Created
March 15, 2016 19:44
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// Simple shaderless Unity 5 Wireframe Renderer (can be used on top of materials) | |
// OJ2016 | |
using System.Collections.Generic; | |
using UnityEngine; | |
// ReSharper disable once UnusedMember.Global | |
[RequireComponent( typeof( MeshFilter ) )] | |
public class WireframeRenderer: MonoBehaviour { | |
private List<Vector3> RenderingQueue; | |
private void InitializeOnDemand() { | |
if ( RenderingQueue == null ) { | |
var meshFilter = gameObject.GetComponent<MeshFilter>(); | |
if ( meshFilter == null ) { | |
Debug.LogError( "No mesh detected at" + gameObject.name, gameObject ); | |
return; | |
} | |
var mesh = meshFilter.mesh; | |
RenderingQueue = new List<Vector3>(); | |
foreach (var point in mesh.triangles) { | |
RenderingQueue.Add( mesh.vertices[point] ); | |
} | |
} | |
} | |
// ReSharper disable once UnusedMember.Global | |
public void OnPreRender() { | |
GL.wireframe = true; | |
} | |
// ReSharper disable once UnusedMember.Global | |
public void OnRenderObject() { | |
InitializeOnDemand(); | |
var color = Color.black; | |
GL.MultMatrix( transform.localToWorldMatrix ); | |
GL.Begin( GL.LINES ); | |
GL.Color( color ); | |
for ( var i = 0; i < RenderingQueue.Count; i+=3 ) { | |
var vertex1 = RenderingQueue[i]; | |
var vertex2 = RenderingQueue[i+1]; | |
var vertex3 = RenderingQueue[i+2]; | |
GL.Vertex3( vertex1.x, vertex1.y, vertex1.z ); | |
GL.Vertex3( vertex2.x, vertex2.y, vertex2.z ); | |
GL.Vertex3( vertex2.x, vertex2.y, vertex2.z ); | |
GL.Vertex3( vertex3.x, vertex3.y, vertex3.z ); | |
GL.Vertex3( vertex3.x, vertex3.y, vertex3.z ); | |
GL.Vertex3( vertex1.x, vertex1.y, vertex1.z ); | |
} | |
GL.End(); | |
} | |
// ReSharper disable once UnusedMember.Global | |
public void OnPostRender() { | |
GL.wireframe = false; | |
} | |
} |
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