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232 行
8.2 KiB

using System.Collections.Generic;
using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.uiOld{
static class BlurUtils {
static readonly Dictionary<int, float[]> _gaussianKernels
= new Dictionary<int, float[]>();
static float[] calculateKernel(float _cur_gaussian_sigma, int _cur_width, int _cur_radius) {
var kernel = new float[25];
float twoSigmaSqrd = 2.0f * _cur_gaussian_sigma * _cur_gaussian_sigma;
if (ScalarUtils.ScalarNearlyZero(twoSigmaSqrd)) {
for (int i = 0; i < _cur_width; ++i) {
kernel[i] = 0.0f;
}
return kernel;
}
float denom = 1.0f / twoSigmaSqrd;
float sum = 0.0f;
for (int i = 0; i < _cur_width; ++i) {
float x = i - _cur_radius;
// Note that the constant term (1/(sqrt(2*pi*sigma^2)) of the Gaussian
// is dropped here, since we renormalize the kernel below.
kernel[i] = Mathf.Exp(-x * x * denom);
sum += kernel[i];
}
// Normalize the kernel
float scale = 1.0f / sum;
for (int i = 0; i < _cur_width; ++i) {
kernel[i] *= scale;
}
_cur_gaussian_sigma = -1;
_cur_radius = -1;
return kernel;
}
public static float[] get1DGaussianKernel(float gaussianSigma, int radius) {
var width = 2 * radius + 1;
D.assert(width <= 25);
//round gaussian sigma to 0.1
gaussianSigma = Mathf.Round(gaussianSigma * 10) / 10f;
//assume radius < 10000
D.assert(radius < 10000);
int key = (int) (gaussianSigma * 1000000) + radius;
float[] value;
if (_gaussianKernels.TryGetValue(key, out value)) {
return value;
}
value = calculateKernel(gaussianSigma, width, radius);
_gaussianKernels[key] = value;
return value;
}
public static float adjustSigma(float sigma, out int scaleFactor, out int radius) {
scaleFactor = 1;
const int maxTextureSize = 16384;
const float MAX_BLUR_SIGMA = 4.0f;
while (sigma > MAX_BLUR_SIGMA) {
scaleFactor *= 2;
sigma *= 0.5f;
if (scaleFactor > maxTextureSize) {
scaleFactor = maxTextureSize;
sigma = MAX_BLUR_SIGMA;
}
}
radius = Mathf.CeilToInt(sigma * 3.0f);
D.assert(radius <= 3 * MAX_BLUR_SIGMA);
return sigma;
}
}
static class ImageMeshGenerator {
static readonly List<int> _imageTriangles = new List<int>(12) {
0, 1, 2, 0, 2, 1,
0, 2, 3, 0, 3, 2,
};
static readonly List<int> _imageNineTriangles = new List<int> {
0, 4, 1, 1, 4, 5,
0, 1, 4, 1, 5, 4,
1, 5, 2, 2, 5, 6,
1, 2, 5, 2, 6, 5,
2, 6, 3, 3, 6, 7,
2, 3, 6, 3, 7, 6,
4, 8, 5, 5, 8, 9,
4, 5, 8, 5, 9, 8,
5, 9, 6, 6, 9, 10,
5, 6, 9, 6, 10, 9,
6, 10, 7, 7, 10, 11,
6, 7, 10, 7, 11, 10,
8, 12, 9, 9, 12, 13,
8, 9, 12, 9, 13, 12,
9, 13, 10, 10, 13, 14,
9, 10, 13, 10, 14, 13,
10, 14, 11, 11, 14, 15,
10, 11, 14, 11, 15, 14,
};
public static uiMeshMesh imageMesh(uiMatrix3? matrix,
uiOffset srcTL, uiOffset srcBL, uiOffset srcBR, uiOffset srcTR,
uiRect dst) {
var vertices = ObjectPool<uiList<Vector3>>.alloc();
vertices.SetCapacity(4);
var uv = ObjectPool<uiList<Vector2>>.alloc();
uv.SetCapacity(4);
vertices.Add(new Vector2(dst.left, dst.top));
uv.Add(new Vector2(srcTL.dx, 1.0f - srcTL.dy));
vertices.Add(new Vector2(dst.left, dst.bottom));
uv.Add(new Vector2(srcBL.dx, 1.0f - srcBL.dy));
vertices.Add(new Vector2(dst.right, dst.bottom));
