/* --------------------------------------- * Author: Martin Pane (martintayx@gmail.com) (@martinTayx) * 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 { /// /// 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. /// 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; public float Average = 0; public float GoodThreshold = 0; public float CautionThreshold = 0; public Color GoodColor = Color.white; public Color CautionColor = Color.white; public Color CriticalColor = Color.white; private static readonly int AveragePropertyId = Shader.PropertyToID( "Average" ); private static readonly int GoodThresholdPropertyId = Shader.PropertyToID( "_GoodThreshold" ); private static readonly int CautionThresholdPropertyId = Shader.PropertyToID( "_CautionThreshold" ); private static readonly int GoodColorPropertyId = Shader.PropertyToID( "_GoodColor" ); private static readonly int CautionColorPropertyId = Shader.PropertyToID( "_CautionColor" ); private static readonly int CriticalColorPropertyId = Shader.PropertyToID( "_CriticalColor" ); private static readonly int GraphValues = Shader.PropertyToID( "GraphValues" ); private static readonly int GraphValuesLength = Shader.PropertyToID( "GraphValues_Length" ); #endregion #region Methods -> Public /// /// 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. /// public void InitializeShader() { Image.material.SetFloatArray( GraphValues, new float[ArrayMaxSize] ); } /// /// Updates the GraphValuesLength parameter in the material with the current length of the /// ShaderArrayValues float[] array. /// public void UpdateArrayValuesLength() { Image.material.SetInt( GraphValuesLength, ShaderArrayValues.Length ); } /// /// Updates the average parameter in the material. /// public void UpdateAverage() { Image.material.SetFloat( AveragePropertyId, Average ); } /// /// Updates the thresholds in the material. /// public void UpdateThresholds() { Image.material.SetFloat( GoodThresholdPropertyId, GoodThreshold ); Image.material.SetFloat( CautionThresholdPropertyId, CautionThreshold ); } /// /// Updates the colors in the material. /// public void UpdateColors() { Image.material.SetColor( GoodColorPropertyId, GoodColor ); Image.material.SetColor( CautionColorPropertyId, CautionColor ); Image.material.SetColor( CriticalColorPropertyId, CriticalColor ); } /// /// Updates the points in the graph with the set array of values. /// public void UpdatePoints() { Image.material.SetFloatArray( GraphValues, ShaderArrayValues ); } #endregion } }