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path: root/Assets/ProFlares/Scripts/ProFlareBatch.cs
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-rw-r--r--Assets/ProFlares/Scripts/ProFlareBatch.cs1318
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diff --git a/Assets/ProFlares/Scripts/ProFlareBatch.cs b/Assets/ProFlares/Scripts/ProFlareBatch.cs
deleted file mode 100644
index 3063111..0000000
--- a/Assets/ProFlares/Scripts/ProFlareBatch.cs
+++ /dev/null
@@ -1,1318 +0,0 @@
-/// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
-
-/// <summary>
-/// ProFlareBatch.cs
-/// Processes all the ProFlares in a scene, converts them into geometry that can be rendered.
-/// </summary>
-
-using UnityEngine;
-using System.Collections;
-using System.Collections.Generic;
-
-
-
-[System.Serializable]
-public class FlareData {
- public ProFlare flare;
- public FlareOcclusion occlusion;
-}
-
-[System.Serializable]
-public class FlareOcclusion {
- public bool occluded = false;
- public float occlusionScale = 1;
-
- public CullingState _CullingState;
- public float CullTimer = 0;
- public float cullFader = 1;
-
- public enum CullingState{
- Visible,
- CullCountDown,
- CanCull,
- Culled,
- NeverCull
- }
-}
-
-[ExecuteInEditMode]
-[RequireComponent (typeof (MeshRenderer))]
-[RequireComponent (typeof (MeshFilter))]
-public class ProFlareBatch : MonoBehaviour {
-
- public enum Mode{
- Standard = 0,
- SingleCamera = 1,
- VR = 2
- }
-
- public bool debugMessages = true;
-
- public Mode mode = Mode.Standard;
-
- public ProFlareAtlas _atlas;
-
- //List of flares
- //public List<ProFlare> Flares = new List<ProFlare>();
-
- public List<FlareData> FlaresList = new List<FlareData>();
-
- //List of FlareElements
-
- public List<ProFlareElement> FlareElements = new List<ProFlareElement>();
- public ProFlareElement[] FlareElementsArray;
-
- public Camera GameCamera;
- public Transform GameCameraTrans;
-
- //Camera that the flare geometry will be rendered from.
- public Camera FlareCamera;
- public Transform FlareCameraTrans;
- //Cached Components
- public MeshFilter meshFilter;
- public Transform thisTransform;
-
- public MeshRenderer meshRender;
-
- public float zPos;
-
- //Multiple meshes used for double buffering technique
- private Mesh bufferMesh;
- private Mesh meshA;
- private Mesh meshB;
-
- //Ping pong value for double Buffering
- bool PingPong;
-
- //Material used for the Flares, this is automatically created.
- public Material mat;
-
- //Geometry Arrays
- Vector3[] vertices;
- Vector2[] uv;
- Color32[] colors;
-
- int[] triangles;
-
- public FlareOcclusion[] FlareOcclusionData;
-
- //Debug Propertys
- public bool useBrightnessThreshold = true;
- public int BrightnessThreshold = 1;
- public bool overdrawDebug;
-
- //When set to true the Flarebatches' geomerty will be rebuilt.
- public bool dirty = false;
-
- public bool useCulling = true;
- public int cullFlaresAfterTime = 5;
- public int cullFlaresAfterCount = 5;
-
- public bool culledFlaresNowVisiable = false;
- private float reshowCulledFlaresTimer = 0;
- public float reshowCulledFlaresAfter = 0.3f;
-
- //HelperTransform used for FlarePositions calculations.
- public Transform helperTransform;
-
- public bool showAllConnectedFlares;
-
- public bool VR_Mode = false;
- public float VR_Depth = 0.2f;
- public bool SingleCamera_Mode = false;
-
- void Reset(){
- if(helperTransform == null)
- CreateHelperTransform();
-
-
- mat = new Material(Shader.Find("ProFlares/Textured Flare Shader"));
-
- if(meshFilter == null)
- meshFilter = GetComponent<MeshFilter>();
-
- if(meshFilter == null)
- meshFilter = gameObject.AddComponent<MeshFilter>();
-
- meshRender = gameObject.GetComponent<MeshRenderer>();
-
- if(meshRender == null)
- meshRender = gameObject.AddComponent<MeshRenderer>();
-
-
- if(FlareCamera == null){
- FlareCamera = transform.root.GetComponentInChildren<Camera>();
- }
-
- meshRender.material = mat;
-
- SetupMeshes();
-
- dirty = true;
- }
-
- void Awake(){
- PI_Div180 = Mathf.PI / 180;
- Div180_PI = 180 / Mathf.PI;
-
- ProFlare[] flares = GameObject.FindObjectsOfType(typeof(ProFlare)) as ProFlare[];
-
- for(int i = 0; i < flares.Length; i++){
- if(flares[i]._Atlas == _atlas)
- this.AddFlare(flares[i]);
- }
-
- }
-
- void Start () {
- //Turn off overdraw debug mode.
- if(Application.isPlaying){
- overdrawDebug = false;
- //dirty = true;
- }
-
- if(GameCamera == null){
- GameObject GameCameraGo = GameObject.FindWithTag("MainCamera");
-
-#if UNITY_5
- if(GameCameraGo)
- if(GameCameraGo.GetComponent<Camera>())
- GameCamera = GameCameraGo.GetComponent<Camera>();
-
-#else
- if(GameCameraGo)
- if(GameCameraGo.GetComponent<Camera>())
- GameCamera = GameCameraGo.GetComponent<Camera>();
-#endif
- }
-
- if(GameCamera)
- GameCameraTrans = GameCamera.transform;
-
- //Make sure we have the transform cached
- thisTransform = transform;
-
- SetupMeshes();
-
- }
-
- void CreateMat(){
-// Debug.LogError("CreateMat");
- mat = new Material(Shader.Find("ProFlares/Textured Flare Shader"));
- meshRender.material = mat;
- if(_atlas)
- if(_atlas.texture)
- mat.mainTexture = _atlas.texture;
- }
-
-
-
- //Call when you switch your main render.
