summaryrefslogtreecommitdiff
path: root/Runtime/Camera/IntermediateRenderer.cpp
blob: cb2520e8bd870e23bf56762395a55867646a3ead (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
#include "UnityPrefix.h"
#include "IntermediateRenderer.h"
#include "Runtime/Shaders/Material.h"
#include "Runtime/Filters/Mesh/LodMesh.h"
#include "Runtime/Filters/Mesh/SpriteRenderer.h"
#include "Camera.h"
#include "Runtime/Graphics/DrawUtil.h"
#include "Runtime/Graphics/SpriteFrame.h"
#include "Runtime/GfxDevice/GfxDevice.h"
#include "Runtime/Profiler/Profiler.h"
#include "Runtime/Utilities/InitializeAndCleanup.h"
#include "UnityScene.h"


IntermediateRenderer::IntermediateRenderer()
:	BaseRenderer(kRendererIntermediate)
,	m_Node(this)
{
}

void IntermediateRenderer::Initialize(const Matrix4x4f& matrix, const AABB& localAABB, PPtr<Material> material, int layer, bool castShadows, bool receiveShadows)
{
	#if UNITY_EDITOR
	m_InstanceID = 0;
	#endif
	m_Material = material;
	
	if (layer < 0 || layer >= 32)
	{
		AssertString ("DrawMesh layer has to be from in [0..31] range!");
		layer = 0;
	}
	m_Layer = layer;

	// TODO: check if render 2 texture required for this material
	m_CastShadows = castShadows;
	m_ReceiveShadows = receiveShadows;
	
	m_TransformInfo.worldMatrix = matrix;
	// detect uniform and non-uniform scale (ignoring non-affine)
	float uniformScale = 1.0f;
	m_TransformInfo.transformType = ComputeTransformType(matrix, uniformScale);
	m_TransformInfo.invScale = 1.0f / uniformScale;
	m_TransformInfo.localAABB = localAABB;
	TransformAABB (localAABB, matrix, m_TransformInfo.worldAABB);

	Assert (m_TransformInfo.localAABB.IsValid());
	Assert (m_TransformInfo.worldAABB.IsValid());
	
	#if UNITY_EDITOR
	m_ScaleInLightmap = -1.0f;
	#endif

	RendererBecameVisible ();

	m_TransformDirty = false;
	m_BoundsDirty = false;
}

IntermediateRenderer::~IntermediateRenderer()
{
	RendererBecameInvisible ();
}

void IntermediateRenderer::OnAssetBoundsChanged()
{
	// Not supported. IntermediateRenderer live only for one frame.
}


// --------------------------------------------------------------------------


DEFINE_POOLED_ALLOC(MeshIntermediateRenderer, 64 * 1024);

void MeshIntermediateRenderer::StaticInitialize()
{
	STATIC_INITIALIZE_POOL(MeshIntermediateRenderer);
}

void MeshIntermediateRenderer::StaticDestroy()
{
	STATIC_DESTROY_POOL(MeshIntermediateRenderer);
}

static RegisterRuntimeInitializeAndCleanup s_MeshIntermediateRendererCallbacks(MeshIntermediateRenderer::StaticInitialize, MeshIntermediateRenderer::StaticDestroy);


MeshIntermediateRenderer::MeshIntermediateRenderer()
{
}

MeshIntermediateRenderer::~MeshIntermediateRenderer()
{
}

void MeshIntermediateRenderer::OnAssetDeleted()
{
	m_Mesh = NULL;
}

void MeshIntermediateRenderer::Render(int subsetIndex, const ChannelAssigns& channels)
{
	if (m_Mesh == NULL)
		return;
	if (m_CustomProperties)
		GetGfxDevice().SetMaterialProperties (*m_CustomProperties);
	DrawUtil::DrawMeshRaw (channels, *m_Mesh, m_SubMeshIndex); //@TODO: why not use subsetIndex here?
}

void MeshIntermediateRenderer::Initialize( const Matrix4x4f& matrix, Mesh* mesh, const AABB& localAABB, PPtr<Material> material, int layer, bool castShadows, bool receiveShadows, int submeshIndex )
{
	m_Mesh = mesh;
	if (m_Mesh)
	{
		m_Mesh->AddIntermediateUser(m_Node);

		if (submeshIndex < 0 || submeshIndex >= m_Mesh->GetSubMeshCount())
		{
			AssertString("Submesh index in intermediate renderer is out of bounds");
			submeshIndex = 0;
		}
	}
	
	m_SubMeshIndex = submeshIndex;

	IntermediateRenderer::Initialize(matrix, localAABB, material, layer, castShadows, receiveShadows);
}


// --------------------------------------------------------------------------

#if ENABLE_SPRITES

DEFINE_POOLED_ALLOC(SpriteIntermediateRenderer, 64 * 1024);

void SpriteIntermediateRenderer::StaticInitialize()
{
	STATIC_INITIALIZE_POOL(SpriteIntermediateRenderer);
}

void SpriteIntermediateRenderer::StaticDestroy()
{
	STATIC_DESTROY_POOL(SpriteIntermediateRenderer);
}

static RegisterRuntimeInitializeAndCleanup s_SpriteIntermediateRendererCallbacks(SpriteIntermediateRenderer::StaticInitialize, SpriteIntermediateRenderer::StaticDestroy);


