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#include "UnityPrefix.h"
#include "LODGroup.h"
#include "LODGroupManager.h"
#include "Runtime/Serialize/TransferFunctions/SerializeTransfer.h"
#include "Runtime/Filters/AABBUtility.h"
#include "UnityScene.h"
/*
// @TODO:
Ask aras:
RenderQueue.cpp
Create( "LIGHTMAP_OFF" );
Create( "LIGHTMAP_ON" );
HUH???
PRI 1
* Integrate with lightmaps? Probably need an option to reuse lightmap data if the uv's match up exactly between LOD's. Maybe we can automate it?
* multi_compile doesn't work. Seems like using more properties in a multicompile causes some shaders to drop.
///@TODO: This should probably be 0. But for now we don't have proper ifdef support for switching to a different subshader.
#define LOD_FADE_DISABLED 0.999F
/////****** SHADER LOD FADING ****
///@TODO: Make it so that fading is automatically disabled based on a shader tag or some shit like that.
///@TODO: Expose the fade distance and visualize in inspector
///@TODO: Add easy support for LOD fade in surface shaders
///@TODO: Switch to a shader when it is not fading to reduce shader complexity
PRI 2
///@TODO: IntegrationTest: create lodgroup, attach renderer, delete lod group. Enable / disable renderer
///@TODO: IntegrationTest: Make sure that m_LODs is never bigger than 8 (because of the lodIndex bitmask)
///@TODO: GraphicsFunctionalTest / FunctionalTest: Write graphics functional test for LOD & layer based culling and projector especially when an object is being culled by the camera (Make sure it is also culled by projector)
///@TODO: Does SceneManager really have to be recreated on every level load?
// This is probably related to the super weird behaviour of PlayerLoadLevel deactivate / activate ...
PRI 3
* When calculating static objects pvs data. We could precalculate which static objects can be visible.
Have to be careful with runtime tweakable distance fudge...
///@TODO: Use case:
// "I assume a higher LOD can be triggered, for example, for an explosion effect,
// swapping out the unbroken model for a broken one and passing the pieces to the physics engine with random velocities.."
*/
LODGroup::LODGroup (MemLabelId label, ObjectCreationMode mode)
: Super(label, mode)
, m_LODGroup (-1)
{
m_Enabled = true;
}
LODGroup::~LODGroup ()
{
Assert(m_LODGroup == kInvalidLODGroup);
Assert(m_CachedRenderers.empty());
}
void LODGroup::Reset ()
{
Super::Reset();
m_LocalReferencePoint = Vector3f(0, 0, 0);
m_Size = 1.0F;
m_ScreenRelativeTransitionHeight = 0.0;
m_LODs.clear();
}
void LODGroup::SmartReset ()
{
Super::SmartReset();
LODGroup::LOD lod;
lod.screenRelativeHeight = 0.6f;
m_LODs.push_back( lod );
lod.screenRelativeHeight = 0.3f;
m_LODs.push_back( lod );
lod.screenRelativeHeight = 0.1f;
m_LODs.push_back( lod );
}
void LODGroup::CheckConsistency ()
{
Super::CheckConsistency();
m_LODs.resize(std::min<size_t>(m_LODs.size(), kMaximumLODLevels));
}
void LODGroup::AwakeFromLoad (AwakeFromLoadMode mode)
{
Super::AwakeFromLoad (mode);
UpdateEnabledState(IsActive());
SyncLODGroupManager();
}
void LODGroup::Deactivate (DeactivateOperation operation)
{
UpdateEnabledState(false);
Super::Deactivate (operation);
}
void LODGroup::SetLocalReferencePoint (const Vector3f& ref)
{
m_LocalReferencePoint = ref;
SyncLODGroupManager();
SetDirty();
}
void LODGroup::SetSize (float size)
{
m_Size = size;
SyncLODGroupManager();
SetDirty();
}
void LODGroup::SyncLODGroupManager ()
{
// Super inefficient...
