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Question by CamoLeopard · Jul 18, 2016 at 04:55 AM · scripting problemrenderingglidea

Drawing a 2D Grid in Game

I have been asking a couple of questions on here regarding a 2D grid editor, and I have the basic idea of how it will work, but I was wondering how I would draw a 2D grid in which I can place things, I had an idea of using GL, but that seems too complicated, is there a simpler way to draw a 2D grid in game?

Thanks!

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Answer by Cherno · Jul 18, 2016 at 12:29 PM

You can use Drawing.cs or the script from this answer. Both work very well, with the latter probably being more efficient.

 using System.Reflection;
 using UnityEngine;
 
 // Line drawing routine originally courtesy of Linusmartensson:
 // http://forum.unity3d.com/threads/71979-Drawing-lines-in-the-editor
 //
 // Rewritten to improve performance by Yossarian King / August 2013.
 //
 // This version produces virtually identical results to the original (tested by drawing
 // one over the other and observing errors of one pixel or less), but for large numbers
 // of lines this version is more than four times faster than the original, and comes
 // within about 70% of the raw performance of Graphics.DrawTexture.
 //
 // Peak performance on my laptop is around 200,000 lines per second. The laptop is
 // Windows 7 64-bit, Intel Core2 Duo CPU 2.53GHz, 4G RAM, NVIDIA GeForce GT 220M.
 // Line width and anti-aliasing had negligible impact on performance.
 //
 // For a graph of benchmark results in a standalone Windows build, see this image:
 // https://app.box.com/s/hyuhi565dtolqdm97e00
 //
 // For a Google spreadsheet with full benchmark results, see:
 // https://docs.google.com/spreadsheet/ccc?key=0AvJlJlbRO26VdHhzeHNRMVF2UHZHMXFCTVFZN011V1E&usp=sharing
 
 public static class Drawing
 {
     public static Texture2D aaLineTex = null;
     public static Texture2D lineTex = null;
     public static Material blitMaterial = null;
     public static Material blendMaterial = null;
     public static Rect lineRect = new Rect(0, 0, 1, 1);
 
 
     // This static initializer works for runtime, but apparently isn't called when
     // Editor play mode stops, so DrawLine will re-initialize if needed.
     /*
     static Drawing()
     {
         Initialize();
     }
     */
 
     // Draw a line in screen space, suitable for use from OnGUI calls from either
     // MonoBehaviour or EditorWindow. Note that this should only be called during repaint
     // events, when (Event.current.type == EventType.Repaint).
     //
     // Works by computing a matrix that transforms a unit square -- Rect(0,0,1,1) -- into
     // a scaled, rotated, and offset rectangle that corresponds to the line and its width.
     // A DrawTexture call used to draw a line texture into the transformed rectangle.
     //
     // More specifically:
     //      scale x by line length, y by line width
     //      rotate around z by the angle of the line
     //      offset by the position of the upper left corner of the target rectangle
     //
     // By working out the matrices and applying some trigonometry, the matrix calculation comes
     // out pretty simple. See https://app.box.com/s/xi08ow8o8ujymazg100j for a picture of my
     // notebook with the calculations.
     public static void DrawLine(Vector2 pointA, Vector2 pointB, Color color, float width, bool antiAlias)
     {
         // Normally the static initializer does this, but to handle texture reinitialization
         // after editor play mode stops we need this check in the Editor.
         //#if UNITY_EDITOR
         if (!lineTex)
         {
             Initialize();
         }
         //#endif
 
         // Note that theta = atan2(dy, dx) is the angle we want to rotate by, but instead
         // of calculating the angle we just use the sine (dy/len) and cosine (dx/len).
         float dx = pointB.x - pointA.x;
         float dy = pointB.y - pointA.y;
         float len = Mathf.Sqrt(dx * dx + dy * dy);
 
         // Early out on tiny lines to avoid divide by zero.
         // Plus what's the point of drawing a line 1/1000th of a pixel long??
         if (len < 0.001f)
         {
             return;
         }
 
         // Pick texture and material (and tweak width) based on anti-alias setting.
         Texture2D tex;
         Material mat;
         if (antiAlias)
         {
             // Multiplying by three is fine for anti-aliasing width-1 lines, but make a wide "fringe"
             // for thicker lines, which may or may not be desirable.
             width = width * 3.0f;
             tex = aaLineTex;
             mat = blendMaterial;
         }
         else
         {
             tex = lineTex;
             mat = blitMaterial;
         }
 
         float wdx = width * dy / len;
         float wdy = width * dx / len;
 
         Matrix4x4 matrix = Matrix4x4.identity;
         matrix.m00 = dx;
         matrix.m01 = -wdx;
         matrix.m03 = pointA.x + 0.5f * wdx;
         matrix.m10 = dy;
         matrix.m11 = wdy;
         matrix.m13 = pointA.y - 0.5f * wdy;
 