uv.Add(new Vector2(srcBR.dx, 1.0f - srcBR.dy));
vertices.Add(new Vector2(dst.right, dst.top));
uv.Add(new Vector2(srcTR.dx, 1.0f - srcTR.dy));
var _triangles = ObjectPool<uiList<int>>.alloc();
_triangles.AddRange(_imageTriangles);
return uiMeshMesh.create(matrix, vertices, _triangles, uv);
}
public static uiMeshMesh imageMesh(uiMatrix3? matrix, uiRect src, uiRect dst) {
var vertices = ObjectPool<uiList<Vector3>>.alloc();
vertices.SetCapacity(4);
var uv = ObjectPool<uiList<Vector2>>.alloc();
uv.SetCapacity(4);
float uvx0 = src.left;
float uvx1 = src.right;
float uvy0 = 1.0f - src.top;
float uvy1 = 1.0f - src.bottom;
vertices.Add(new Vector2(dst.left, dst.top));
uv.Add(new Vector2(uvx0, uvy0));
vertices.Add(new Vector2(dst.left, dst.bottom));
uv.Add(new Vector2(uvx0, uvy1));
vertices.Add(new Vector2(dst.right, dst.bottom));
uv.Add(new Vector2(uvx1, uvy1));
vertices.Add(new Vector2(dst.right, dst.top));
uv.Add(new Vector2(uvx1, uvy0));
var _triangles = ObjectPool<uiList<int>>.alloc();
_triangles.AddRange(_imageTriangles);
return uiMeshMesh.create(matrix, vertices, _triangles, uv);
}
public static uiMeshMesh imageNineMesh(uiMatrix3? matrix, uiRect src, uiRect center, int srcWidth,
int srcHeight, uiRect dst) {
float x0 = dst.left;
float x3 = dst.right;
float x1 = x0 + ((center.left - src.left) * srcWidth);
float x2 = x3 - ((src.right - center.right) * srcWidth);
float y0 = dst.top;
float y3 = dst.bottom;
float y1 = y0 + ((center.top - src.top) * srcHeight);
float y2 = y3 - ((src.bottom - center.bottom) * srcHeight);
float tx0 = src.left;
float tx1 = center.left;
float tx2 = center.right;
float tx3 = src.right;
float ty0 = 1 - src.top;
float ty1 = 1 - center.top;
float ty2 = 1 - center.bottom;
float ty3 = 1 - src.bottom;
var vertices = ObjectPool<uiList<Vector3>>.alloc();
vertices.SetCapacity(16);
var uv = ObjectPool<uiList<Vector2>>.alloc();
uv.SetCapacity(16);
vertices.Add(new Vector2(x0, y0));
uv.Add(new Vector2(tx0, ty0));
vertices.Add(new Vector2(x1, y0));
uv.Add(new Vector2(tx1, ty0));
vertices.Add(new Vector2(x2, y0));
uv.Add(new Vector2(tx2, ty0));
vertices.Add(new Vector2(x3, y0));
uv.Add(new Vector2(tx3, ty0));
vertices.Add(new Vector2(x0, y1));
uv.Add(new Vector2(tx0, ty1));
vertices.Add(new Vector2(x1, y1));
uv.Add(new Vector2(tx1, ty1));
vertices.Add(new Vector2(x2, y1));
uv.Add(new Vector2(tx2, ty1));
vertices.Add(new Vector2(x3, y1));
uv.Add(new Vector2(tx3, ty1));
vertices.Add(new Vector2(x0, y2));
uv.Add(new Vector2(tx0, ty2));
vertices.Add(new Vector2(x1, y2));
uv.Add(new Vector2(tx1, ty2));
vertices.Add(new Vector2(x2, y2));
uv.Add(new Vector2(tx2, ty2));
vertices.Add(new Vector2(x3, y2));
uv.Add(new Vector2(tx3, ty2));
vertices.Add(new Vector2(x0, y3));
uv.Add(new Vector2(tx0, ty3));
vertices.Add(new Vector2(x1, y3));
uv.Add(new Vector2(tx1, ty3));
vertices.Add(new Vector2(x2, y3));
uv.Add(new Vector2(tx2, ty3));
vertices.Add(new Vector2(x3, y3));
uv.Add(new Vector2(tx3, ty3));
var _triangles = ObjectPool<uiList<int>>.alloc();
_triangles.AddRange(_imageNineTriangles);
return uiMeshMesh.create(matrix, vertices, _triangles, uv);
}
}
}