| | 1 | | using System.Collections; |
| | 2 | | using System.Collections.Generic; |
| | 3 | | using UnityEngine; |
| | 4 | | using UnityEngine.Pool; |
| | 5 | | using static DCL.DataStore_WorldObjects; |
| | 6 | |
|
| | 7 | | namespace DCL.Rendering |
| | 8 | | { |
| | 9 | | /// <summary> This class is used for tracking all the renderers, skinnedMeshRenderers and Animations of the world. < |
| | 10 | | public class CullingObjectsTracker : ICullingObjectsTracker |
| | 11 | | { |
| 127 | 12 | | private List<Renderer> usingRenderers = new List<Renderer>(); |
| | 13 | | private SkinnedMeshRenderer[] detectedSkinnedRenderers; |
| 127 | 14 | | private List<SkinnedMeshRenderer> usingSkinnedRenderers = new List<SkinnedMeshRenderer>(); |
| | 15 | | private Animation[] usingAnimations; |
| | 16 | |
|
| | 17 | | private int ignoredLayersMask; |
| 127 | 18 | | private bool dirty = true; |
| | 19 | |
|
| | 20 | |
|
| 127 | 21 | | public CullingObjectsTracker() |
| | 22 | | { |
| 127 | 23 | | PoolManager.i.OnGet += MarkDirty; |
| 127 | 24 | | } |
| | 25 | |
|
| | 26 | | /// <summary> Sets a layer mask to be ignored, only one layer mask can be ingored at a given time. </summary> |
| 286 | 27 | | public void SetIgnoredLayersMask(int ignoredLayersMask) { this.ignoredLayersMask = ignoredLayersMask; } |
| | 28 | |
|
| | 29 | | /// <summary> This will re-populate all the tracked objects synchronously </summary> |
| | 30 | | public void ForcePopulateRenderersList() |
| | 31 | | { |
| 128 | 32 | | detectedSkinnedRenderers = Object.FindObjectsOfType<SkinnedMeshRenderer>(); |
| | 33 | |
|
| 128 | 34 | | ForceCalculateRenderers(); |
| 128 | 35 | | ForceCalculateSkinnedRenderers(); |
| 128 | 36 | | usingAnimations = Object.FindObjectsOfType<Animation>(); |
| | 37 | |
|
| 128 | 38 | | dirty = false; |
| 128 | 39 | | } |
| | 40 | |
|
| | 41 | | /// <summary> If the dirty flag is true, this coroutine will re-populate all the tracked objects. </summary> |
| | 42 | | public IEnumerator PopulateRenderersList() |
| | 43 | | { |
| 14 | 44 | | if (!dirty) |
| 1 | 45 | | yield break; |
| | 46 | |
|
| 13 | 47 | | detectedSkinnedRenderers = Object.FindObjectsOfType<SkinnedMeshRenderer>(); |
| | 48 | |
|
| 13 | 49 | | yield return null; |
| 10 | 50 | | yield return CalculateRenderers(); |
| 9 | 51 | | yield return null; |
| 8 | 52 | | yield return CalculateSkinnedRenderers(); |
| 6 | 53 | | yield return null; |
| 6 | 54 | | usingAnimations = Object.FindObjectsOfType<Animation>(); |
| 6 | 55 | | yield return null; |
| | 56 | |
|
| 6 | 57 | | dirty = false; |
| 6 | 58 | | } |
| | 59 | |
|
| | 60 | | public void Dispose() |
| | 61 | | { |
| 125 | 62 | | dirty = true; |
| 125 | 63 | | usingRenderers = null; |
| 125 | 64 | | usingSkinnedRenderers = null; |
| 125 | 65 | | detectedSkinnedRenderers = null; |
| 125 | 66 | | usingAnimations = null; |
| 125 | 67 | | PoolManager.i.OnGet -= MarkDirty; |
| 125 | 68 | | } |
| | 69 | |
|
| | 70 | | /// <summary> Sets the dirty flag to true to make PopulateRenderersList retrieve all the scene objects on its ne |
| 905 | 71 | | public void MarkDirty() => dirty = true; |
| | 72 | |
|
| | 73 | | /// <summary> Returns true if dirty. </summary> |
| 2 | 74 | | public bool IsDirty() => dirty; |
| | 75 | |
|
| | 76 | | /// <summary> Returns the renderers list. </summary> |
| 133 | 77 | | public IReadOnlyList<Renderer> GetRenderers() => usingRenderers; |
| | 78 | |
|
| | 79 | | /// <summary> Returns the skinned renderers list. </summary> |
| 132 | 80 | | public IReadOnlyList<SkinnedMeshRenderer> GetSkinnedRenderers() => usingSkinnedRenderers; |
| | 81 | |
|
| | 82 | | /// <summary> Returns the animations list. </summary> |
