Example #1
0
        public void ProcessLighting(Camera camera)
        {
            if (DaydreamLight.s_resortLights)
            {
                DaydreamLight.s_resortLights = false;
                DaydreamLight.ResortLights();
            }

            bool changed = true;

            if (DaydreamLight.s_masterLightArray != null && DaydreamLight.s_masterLightArray.Length > 0)
            {
                // update lights
                DaydreamLight.StartFrame(camera);

                DaydreamLight lightData = null;

                for (int i = 0, k = DaydreamLight.s_masterLightArray.Length; i < k; ++i)
                {
                    if (i >= DaydreamLight.s_masterLightArray.Length)
                    {
                        break;
                    }

                    lightData = DaydreamLight.s_masterLightArray[i];
#if UNITY_EDITOR
                    lightData.InEditorUpdate();
#endif
                    lightData.CheckForChange();
                    lightData.UpdateFrame();
                    lightData.UpdateViewSpace();
                }

                changed      = DaydreamLight.AnyLightChanged() || m_lightCount != DaydreamLight.GetLightCount();
                m_lightCount = DaydreamLight.GetLightCount();
            }


            if (DaydreamMeshRenderer.m_objectList != null)
            {
                DaydreamMeshRenderer.StartFrame();

                // process objects
                for (int i = 0, k = DaydreamMeshRenderer.m_objectList.Count; i < k; ++i)
                {
                    DaydreamMeshRenderer dmr = DaydreamMeshRenderer.m_objectList[i];

                    if (!dmr.m_didInit)
                    {
                        dmr.DMRInit();
                    }
#if UNITY_EDITOR
                    dmr.InEditorUpdate();
#endif
                    dmr.UpdateStaticState();
                    dmr.ApplyLighting(changed);
                }
            }
        }
        void OnPostprocessModel(GameObject model)
        {
            Renderer[] rs = model.GetComponentsInChildren <Renderer>();
            foreach (Renderer r in rs)
            {
                foreach (Material m in r.sharedMaterials)
                {
                    if (m.shader.name.ToLower().Contains("daydream"))
                    {
                        DaydreamMeshRenderer dmr = r.gameObject.GetComponent <DaydreamMeshRenderer>();
                        if (dmr != null)
                        {
                            GameObject.DestroyImmediate(dmr, true);
                        }
                        r.gameObject.AddComponent <DaydreamMeshRenderer>();

                        break;
                    }
                }
            }
        }
Example #3
0
        public void ProcessLighting(Camera camera)
        {
            if (DaydreamLight.s_resortLights)
            {
                DaydreamLight.s_resortLights = false;
                DaydreamLight.ResortLights();
            }

            #if UNITY_EDITOR
            for (int i = 0, k = s_inEditorUpdateList.Count; i < k; ++i)
            {
                s_inEditorUpdateList[i].InEditorUpdate();
            }
            #endif

            bool changed = true;
            if (DaydreamLight.s_masterLightArray != null && DaydreamLight.s_masterLightArray.Length > 0)
            {
                // update lights
                DaydreamLight.StartFrame(camera);

                DaydreamLight lightData = null;

                for (int i = 0, k = DaydreamLight.s_masterLightArray.Length; i < k; ++i)
                {
                    if (i >= DaydreamLight.s_masterLightArray.Length)
                    {
                        break;
                    }

                    lightData = DaydreamLight.s_masterLightArray[i];

                    // these should update once per frame regardless of camera count
                    if (m_frameStarted)
                    {
                        #if UNITY_EDITOR
                        lightData.InEditorUpdate();
                        #endif
                        lightData.CheckForChange();
                        lightData.UpdateFrame();
                    }

                    // this updates each frame for each camera
                    lightData.UpdateViewSpace();
                }

                // first time through this should get set back to false so other cameras
                // don't update light values that only need to be udpate once per frame
                m_frameStarted = false;

                changed      = DaydreamLight.AnyLightChanged() || m_lightCount != DaydreamLight.GetLightCount();
                m_lightCount = DaydreamLight.GetLightCount();
            }

            if (s_objectList != null)
            {
                DaydreamMeshRenderer.StartFrame();

                // process objects
                for (int i = 0, k = s_objectList.Count; i < k; ++i)
                {
                    DaydreamMeshRenderer dmr = s_objectList[i];

                    if (!dmr.m_didInit)
                    {
                        dmr.DMRInit();
                    }
#if UNITY_EDITOR
                    if (!dmr.InEditorUpdate())
                    {
                        continue;
                    }
#endif
                    dmr.UpdateStaticState();
                    dmr.ApplyLighting(changed);
                }
            }
        }
Example #4
0
 public void OnPreCull(Camera camera)
 {
     DaydreamLightingManager.s_objectList.Clear();
     DaydreamMeshRenderer.Clear();
 }
Example #5
0
 public void OnPreCull(Camera camera)
 {
     DaydreamMeshRenderer.Clear();
 }
        static void ApplyLightingComponents()
        {
            // check renderers
            List <GameObject> roots           = Utilities.GetAllRoots();
            List <GameObject> missingRenderer = new List <GameObject>();
            List <GameObject> missingDrLight  = new List <GameObject>();

            for (int i = 0, k = roots.Count; i < k; ++i)
            {
                Renderer[] renderers = roots[i].GetComponentsInChildren <Renderer>();
                Light[]    lights    = roots[i].GetComponentsInChildren <Light>();

                for (int j = 0, n = renderers.Length; j < n; ++j)
                {
                    MeshRenderer        mr  = renderers[j] as MeshRenderer;
                    SkinnedMeshRenderer smr = renderers[j] as SkinnedMeshRenderer;

                    if (renderers[j] == null || (mr == null && smr == null))
                    {
                        continue;
                    }

                    bool isDaydreamRendered = false;
                    for (int m = 0; m < renderers[j].sharedMaterials.Length; ++m)
                    {
                        if (renderers[j].sharedMaterials[m] != null && renderers[j].sharedMaterials[m].shader.name.ToLower().Contains("daydream"))
                        {
                            isDaydreamRendered = true;
                            break;
                        }
                    }
                    if (renderers[j] != null && isDaydreamRendered)
                    {
                        DaydreamMeshRenderer dmr = renderers[j].GetComponent <DaydreamMeshRenderer>();
                        if (null == dmr)
                        {
                            missingRenderer.Add(renderers[j].gameObject);
                        }
                        else
                        {
                            // update disable/enabled
                            dmr.enabled = renderers[j].enabled;
                        }
                    }
                }
                for (int j = 0, n = lights.Length; j < n; ++j)
                {
                    if (lights[j] != null && null == lights[j].GetComponent <DaydreamLight>())
                    {
                        missingDrLight.Add(lights[j].gameObject);
                    }
                }
            }

            if (missingRenderer.Count != 0 || missingDrLight.Count != 0)
            {
                if (!Application.isPlaying)
                {
                    for (int i = 0, k = missingRenderer.Count; i < k; ++i)
                    {
                        if (missingRenderer[i] != null)
                        {
                            missingRenderer[i].AddComponent <DaydreamMeshRenderer>();
                        }
                    }
                    for (int i = 0, k = missingDrLight.Count; i < k; ++i)
                    {
                        if (missingDrLight[i] != null)
                        {
                            missingDrLight[i].AddComponent <DaydreamLight>();
                        }
                    }
                }
                else
                {
                    Debug.LogWarning("DaydreamLight must be added to Light components and DaydreamMeshRenderer must be added to MeshRenderer objects in order for Daydream Lighting system to function");
                }
            }
        }