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- //#define TMP_DEBUG_MODE
- using UnityEngine;
- using System.Collections.Generic;
- using UnityEngine.UI;
- namespace TMPro
- {
- public static class TMP_MaterialManager
- {
- private static List<MaskingMaterial> m_materialList = new List<MaskingMaterial>();
- private static Dictionary<long, FallbackMaterial> m_fallbackMaterials = new Dictionary<long, FallbackMaterial>();
- private static Dictionary<int, long> m_fallbackMaterialLookup = new Dictionary<int, long>();
- private static List<FallbackMaterial> m_fallbackCleanupList = new List<FallbackMaterial>();
- private static bool isFallbackListDirty;
- static TMP_MaterialManager()
- {
- Camera.onPreRender += new Camera.CameraCallback(OnPreRender);
- Canvas.willRenderCanvases += new Canvas.WillRenderCanvases(OnPreRenderCanvas);
- }
- static void OnPreRender(Camera cam)
- {
- if (isFallbackListDirty)
- {
- //Debug.Log("1 - Cleaning up Fallback Materials.");
- CleanupFallbackMaterials();
- isFallbackListDirty = false;
- }
- }
- static void OnPreRenderCanvas()
- {
- if (isFallbackListDirty)
- {
- //Debug.Log("2 - Cleaning up Fallback Materials.");
- CleanupFallbackMaterials();
- isFallbackListDirty = false;
- }
- }
- /// <summary>
- /// Create a Masking Material Instance for the given ID
- /// </summary>
- /// <param name="baseMaterial"></param>
- /// <param name="stencilID"></param>
- /// <returns></returns>
- public static Material GetStencilMaterial(Material baseMaterial, int stencilID)
- {
- // Check if Material supports masking
- if (!baseMaterial.HasProperty(ShaderUtilities.ID_StencilID))
- {
- Debug.LogWarning("Selected Shader does not support Stencil Masking. Please select the Distance Field or Mobile Distance Field Shader.");
- return baseMaterial;
- }
- int baseMaterialID = baseMaterial.GetInstanceID();
- // If baseMaterial already has a corresponding masking material, return it.
- for (int i = 0; i < m_materialList.Count; i++)
- {
- if (m_materialList[i].baseMaterial.GetInstanceID() == baseMaterialID && m_materialList[i].stencilID == stencilID)
- {
- m_materialList[i].count += 1;
- #if TMP_DEBUG_MODE
- ListMaterials();
- #endif
- return m_materialList[i].stencilMaterial;
- }
- }
- // No matching masking material found. Create and return a new one.
- Material stencilMaterial;
- //Create new Masking Material Instance for this Base Material
- stencilMaterial = new Material(baseMaterial);
- stencilMaterial.hideFlags = HideFlags.HideAndDontSave;
- #if UNITY_EDITOR
- stencilMaterial.name += " Masking ID:" + stencilID;
- #endif
- stencilMaterial.shaderKeywords = baseMaterial.shaderKeywords;
- // Set Stencil Properties
- ShaderUtilities.GetShaderPropertyIDs();
- stencilMaterial.SetFloat(ShaderUtilities.ID_StencilID, stencilID);
- //stencilMaterial.SetFloat(ShaderUtilities.ID_StencilOp, 0);
- stencilMaterial.SetFloat(ShaderUtilities.ID_StencilComp, 4);
- //stencilMaterial.SetFloat(ShaderUtilities.ID_StencilReadMask, stencilID);
- //stencilMaterial.SetFloat(ShaderUtilities.ID_StencilWriteMask, 0);
- MaskingMaterial temp = new MaskingMaterial();
- temp.baseMaterial = baseMaterial;
- temp.stencilMaterial = stencilMaterial;
- temp.stencilID = stencilID;
- temp.count = 1;
- m_materialList.Add(temp);
- #if TMP_DEBUG_MODE
- ListMaterials();
- #endif
- return stencilMaterial;
- }
- /// <summary>
- /// Function to release the stencil material.
- /// </summary>
- /// <param name="stencilMaterial"></param>
- public static void ReleaseStencilMaterial(Material stencilMaterial)
- {
- int stencilMaterialID = stencilMaterial.GetInstanceID();
-
- for (int i = 0; i < m_materialList.Count; i++)
- {
- if (m_materialList[i].stencilMaterial.GetInstanceID() == stencilMaterialID)
- {
- if (m_materialList[i].count > 1)
- m_materialList[i].count -= 1;
- else
- {
- Object.DestroyImmediate(m_materialList[i].stencilMaterial);
- m_materialList.RemoveAt(i);
- stencilMaterial = null;
- }
- break;
- }
- }
- #if TMP_DEBUG_MODE
- ListMaterials();
- #endif
- }
- // Function which returns the base material associated with a Masking Material
- public static Material GetBaseMaterial(Material stencilMaterial)
- {
- // Check if maskingMaterial already has a base material associated with it.