if (m_LODGroup != kInvalidLODGroup)
{
Cleanup ();
Create ();
}
}
void LODGroup::NotifyLODGroupManagerIndexChange (int newIndex)
{
m_LODGroup = newIndex;
for (int i=0;i<m_CachedRenderers.size();i++)
{
SceneHandle handle = m_CachedRenderers[i]->GetSceneHandle();
if (handle != kInvalidSceneHandle)
GetScene().SetRendererLODGroup(handle, newIndex);
}
}
bool DoesRendererSupportLODFade (Renderer& renderer)
{
//@TODO:
// MaterialArray& materials = renderer.GetMaterialArray();
return false;
}
// Goes through Renderers in the LODArray and sets up their LODGroup pointers & group indices and masks
void LODGroup::RegisterCachedRenderers ()
{
Assert(m_CachedRenderers.empty());
Assert(m_LODGroup != kInvalidLODGroup);
bool supportsLODFade = false;
Unity::Scene& scene = GetScene();
for (int i=0;i<m_LODs.size();i++)
{
LODRenderers& renderers = m_LODs[i].renderers;
for (int r=0;r<renderers.size();r++)
{
Renderer* renderer = renderers[r].renderer;
if (renderer == NULL)
continue;
supportsLODFade |= DoesRendererSupportLODFade (*renderer);
SceneHandle handle = renderer->GetSceneHandle();
// If the renderer has no LODGroup attached yet, then this is the first time that specific Renderer is used in this LODGroup.
// Thus we initialize the Group index & LODIndexMask with the current LOD Level
if (renderer->GetLODGroup () == NULL)
{
renderer->SetLODGroup (this);
// Initialize cull node lodgroup values
if (handle != kInvalidSceneHandle)
{
scene.SetRendererLODGroup(handle, m_LODGroup);
scene.SetRendererLODIndexMask(handle, 1 << i);
}
m_CachedRenderers.push_back(renderer);
}
// The renderer is attached to the same LOD group in a previous LOD level.
// Thus we add the current LOD level to the LODIndexMask
else if (renderer->GetLODGroup () == this)
{
if (handle != kInvalidSceneHandle)
{
UInt32 lodIndexMask = GetScene().GetRendererNode(handle).lodIndexMask;
lodIndexMask |= 1 << i;
scene.SetRendererLODIndexMask(handle, lodIndexMask);
}
}
// Fail (renderer is used in multiple LODGroups...)
else
{
string warningString = Format("Renderer '%s' is registered with more than one LODGroup ('%s' and '%s').", renderer->GetName(), GetName(), renderer->GetLODGroup ()->GetName());
WarningStringObject(warningString, renderer);
}
}
}
}
void LODGroup::ClearCachedRenderers ()
{
for (int i=0;i<m_CachedRenderers.size();i++)
{
m_CachedRenderers[i]->SetLODGroup (NULL);
SceneHandle handle = m_CachedRenderers[i]->GetSceneHandle();
if (handle != kInvalidSceneHandle)
{
Unity::Scene& scene = GetScene();
scene.SetRendererLODGroup(handle, 0);
scene.SetRendererLODIndexMask(handle, 0);
}
}
m_CachedRenderers.resize_uninitialized(0);
}
void LODGroup::RemoveFromCachedRenderers (Renderer* renderer)
{
for (int i=0;i<m_CachedRenderers.size();i++)
{
if (m_CachedRenderers[i] == renderer)
{
m_CachedRenderers[i] = m_CachedRenderers.back();
m_CachedRenderers.pop_back();
return;
}
}
}
void LODGroup::GetLODGroupIndexAndMask (Renderer* renderer, UInt32* outGroup, UInt32* outMask)
{
Assert(m_LODGroup != kInvalidLODGroup);
PPtr<Renderer> rendererPPtr (renderer);
// Compute mask of which LOD
