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#include "UnityPrefix.h"
#include "Renderer.h"
#include "Runtime/Shaders/Material.h"
#include "Runtime/Shaders/MaterialProperties.h"
#include "Runtime/Camera/UnityScene.h"
#include "Runtime/Serialize/TransferFunctions/SerializeTransfer.h"
#include "Runtime/Graphics/Transform.h"
#include "Runtime/Geometry/AABB.h"
#include "Runtime/Camera/Camera.h"
#include "Runtime/Camera/Culler.h"
#include "Runtime/BaseClasses/SupportedMessageOptimization.h"
#include "Runtime/Misc/BuildSettings.h"
#include "Runtime/Camera/LODGroup.h"
#include "Runtime/BaseClasses/EventIDs.h"
#include "Runtime/Misc/GameObjectUtility.h"
#include "Runtime/Modules/ExportModules.h"
#include "RendererAnimationBinding.h"
using namespace Unity;
IMPLEMENT_CLASS_HAS_POSTINIT (Renderer)
IMPLEMENT_OBJECT_SERIALIZE (Renderer)
INSTANTIATE_TEMPLATE_TRANSFER_EXPORTED (Renderer)
typedef List< ListNode<Renderer> > RendererList;
static RendererList gRenderersToUpdate;
static Transform *gIdentityTransform = NULL;
Transform* GetIdentityTransform() { return gIdentityTransform; }
Renderer::Renderer (RendererType type, MemLabelId label, ObjectCreationMode mode)
: Super(label, mode)
, BaseRenderer(type)
, m_LODGroup (NULL)
, m_SceneHandle(kInvalidSceneHandle)
, m_RenderersListNode(this)
, m_Enabled(true)
, m_Visible(true)
//, m_Materials (Renderer::MaterialArray::allocator_type (*baseAllocator))
#if UNITY_EDITOR
, m_SelectedWireframeHidden(false)
#endif
, m_UseLightProbes(false)
, m_LastLightProbeTetIndex(-1)
, m_SortingLayer(0)
, m_SortingOrder(0)
#if UNITY_EDITOR
, m_SortingLayerID(0)
#endif
{
}
void Renderer::SmartReset ()
{
Super::SmartReset();
SetMaterialCount (1);
}
Renderer::~Renderer ()
{
DebugAssert (!IsInScene());
delete m_CustomProperties;
if (m_LODGroup)
m_LODGroup->RemoveFromCachedRenderers(this);
}
void Renderer::CleanupClass()
{
Assert(gIdentityTransform != NULL);
gIdentityTransform = NULL;
CleanupRendererAnimationBindingInterface ();
}
void Renderer::InitializeClass()
{
REGISTER_MESSAGE (Renderer, kTransformChanged, TransformChanged, int);
REGISTER_MESSAGE_VOID (Renderer, kLayerChanged, LayerChanged);
InitializeRendererAnimationBindingInterface ();
}
void Renderer::PostInitializeClass()
{
Assert(gIdentityTransform == NULL);
GameObject* go = CreateObjectFromCode<GameObject> ();
gIdentityTransform = CreateObjectFromCode<Transform> ();
GameObject::AddComponentInternal(*go, *gIdentityTransform);
go->SetHideFlags(kHideAndDontSave);
Assert(!go->IsActive());
}
bool Renderer::IsVisibleInScene () const
{
Assert ((m_IsVisibleInScene && IsInScene()) == m_IsVisibleInScene);
return m_IsVisibleInScene;
}
void Renderer::RendererBecameVisible()
{
BaseRenderer::RendererBecameVisible ();
InvokeEvent (kBecameVisibleEvent);
SendMessage (kBecameVisible);
}
void Renderer::RendererBecameInvisible()
{
BaseRenderer::RendererBecameInvisible ();
SendMessage (kBecameInvisible);
InvokeEvent (kBecameInvisibleEvent);
}
int Renderer::GetLayer() const
{
return GetGameObject().GetLayer();
}
void Renderer::SetVisible (bool visible)
{
m_Visible = visible;
bool shouldBeInScene = ShouldBeInScene();
if (shouldBeInScene == IsInScene())
return;
if (!shouldBeInScene)
{
// Remove from scene immediately
RemoveFromScene ();
UpdateManagerState( false );
InvokeEvent(kBecameInvisibleEvent);
}
else
{
// Add to scene in renderers update