- public void SwitchCamera(Camera newCamera){
- GameCamera = newCamera;
- GameCameraTrans = newCamera.transform;
-
-
- //Update Occlusion data on changing camera new in v1.03
- FixedUpdate();
-
- for(int F = 0; F < FlaresList.Count; F++){
- if(FlaresList[F].occlusion != null){
- if(FlaresList[F].occlusion.occluded)
- FlaresList[F].occlusion.occlusionScale = 0;
-
- }
- }
-
- }
-
- void OnDestroy(){
- //Remove the helper transform.
- if(Application.isPlaying){
- Destroy(helperTransform.gameObject);
- Destroy(mat);
- }
- else{
- DestroyImmediate(helperTransform.gameObject);
- DestroyImmediate(mat);
- }
- }
-
- public void RemoveFlare(ProFlare _flare){
- bool found = false;
- FlareData targetFlare = null;
- for(int i = 0; i < FlaresList.Count; i++){
- if(_flare == FlaresList[i].flare){
- targetFlare = FlaresList[i];
- found = true;
- break;
- }
- }
-
- if(found)
- FlaresList.Remove(targetFlare);
- }
-
-
- //Called from ProFlare.cs
- //First checks if the flare is already in the list, if not adds it and rebuils the Flarebatch Geometry
- public void AddFlare(ProFlare _flare){
- bool found = false;
-
- for(int i = 0; i < FlaresList.Count; i++){
- if(_flare == FlaresList[i].flare){
- found = true;
- break;
- }
- }
-
- if(!found){
-
- FlareData FlareData_ = new FlareData();
- FlareData_.flare = _flare;
-
- FlareOcclusion data = new FlareOcclusion();
-
- if(_flare.neverCull)
- data._CullingState = FlareOcclusion.CullingState.NeverCull;
-
- FlareData_.occlusion = data;
-
-
- FlaresList.Add(FlareData_);
-
-
- dirty = true;
- }
- }
-
- void CreateHelperTransform(){
-
- GameObject HelpTransformGo = new GameObject("_HelperTransform");
-
- helperTransform = HelpTransformGo.transform;
- helperTransform.parent = transform;
- helperTransform.localScale = Vector3.one;
- helperTransform.localPosition = Vector3.zero;
- }
-
- void Update(){
-
- if(thisTransform)
- thisTransform.localPosition = Vector3.forward*zPos;
-
- //Checks if you have deleted the helper transform. If its missing recreate it.....
- if(helperTransform == null)
- CreateHelperTransform();
-
- if(meshRender){
- if(meshRender.sharedMaterial == null)
- CreateMat();
- }else
- meshRender = gameObject.GetComponent<MeshRenderer>();
-
- bool meshMissing = false;
- if(meshA == null){
- meshMissing = true;
- // meshA = SetupSingleMesh();
- // meshA.name = "MeshA";
- // meshA.MarkDynamic();
- }
-
- if(meshB == null){
- meshMissing = true;
-
- // meshB = SetupSingleMesh();
- // meshB.name = "MeshB";
- // meshB.MarkDynamic();
- }
-
- if(meshMissing)
- if(_atlas != null)
- SetupMeshes();
-
- if(dirty)
- ReBuildGeometry();
- }
-
- //Late update
- void LateUpdate () {
-
- if(_atlas == null)
- return;
-
- UpdateFlares();
-
- }
-
- public void UpdateFlares(){
-
- bufferMesh = PingPong ? meshA : meshB;
-
- PingPong = !PingPong;
-
- UpdateGeometry();
-
- //Profiler.BeginSample("Set Arrays");
-
- bufferMesh.vertices = vertices;
-
- bufferMesh.colors32 = colors;
-
- meshFilter.sharedMesh = bufferMesh;
- //Profiler.EndSample();
- }
-
- public void ForceRefresh(){
-
- FlaresList.Clear();
-
- ProFlare[] flares = GameObject.FindObjectsOfType(typeof(ProFlare)) as ProFlare[];
-
- for(int i = 0; i < flares.Length; i++){
- if(flares[i]._Atlas == _atlas)
- this.AddFlare(flares[i]);
- }
-
- dirty = true;
- }
-
-
- void ReBuildGeometry(){
-#if UNITY_EDITOR
- //See when the geometry is built, try and avoid triggering this in the middle of your game.
- //This can be triggered by the new culling system, if your only using a few flares you may want to turn it off as the speed increase from culling will be more limited.