| 130 | 83 | | public Animation[] GetAnimations() => usingAnimations; |
| | 84 | |
|
| | 85 | |
|
| | 86 | | private void ForceCalculateRenderers() |
| | 87 | | { |
| 128 | 88 | | usingRenderers = new List<Renderer>(); |
| 276 | 89 | | foreach (KeyValuePair<int, SceneData> entry in DataStore.i.sceneWorldObjects.sceneData) |
| | 90 | | { |
| 36 | 91 | | foreach (Renderer renderer in entry.Value.renderers.Get()) |
| | 92 | | { |
| 8 | 93 | | if (renderer == null || !renderer.gameObject.activeInHierarchy) |
| | 94 | | continue; |
| | 95 | |
|
| 8 | 96 | | if (ShouldNotBeIgnored(renderer)) |
| 8 | 97 | | usingRenderers.Add(renderer); |
| | 98 | | } |
| | 99 | | } |
| 128 | 100 | | } |
| | 101 | |
|
| | 102 | | private void ForceCalculateSkinnedRenderers() |
| | 103 | | { |
| 128 | 104 | | usingSkinnedRenderers = new List<SkinnedMeshRenderer>(detectedSkinnedRenderers); |
| 392 | 105 | | foreach (SkinnedMeshRenderer skinnedRenderer in detectedSkinnedRenderers) |
| | 106 | | { |
| 68 | 107 | | if (skinnedRenderer != null && ShouldNotBeIgnored(skinnedRenderer)) |
| 68 | 108 | | usingSkinnedRenderers.Add(skinnedRenderer); |
| | 109 | | } |
| 128 | 110 | | } |
| | 111 | |
|
| 89 | 112 | | private bool ShouldNotBeIgnored(Renderer renderer) => ((1 << renderer.gameObject.layer) & ignoredLayersMask) == |
| | 113 | |
|
| | 114 | |
|
| | 115 | | private IEnumerator CalculateRenderers() |
| | 116 | | { |
| 10 | 117 | | float currentStartTime = Time.realtimeSinceStartup; |
| 10 | 118 | | usingRenderers.Clear(); |
| 34 | 119 | | foreach (SceneData sceneData in DataStore.i.sceneWorldObjects.sceneData.GetValues()) |
| | 120 | | { |
| 7 | 121 | | if (sceneData == null) |
| | 122 | | continue; |
| | 123 | |
|
| 7 | 124 | | using (PooledObject<List<Renderer>> pooledObject = ListPool<Renderer>.Get(out List<Renderer> tempList)) |
| | 125 | | { |
| 26 | 126 | | foreach (Renderer renderer in sceneData.renderers.Get()) |
| 6 | 127 | | tempList.Add(renderer); |
| | 128 | |
|
| 26 | 129 | | foreach (Renderer renderer in tempList) |
| | 130 | | { |
| 6 | 131 | | if (renderer == null || !renderer.gameObject.activeInHierarchy) |
| | 132 | | continue; |
| | 133 | |
|
| 6 | 134 | | if (Time.realtimeSinceStartup - currentStartTime >= CullingControllerSettings.MAX_TIME_BUDGET) |
| | 135 | | { |
| 0 | 136 | | yield return null; |
| 0 | 137 | | currentStartTime = Time.realtimeSinceStartup; |
| | 138 | | } |
| | 139 | |
|
| 6 | 140 | | if (ShouldNotBeIgnored(renderer)) |
| 5 | 141 | | usingRenderers.Add(renderer); |
| 6 | 142 | | } |
| 7 | 143 | | } |
| | 144 | | } |
| 10 | 145 | | } |
| | 146 | |
|
| | 147 | | private IEnumerator CalculateSkinnedRenderers() |
| | 148 | | { |
| 8 | 149 | | float currentStartTime = Time.realtimeSinceStartup; |
| 8 | 150 | | List<SkinnedMeshRenderer> checkingSkinnedRenderers = new List<SkinnedMeshRenderer>(detectedSkinnedRenderers) |
| 8 | 151 | | usingSkinnedRenderers = new List<SkinnedMeshRenderer>(); |
| 30 | 152 | | for (int i = checkingSkinnedRenderers.Count - 1; i >= 0; i--) |
| | 153 | | { |
| 7 | 154 | | SkinnedMeshRenderer skinnedRenderer = checkingSkinnedRenderers[i]; |
| 7 | 155 | | if (skinnedRenderer == null) |
| | 156 | | continue; |
| | 157 | |
|
| 7 | 158 | | if (Time.realtimeSinceStartup - currentStartTime >= CullingControllerSettings.MAX_TIME_BUDGET) |
| | 159 | | { |
| 0 | 160 | | yield return null; |
| 0 | 161 | | currentStartTime = Time.realtimeSinceStartup; |
| | 162 | | } |
| | 163 | |
|
| 7 | 164 | | if (ShouldNotBeIgnored(skinnedRenderer)) |
| 6 | 165 | | usingSkinnedRenderers.Add(skinnedRenderer); |
| 7 | 166 | | } |
| 8 | 167 | | } |
| | 168 | | } |
| | 169 | | } |