UpdateManagerState( true );
}
}
void Renderer::BoundsChanged ()
{
m_BoundsDirty = true;
if (IsInScene())
GetScene().SetDirtyAABB(m_SceneHandle);
}
void Renderer::LayerMaskChanged ()
{
if (IsInScene())
GetScene().SetRendererLayer(m_SceneHandle, GetLayer());
}
void Renderer::UpdateManagerState( bool needsUpdate )
{
if( needsUpdate == m_RenderersListNode.IsInList() )
return;
if( needsUpdate )
gRenderersToUpdate.push_front(m_RenderersListNode);
else
m_RenderersListNode.RemoveFromList();
}
void Renderer::UpdateAllRenderersInternal()
{
// Update the renderers from the update list:
// - before updating each, remove from the list
// - a renderer can add itself again, so only process the original list length
RendererList::iterator next, listEnd = gRenderersToUpdate.end();
for( RendererList::iterator i = gRenderersToUpdate.begin(); i != listEnd; i = next )
{
next = i;
next++;
Renderer& renderer = **i;
renderer.m_RenderersListNode.RemoveFromList();
renderer.UpdateRenderer();
}
}
void Renderer::NotifySceneHandleChange (SceneHandle handle)
{
m_SceneHandle = handle;
}
void Renderer::UpdateLODGroup ()
{
if (!IsInScene())
return;
Unity::Scene& scene = GetScene();
DebugAssert (scene.GetRendererNode(m_SceneHandle).renderer == this);
UInt32 lodGroup = 0;
UInt32 lodIndexMask = 0;
if (m_LODGroup != NULL)
{
m_LODGroup->GetLODGroupIndexAndMask(this, &lodGroup, &lodIndexMask);
}
scene.SetRendererLODGroup(m_SceneHandle, lodGroup);
scene.SetRendererLODIndexMask(m_SceneHandle, lodIndexMask);
}
void Renderer::UpdateSceneHandle ()
{
if (!IsInScene())
return;
Unity::Scene& scene = GetScene();
DebugAssert (scene.GetRendererNode(m_SceneHandle).renderer == this);
AABB worldAABB;
GetWorldAABB (worldAABB);
scene.SetRendererAABB(m_SceneHandle, worldAABB);
bool needsCullCallback = (GetGameObject().GetSupportedMessages() & kHasOnWillRenderObject) != 0;
scene.SetRendererNeedsCullCallback(m_SceneHandle, needsCullCallback);
scene.SetRendererLayer(m_SceneHandle, GetLayer());
UpdateLODGroup();
}
void Renderer::UpdateTransformInfo ()
{
Transform const& transform = GetTransform();
if(m_TransformDirty)
{
m_TransformInfo.invScale = 1.0f;
// will return a cached matrix most of the time
m_TransformInfo.transformType = transform.CalculateTransformMatrix (m_TransformInfo.worldMatrix);
}
if(m_BoundsDirty)
UpdateLocalAABB ();
TransformAABB( m_TransformInfo.localAABB, m_TransformInfo.worldMatrix, m_TransformInfo.worldAABB );
if (IsNoScaleTransform(m_TransformInfo.transformType))
return;
// run slow path for non uniform scale
Matrix4x4f scaleOnly;
float scale;
TransformType type = transform.CalculateTransformMatrixDisableNonUniformScale (m_TransformInfo.worldMatrix, scaleOnly, scale);
Assert (type == m_TransformInfo.transformType);
m_TransformInfo.invScale = 1.0F / scale;
if (IsNonUniformScaleTransform(type))
{
// must recalculate this since it is changed with the following transform
UpdateLocalAABB ();
TransformAABB (m_TransformInfo.localAABB, scaleOnly, m_TransformInfo.localAABB);
}
}
void Renderer::UpdateRenderer ()
{
if (ShouldBeInScene ())
{
if (!IsInScene())
{
m_SceneHandle = GetScene().AddRenderer (this);
}
Assert (m_SceneHandle != kInvalidSceneHandle);
UpdateSceneHandle ();
}
else
{
// This should not be necessary but fixes a weird bug where a mesh is
// being leaked when disabled before loading a scene. Happens in the fps tutorial.