- if(debugMessages)
- Debug.Log("ProFlares - Rebuilding Geometry : "+ gameObject.name,gameObject);
-#endif
-
- FlareElements.Clear();
-
- int flareElementsCount = 0;
- bool missingFlare = false;
- for(int i = 0; i < FlaresList.Count; i++){
-
- if(FlaresList[i].flare == null){
- missingFlare = true;
- break;
- }
-
- for(int i2 = 0; i2 < FlaresList[i].flare.Elements.Count; i2++){
- // FlareElements.Add(Flares[i].Elements[i2]);
-
- if(FlaresList[i].occlusion._CullingState == FlareOcclusion.CullingState.CanCull){
- FlaresList[i].occlusion._CullingState = FlareOcclusion.CullingState.Culled;
- FlaresList[i].occlusion.cullFader = 0;
- }
-
-
- if(FlaresList[i].occlusion._CullingState != FlareOcclusion.CullingState.Culled){
- flareElementsCount++;
- }
-
- }
- }
-
- FlareElementsArray = new ProFlareElement[flareElementsCount];
-
- flareElementsCount = 0;
- if(!missingFlare)
- for(int i = 0; i < FlaresList.Count; i++){
-
- for(int i2 = 0; i2 < FlaresList[i].flare.Elements.Count; i2++){
- if(FlaresList[i].occlusion._CullingState != FlareOcclusion.CullingState.Culled){
-
- FlareElementsArray[flareElementsCount] = (FlaresList[i].flare.Elements[i2]);
- flareElementsCount++;
- }
- }
- }
-
- if(missingFlare){
- ForceRefresh();
- ReBuildGeometry();
- missingFlare = false;
-
- }
- meshA = null;
- meshB = null;
- bufferMesh = null;
-
- SetupMeshes();
- dirty = false;
- }
-
- void SetupMeshes()
- {
-
- if(_atlas == null)
- return;
-
- if(FlareElementsArray == null)
- return;
-
- meshA = new Mesh();
- meshB = new Mesh();
-
-
- int vertSize = 0;
- int uvSize = 0;
- int colSize = 0;
- int triCount = 0;
-
- //Calculate how big each array needs to be based on the Flares
- for(int i = 0; i < FlareElementsArray.Length; i++){
- switch(FlareElementsArray[i].type){
- case(ProFlareElement.Type.Single):
- {
- vertSize = vertSize+4;
- uvSize = uvSize+4;
- colSize = colSize+4;
- triCount = triCount+6;
- }
- break;
- case(ProFlareElement.Type.Multi):
- {
- int subCount = FlareElementsArray[i].subElements.Count;
- vertSize = vertSize+(4*subCount);
- uvSize = uvSize+(4*subCount);
- colSize = colSize+(4*subCount);
- triCount = triCount+(6*subCount);
- }
- break;
- }
- }
-
-
- //Create Built in arrays
- vertices = new Vector3[vertSize];
- uv = new Vector2[uvSize];
- colors = new Color32[colSize];
- triangles = new int[triCount];
-
-
- //Set Inital valuse for each vertex
- for(int i = 0; i < vertices.Length/4; i++){
- int extra = i * 4;
- vertices[0+extra] = new Vector3(1,1,0); //((Vector3.right)+(Vector3.up));
- vertices[1+extra] = new Vector3(1,-1,0);//((Vector3.right)+(Vector3.down));
- vertices[2+extra] = new Vector3(-1,1,0);//((Vector3.left)+(Vector3.up));
- vertices[3+extra] = new Vector3(-1,-1,0);//((Vector3.left)+(Vector3.down));
- }
-
- //Set UV coordinates for each vertex, this only needs to be done in the mesh rebuild.
- int count = 0;
- for(int i = 0; i < FlareElementsArray.Length; i++){
- switch(FlareElementsArray[i].type){
- case(ProFlareElement.Type.Single):
- {
- int extra = (count) * 4;
- Rect final = _atlas.elementsList[FlareElementsArray[i].elementTextureID].UV;
- uv[0+extra] = new Vector2(final.xMax,final.yMax);
- uv[1+extra] = new Vector2(final.xMax,final.yMin);
- uv[2+extra] = new Vector2(final.xMin,final.yMax);
- uv[3+extra] = new Vector2(final.xMin,final.yMin);
- count++;
- }break;
- case(ProFlareElement.Type.Multi):
- {
- for(int i2 = 0; i2 < FlareElementsArray[i].subElements.Count; i2++){
-
- int extra2 = (count+i2) * 4;
-
- Rect final = _atlas.elementsList[FlareElementsArray[i].elementTextureID].UV;
-
- uv[0+extra2] = new Vector2(final.xMax,final.yMax);
- uv[1+extra2] = new Vector2(final.xMax,final.yMin);
- uv[2+extra2] = new Vector2(final.xMin,final.yMax);
- uv[3+extra2] = new Vector2(final.xMin,final.yMin);
-
- }
- count = count+FlareElementsArray[i].subElements.Count;
- }break;
- }
- }
- Color32 newColor = new Color32(255,255,255,255);
- //Set inital vertex colors.
- for(int i = 0; i < colors.Length/4; i++){
- int extra = i * 4;
- colors[0+extra] = newColor;
- colors[1+extra] = newColor;
- colors[2+extra] = newColor;
- colors[3+extra] = newColor;
- }
-
-
-
- //Set triangle array, this is only done in the mesh rebuild.