- int index = m_materialList.FindIndex(item => item.stencilMaterial == stencilMaterial);
- if (index == -1)
- return null;
- else
- return m_materialList[index].baseMaterial;
- }
- /// <summary>
- /// Function to set the Material Stencil ID
- /// </summary>
- /// <param name="material"></param>
- /// <param name="stencilID"></param>
- /// <returns></returns>
- public static Material SetStencil(Material material, int stencilID)
- {
- material.SetFloat(ShaderUtilities.ID_StencilID, stencilID);
-
- if (stencilID == 0)
- material.SetFloat(ShaderUtilities.ID_StencilComp, 8);
- else
- material.SetFloat(ShaderUtilities.ID_StencilComp, 4);
- return material;
- }
- public static void AddMaskingMaterial(Material baseMaterial, Material stencilMaterial, int stencilID)
- {
- // Check if maskingMaterial already has a base material associated with it.
- int index = m_materialList.FindIndex(item => item.stencilMaterial == stencilMaterial);
- if (index == -1)
- {
- MaskingMaterial temp = new MaskingMaterial();
- temp.baseMaterial = baseMaterial;
- temp.stencilMaterial = stencilMaterial;
- temp.stencilID = stencilID;
- temp.count = 1;
- m_materialList.Add(temp);
- }
- else
- {
- stencilMaterial = m_materialList[index].stencilMaterial;
- m_materialList[index].count += 1;
- }
- }
- public static void RemoveStencilMaterial(Material stencilMaterial)
- {
- // Check if maskingMaterial is already on the list.
- int index = m_materialList.FindIndex(item => item.stencilMaterial == stencilMaterial);
- if (index != -1)
- {
- m_materialList.RemoveAt(index);
- }
- #if TMP_DEBUG_MODE
- ListMaterials();
- #endif
- }
- public static void ReleaseBaseMaterial(Material baseMaterial)
- {
- // Check if baseMaterial already has a masking material associated with it.
- int index = m_materialList.FindIndex(item => item.baseMaterial == baseMaterial);
- if (index == -1)
- {
- Debug.Log("No Masking Material exists for " + baseMaterial.name);
- }
- else
- {
- if (m_materialList[index].count > 1)
- {
- m_materialList[index].count -= 1;
- Debug.Log("Removed (1) reference to " + m_materialList[index].stencilMaterial.name + ". There are " + m_materialList[index].count + " references left.");
- }
- else
- {
- Debug.Log("Removed last reference to " + m_materialList[index].stencilMaterial.name + " with ID " + m_materialList[index].stencilMaterial.GetInstanceID());
- Object.DestroyImmediate(m_materialList[index].stencilMaterial);
- m_materialList.RemoveAt(index);
- }
- }
- #if TMP_DEBUG_MODE
- ListMaterials();
- #endif
- }
- public static void ClearMaterials()
- {
- if (m_materialList.Count == 0)
- {
- Debug.Log("Material List has already been cleared.");
- return;
- }
- for (int i = 0; i < m_materialList.Count; i++)
- {
- //Material baseMaterial = m_materialList[i].baseMaterial;
- Material stencilMaterial = m_materialList[i].stencilMaterial;
- Object.DestroyImmediate(stencilMaterial);
- m_materialList.RemoveAt(i);
- }
- }
- /// <summary>
- /// Function to get the Stencil ID
- /// </summary>
- /// <param name="obj"></param>
- /// <returns></returns>
- public static int GetStencilID(GameObject obj)
- {
- // Implementation is almost copied from Unity UI
- var count = 0;
- var transform = obj.transform;
- var stopAfter = FindRootSortOverrideCanvas(transform);
- if (transform == stopAfter)
- return count;
- var t = transform.parent;
- var components = TMP_ListPool<Mask>.Get();
- while (t != null)
- {
- t.GetComponents<Mask>(components);
- for (var i = 0; i < components.Count; ++i)
- {
- var mask = components[i];
- if (mask != null && mask.MaskEnabled() && mask.graphic.IsActive())
- {
- ++count;
- break;
- }
- }
- if (t == stopAfter)
- break;
- t = t.parent;
- }
- TMP_ListPool<Mask>.Release(components);
- return Mathf.Min((1 << count) - 1, 255);
- }
- public static Material GetMaterialForRendering(MaskableGraphic graphic, Material baseMaterial)
- {
- if (baseMaterial == null)
- return null;
- var modifiers = TMP_ListPool<IMaterialModifier>.Get();
- graphic.GetComponents(modifiers);
- var result = baseMaterial;
- for (int i = 0; i < modifiers.Count; i++)
- result = modifiers[i].GetModifiedMaterial(result);
- TMP_ListPool<IMaterialModifier>.Release(modifiers);
- return result;
- }
- private static Transform FindRootSortOverrideCanvas(Transform start)
- {
- // Implementation is copied from Unity UI
- var canvasList = TMP_ListPool<Canvas>.Get();
- start.GetComponentsInParent(false, canvasList);
- Canvas canvas = null;
- for (int i = 0; i < canvasList.Count; ++i)
- {
- canvas = canvasList[i];
- // We found the canvas we want to use break
- if (canvas.overrideSorting)
- break;
- }
- TMP_ListPool<Canvas>.Release(canvasList);
- return canvas != null ? canvas.transform : null;
- }
- /// <summary>
- /// This function returns a material instance using the material properties of a previous material but using the font atlas texture of the new font asset.
