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#ifndef MESHRENDERER_H
#define MESHRENDERER_H
#include "Runtime/Filters/Renderer.h"
class Mesh;
class MeshRenderer : public Renderer {
public:
MeshRenderer (MemLabelId label, ObjectCreationMode mode);
// ~MeshRenderer (); declared-by-macro
REGISTER_DERIVED_CLASS (MeshRenderer, Renderer)
static void InitializeClass ();
// Tag class as sealed, this makes QueryComponent faster.
static bool IsSealedClass () { return true; }
static void RenderMultiple (const BatchInstanceData* instances, size_t count, const ChannelAssigns& channels);
virtual void Render (int materialIndex, const ChannelAssigns& channels);
virtual void UpdateLocalAABB();
virtual void SetSubsetIndex(int subsetIndex, int index);
virtual int GetStaticBatchIndex() const;
virtual UInt32 GetMeshIDSmall() const;
int GetMeshStaticBatchIndex() const;
void TransformChanged (int changeMask);
void AwakeFromLoad(AwakeFromLoadMode mode);
virtual void Deactivate (DeactivateOperation operation);
void SetSharedMesh (PPtr<Mesh> mesh);
PPtr<Mesh> GetSharedMesh ();
Mesh& GetInstantiatedMesh ();
void SetInstantiatedMesh (Mesh* mesh);
Mesh* GetMeshUsedForRendering();
void DidModifyMeshBounds ();
void DidModifyMeshValidity ();
void DidModifyMesh ();
void DidDeleteMesh ();
#if UNITY_EDITOR
float GetCachedSurfaceArea ();
virtual void GetRenderStats (RenderStats& renderStats);
#endif
static bool CanUseDynamicBatching(const Mesh& mesh, UInt32 wantedChannels, int vertexCount);
private:
Mesh* GetCachedMesh ();
ListNode<Object> m_MeshNode;
void UpdateCachedMesh ();
void FreeScaledMesh ();
Mesh* m_CachedMesh;
PPtr<Mesh> m_Mesh;
struct ScaledMesh
{
Matrix4x4f matrix;
Mesh* mesh;
};
ScaledMesh* m_ScaledMesh;
// as we have padding anyway, we can add more flags here
UInt8 m_ScaledMeshDirty;
// setted on responce to event to properly handle vertices changing on non-uniform scale
UInt8 m_MeshWasModified;
// for future
UInt16 m_Padding16;
#if UNITY_EDITOR
float m_CachedSurfaceArea;
#endif
};
#endif
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