- for(int i = 0; i < triangles.Length/6; i++){
- int extra = i * 4;
- int extra2 = i * 6;
- triangles[0+extra2] = 0+extra;
- triangles[1+extra2] = 1+extra;
- triangles[2+extra2] = 2+extra;
- triangles[3+extra2] = 2+extra;
- triangles[4+extra2] = 1+extra;
- triangles[5+extra2] = 3+extra;
- }
-
- meshA.vertices = vertices;
- meshA.uv = uv;
- meshA.triangles = triangles;
- meshA.colors32 = colors;
-
- meshA.bounds = new Bounds(Vector3.zero,Vector3.one*1000);
-
- meshB.vertices = vertices;
- meshB.uv = uv;
- meshB.triangles = triangles;
- meshB.colors32 = colors;
- meshB.bounds = new Bounds(Vector3.zero,Vector3.one*1000);
-
- }
-
-
- Vector3[] verts;
- Vector2 _scale;
- Color32 _color;
-
- float PI_Div180;
- float Div180_PI;
-
- int visibleFlares = 0;
-
- /*
- public Vector3 RotatePoint(Vector3 p, float d,float ct,float st) {
- //float r = d * (Mathf.PI / 180);
- //float ct = Mathf.Cos(r);
- //float st = Mathf.Sin(r);
- float x = (ct * p.x - st * p.y);
- float y = (st * p.x + ct * p.y);
- return new Vector3(x,y,0);
- }*/
-
- void FixedUpdate(){
-
-
- if(!dirty)
- for(int F = 0; F < FlaresList.Count; F++){
-
- if(FlaresList[F].flare == null)
- continue;
-
- ProFlare flare_ = FlaresList[F].flare;
- FlareOcclusion data = FlaresList[F].occlusion;
-
-
- if(flare_.RaycastPhysics){
-
- RaycastHit hit;
-
- Vector3 direction = GameCameraTrans.position-flare_.thisTransform.position;
-
- float distanceRay = Vector3.Distance(GameCameraTrans.position,flare_.thisTransform.position);
-
- data.occluded = true;
-
- if(flare_.isVisible){
-
- Ray ray = new Ray(flare_.thisTransform.position,direction);
-
- if (Physics.Raycast(ray, out hit,distanceRay,flare_.mask)){
-
- //Flares[F].Occluded = true;
-
- data.occluded = true;
-
- #if UNITY_EDITOR
- Debug.DrawRay(flare_.thisTransform.position,direction,Color.red);
-
- flare_.OccludingObject = hit.collider.gameObject;
- #endif
- }else{
- data.occluded = false;
-
- #if UNITY_EDITOR
- flare_.OccludingObject = null;
-
-
- Debug.DrawRay(flare_.thisTransform.position,direction);
- #endif
- }
- }
- }
- }
- }
-
-
-
- void UpdateGeometry(){
-
- if(GameCamera == null){
- meshRender.enabled = false;
- return;
- }
-
- meshRender.enabled = true;
- //Profiler.BeginSample("Update Pos");
- visibleFlares = 0;
- int canCullFlares = 0;
- for(int F = 0; F < FlaresList.Count; F++){
- //Profiler.BeginSample("Lens Pos");
-
- ProFlare flare_ = FlaresList[F].flare;
- FlareOcclusion data = FlaresList[F].occlusion;
-
- if(flare_ == null)
- continue;
-
-// Debug.Log("UpdateGeometry");
-
-
- flare_.LensPosition = GameCamera.WorldToViewportPoint(flare_.thisTransform.position);
-
- Vector3 LensPosition = flare_.LensPosition;
-
- //LensPosition = new Vector3(Random.Range(-1f,1f),Random.Range(-1f,1f),Random.Range(-1f,1f));
-
- bool isVisible = (LensPosition.z > 0f && LensPosition.x+flare_.OffScreenFadeDist > 0f && LensPosition.x-flare_.OffScreenFadeDist < 1f && LensPosition.y+flare_.OffScreenFadeDist > 0f && LensPosition.y-flare_.OffScreenFadeDist < 1f);
- flare_.isVisible = isVisible;
- //Profiler.EndSample();
- //Profiler.BeginSample("offScreen Fading");
-
- //Off Screen fading
- float offScreenFade = 1;
- if(!(LensPosition.x > 0f && LensPosition.x < 1f && LensPosition.y > 0f && LensPosition.y < 1f)){
- float offScreenNorm = 1f/flare_.OffScreenFadeDist;
- float xPos = 0;
- float yPos = 0;
-
- if(!(LensPosition.x > 0f && LensPosition.x < 1f))
- xPos = LensPosition.x > 0.5f ? LensPosition.x-1f : Mathf.Abs(LensPosition.x);
-
- if(!(LensPosition.y > 0f && LensPosition.y < 1f))
- yPos = LensPosition.y > 0.5f ? LensPosition.y-1f : Mathf.Abs(LensPosition.y);
-
- offScreenFade = Mathf.Clamp01( offScreenFade - (Mathf.Max(xPos,yPos))*offScreenNorm);
- }
-
-
- //Profiler.EndSample();
- //Profiler.BeginSample("Dynamic Triggering");
-
- //Dynamic Triggering Center
- float centerBoost = 0;
- if(LensPosition.x > 0.5f-flare_.DynamicCenterRange && LensPosition.x < 0.5f+flare_.DynamicCenterRange && LensPosition.y > 0.5f-flare_.DynamicCenterRange && LensPosition.y < 0.5f+flare_.DynamicCenterRange){
- if(flare_.DynamicCenterRange > 0){
- float centerBoostNorm = 1/(flare_.DynamicCenterRange);
- centerBoost = 1-Mathf.Max(Mathf.Abs(LensPosition.x-0.5f),Mathf.Abs(LensPosition.y-0.5f))*centerBoostNorm;
- }
- }
-
- //Dynamic Triggering Edge
- float DynamicEdgeAmount = 0;
-
- bool isInEdgeZone1 = (
- LensPosition.x > 0f+flare_.DynamicEdgeBias+(flare_.DynamicEdgeRange) &&
- LensPosition.x < 1f-flare_.DynamicEdgeBias-(flare_.DynamicEdgeRange) &&
- LensPosition.y > 0f+flare_.DynamicEdgeBias+(flare_.DynamicEdgeRange) &&
- LensPosition.y < 1f-flare_.DynamicEdgeBias-(flare_.DynamicEdgeRange)
- );
-
- bool isInEdgeZone2 = (
- LensPosition.x+(flare_.DynamicEdgeRange) > 0f+flare_.DynamicEdgeBias &&