RemoveFromScene ();
}
}
void Renderer::SetPropertyBlock (const MaterialPropertyBlock& block)
{
delete m_CustomProperties;
m_CustomProperties = new MaterialPropertyBlock (block);
ComputeCustomPropertiesHash();
}
void Renderer::GetPropertyBlock (MaterialPropertyBlock& outBlock)
{
if (!m_CustomProperties)
{
outBlock.Clear();
return;
}
outBlock = *m_CustomProperties;
}
void Renderer::ClearPropertyBlock ()
{
delete m_CustomProperties;
m_CustomProperties = NULL;
ComputeCustomPropertiesHash();
}
MaterialPropertyBlock& Renderer::GetPropertyBlockRememberToUpdateHash ()
{
if (!m_CustomProperties)
m_CustomProperties = new MaterialPropertyBlock ();
return *m_CustomProperties;
}
void Renderer::SetEnabled (bool newEnabled)
{
m_Enabled = newEnabled;
SetDirty();
SetVisible(m_Visible);
}
void Renderer::Deactivate (DeactivateOperation operation)
{
RemoveFromScene ();
UpdateManagerState( false );
Super::Deactivate (operation);
}
/// Set how many materials this renderer uses
/// @param size the number of materials.
void Renderer::SetMaterialCount (int size)
{
const size_t oldSize = m_Materials.size ();
if (size != (int)oldSize)
{
Assert(m_SubsetIndices.empty() || m_SubsetIndices.size() == m_Materials.size());
resize_trimmed (m_Materials, size);
HealSubsetIndices();
SetDirty ();
BoundsChanged();
}
}
void Renderer::HealSubsetIndices()
{
// We are using batching and our subset indices have gone out of sync
if (!m_SubsetIndices.empty() && m_SubsetIndices.size() != m_Materials.size())
{
int oldSize = m_SubsetIndices.size();
resize_trimmed (m_SubsetIndices, m_Materials.size());
// All new subset indices get the
for (size_t q = oldSize; q < m_SubsetIndices.size(); ++q)
m_SubsetIndices[q] = (UInt32)q;
BoundsChanged();
}
}
void Renderer::RemoveFromScene ()
{
if (!IsInScene())
return;
bool wasVisible = IsVisibleInScene ();
BaseRenderer* remRenderer = GetScene ().RemoveRenderer (m_SceneHandle);
Assert(remRenderer == this);
m_SceneHandle = kInvalidSceneHandle;
if (wasVisible)
RendererBecameInvisible ();
}
void Renderer::CheckConsistency()
{
Super::CheckConsistency();
HealSubsetIndices();
}
void Renderer::ClearSubsetIndices()
{
m_SubsetIndices.clear();
SetDirty ();
BoundsChanged();
}
void Renderer::SetSubsetIndex (int index, int subsetIndex)
{
if (m_SubsetIndices.empty())
{
resize_trimmed (m_SubsetIndices, m_Materials.size());
for (size_t q = 0; q < m_Materials.size(); ++q)
m_SubsetIndices[q] = (UInt32)q;
}
Assert(index < m_SubsetIndices.size());
Assert (m_Materials.size() == m_SubsetIndices.size());
m_SubsetIndices[index] = subsetIndex;
SetDirty ();
BoundsChanged();
}
/// Set a given Material.
