Version: 2019.3

GL

class in UnityEngine

Switch to Manual

Description

Низкоуровневая графическая библиотека.

Use this class to manipulate active transformation matrices, issue rendering commands similar to OpenGL's immediate mode and do other low-level graphics tasks. Note that in almost all cases using Graphics.DrawMesh or CommandBuffer is more efficient than using immediate mode drawing.

GL immediate drawing functions use whatever is the "current material" set up right now (see Material.SetPass). The material controls how the rendering is done (blending, textures, etc.), so unless you explicitly set it to something before using GL draw functions, the material can happen to be anything. Also, if you call any other drawing commands from inside GL drawing code, they can set material to something else, so make sure it's under control as well.

GL drawing commands execute immediately. That means if you call them in Update(), they will be executed before the camera is rendered (and the camera will most likely clear the screen, making the GL drawing not visible).

The usual place to call GL drawing is most often in OnPostRender() from a script attached to a camera, or inside an image effect function (OnRenderImage).

using UnityEngine;

public class ExampleClass : MonoBehaviour { // When added to an object, draws colored rays from the // transform position. public int lineCount = 100; public float radius = 3.0f;

static Material lineMaterial; static void CreateLineMaterial() { if (!lineMaterial) { // Unity has a built-in shader that is useful for drawing // simple colored things. Shader shader = Shader.Find("Hidden/Internal-Colored"); lineMaterial = new Material(shader); lineMaterial.hideFlags = HideFlags.HideAndDontSave; // Turn on alpha blending lineMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); lineMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); // Turn backface culling off lineMaterial.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off); // Turn off depth writes lineMaterial.SetInt("_ZWrite", 0); } }

// Will be called after all regular rendering is done public void OnRenderObject() { CreateLineMaterial(); // Apply the line material lineMaterial.SetPass(0);

GL.PushMatrix(); // Set transformation matrix for drawing to // match our transform GL.MultMatrix(transform.localToWorldMatrix);

// Draw lines GL.Begin(GL.LINES); for (int i = 0; i < lineCount; ++i) { float a = i / (float)lineCount; float angle = a * Mathf.PI * 2; // Vertex colors change from red to green GL.Color(new Color(a, 1 - a, 0, 0.8F)); // One vertex at transform position GL.Vertex3(0, 0, 0); // Another vertex at edge of circle GL.Vertex3(Mathf.Cos(angle) * radius, Mathf.Sin(angle) * radius, 0); } GL.End(); GL.PopMatrix(); } }

Note: This class is almost always used when you need to draw a couple of lines or triangles, and don't want to deal with meshes. If you want to avoid surprises the usage pattern is this:

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void OnPostRender() { // Set your materials GL.PushMatrix(); // yourMaterial.SetPass( ); // Draw your stuff GL.PopMatrix(); } }

Where at the "// Draw your stuff" you should do SetPass() on some material previously declared, which will be used for drawing. If you dont call SetPass, then you'll get basically a random material (whatever was used before) which is not good. So do it.

Static Variables

invertCullingИнвертировать отсечение обратных сторон (true) или нет (false).
LINE_STRIPMode for Begin: draw line strip.
LINESРежим для Begin: визуализация линий.
modelviewGets or sets the modelview matrix.
QUADSРежим для Begin: визуализация четырехугольников.
sRGBWriteControls whether Linear-to-sRGB color conversion is performed while rendering.
TRIANGLE_STRIPРежим для Begin: визуализация полосы треугольников.
TRIANGLESРежим для Begin: визуализация треугольников.
wireframeСледует ли производить визуализацию в режиме отображения сетки?

Static Functions

BeginНачать визуализацию 3D примитивов.
ClearОчистить текущий буфер визуализации.
ClearWithSkyboxОчистить текущий буфер визуализации цветом skybox камеры.
ColorУстановить текущий цвет вершин.
EndЗакончить визуализацию 3D примитивов.
FlushSends queued-up commands in the driver's command buffer to the GPU.
GetGPUProjectionMatrixВычислить проекционную матрицу GPU на основе проекционной матрицы камеры.
InvalidateStateАннулировать закэшированные внутренние renderstate.
IssuePluginEventОтправить пользовательское событие в нативный плагин.
LoadIdentityLoad an identity into the current model and view matrices.
LoadOrthoHelper function to set up an orthograhic projection.
LoadPixelMatrixУстановить матрицу для попиксельной визуализации.
LoadProjectionMatrixЗагрузить произвольную матрицу в текущую матрицу проекции.
MultiTexCoordУстанавливает текстурные координаты (v.x,v.y,v.z) текстурному блоку unit.
MultiTexCoord2Устанавливает текстурные координаты (x,y) текстурному блоку unit.
MultiTexCoord3Устанавливает текстурные координаты (x,y,z) текстурному блоку unit.
MultMatrixSets the current model matrix to the one specified.
PopMatrixRestores the model, view and projection matrices off the top of the matrix stack.
PushMatrixSaves the model, view and projection matrices to the top of the matrix stack.
RenderTargetBarrierResolves the render target for subsequent operations sampling from it.
TexCoordУстанавливает текстурные координаты (v.x,v.y,v.z) всем текстурным блокам.
TexCoord2Устанавливает текстурные координаты (x,y) для всех текстурных блоков.
TexCoord3Устанавливает текстурные координаты (x,y,z) для всех текстурных блоков.
VertexОтправить вершину.
Vertex3Отправить вершину.
ViewportЗадать окно визуализации.