- LensPosition.x-(flare_.DynamicEdgeRange) < 1f-flare_.DynamicEdgeBias &&
- LensPosition.y+(flare_.DynamicEdgeRange) > 0f+flare_.DynamicEdgeBias &&
- LensPosition.y-(flare_.DynamicEdgeRange) < 1f-flare_.DynamicEdgeBias
- );
-
- if(!isInEdgeZone1&&isInEdgeZone2){
-
- float DynamicEdgeNormalizeValue = 1/(flare_.DynamicEdgeRange);
- float DynamicEdgeX = 0;
- float DynamicEdgeY = 0;
-
- bool isInEdgeZoneX1 = (LensPosition.x > 0f+flare_.DynamicEdgeBias+(flare_.DynamicEdgeRange) && LensPosition.x < 1f-flare_.DynamicEdgeBias-(flare_.DynamicEdgeRange));
- bool isInEdgeZoneX2 = (LensPosition.x+(flare_.DynamicEdgeRange) > 0f+flare_.DynamicEdgeBias && LensPosition.x-(flare_.DynamicEdgeRange) < 1f-flare_.DynamicEdgeBias);
- bool isInEdgeZoneY1 = (LensPosition.y > 0f+flare_.DynamicEdgeBias+(flare_.DynamicEdgeRange) && LensPosition.y < 1f-flare_.DynamicEdgeBias-(flare_.DynamicEdgeRange));
- bool isInEdgeZoneY2 = (LensPosition.y+(flare_.DynamicEdgeRange) > 0f+flare_.DynamicEdgeBias && LensPosition.y-(flare_.DynamicEdgeRange) < 1f-flare_.DynamicEdgeBias);
-
- if(!isInEdgeZoneX1&&isInEdgeZoneX2){
- DynamicEdgeX = LensPosition.x > 0.5f ? (LensPosition.x - 1 +flare_.DynamicEdgeBias) + (flare_.DynamicEdgeRange) : Mathf.Abs(LensPosition.x -flare_.DynamicEdgeBias - (flare_.DynamicEdgeRange));
-
- DynamicEdgeX = (DynamicEdgeX*DynamicEdgeNormalizeValue)*0.5f;
- }
-
- if(!isInEdgeZoneY1&&isInEdgeZoneY2){
- DynamicEdgeY = LensPosition.y > 0.5f ? (LensPosition.y - 1 + flare_.DynamicEdgeBias) + (flare_.DynamicEdgeRange) : Mathf.Abs(LensPosition.y-flare_.DynamicEdgeBias - (flare_.DynamicEdgeRange));
-
- DynamicEdgeY = (DynamicEdgeY*DynamicEdgeNormalizeValue)*0.5f;
- }
-
- DynamicEdgeAmount = Mathf.Max(DynamicEdgeX,DynamicEdgeY);
- }
-
-
- DynamicEdgeAmount = flare_.DynamicEdgeCurve.Evaluate(DynamicEdgeAmount);
-
- //Profiler.EndSample();
- //Profiler.BeginSample("Angle Fall Off");
-
-
-
- /*
- float AngleFallOff = 1;
-
-
-
- if(flare_.UseAngleLimit){
- Vector3 playerAngle = flare_.thisTransform.forward;
-
-
- Vector3 cameraAngle = GameCameraTrans.forward;
-
- float horizDiffAngle = Vector3.Angle(cameraAngle, playerAngle);
-
-
- horizDiffAngle = Mathf.Abs( Mathf.Clamp(180-horizDiffAngle,-flare_.maxAngle,flare_.maxAngle));
-
- AngleFallOff = 1f-(horizDiffAngle*(1f/(flare_.maxAngle*0.5f)));
-
- if(flare_.UseAngleCurve)
- AngleFallOff = flare_.AngleCurve.Evaluate(AngleFallOff);
- }*/
-
-
- float AngleFallOff = 1;
-
- if(flare_.UseAngleLimit){
- Vector3 playerAngle = flare_.thisTransform.forward;
- //Vector3 cameraAngle = GameCameraTrans.forward;
-
- //the direct vector from flare point to camera point
- Vector3 camToPoint = GameCameraTrans.position - flare_.thisTransform.position;
- float horizDiffAngle = Vector3.Angle(playerAngle, camToPoint);
-
- horizDiffAngle = Mathf.Abs( Mathf.Clamp(horizDiffAngle,-flare_.maxAngle,flare_.maxAngle));
-
- if (horizDiffAngle > flare_.maxAngle)
- AngleFallOff = 0;
- else
- {
- AngleFallOff = 1f - (horizDiffAngle * (1f / (flare_.maxAngle * 0.5f)));
- if (flare_.UseAngleCurve)
- AngleFallOff = flare_.AngleCurve.Evaluate(AngleFallOff);
- }
- }
-
-
- //Profiler.EndSample();
- //Profiler.BeginSample("Distance Check");
-
-
- float distanceFalloff = 1f;
-
- if(flare_.useMaxDistance){
-
- Vector3 heading = flare_.thisTransform.position - GameCameraTrans.position;
-
- float distance = Vector3.Dot(heading, GameCameraTrans.forward);
-
- float distanceNormalised = 1f-(distance/flare_.GlobalMaxDistance);
-
- distanceFalloff = 1f*distanceNormalised;
- if(distanceFalloff < 0.001f)
- flare_.isVisible = false;
-
- }
- //Profiler.EndSample();
- //Profiler.BeginSample("Check Occlusion Data");
-
- if(!dirty)
- if(data != null)
- if(data.occluded){
-
- data.occlusionScale = Mathf.Lerp(data.occlusionScale,0,Time.deltaTime*16);
- }else{
- data.occlusionScale = Mathf.Lerp(data.occlusionScale,1,Time.deltaTime*16);
- }
-
- //Profiler.EndSample();
- //Profiler.BeginSample("Final Lens Pos Set");
-
-// Debug.Log("Visible = "+Flares[F].isVisible+" | offScreenFade "+offScreenFade);
-// Debug.Log("distanceFalloff "+distanceFalloff);
-
- if(!flare_.isVisible)
- offScreenFade = 0;
-
- float tempScale = 1;
-
- if(FlareCamera)
- helperTransform.position = FlareCamera.ViewportToWorldPoint(LensPosition);
-
- LensPosition = helperTransform.localPosition;
-
- //Profiler.EndSample();
-
- if((!VR_Mode) && (!SingleCamera_Mode))
- LensPosition.z = 0f;
-
- float finalAlpha;
-
- //Profiler.BeginSample("Elements Loo[");
- for(int i = 0; i < flare_.Elements.Count; i++){
- ProFlareElement _element = flare_.Elements[i];
- Color GlobalColor = flare_.GlobalTintColor;
- if(isVisible)
- switch(_element.type){
- case(ProFlareElement.Type.Single):
- //Do the color stuff.
