unityzgy/Assets/ThirdPackages/DCG Shaders/_Common/Standard Assets/ImageEffects/Scripts/Quads.cs
ayuan9957 bf12e02276 feat: 多语言本地化系统 - 支持中/英/法/俄实时切换
- LocalizationManager: 新增翻译表(SetFormatted/SetDuration/LocalizeOperateMsg)
- LoginPanel: InputField placeholder本地化、字体颜色保持
- HistoryPanel: 用时数据本地化、placeholder本地化
- RecordDetailPanel: 操作详情消息本地化(LanguageChanged重建)
- AppraiseWindowBase: 评价等级本地化、操作消息重建
- EditorAppraiser: 所有评估消息改用InjectOperateMsgLocalized
- StudentOperateRecorder: 新增InjectOperateMsgLocalized方法
- LocalizationLanguageTestBar: 单例模式、ScreenSpaceOverlay筛选
- 字体切换时保留颜色和verticalOverflow
2026-07-16 10:05:59 +08:00

126 lines
3.6 KiB
C#

using System;
using UnityEngine;
using Object = UnityEngine.Object;
// same as Triangles but creates quads instead which generally
// saves fillrate at the expense for more triangles to issue
namespace UnityStandardAssets.ImageEffects
{
class Quads
{
static Mesh[] meshes;
static int currentQuads = 0;
static bool HasMeshes ()
{
if (meshes == null)
return false;
foreach (Mesh m in meshes)
if (null == m)
return false;
return true;
}
public static void Cleanup ()
{
if (meshes == null)
return;
for (int i = 0; i < meshes.Length; i++)
{
if (null != meshes[i])
{
Object.DestroyImmediate (meshes[i]);
meshes[i] = null;
}
}
meshes = null;
}
public static Mesh[] GetMeshes ( int totalWidth, int totalHeight)
{
if (HasMeshes () && (currentQuads == (totalWidth * totalHeight))) {
return meshes;
}
int maxQuads = 65000 / 6;
int totalQuads = totalWidth * totalHeight;
currentQuads = totalQuads;
int meshCount = Mathf.CeilToInt ((1.0f * totalQuads) / (1.0f * maxQuads));
meshes = new Mesh [meshCount];
int i = 0;
int index = 0;
for (i = 0; i < totalQuads; i += maxQuads)
{
int quads = Mathf.FloorToInt (Mathf.Clamp ((totalQuads-i), 0, maxQuads));
meshes[index] = GetMesh (quads, i, totalWidth, totalHeight);
index++;
}
return meshes;
}
static Mesh GetMesh (int triCount, int triOffset, int totalWidth, int totalHeight)
{
var mesh = new Mesh ();
mesh.hideFlags = HideFlags.DontSave;
var verts = new Vector3[triCount * 4];
var uvs = new Vector2[triCount * 4];
var uvs2 = new Vector2[triCount * 4];
var tris = new int[triCount * 6];
for (int i = 0; i < triCount; i++)
{
int i4 = i * 4;
int i6 = i * 6;
int vertexWithOffset = triOffset + i;
float x = Mathf.Floor (vertexWithOffset % totalWidth) / totalWidth;
float y = Mathf.Floor (vertexWithOffset / totalWidth) / totalHeight;
Vector3 position = new Vector3 (x * 2 - 1, y * 2 - 1, 1.0f);
verts[i4 + 0] = position;
verts[i4 + 1] = position;
verts[i4 + 2] = position;
verts[i4 + 3] = position;
uvs[i4 + 0] = new Vector2 (0.0f, 0.0f);
uvs[i4 + 1] = new Vector2 (1.0f, 0.0f);
uvs[i4 + 2] = new Vector2 (0.0f, 1.0f);
uvs[i4 + 3] = new Vector2 (1.0f, 1.0f);
uvs2[i4 + 0] = new Vector2 (x, y);
uvs2[i4 + 1] = new Vector2 (x, y);
uvs2[i4 + 2] = new Vector2 (x, y);
uvs2[i4 + 3] = new Vector2 (x, y);
tris[i6 + 0] = i4 + 0;
tris[i6 + 1] = i4 + 1;
tris[i6 + 2] = i4 + 2;
tris[i6 + 3] = i4 + 1;
tris[i6 + 4] = i4 + 2;
tris[i6 + 5] = i4 + 3;
}
mesh.vertices = verts;
mesh.triangles = tris;
mesh.uv = uvs;
mesh.uv2 = uvs2;
return mesh;
}
}
}