- /// </summary>
- /// <param name="sourceMaterial">The material containing the source material properties to be copied to the new material.</param>
- /// <param name="targetMaterial">The font atlas texture that should be assigned to the new material.</param>
- /// <returns></returns>
- public static Material GetFallbackMaterial (Material sourceMaterial, Material targetMaterial)
- {
- int sourceID = sourceMaterial.GetInstanceID();
- Texture tex = targetMaterial.GetTexture(ShaderUtilities.ID_MainTex);
- int texID = tex.GetInstanceID();
- long key = (long)sourceID << 32 | (long)(uint)texID;
- if (m_fallbackMaterials.TryGetValue(key, out FallbackMaterial fallback))
- {
- //Debug.Log("Material [" + fallback.fallbackMaterial.name + "] already exists.");
- return fallback.fallbackMaterial;
- }
- // Create new material from the source material and copy properties if using distance field shaders.
- Material fallbackMaterial = null;
- if (sourceMaterial.HasProperty(ShaderUtilities.ID_GradientScale) && targetMaterial.HasProperty(ShaderUtilities.ID_GradientScale))
- {
- fallbackMaterial = new Material(sourceMaterial);
- fallbackMaterial.hideFlags = HideFlags.HideAndDontSave;
- #if UNITY_EDITOR
- fallbackMaterial.name += " + " + tex.name;
- //Debug.Log("Creating new fallback material for " + fallbackMaterial.name);
- #endif
- fallbackMaterial.SetTexture(ShaderUtilities.ID_MainTex, tex);
- // Retain material properties unique to target material.
- fallbackMaterial.SetFloat(ShaderUtilities.ID_GradientScale, targetMaterial.GetFloat(ShaderUtilities.ID_GradientScale));
- fallbackMaterial.SetFloat(ShaderUtilities.ID_TextureWidth, targetMaterial.GetFloat(ShaderUtilities.ID_TextureWidth));
- fallbackMaterial.SetFloat(ShaderUtilities.ID_TextureHeight, targetMaterial.GetFloat(ShaderUtilities.ID_TextureHeight));
- fallbackMaterial.SetFloat(ShaderUtilities.ID_WeightNormal, targetMaterial.GetFloat(ShaderUtilities.ID_WeightNormal));
- fallbackMaterial.SetFloat(ShaderUtilities.ID_WeightBold, targetMaterial.GetFloat(ShaderUtilities.ID_WeightBold));
- }
- else
- {
- fallbackMaterial = new Material(targetMaterial);
- }
- fallback = new FallbackMaterial();
- fallback.baseID = sourceID;
- fallback.baseMaterial = sourceMaterial;
- fallback.fallbackID = key;
- fallback.fallbackMaterial = fallbackMaterial;
- fallback.count = 0;
- m_fallbackMaterials.Add(key, fallback);
- m_fallbackMaterialLookup.Add(fallbackMaterial.GetInstanceID(), key);
- #if TMP_DEBUG_MODE
- ListFallbackMaterials();
- #endif
- return fallbackMaterial;
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="targetMaterial"></param>
- public static void AddFallbackMaterialReference(Material targetMaterial)
- {
- if (targetMaterial == null) return;
- int sourceID = targetMaterial.GetInstanceID();
- // Lookup key to retrieve
- if (m_fallbackMaterialLookup.TryGetValue(sourceID, out long key))
- {
- if (m_fallbackMaterials.TryGetValue(key, out FallbackMaterial fallback))
- {
- //Debug.Log("Adding Fallback material " + fallback.fallbackMaterial.name + " with reference count of " + (fallback.count + 1));
- fallback.count += 1;
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="targetMaterial"></param>
- public static void RemoveFallbackMaterialReference(Material targetMaterial)
- {
- if (targetMaterial == null) return;
- int sourceID = targetMaterial.GetInstanceID();
- // Lookup key to retrieve
- if (m_fallbackMaterialLookup.TryGetValue(sourceID, out long key))
- {
- if (m_fallbackMaterials.TryGetValue(key, out FallbackMaterial fallback))
- {
- fallback.count -= 1;
- if (fallback.count < 1)
- m_fallbackCleanupList.Add(fallback);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- public static void CleanupFallbackMaterials()
- {
- // Return if the list is empty.