-
- _element.ElementFinalColor.r = (_element.ElementTint.r * GlobalColor.r);
- _element.ElementFinalColor.g = (_element.ElementTint.g * GlobalColor.g);
- _element.ElementFinalColor.b = (_element.ElementTint.b * GlobalColor.b);
-
- finalAlpha = _element.ElementTint.a * GlobalColor.a;
-
- if(flare_.useDynamicEdgeBoost){
- if(_element.OverrideDynamicEdgeBrightness)
- finalAlpha = finalAlpha + (_element.DynamicEdgeBrightnessOverride*DynamicEdgeAmount);
- else
- finalAlpha = finalAlpha + (flare_.DynamicEdgeBrightness*DynamicEdgeAmount);
- }
-
- if(flare_.useDynamicCenterBoost){
- if(_element.OverrideDynamicCenterBrightness)
- finalAlpha += (_element.DynamicCenterBrightnessOverride*centerBoost);
- else
- finalAlpha += (flare_.DynamicCenterBrightness*centerBoost);
- }
-
- if(flare_.UseAngleBrightness)
- finalAlpha *= AngleFallOff;
-
- if(flare_.useDistanceFade)
- finalAlpha *= distanceFalloff;
-
- finalAlpha *= data.occlusionScale;
-
- finalAlpha *= data.cullFader;
-
- finalAlpha *= offScreenFade;
-
- _element.ElementFinalColor.a = finalAlpha;
-
- break;
-
- case(ProFlareElement.Type.Multi):
- //Profiler.BeginSample("Color Mutli Loop");
- for(int i2 = 0; i2 < _element.subElements.Count; i2++){
- //Do the color stuff.
- SubElement _subElement = _element.subElements[i2];
- _subElement.colorFinal.r = (_subElement.color.r * GlobalColor.r);
- _subElement.colorFinal.g = (_subElement.color.g * GlobalColor.g);
- _subElement.colorFinal.b = (_subElement.color.b * GlobalColor.b);
-
- finalAlpha = _subElement.color.a * GlobalColor.a;
-
- if(flare_.useDynamicEdgeBoost){
- if(_element.OverrideDynamicEdgeBrightness)
- finalAlpha = finalAlpha + (_element.DynamicEdgeBrightnessOverride*DynamicEdgeAmount);
- else
- finalAlpha = finalAlpha + (flare_.DynamicEdgeBrightness*DynamicEdgeAmount);
- }
-
- if(flare_.useDynamicCenterBoost){
- if(_element.OverrideDynamicCenterBrightness)
- finalAlpha += (_element.DynamicCenterBrightnessOverride*centerBoost);
- else
- finalAlpha += (flare_.DynamicCenterBrightness*centerBoost);
- }
-
- if(flare_.UseAngleBrightness)
- finalAlpha *= AngleFallOff;
-
- if(flare_.useDistanceFade)
- finalAlpha *= distanceFalloff;
-
- finalAlpha *= data.occlusionScale;
-
- finalAlpha *= data.cullFader;
-
- finalAlpha *= offScreenFade;
-
- _subElement.colorFinal.a = finalAlpha;
-
- }
- //Profiler.EndSample();
- break;
- }
- else{
- switch(_element.type){
- case(ProFlareElement.Type.Single):
- // _element.ElementFinalColor = Color.black;
- tempScale = 0;
- break;
- case(ProFlareElement.Type.Multi):
- // for(int i2 = 0; i2 < _element.subElements.Count; i2++){
- // _element.subElements[i2].colorFinal = Color.black;
- // }
- tempScale = 0;
- break;
- }
- }
-
- //Element Scale
- float finalScale = tempScale;
-
- if(flare_.useDynamicEdgeBoost){
- if(_element.OverrideDynamicEdgeBoost)
- finalScale = finalScale+((DynamicEdgeAmount)*_element.DynamicEdgeBoostOverride);
- else
- finalScale = finalScale+((DynamicEdgeAmount)*flare_.DynamicEdgeBoost);
- }
-
- if(flare_.useDynamicCenterBoost){
- if(_element.OverrideDynamicCenterBoost)
- finalScale = finalScale+(_element.DynamicCenterBoostOverride*centerBoost);
- else
- finalScale = finalScale+(flare_.DynamicCenterBoost*centerBoost);
- }
-
- if(finalScale < 0) finalScale = 0;
-
- if(flare_.UseAngleScale)
- finalScale *= AngleFallOff;
-
- if(flare_.useDistanceScale)
- finalScale *= distanceFalloff;
-
- finalScale *= data.occlusionScale;
-
- if(!_element.Visible)
- finalScale = 0;
-
- if(!isVisible)
- finalScale = 0;
-
- _element.ScaleFinal = finalScale;
-
-
- //Apply final screen position.
