BasicRoomCullingCamera.cs 11 KB

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  1. #define RENDER_PIPELINE
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using UnityEngine;
  5. #if RENDER_PIPELINE
  6. using UnityEngine.Rendering;
  7. #endif
  8. namespace DunGen
  9. {
  10. [AddComponentMenu("DunGen/Culling/Adjacent Room Culling (Multi-Camera)")]
  11. public class BasicRoomCullingCamera : MonoBehaviour
  12. {
  13. #region Helpers
  14. protected struct RendererData
  15. {
  16. public Renderer Renderer;
  17. public bool Enabled;
  18. public RendererData(Renderer renderer, bool enabled)
  19. {
  20. Renderer = renderer;
  21. Enabled = enabled;
  22. }
  23. }
  24. protected struct LightData
  25. {
  26. public Light Light;
  27. public bool Enabled;
  28. public LightData(Light light, bool enabled)
  29. {
  30. Light = light;
  31. Enabled = enabled;
  32. }
  33. }
  34. protected struct ReflectionProbeData
  35. {
  36. public ReflectionProbe Probe;
  37. public bool Enabled;
  38. public ReflectionProbeData(ReflectionProbe probe, bool enabled)
  39. {
  40. Probe = probe;
  41. Enabled = enabled;
  42. }
  43. }
  44. #endregion
  45. /// <summary>
  46. /// Determines how deep a tile must be before it's culled.
  47. /// 0: Only the current tile is visible
  48. /// 1: Only the current tile and all of its immediate neighbours are visible
  49. /// 2: Same as 1 but all of their neighbours are also visible
  50. /// ... etc
  51. /// </summary>
  52. public int AdjacentTileDepth = 1;
  53. /// <summary>
  54. /// If true, any tiles behind a closed door will be culled even if they're in range
  55. /// </summary>
  56. public bool CullBehindClosedDoors = true;
  57. /// <summary>
  58. /// The target object to use (defaults to this object). For third-person games,
  59. /// this would be the player character
  60. /// </summary>
  61. public Transform TargetOverride = null;
  62. /// <summary>
  63. /// Is culling enabled in the scene view of the editor?
  64. /// </summary>
  65. public bool CullInEditor = false;
  66. /// <summary>
  67. /// Should we cull light components?
  68. /// </summary>
  69. public bool CullLights = true;
  70. public bool IsReady { get; protected set; }
  71. protected bool isCulling;
  72. protected bool isDirty;
  73. protected DungeonGenerator generator;
  74. protected Tile currentTile;
  75. protected List<Tile> allTiles;
  76. protected List<Door> allDoors;
  77. protected List<Tile> visibleTiles;
  78. protected Dictionary<Tile, List<RendererData>> rendererVisibilities = new Dictionary<Tile, List<RendererData>>();
  79. protected Dictionary<Tile, List<LightData>> lightVisibilities = new Dictionary<Tile, List<LightData>>();
  80. protected Dictionary<Tile, List<ReflectionProbeData>> reflectionProbeVisibilities = new Dictionary<Tile, List<ReflectionProbeData>>();
  81. protected Dictionary<Door, List<RendererData>> doorRendererVisibilities = new Dictionary<Door, List<RendererData>>();
  82. protected virtual void Awake()
  83. {
  84. var runtimeDungeon = UnityUtil.FindObjectByType<RuntimeDungeon>();
  85. if (runtimeDungeon != null)
  86. {
  87. generator = runtimeDungeon.Generator;
  88. generator.OnGenerationStatusChanged += OnDungeonGenerationStatusChanged;
  89. if (generator.Status == GenerationStatus.Complete)
  90. SetDungeon(generator.CurrentDungeon);
  91. }
  92. }
  93. protected virtual void OnDestroy()
  94. {
  95. if (generator != null)
  96. generator.OnGenerationStatusChanged -= OnDungeonGenerationStatusChanged;
  97. }
  98. protected virtual void OnEnable()
  99. {
  100. #if RENDER_PIPELINE
  101. if (RenderPipelineManager.currentPipeline != null)
  102. {
  103. RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
  104. RenderPipelineManager.endCameraRendering += OnEndCameraRendering;
  105. return;
  106. }
  107. #endif
  108. Camera.onPreCull += EnableCulling;