/// @param material the material to assign
/// @param index the index to assign the material to.
void Renderer::SetMaterial (PPtr<Material> material, int index)
{
Assert (index < m_Materials.size());
m_Materials[index] = material;
/*
#if !DEPLOY_OPTIMIZED
Material* materialPtr = material;
if (materialPtr && materialPtr->GetOwner ().GetInstanceID () != 0 && materialPtr->GetOwner() != PPtr<Object> (this))
{
ErrorString("Assigning an instantiated material is not a good idea. Since the material is owned by another game object, it will be destroyed when the game object is destroyed.\nYou probably want to explicitly instantiate the material.");
}
#endif
*/
SetDirty ();
}
void Renderer::SetMaterialArray( const MaterialArray& m, const IndexArray& i )
{
m_Materials = m;
m_SubsetIndices = i;
}
Material* Renderer::GetAndAssignInstantiatedMaterial(int i, bool allowFromEditMode)
{
// Grab shared material
Material* material = NULL;
if (GetMaterialCount () > i)
material = GetMaterial (i);
// instantiate material if necessary
Material* instantiated = &Material::GetInstantiatedMaterial (material, *this, allowFromEditMode);
// Assign material
if (material != instantiated)
{
SetMaterialCount (std::max(GetMaterialCount (), i + 1));
SetMaterial (instantiated, i);
}
return instantiated;
}
Transform& Renderer::GetTransform()
{
if (!IsPartOfStaticBatch())
return GetComponent(Transform);
if (!m_StaticBatchRoot.IsNull())
return *m_StaticBatchRoot;
return *gIdentityTransform;
}
Transform const& Renderer::GetTransform() const
{
return const_cast<Renderer*>(this)->GetTransform();
}
Matrix4x4f Renderer::GetWorldToLocalMatrix () const
{
return GetTransform().GetWorldToLocalMatrix();
}
Matrix4x4f Renderer::GetLocalToWorldMatrix () const
{
return GetTransform().GetLocalToWorldMatrix();
}
// Receiver for the TransformChanged message.
// Updates the scene info with the new bounds.
void Renderer::TransformChanged (int changeMask)
{
m_TransformDirty = true;
BoundsChanged ();
}
// Receiver for the LayerChanged message.
// Updates the scene info with the new layerMask.
void Renderer::LayerChanged ()
{
LayerMaskChanged ();
}
void Renderer::AwakeFromLoad (AwakeFromLoadMode awakeMode)
{
Super::AwakeFromLoad (awakeMode);
// Materials might have been changed eg. from the property editor
// When loading from disk the materials are only being restored not changed
if ((awakeMode & kDidLoadFromDisk) == 0)
{
// m_Enabled might have changed - update visibility status
SetVisible(m_Visible);
}
UpdateManagerState( IsActive() );
SetupSortingOverride();
}
void Renderer::SupportedMessagesDidChange (int mask)
{
Super::SupportedMessagesDidChange(mask);
if (IsInScene())
{
bool needsCullCallback = (GetGameObject().GetSupportedMessages() & kHasOnWillRenderObject) != 0;
GetScene().SetRendererNeedsCullCallback(m_SceneHandle, needsCullCallback);
}
}
void Renderer::SetLightmapIndexInt(int index)
{
UInt8 oldIndex = m_LightmapIndex;
SetLightmapIndexIntNoDirty (index);
if (oldIndex != m_LightmapIndex)
SetDirty();
}
void Renderer::SetLightmapST( const Vector4f& st )
{
if (st != m_LightmapST)
{
m_LightmapST = st;
SetDirty();
}
}
#if UNITY_EDITOR
bool Renderer::CanSelectedWireframeBeRendered () const
{
return m_Enabled && m_Visible && IsInScene() && !m_SelectedWireframeHidden;