- if(isVisible)
- switch(_element.type){
- case(ProFlareElement.Type.Single):{
- Vector3 pos = LensPosition*-_element.position;
-
-
- float zpos = LensPosition.z;
-
- if(VR_Mode){
- float flarePos = (_element.position*-1)-1;
- zpos = LensPosition.z *((flarePos*VR_Depth)+1);
- }
-
- Vector3 newVect = new Vector3(
- Mathf.Lerp(pos.x,LensPosition.x,_element.Anamorphic.x),
- Mathf.Lerp(pos.y,LensPosition.y,_element.Anamorphic.y),
- zpos
- );
-
- newVect = newVect + _element.OffsetPostion;
- _element.OffsetPosition = newVect;
-
- }break;
- case(ProFlareElement.Type.Multi):{
- //Profiler.BeginSample("Scale Mutli Loop");
- for(int i2 = 0; i2 < _element.subElements.Count; i2++){
- SubElement _subElement = _element.subElements[i2];
- if(_element.useRangeOffset){
-
- Vector3 posM = LensPosition*-_subElement.position;
-
-
- float zpos = LensPosition.z;
-
- if(VR_Mode){
- float flarePos = (_subElement.position*-1)-1;
-
- zpos = LensPosition.z *((flarePos*VR_Depth)+1);
- }
-
- Vector3 newVectM = new Vector3(
- Mathf.Lerp(posM.x,LensPosition.x,_element.Anamorphic.x),
- Mathf.Lerp(posM.y,LensPosition.y,_element.Anamorphic.y),
- zpos
- );
-
- newVectM = newVectM + _element.OffsetPostion;
-
- _subElement.offset = newVectM;
-
-
- }
- else
- _subElement.offset = LensPosition*-_element.position;
- }
- //Profiler.EndSample();
- }break;
- }
-
- //Apply final element angle.
- float angles = 0;
-
- if(_element.rotateToFlare){
- angles = (Div180_PI)*(Mathf.Atan2(LensPosition.y - 0,LensPosition.x - 0));
- }
- angles = angles + (LensPosition.x*_element.rotationSpeed);
-
- angles = angles + (LensPosition.y*_element.rotationSpeed);
-
- angles = angles + (Time.time*_element.rotationOverTime);
-
- _element.FinalAngle = (_element.angle)+angles;
-
-
- }
- //Profiler.EndSample();
-
-
-
- if((!flare_.neverCull)&&useCulling){
- FlareOcclusion.CullingState _CullingState = data._CullingState;
-
- if(flare_.isVisible){
- visibleFlares++;
-
-
- if(data.occluded){
- if(_CullingState == FlareOcclusion.CullingState.Visible){
- //Debug.Log("Culled via Occlusion");
- data.CullTimer = cullFlaresAfterTime;
- _CullingState = FlareOcclusion.CullingState.CullCountDown;
- }
- }else{
- if(_CullingState == FlareOcclusion.CullingState.Culled){
- //Debug.Log("Re show not occluded");
- culledFlaresNowVisiable = true;
-
- }
- _CullingState = FlareOcclusion.CullingState.Visible;
- }
-
-
- }else{
- if(_CullingState == FlareOcclusion.CullingState.Visible){
- //Debug.Log("Culled via Not Vis");
- data.CullTimer = cullFlaresAfterTime;
- _CullingState = FlareOcclusion.CullingState.CullCountDown;
- }
- }
-
- switch(_CullingState){
- case(FlareOcclusion.CullingState.Visible):{
-
-
- }break;
- case(FlareOcclusion.CullingState.CullCountDown):{
-
- data.CullTimer = data.CullTimer-Time.deltaTime;
-
- if(data.CullTimer < 0)
- _CullingState = FlareOcclusion.CullingState.CanCull;
-
- }break;
- }
-
- if(_CullingState != FlareOcclusion.CullingState.Culled)
- data.cullFader = Mathf.Clamp01(data.cullFader+(Time.deltaTime));
-
-
- if(_CullingState == FlareOcclusion.CullingState.CanCull)
- canCullFlares++;
-
- data._CullingState = _CullingState;
-
- }
-
- reshowCulledFlaresTimer += Time.deltaTime;
-
- if(reshowCulledFlaresTimer > reshowCulledFlaresAfter){
- reshowCulledFlaresTimer = 0;
-
- if(culledFlaresNowVisiable){
- //Debug.Log("A culled flare has now become visiable");
- dirty = true;
- culledFlaresNowVisiable = false;
-
- }
- }
-
- if(!dirty)
- if(canCullFlares >= cullFlaresAfterCount){
-
- Debug.Log("Culling Flares");dirty = true;
- }
- }
-
- //Profiler.BeginSample("Rendering Bit");
- //Rendering Bit
- int count = 0;
- if(FlareElementsArray != null)
- for(int i = 0; i < FlareElementsArray.Length; i++){
-
-
- float scaleMulti = 1;
-
- ProFlare flare = FlareElementsArray[i].flare;
- if(flare.MultiplyScaleByTransformScale)
- scaleMulti = flare.thisTransform.localScale.x;
-
-
- switch(FlareElementsArray[i].type){
- case(ProFlareElement.Type.Single):
- {
- int extra = (count) * 4;
-
- //Check for DisabledPlayMode, then scale to zero. then skip over the rest of the calculations
- if(FlareElementsArray[i].flare.DisabledPlayMode){
-
-
- vertices[0+extra] = Vector3.zero;
- vertices[1+extra] = Vector3.zero;
- vertices[2+extra] = Vector3.zero;
- vertices[3+extra] = Vector3.zero;
-
- }
-
- _scale = (((FlareElementsArray[i].size*FlareElementsArray[i].Scale*0.01f)*flare.GlobalScale)*FlareElementsArray[i].ScaleFinal)*scaleMulti;
-
- //Avoid Negative scaling
- if((_scale.x < 0)||(_scale.y < 0))
- _scale = Vector3.zero;
-
- Vector3 offset = FlareElementsArray[i].OffsetPosition;
-
- float angle = FlareElementsArray[i].FinalAngle;
-
- _color = FlareElementsArray[i].ElementFinalColor;
-
- if(useBrightnessThreshold){
-
- if(_color.a < BrightnessThreshold){
- _scale = Vector2.zero;
- }else if(_color.r+_color.g+_color.b < BrightnessThreshold){
- _scale = Vector2.zero;
- }
- }
-
- if(overdrawDebug)
- _color = new Color32(20,20,20,100);
-
- if(!FlareElementsArray[i].flare.DisabledPlayMode){
- //Precalculate some of the RotatePoint function to avoid repeat math.