  109. Camera.onPostRender += DisableCulling;
  110. }
  111. protected virtual void OnDisable()
  112. {
  113. #if RENDER_PIPELINE
  114. RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
  115. RenderPipelineManager.endCameraRendering -= OnEndCameraRendering;
  116. #endif
  117. Camera.onPreCull -= EnableCulling;
  118. Camera.onPostRender -= DisableCulling;
  119. }
  120. #if RENDER_PIPELINE
  121. private void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera)
  122. {
  123. EnableCulling(camera);
  124. }
  125. private void OnEndCameraRendering(ScriptableRenderContext context, Camera camera)
  126. {
  127. DisableCulling(camera);
  128. }
  129. #endif
  130. protected virtual void OnDungeonGenerationStatusChanged(DungeonGenerator generator, GenerationStatus status)
  131. {
  132. if (status == GenerationStatus.Complete)
  133. SetDungeon(generator.CurrentDungeon);
  134. else if (status == GenerationStatus.Failed)
  135. ClearDungeon();
  136. }
  137. protected virtual void EnableCulling(Camera camera)
  138. {
  139. SetCullingEnabled(camera, true);
  140. }
  141. protected virtual void DisableCulling(Camera camera)
  142. {
  143. SetCullingEnabled(camera, false);
  144. }
  145. protected void SetCullingEnabled(Camera camera, bool enabled)
  146. {
  147. if (!IsReady || camera == null)
  148. return;
  149. bool cullThisCameras = camera.gameObject == gameObject;
  150. #if UNITY_EDITOR
  151. if (CullInEditor)
  152. {
  153. var sceneCameras = UnityEditor.SceneView.GetAllSceneCameras();
  154. if (sceneCameras != null && sceneCameras.Contains(camera))
  155. cullThisCameras = true;
  156. }
  157. #endif
  158. if (cullThisCameras)
  159. SetIsCulling(enabled);
  160. }
  161. protected virtual void LateUpdate()
  162. {
  163. if (!IsReady)
  164. return;
  165. Transform target = (TargetOverride != null) ? TargetOverride : transform;
  166. bool hasPositionChanged = currentTile == null || !currentTile.Bounds.Contains(target.position);
  167. if (hasPositionChanged)
  168. {
  169. // Update current tile
  170. foreach (var tile in allTiles)
  171. {
  172. if (tile == null)
  173. continue;
  174. if (tile.Bounds.Contains(target.position))
  175. {
  176. currentTile = tile;
  177. break;
  178. }
  179. }
  180. isDirty = true;
  181. }
  182. if (isDirty)
  183. {
  184. UpdateCulling();
  185. // Update the list of renderers for tiles about to be culled
  186. foreach (var tile in allTiles)
  187. if (!visibleTiles.Contains(tile))
  188. UpdateRendererList(tile);
  189. }
  190. }
  191. protected void UpdateRendererList(Tile tile)
  192. {
  193. // Renderers
  194. List<RendererData> renderers;
  195. if (!rendererVisibilities.TryGetValue(tile, out renderers))
  196. rendererVisibilities[tile] = renderers = new List<RendererData>();
  197. else
  198. renderers.Clear();
  199. foreach (var renderer in tile.GetComponentsInChildren<Renderer>())
  200. renderers.Add(new RendererData(renderer, renderer.enabled));
  201. // Lights
  202. if (CullLights)
  203. {
  204. List<LightData> lights;
  205. if (!lightVisibilities.TryGetValue(tile, out lights))
  206. lightVisibilities[tile] = lights = new List<LightData>();
  207. else
  208. lights.Clear();
  209. foreach (var light in tile.GetComponentsInChildren<Light>())
  210. lights.Add(new LightData(light, light.enabled));
  211. }
  212. // Reflection Probes
  213. List<ReflectionProbeData> probes;
  214. if (!reflectionProbeVisibilities.TryGetValue(tile, out probes))
  215. reflectionProbeVisibilities[tile] = probes = new List<ReflectionProbeData>();
  216. else
  217. probes.Clear();
  218. foreach (var probe in tile.GetComponentsInChildren<ReflectionProbe>())
  219. probes.Add(new ReflectionProbeData(probe, probe.enabled));
  220. }
  221. protected void SetIsCulling(bool isCulling)
  222. {
  223. this.isCulling = isCulling;
  224. for (int i = 0; i < allTiles.Count; i++)