UInt32 mask = 0;
for (int i=0;i<m_LODs.size();i++)
{
LODRenderers& renderers = m_LODs[i].renderers;
for (int r=0;r<renderers.size();r++)
{
if (renderers[r].renderer == rendererPPtr)
mask |= 1 << i;
}
}
*outMask = mask;
*outGroup = m_LODGroup;
}
void LODGroup::SetLODArray (const LODArray& lodArray)
{
m_LODs = lodArray;
SyncLODGroupManager();
SetDirty();
}
const LODGroup::LOD& LODGroup::GetLOD (int index)
{
Assert (index < GetLODCount());
return m_LODs[index];
}
Vector3f LODGroup::GetWorldReferencePoint ()
{
return GetComponent(Transform).TransformPoint(m_LocalReferencePoint);
}
float LODGroup::GetWorldSpaceScale ()
{
Vector3f scale = GetComponent(Transform).GetWorldScaleLossy();
float largestAxis;
largestAxis = Abs(scale.x);
largestAxis = std::max (largestAxis, Abs(scale.y));
largestAxis = std::max (largestAxis, Abs(scale.z));
return largestAxis;
}
float LODGroup::GetWorldSpaceSize ()
{
return GetWorldSpaceScale () * m_Size;
}
void LODGroup::UpdateEnabledState (bool active)
{
Cleanup();
if (active)
Create();
}
void LODGroup::Create()
{
if (m_Enabled)
{
GetLODGroupManager().AddLODGroup(*this, GetWorldReferencePoint(), GetWorldSpaceSize());
}
else
{
m_LODGroup = kDisabledLODGroup;
}
RegisterCachedRenderers();
}
bool LODGroup::GetEnabled()
{
return m_Enabled;
}
void LODGroup::SetEnabled(bool enabled)
{
if ((bool)m_Enabled == enabled)
return;
m_Enabled = enabled;
UpdateEnabledState (IsActive ());
SetDirty ();
}
void LODGroup::Cleanup ()
{
if (m_LODGroup != kInvalidLODGroup)
{
ClearCachedRenderers();
if (m_LODGroup == kDisabledLODGroup)
m_LODGroup = kInvalidLODGroup;
else
GetLODGroupManager().RemoveLODGroup(*this);
}
}
void LODGroup::OnTransformChanged (int options)
{
if (m_LODGroup != kInvalidLODGroup)
{
// Scale changed: update all parameters
if (options & Transform::kScaleChanged)
GetLODGroupManager().UpdateLODGroupParameters(m_LODGroup, *this, GetWorldReferencePoint(), GetWorldSpaceSize());
// rotation or position changed: fastpath for just changing the reference point
else
{
GetLODGroupManager().UpdateLODGroupPosition(m_LODGroup, GetWorldReferencePoint());
}
}
}
template<class TransferFunction> inline
void LODGroup::Transfer (TransferFunction& transfer)
{
Super::Transfer (transfer);
TRANSFER (m_LocalReferencePoint);
TRANSFER (m_Size);
TRANSFER (m_ScreenRelativeTransitionHeight);
TRANSFER (m_LODs);
transfer.Transfer (m_Enabled, "m_Enabled", kHideInEditorMask);
}
template<class TransferFunction> inline
void LODGroup::LODRenderer::Transfer (TransferFunction& transfer)
{
TRANSFER (renderer);
}
template<class TransferFunction> inline
void LODGroup::LOD::Transfer (TransferFunction& transfer)
{
TRANSFER (screenRelativeHeight);
TRANSFER (renderers);
}
void LODGroup::InitializeClass ()
{
REGISTER_MESSAGE (LODGroup, kTransformChanged, OnTransformChanged, int);
InitializeLODGroupManager();
}
void LODGroup::CleanupClass ()
{
if (GetLODGroupManagerPtr())
CleanupLODGroupManager();
}
IMPLEMENT_CLASS_HAS_INIT(LODGroup)
IMPLEMENT_OBJECT_SERIALIZE(LODGroup)
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