width = bounds.width == 0f ? 0f : 1f / bounds.width / Scale;
float height = bounds.height == 0f ? 0f : 1f / bounds.height / Scale;
if (MoreVertices)
{
helper.Clear();
float radiusX = bounds.width / 2f;
float radiusY = bounds.height / 2f;
UIVertex centralVertex = new UIVertex();
centralVertex.position = Vector3.right * bounds.center.x + Vector3.up * bounds.center.y + Vector3.forward * vertexList[0].position.z;
centralVertex.normal = vertexList[0].normal;
centralVertex.uv0 = new Vector2(0.5f, 0.5f);
centralVertex.color = Color.white;
int steps = 64;
for (int i = 0; i < steps; i++)
{
UIVertex curVertex = new UIVertex();
float angle = (float)i * 360f / (float)steps;
float cosX = Mathf.Cos(Mathf.Deg2Rad * angle);
float cosY = Mathf.Sin(Mathf.Deg2Rad * angle);
curVertex.position = Vector3.right * cosX * radiusX + Vector3.up * cosY * radiusY + Vector3.forward * vertexList[0].position.z;
curVertex.normal = vertexList[0].normal;
curVertex.uv0 = new Vector2((cosX + 1) * 0.5f, (cosY + 1) * 0.5f);
curVertex.color = Color.white;
helper.AddVert(curVertex);
}
helper.AddVert(centralVertex);
for (int i = 1; i < steps; i++)
{
helper.AddTriangle(i - 1, i, steps);
}
helper.AddTriangle(0, steps - 1, steps);
}
UIVertex vertex = new UIVertex();
for (int i = 0; i < helper.currentVertCount; i++)
{
helper.PopulateUIVertex(ref vertex, i);
vertex.color = BlendColor(vertex.color, Gradient.Evaluate(
Mathf.Sqrt(
Mathf.Pow(Mathf.Abs(vertex.position.x - bounds.center.x) * width, 2f) +
Mathf.Pow(Mathf.Abs(vertex.position.y - bounds.center.y) * height, 2f)) * 2f - Offset));
helper.SetUIVertex(vertex, i);
}
}
Rect GetVertsBounds(List<UIVertex> vertices)
{
float left = vertices[0].position.x;
float right = left;
float bottom = vertices[0].position.y;
float top = bottom;
for (int i = vertices.Count - 1; i >= 1; --i)
{
float x = vertices[i].position.x;
float y = vertices[i].position.y;
if (x > right)
{
right = x;
}
else if (x < left)
{
left = x;
}
if (y > top)
{
top = y;
}
else if (y < bottom)
{
bottom = y;
}
}
return new Rect(left, bottom, right - left, top - bottom);
}
void SplitOneTriangle(List<UIVertex> vertexList, VertexHelper helper,int triangleIndex)
{
int i = triangleIndex * 3;
float[] positions = GetVertexPositions(vertexList, i);
originIndices.Clear();
starts.Clear();
ends.Clear();
for (int s = 0; s < gradientKeysPos.Count; s++)
{
int initialCount = helper.currentVertCount;
bool hadEnds = ends.Count > 0;
bool earlyStart = false;
for (int p = 0; p < 3; p++)
{
if (!originIndices.Contains(p) && positions[p] < gradientKeysPos[s])
{
int p1 = (p + 1) % 3;
var start = vertexList[p + i];
if (positions[p1] > gradientKeysPos[s])
{
originIndices.Insert(0, p);
starts.Insert(0, start);
earlyStart = true;
}
else
{
originIndices.Add(p);
starts.Add(start);
}
}
}
if (originIndices.Count == 0)
{
continue;
}
if (originIndices.Count == 3)
{
break;
}
foreach (var start in starts)
{
helper.AddVert(start);
}
ends.Clear();
foreach (int index in originIndices)
{
int oppositeIndex = (index + 1) % 3;
if (positions[oppositeIndex] < gradientKeysPos[s])
{
oppositeIndex = (oppositeIndex + 1) % 3;
}
ends.Add(CreateSplitVertex(vertexList[index + i], vertexList[oppositeIndex + i], gradientKeysPos[s]));
}
if (ends.Count == 1)
{
int oppositeIndex = (originIndices[0] + 2) % 3;
ends.Add(CreateSplitVertex(vertexList[originIndices[0] + i], vertexList[oppositeIndex + i], gradientKeysPos[s]));
}
foreach (var end in ends)
{
helper.AddVert(end);
}
if (hadEnds)
{
helper.AddTriangle(initialCount - 2, initialCount, initialCount + 1);
helper.AddTriangle(initialCount - 2, initialCount + 1, initialCount - 1);
if (starts.Count > 0)
{
if (earlyStart)
{
helper.AddTriangle(initialCount - 2, initialCount + 3, initialCount);
}
else
{
helper.AddTriangle(initialCount + 1, initialCount + 3, initialCount - 1);
}
}
}
else
{
int vertexCount = helper.currentVertCount;
helper.AddTriangle(initialCount, vertexCount - 2, vertexCount - 1);
if (starts.Count > 1)
{
helper.AddTriangle(initialCount, vertexCount - 1, initialCount + 1);
}
}
starts.Clear();
}
if (ends.Count > 0)
