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#ifndef SPRITERENDERER_H
#define SPRITERENDERER_H
#include "Configuration/UnityConfigure.h"
#if ENABLE_SPRITES
#include "Runtime/GfxDevice/ChannelAssigns.h"
#include "Runtime/Filters/Renderer.h"
#include "Runtime/Shaders/Material.h"
#include "Runtime/Graphics/SpriteFrame.h"
class SpriteRenderer : public Renderer
{
public:
REGISTER_DERIVED_CLASS (SpriteRenderer, Renderer)
DECLARE_OBJECT_SERIALIZE (SpriteRenderer)
SpriteRenderer (MemLabelId label, ObjectCreationMode mode);
// ~SpriteRenderer (); declared-by-macro
static bool IsSealedClass () { return true; }
static void InitializeClass ();
static void CleanupClass ();
virtual void AwakeFromLoad (AwakeFromLoadMode awakeMode);
virtual void SmartReset ();
virtual void UpdateTransformInfo();
virtual void UpdateLocalAABB ();
virtual void Render (int materialIndex, const ChannelAssigns& channels);
#if GFX_ENABLE_DRAW_CALL_BATCHING
static void RenderMultiple (const BatchInstanceData* instances, size_t count, const ChannelAssigns& channels);
#endif
PPtr<Sprite> GetSprite() const { return m_Sprite; }
void SetSprite(PPtr<Sprite> sprite);
ColorRGBAf GetColor() const { return m_Color; }
void SetColor(const ColorRGBAf& color) { m_Color = color; }
static void SetupMaterialPropertyBlock(MaterialPropertyBlock& block, const Texture2D* spriteTexture);
static Material* GetDefaultSpriteMaterial();
private:
PPtr<Sprite> m_Sprite;
ColorRGBAf m_Color;
void SetupMaterialProperties();
void GetGeometrySize(UInt32& indexCount, UInt32& vertexCount);
#if GFX_ENABLE_DRAW_CALL_BATCHING
static void RenderBatch (const BatchInstanceData* instances, size_t count, size_t numIndices, size_t numVertices, const ChannelAssigns& channels);
#endif
// Context
const SpriteRenderData* GetSpriteRenderDataInContext(const PPtr<Sprite>& frame);
};
#endif //ENABLE_SPRITES
#endif
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