- float r = angle * (PI_Div180);
- float ct = Mathf.Cos(r);
- float st = Mathf.Sin(r);
-
- vertices[0+extra] = new Vector3((ct * (1*_scale.x) - st * (1*_scale.y)),(st * (1*_scale.x) + ct * (1*_scale.y)),0)+offset;
- vertices[1+extra] = new Vector3((ct * (1*_scale.x) - st * (-1*_scale.y)),(st * (1*_scale.x) + ct * (-1*_scale.y)),0)+offset;
- vertices[2+extra] = new Vector3((ct * (-1*_scale.x) - st * (1*_scale.y)),(st * (-1*_scale.x) + ct * (1*_scale.y)),0)+offset;
- vertices[3+extra] = new Vector3((ct * (-1*_scale.x) - st * (-1*_scale.y)),(st * (-1*_scale.x) + ct * (-1*_scale.y)),0)+offset;
-
-
- }
-
-
- Color32 _color32 = _color;
- colors[0+extra] = _color32;
- colors[1+extra] = _color32;
- colors[2+extra] = _color32;
- colors[3+extra] = _color32;
-
- count++;
- }
- break;
-
- case(ProFlareElement.Type.Multi):
- {
- for(int i2 = 0; i2 < FlareElementsArray[i].subElements.Count; i2++){
- int extra2 = (count+i2) * 4;
-
- //Check for DisabledPlayMode, then scale to zero. then skip over the rest of the calculations
- if(FlareElementsArray[i].flare.DisabledPlayMode){
- vertices[0+extra2] = Vector3.zero;
- vertices[1+extra2] = Vector3.zero;
- vertices[2+extra2] = Vector3.zero;
- vertices[3+extra2] = Vector3.zero;
- continue;
- }
-
- ////Profiler.BeginSample("Calc Scale");
- _scale = (((FlareElementsArray[i].size*FlareElementsArray[i].Scale*0.01f)*FlareElementsArray[i].flare.GlobalScale)*FlareElementsArray[i].subElements[i2].scale)*FlareElementsArray[i].ScaleFinal;
- //Avoid Negative scaling
-
- _scale = _scale*scaleMulti;
- if((_scale.x < 0)||(_scale.y < 0))
- _scale = Vector3.zero;
-
- ////Profiler.EndSample();
-
- ////Profiler.BeginSample("Calc Extras");
-
- Vector3 offset = FlareElementsArray[i].subElements[i2].offset;
-
- float angle = FlareElementsArray[i].FinalAngle;
-
- angle += FlareElementsArray[i].subElements[i2].angle;
-
- _color = FlareElementsArray[i].subElements[i2].colorFinal;
-
- if(useBrightnessThreshold){
- if(_color.a < BrightnessThreshold){
- _scale = Vector2.zero;
- }else if(_color.r+_color.g+_color.b < BrightnessThreshold){
- _scale = Vector2.zero;
- }
- }
-
- if(overdrawDebug)
- _color = new Color32(20,20,20,100);
- // //Profiler.EndSample();
- ////Profiler.BeginSample("Set Pos and Rot");
-
- if(!FlareElementsArray[i].flare.DisabledPlayMode){
-
- //Precalculate some of the RotatePoint function to avoid repeat math.
- float r = angle * (PI_Div180);
- float ct = Mathf.Cos(r);
- float st = Mathf.Sin(r);
-
- vertices[0+extra2] = new Vector3((ct * (1*_scale.x) - st * (1*_scale.y)),(st * (1*_scale.x) + ct * (1*_scale.y)),0)+offset;
- vertices[1+extra2] = new Vector3((ct * (1*_scale.x) - st * (-1*_scale.y)),(st * (1*_scale.x) + ct * (-1*_scale.y)),0)+offset;
- vertices[2+extra2] = new Vector3((ct * (-1*_scale.x) - st * (1*_scale.y)),(st * (-1*_scale.x) + ct * (1*_scale.y)),0)+offset;
- vertices[3+extra2] = new Vector3((ct * (-1*_scale.x) - st * (-1*_scale.y)),(st * (-1*_scale.x) + ct * (-1*_scale.y)),0)+offset;
-
- }
- ////Profiler.EndSample();
- ////Profiler.BeginSample("SetColors");
-
- Color32 _color32 = _color;
- colors[0+extra2] = _color32;
- colors[1+extra2] = _color32;
- colors[2+extra2] = _color32;
- colors[3+extra2] = _color32;
-
- ////Profiler.EndSample();
- }
- count = count+FlareElementsArray[i].subElements.Count;
- }
- break;
- }
- }
-
- //Profiler.EndSample();
-// Debug.Log("updare Done");
- }
-} \ No newline at end of file