{
if (starts.Count == 0)
{
for (int p = 0; p < 3; p++)
{
if (!originIndices.Contains(p) && positions[p] > gradientKeysPos[gradientKeysPos.Count - 1])
{
int p1 = (p + 1) % 3;
UIVertex end = vertexList[p + i];
if (positions[p1] > gradientKeysPos[gradientKeysPos.Count - 1])
{
starts.Insert(0, end);
}
else
{
starts.Add(end);
}
}
}
}
foreach (var start in starts)
{
helper.AddVert(start);
}
int vertexCount = helper.currentVertCount;
if (starts.Count > 1)
{
helper.AddTriangle(vertexCount - 4, vertexCount - 2, vertexCount - 1);
helper.AddTriangle(vertexCount - 4, vertexCount - 1, vertexCount - 3);
}
else if (starts.Count > 0)
{
helper.AddTriangle(vertexCount - 3, vertexCount - 1, vertexCount - 2);
}
}
else
{
helper.AddVert(vertexList[i]);
helper.AddVert(vertexList[i + 1]);
helper.AddVert(vertexList[i + 2]);
int vertexCount = helper.currentVertCount;
helper.AddTriangle(vertexCount - 3, vertexCount - 2, vertexCount - 1);
}
}
void SplitTrianglesAtGradientKeys(List<UIVertex> vertexList, Rect bounds, float zoomOffset, VertexHelper helper)
{
FindGradientKeysPos(zoomOffset, bounds);
if (gradientKeysPos.Count == 0)
{
return;
}
helper.Clear();
int count = vertexList.Count/3;
for (int i = 0; i < count; ++i)
{
SplitOneTriangle(vertexList, helper, i);
}
}
float[] GetVertexPositions(List<UIVertex> vertexList, int index)
{
if (GradientStyle == Style.Horizontal)
{
cachedVertexPositions[0] = vertexList[index].position.x;
cachedVertexPositions[1] = vertexList[index + 1].position.x;
cachedVertexPositions[2] = vertexList[index + 2].position.x;
}
else
{
cachedVertexPositions[0] = vertexList[index].position.y;
cachedVertexPositions[1] = vertexList[index + 1].position.y;
cachedVertexPositions[2] = vertexList[index + 2].position.y;
}
return cachedVertexPositions;
}
void FindGradientKeysPos(float zoomOffset, Rect bounds)
{
gradientKeysPos.Clear();
var offset = Offset * (1 - zoomOffset);
var startBoundary = zoomOffset - offset;
var endBoundary = (1 - zoomOffset) - offset;
foreach (var color in Gradient.colorKeys)
{
if (color.time >= endBoundary)
{
break;
}
if (color.time > startBoundary)
{
gradientKeysPos.Add((color.time - startBoundary) * Scale);
}
}
foreach (var alpha in Gradient.alphaKeys)
{
if (alpha.time >= endBoundary)
{
break;
}
if (alpha.time > startBoundary)
{
gradientKeysPos.Add((alpha.time - startBoundary) * Scale);
}
}
float min = bounds.xMin;
float size = bounds.width;
if (GradientStyle == Style.Vertical)
{
min = bounds.yMin;
size = bounds.height;
}
gradientKeysPos.Sort();
for (int i = 0; i < gradientKeysPos.Count; i++)
{
gradientKeysPos[i] = (gradientKeysPos[i] * size) + min;
if (i > 0 && Math.Abs(gradientKeysPos[i] - gradientKeysPos[i - 1]) < 2)
{
gradientKeysPos.RemoveAt(i);
--i;
}
}
}
UIVertex CreateSplitVertex(UIVertex vertex1, UIVertex vertex2, float stop)
{
if (GradientStyle == Style.Horizontal)
{
float sx = vertex1.position.x - stop;
float dx = vertex1.position.x - vertex2.position.x;
float dy = vertex1.position.y - vertex2.position.y;
float uvx = vertex1.uv0.x - vertex2.uv0.x;
float uvy = vertex1.uv0.y - vertex2.uv0.y;
float ratio = sx / dx;
float splitY = vertex1.position.y - (dy * ratio);
UIVertex splitVertex = new UIVertex();
splitVertex.position = new Vector3(stop, splitY, vertex1.position.z);
splitVertex.normal = vertex1.normal;
splitVertex.uv0 = new Vector2(vertex1.uv0.x - (uvx * ratio), vertex1.uv0.y - (uvy * ratio));
splitVertex.color = Color.white;
return splitVertex;
}
else
{
float sy = vertex1.position.y - stop;
float dy = vertex1.position.y - vertex2.position.y;
float dx = vertex1.position.x - vertex2.position.x;
float uvx = vertex1.uv0.x - vertex2.uv0.x;
float uvy = vertex1.uv0.y - vertex2.uv0.y;
float ratio = sy / dy;
float splitX = vertex1.position.x - (dx * ratio);
UIVertex splitVertex = new UIVertex();
splitVertex.position = new Vector3(splitX, stop, vertex1.position.z);
splitVertex.normal = vertex1.normal;
splitVertex.uv0 = new Vector2(vertex1.uv0.x - (uvx * ratio), vertex1.uv0.y - (uvy * ratio));
splitVertex.color = Color.white;
return splitVertex;
}
}
}
}