  225. {
  226. var tile = allTiles[i];
  227. if (visibleTiles.Contains(tile))
  228. continue;
  229. // Renderers
  230. List<RendererData> rendererData;
  231. if (rendererVisibilities.TryGetValue(tile, out rendererData))
  232. {
  233. foreach (var r in rendererData) // Removed null check on r.Renderer because it was expensive. Shouldn't be necessary
  234. r.Renderer.enabled = (isCulling) ? false : r.Enabled;
  235. }
  236. // Lights
  237. if (CullLights)
  238. {
  239. List<LightData> lightData;
  240. if (lightVisibilities.TryGetValue(tile, out lightData))
  241. {
  242. foreach (var l in lightData)
  243. l.Light.enabled = (isCulling) ? false : l.Enabled;
  244. }
  245. }
  246. // Reflection Probes
  247. List<ReflectionProbeData> probeData;
  248. if (reflectionProbeVisibilities.TryGetValue(tile, out probeData))
  249. {
  250. foreach (var p in probeData)
  251. p.Probe.enabled = (isCulling) ? false : p.Enabled;
  252. }
  253. }
  254. foreach (var door in allDoors)
  255. {
  256. bool isVisible = visibleTiles.Contains(door.DoorwayA.Tile) || visibleTiles.Contains(door.DoorwayB.Tile);
  257. List<RendererData> rendererData;
  258. if (doorRendererVisibilities.TryGetValue(door, out rendererData))
  259. {
  260. foreach (var r in rendererData)
  261. r.Renderer.enabled = (isCulling) ? isVisible : r.Enabled;
  262. }
  263. }
  264. }
  265. protected void UpdateCulling()
  266. {
  267. isDirty = false;
  268. visibleTiles.Clear();
  269. if (currentTile != null)
  270. visibleTiles.Add(currentTile);
  271. int processTileStart = 0;
  272. // Add neighbours down to RoomDepth (0 = just tiles containing characters, 1 = plus adjacent tiles, etc)
  273. for (int i = 0; i < AdjacentTileDepth; i++)
  274. {
  275. int processTileEnd = visibleTiles.Count;
  276. for (int t = processTileStart; t < processTileEnd; t++)
  277. {
  278. var tile = visibleTiles[t];
  279. // Get all connections to adjacent tiles
  280. foreach (var doorway in tile.UsedDoorways)
  281. {
  282. var adjacentTile = doorway.ConnectedDoorway.Tile;
  283. // Skip the tile if it's already visible
  284. if (visibleTiles.Contains(adjacentTile))
  285. continue;
  286. // No need to add adjacent rooms to the visible list when the door between them is closed
  287. if (CullBehindClosedDoors)
  288. {
  289. var door = doorway.DoorComponent;
  290. if (door != null && door.ShouldCullBehind)
  291. continue;
  292. }
  293. visibleTiles.Add(adjacentTile);
  294. }
  295. }
  296. processTileStart = processTileEnd;
  297. }
  298. }
  299. public void SetDungeon(Dungeon dungeon)
  300. {
  301. if (IsReady)
  302. ClearDungeon();
  303. if (dungeon == null)
  304. return;
  305. allTiles = new List<Tile>(dungeon.AllTiles);
  306. allDoors = new List<Door>(GetAllDoorsInDungeon(dungeon));
  307. visibleTiles = new List<Tile>(allTiles.Count);
  308. doorRendererVisibilities.Clear();
  309. foreach (var door in allDoors)
  310. {
  311. var renderers = new List<RendererData>();
  312. doorRendererVisibilities[door] = renderers;
  313. foreach (var renderer in door.GetComponentsInChildren<Renderer>(true))
  314. renderers.Add(new RendererData(renderer, renderer.enabled));
  315. door.OnDoorStateChanged += OnDoorStateChanged;
  316. }
  317. IsReady = true;
  318. isDirty = true;
  319. }
  320. protected IEnumerable<Door> GetAllDoorsInDungeon(Dungeon dungeon)
  321. {
  322. foreach (var doorObj in dungeon.Doors)
  323. {
  324. if (doorObj == null)
  325. continue;
  326. var door = doorObj.GetComponent<Door>();
  327. if (door != null)
  328. yield return door;
  329. }
  330. }
  331. protected virtual void ClearDungeon()
  332. {
  333. foreach (var door in allDoors)
  334. door.OnDoorStateChanged -= OnDoorStateChanged;
  335. IsReady = false;
  336. }
  337. protected virtual void OnDoorStateChanged(Door door, bool isOpen)
  338. {
  339. isDirty = true;
  340. }
  341. }
  342. }