SpriteIntermediateRenderer::SpriteIntermediateRenderer()
{
}

SpriteIntermediateRenderer::~SpriteIntermediateRenderer()
{
}

void SpriteIntermediateRenderer::OnAssetDeleted()
{
	m_Sprite = NULL;
}

void SpriteIntermediateRenderer::Render(int subsetIndex, const ChannelAssigns& channels)
{
	if (m_Sprite == NULL)
		return;
	if (m_CustomProperties)
		GetGfxDevice().SetMaterialProperties(*m_CustomProperties);
	DrawUtil::DrawSpriteRaw(channels, *m_Sprite, m_Color);
}

void SpriteIntermediateRenderer::Initialize(const Matrix4x4f& matrix, Sprite* sprite, const AABB& localAABB, PPtr<Material> material, int layer, const ColorRGBA32& color)
{
	m_Sprite = sprite;
	if (m_Sprite)
		m_Sprite->AddIntermediateUser(m_Node);
	
	m_Color = color;

	if (!material)
		material = SpriteRenderer::GetDefaultSpriteMaterial();

	// Patch sprite texture and apply material property block
	PPtr<Texture2D> spriteTexture = m_Sprite->GetRenderData(false).texture; // Use non-atlased RenderData as input.
	MaterialPropertyBlock block;
	SpriteRenderer::SetupMaterialPropertyBlock(block, spriteTexture);
	SetPropertyBlock(block);

	IntermediateRenderer::Initialize(matrix, localAABB, material, layer, false, false);
}

#endif

// --------------------------------------------------------------------------


void IntermediateRenderers::Clear( size_t startIndex )
{
	size_t n = m_SceneNodes.size();
	AssertIf( startIndex > n );

	for( size_t i = startIndex; i < n; ++i )
	{
		IntermediateRenderer* renderer = static_cast<IntermediateRenderer*> (m_SceneNodes[i].renderer);
		delete renderer;
	}
	m_SceneNodes.resize_uninitialized( startIndex );
	m_BoundingBoxes.resize_uninitialized( startIndex );
}

const AABB* IntermediateRenderers::GetBoundingBoxes () const
{
	return m_BoundingBoxes.begin();
}

const SceneNode* IntermediateRenderers::GetSceneNodes () const
{
	return m_SceneNodes.begin();
}

void IntermediateRenderers::Add(IntermediateRenderer* renderer, int layer)
{
	m_SceneNodes.push_back(SceneNode ());

	SceneNode& node = m_SceneNodes.back();
	node.renderer = renderer;
	node.layer = layer;
	
	renderer->GetWorldAABB(m_BoundingBoxes.push_back());
}

IntermediateRenderer* AddMeshIntermediateRenderer( const Matrix4x4f& matrix, Mesh* mesh, PPtr<Material> material, int layer, bool castShadows, bool receiveShadows, int submeshIndex, Camera* camera )
{
	AABB bounds;
	if (mesh)
		bounds = mesh->GetBounds();
	else
		bounds.SetCenterAndExtent( Vector3f::zero, Vector3f::zero );
	
	return AddMeshIntermediateRenderer (matrix, mesh, bounds, material, layer, castShadows, receiveShadows, submeshIndex, camera);
}

IntermediateRenderer* AddMeshIntermediateRenderer( const Matrix4x4f& matrix, Mesh* mesh, const AABB& localAABB, PPtr<Material> material, int layer, bool castShadows, bool receiveShadows, int submeshIndex , Camera* camera )
{
	MeshIntermediateRenderer* renderer = new MeshIntermediateRenderer();
	renderer->Initialize(matrix, mesh, localAABB, material, layer, castShadows, receiveShadows, submeshIndex);

	IntermediateRenderers* renderers;
	if (camera != NULL)
		renderers = &camera->GetIntermediateRenderers();
	else
		renderers = &GetScene().GetIntermediateRenderers();
	renderers->Add(renderer, layer);

	return renderer;
}

#if ENABLE_SPRITES
IntermediateRenderer* AddSpriteIntermediateRenderer(const Matrix4x4f& matrix, Sprite* sprite, PPtr<Material> material, int layer, const ColorRGBA32& color, Camera* camera)
{
	AABB bounds;
	if (sprite)
		bounds = sprite->GetBounds();
	else
		bounds.SetCenterAndExtent( Vector3f::zero, Vector3f::zero );
	
	return AddSpriteIntermediateRenderer (matrix, sprite, bounds, material, layer, color, camera);
}

IntermediateRenderer* AddSpriteIntermediateRenderer(const Matrix4x4f& matrix, Sprite* sprite, const AABB& localAABB, PPtr<Material> material, int layer, const ColorRGBA32& color, Camera* camera)
{
	SpriteIntermediateRenderer* renderer = new SpriteIntermediateRenderer();
	renderer->Initialize(matrix, sprite, localAABB, material, layer, color);

	IntermediateRenderers* renderers;
	if (camera != NULL)
		renderers = &camera->GetIntermediateRenderers();
	else
		renderers = &GetScene().GetIntermediateRenderers();
	renderers->Add(renderer, layer);

	return renderer;
}
#endif