}
#endif
template<class TransferFunction>
void Renderer::Transfer (TransferFunction& transfer)
{
Super::Transfer (transfer);
transfer.Transfer(m_Enabled, "m_Enabled", kHideInEditorMask);
transfer.Transfer(m_CastShadows, "m_CastShadows");
transfer.Transfer(m_ReceiveShadows, "m_ReceiveShadows");
transfer.Transfer(m_LightmapIndex, "m_LightmapIndex", kHideInEditorMask | kDontAnimate);
transfer.Transfer(m_LightmapST, "m_LightmapTilingOffset", kHideInEditorMask | kDontAnimate);
transfer.Transfer (m_Materials, "m_Materials");
transfer.Transfer (m_SubsetIndices, "m_SubsetIndices", kHideInEditorMask);
transfer.Transfer (m_StaticBatchRoot, "m_StaticBatchRoot", kHideInEditorMask);
TRANSFER (m_UseLightProbes);
transfer.Align();
TRANSFER (m_LightProbeAnchor);
#if UNITY_EDITOR
if (!transfer.IsSerializingForGameRelease())
transfer.Transfer (m_ScaleInLightmap, "m_ScaleInLightmap", kHideInEditorMask | kDontAnimate);
#endif
transfer.Align();
transfer.Transfer (m_SortingLayer, "m_SortingLayer", kHideInEditorMask);
transfer.Transfer (m_SortingOrder, "m_SortingOrder", kHideInEditorMask);
// In the editor, we also transfer global sorting layer ID, so we can derive final sorting value
// in case layers are reordered / etc.
TRANSFER_EDITOR_ONLY_HIDDEN(m_SortingLayerID);
}
Vector3f Renderer::GetLightProbeInterpolationPosition (const AABB& worldBounds)
{
Transform* anchor = m_LightProbeAnchor;
if (anchor != NULL)
return anchor->GetPosition();
return worldBounds.GetCenter();
}
Vector3f Renderer::GetLightProbeInterpolationPosition ()
{
Transform* anchor = m_LightProbeAnchor;
if (anchor != NULL)
return anchor->GetPosition();
AABB aabb;
GetWorldAABB(aabb);
if (aabb.IsValid())
return aabb.GetCenter();
return Vector3f(0,0,0);
}
int Renderer::GetSortingLayerUserID() const
{
if (m_SortingLayer == 0)
return 0;
return ::GetSortingLayerUserIDFromValue(m_SortingLayer);
}
void Renderer::SetSortingLayerUserID(int id)
{
int layerValue = GetSortingLayerValueFromUserID(id);
if (m_SortingLayer == layerValue)
return;
# if UNITY_EDITOR
if (layerValue == 0)
m_SortingLayerID = 0;
else
m_SortingLayerID = ::GetSortingLayerUniqueIDFromValue(layerValue);
# endif
m_SortingLayer = layerValue;
SetupSortingOverride();
SetDirty();
}
std::string Renderer::GetSortingLayerName() const
{
if (m_SortingLayer == 0)
return std::string();
return ::GetSortingLayerNameFromValue(m_SortingLayer);
}
void Renderer::SetSortingLayerName(const std::string& name)
{
int layerValue = ::GetSortingLayerValueFromName(name);
int layerUserID = ::GetSortingLayerUserIDFromValue(layerValue);
SetSortingLayerUserID (layerUserID);
}
void Renderer::SetSortingOrder(SInt16 newValue)
{
if (m_SortingOrder == newValue)
return;
m_SortingOrder = newValue;
SetupSortingOverride();
}
void Renderer::SetupSortingOverride()
{
// In editor, make sure our final layer sorting value is up to date
// (might have changed behind our backs by global layer reordering).
# if UNITY_EDITOR
m_SortingLayer = GetSortingLayerValueFromUniqueID(m_SortingLayerID);
# endif // if UNITY_EDITOR
GlobalLayeringData gld = GlobalLayeringDataCleared();
gld.layer = m_SortingLayer;
gld.order = m_SortingOrder;
SetGlobalLayeringData(gld);
}
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