         // Use GL matrix and Graphics.DrawTexture rather than GUI.matrix and GUI.DrawTexture,
         // for better performance. (Setting GUI.matrix is slow, and GUI.DrawTexture is just a
         // wrapper on Graphics.DrawTexture.)
         GL.PushMatrix();
         GL.MultMatrix(matrix);
         //Graphics.DrawTexture(lineRect, tex, lineRect, 0, 0, 0, 0, color, mat);
         //Replaced by:
         GUI.color = color;//this and...
         GUI.DrawTexture( lineRect, tex );//this
 
         GL.PopMatrix();
     }
 
     public static void DrawCircle(Vector2 center, int radius, Color color, float width, int segmentsPerQuarter) {
         DrawCircle(center, radius, color, width, false, segmentsPerQuarter);
     }
 
     public static void DrawCircle(Vector2 center, int radius, Color color, float width, bool antiAlias, int segmentsPerQuarter) {
         float rh = (float)radius / 2;
 
         Vector2 p1 = new Vector2(center.x, center.y - radius);
         Vector2 p1_tan_a = new Vector2(center.x - rh, center.y - radius);
         Vector2 p1_tan_b = new Vector2(center.x + rh, center.y - radius);
 
         Vector2 p2 = new Vector2(center.x + radius, center.y);
         Vector2 p2_tan_a = new Vector2(center.x + radius, center.y - rh);
         Vector2 p2_tan_b = new Vector2(center.x + radius, center.y + rh);
 
         Vector2 p3 = new Vector2(center.x, center.y + radius);
         Vector2 p3_tan_a = new Vector2(center.x - rh, center.y + radius);
         Vector2 p3_tan_b = new Vector2(center.x + rh, center.y + radius);
 
         Vector2 p4 = new Vector2(center.x - radius, center.y);
         Vector2 p4_tan_a = new Vector2(center.x - radius, center.y - rh);
         Vector2 p4_tan_b = new Vector2(center.x - radius, center.y + rh);
 
         DrawBezierLine(p1, p1_tan_b, p2, p2_tan_a, color, width, antiAlias, segmentsPerQuarter);
         DrawBezierLine(p2, p2_tan_b, p3, p3_tan_b, color, width, antiAlias, segmentsPerQuarter);
         DrawBezierLine(p3, p3_tan_a, p4, p4_tan_b, color, width, antiAlias, segmentsPerQuarter);
         DrawBezierLine(p4, p4_tan_a, p1, p1_tan_a, color, width, antiAlias, segmentsPerQuarter);
     }
 
     // Other than method name, DrawBezierLine is unchanged from Linusmartensson's original implementation.
     public static void DrawBezierLine(Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color color, float width, bool antiAlias, int segments)
     {
         Vector2 lastV = CubeBezier(start, startTangent, end, endTangent, 0);
         for (int i = 1; i < segments + 1; ++i)
         {
             Vector2 v = CubeBezier(start, startTangent, end, endTangent, i/(float)segments);
             Drawing.DrawLine(lastV, v, color, width, antiAlias);
             lastV = v;
         }
     }
 
 
     public static Vector2 CubeBezier(Vector2 s, Vector2 st, Vector2 e, Vector2 et, float t)
     {
         float rt = 1 - t;
         return rt * rt * rt * s + 3 * rt * rt * t * st + 3 * rt * t * t * et + t * t * t * e;
     }
 
     public static void DrawRectangle(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, Color color, float lineWidth)    {
 
         Drawing.DrawLine(p0, p1, color, lineWidth, false);
         Drawing.DrawLine(p1, p2, color, lineWidth, false);
         Drawing.DrawLine(p2, p3, color, lineWidth, false);
         Drawing.DrawLine(p3, p0, color, lineWidth, false);
 
     }
 
 
     public static void Initialize()
     {
         //Debug.Log("Initializing Drawing");
         if (lineTex == null)
         {
             lineTex = new Texture2D(1, 1, TextureFormat.ARGB32, false);
             lineTex.SetPixel(0, 1, Color.white);
             lineTex.Apply();
         }
         if (aaLineTex == null)
         {
             // TODO: better anti-aliasing of wide lines with a larger texture? or use Graphics.DrawTexture with border settings
             aaLineTex = new Texture2D(1, 3, TextureFormat.ARGB32, false);
             aaLineTex.SetPixel(0, 0, new Color(1, 1, 1, 0));
             aaLineTex.SetPixel(0, 1, Color.white);
             aaLineTex.SetPixel(0, 2, new Color(1, 1, 1, 0));
             aaLineTex.Apply();
         }
         if(Application.platform == RuntimePlatform.WindowsWebPlayer == false) {
             // GUI.blitMaterial and GUI.blendMaterial are used internally by GUI.DrawTexture,
             // depending on the alphaBlend parameter. Use reflection to "borrow" these references.
             blitMaterial = (Material)typeof(GUI).GetMethod("get_blitMaterial", BindingFlags.NonPublic | BindingFlags.Static).Invoke(null, null);
             blendMaterial = (Material)typeof(GUI).GetMethod("get_blendMaterial", BindingFlags.NonPublic | BindingFlags.Static).Invoke(null, null);
         }
     }
 }


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avatar image Eloren · Jan 18, 2021 at 06:30 AM 0
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so damn much comments bruh

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