Files
Dec2017-Script-Dump/Assembly-CSharp-firstpass/ImageEffects/Quads.cs
T
2026-06-04 11:42:34 +02:00

116 lines
3.1 KiB
C#

using System;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
// Token: 0x0200007A RID: 122
internal class Quads
{
// Token: 0x06000170 RID: 368 RVA: 0x0000FBD4 File Offset: 0x0000DFD4
private static bool HasMeshes()
{
if (Quads.meshes == null)
{
return false;
}
foreach (Mesh mesh in Quads.meshes)
{
if (null == mesh)
{
return false;
}
}
return true;
}
// Token: 0x06000171 RID: 369 RVA: 0x0000FC1C File Offset: 0x0000E01C
public static void Cleanup()
{
if (Quads.meshes == null)
{
return;
}
for (int i = 0; i < Quads.meshes.Length; i++)
{
if (null != Quads.meshes[i])
{
global::UnityEngine.Object.DestroyImmediate(Quads.meshes[i]);
Quads.meshes[i] = null;
}
}
Quads.meshes = null;
}
// Token: 0x06000172 RID: 370 RVA: 0x0000FC78 File Offset: 0x0000E078
public static Mesh[] GetMeshes(int totalWidth, int totalHeight)
{
if (Quads.HasMeshes() && Quads.currentQuads == totalWidth * totalHeight)
{
return Quads.meshes;
}
int num = 10833;
int num2 = totalWidth * totalHeight;
Quads.currentQuads = num2;
int num3 = Mathf.CeilToInt(1f * (float)num2 / (1f * (float)num));
Quads.meshes = new Mesh[num3];
int num4 = 0;
for (int i = 0; i < num2; i += num)
{
int num5 = Mathf.FloorToInt((float)Mathf.Clamp(num2 - i, 0, num));
Quads.meshes[num4] = Quads.GetMesh(num5, i, totalWidth, totalHeight);
num4++;
}
return Quads.meshes;
}
// Token: 0x06000173 RID: 371 RVA: 0x0000FD1C File Offset: 0x0000E11C
private static Mesh GetMesh(int triCount, int triOffset, int totalWidth, int totalHeight)
{
Mesh mesh = new Mesh();
mesh.hideFlags = HideFlags.DontSave;
Vector3[] array = new Vector3[triCount * 4];
Vector2[] array2 = new Vector2[triCount * 4];
Vector2[] array3 = new Vector2[triCount * 4];
int[] array4 = new int[triCount * 6];
for (int i = 0; i < triCount; i++)
{
int num = i * 4;
int num2 = i * 6;
int num3 = triOffset + i;
float num4 = Mathf.Floor((float)(num3 % totalWidth)) / (float)totalWidth;
float num5 = Mathf.Floor((float)(num3 / totalWidth)) / (float)totalHeight;
Vector3 vector = new Vector3(num4 * 2f - 1f, num5 * 2f - 1f, 1f);
array[num] = vector;
array[num + 1] = vector;
array[num + 2] = vector;
array[num + 3] = vector;
array2[num] = new Vector2(0f, 0f);
array2[num + 1] = new Vector2(1f, 0f);
array2[num + 2] = new Vector2(0f, 1f);
array2[num + 3] = new Vector2(1f, 1f);
array3[num] = new Vector2(num4, num5);
array3[num + 1] = new Vector2(num4, num5);
array3[num + 2] = new Vector2(num4, num5);
array3[num + 3] = new Vector2(num4, num5);
array4[num2] = num;
array4[num2 + 1] = num + 1;
array4[num2 + 2] = num + 2;
array4[num2 + 3] = num + 1;
array4[num2 + 4] = num + 2;
array4[num2 + 5] = num + 3;
}
mesh.vertices = array;
mesh.triangles = array4;
mesh.uv = array2;
mesh.uv2 = array3;
return mesh;
}
// Token: 0x040002FE RID: 766
private static Mesh[] meshes;
// Token: 0x040002FF RID: 767
private static int currentQuads;
}
}