- if (m_fallbackCleanupList.Count == 0) return;
- for (int i = 0; i < m_fallbackCleanupList.Count; i++)
- {
- FallbackMaterial fallback = m_fallbackCleanupList[i];
- if (fallback.count < 1)
- {
- //Debug.Log("Cleaning up " + fallback.fallbackMaterial.name);
- Material mat = fallback.fallbackMaterial;
- m_fallbackMaterials.Remove(fallback.fallbackID);
- m_fallbackMaterialLookup.Remove(mat.GetInstanceID());
- Object.DestroyImmediate(mat);
- mat = null;
- }
- }
- m_fallbackCleanupList.Clear();
- }
- /// <summary>
- /// Function to release the fallback material.
- /// </summary>
- /// <param name="fallackMaterial"></param>
- public static void ReleaseFallbackMaterial(Material fallackMaterial)
- {
- if (fallackMaterial == null) return;
- int materialID = fallackMaterial.GetInstanceID();
- if (m_fallbackMaterialLookup.TryGetValue(materialID, out long key))
- {
- if (m_fallbackMaterials.TryGetValue(key, out FallbackMaterial fallback))
- {
- //Debug.Log("Releasing Fallback material " + fallback.fallbackMaterial.name + " with remaining reference count of " + (fallback.count - 1));
- fallback.count -= 1;
- if (fallback.count < 1)
- m_fallbackCleanupList.Add(fallback);
- }
- }
- isFallbackListDirty = true;
- #if TMP_DEBUG_MODE
- ListFallbackMaterials();
- #endif
- }
- private class FallbackMaterial
- {
- public int baseID;
- public Material baseMaterial;
- public long fallbackID;
- public Material fallbackMaterial;
- public int count;
- }
- private class MaskingMaterial
- {
- public Material baseMaterial;
- public Material stencilMaterial;
- public int count;
- public int stencilID;
- }
- /// <summary>
- /// Function to copy the properties of a source material preset to another while preserving the unique font asset properties of the destination material.
- /// </summary>
- /// <param name="source"></param>
- /// <param name="destination"></param>
- public static void CopyMaterialPresetProperties(Material source, Material destination)
- {
- if (!source.HasProperty(ShaderUtilities.ID_GradientScale) || !destination.HasProperty(ShaderUtilities.ID_GradientScale))
- return;
- // Save unique material properties
- Texture dst_texture = destination.GetTexture(ShaderUtilities.ID_MainTex);
- float dst_gradientScale = destination.GetFloat(ShaderUtilities.ID_GradientScale);
- float dst_texWidth = destination.GetFloat(ShaderUtilities.ID_TextureWidth);
- float dst_texHeight = destination.GetFloat(ShaderUtilities.ID_TextureHeight);
- float dst_weightNormal = destination.GetFloat(ShaderUtilities.ID_WeightNormal);
- float dst_weightBold = destination.GetFloat(ShaderUtilities.ID_WeightBold);
- // Copy all material properties
- destination.CopyPropertiesFromMaterial(source);
- // Copy shader keywords
- destination.shaderKeywords = source.shaderKeywords;
- // Restore unique material properties
- destination.SetTexture(ShaderUtilities.ID_MainTex, dst_texture);
- destination.SetFloat(ShaderUtilities.ID_GradientScale, dst_gradientScale);
- destination.SetFloat(ShaderUtilities.ID_TextureWidth, dst_texWidth);
- destination.SetFloat(ShaderUtilities.ID_TextureHeight, dst_texHeight);
- destination.SetFloat(ShaderUtilities.ID_WeightNormal, dst_weightNormal);
- destination.SetFloat(ShaderUtilities.ID_WeightBold, dst_weightBold);
- }
- #if TMP_DEBUG_MODE
- /// <summary>
- ///
- /// </summary>
- public static void ListMaterials()
- {
- if (m_materialList.Count() == 0)
- {
- Debug.Log("Material List is empty.");
- return;
- }
- //Debug.Log("List contains " + m_materialList.Count() + " items.");
- for (int i = 0; i < m_materialList.Count(); i++)
- {
- Material baseMaterial = m_materialList[i].baseMaterial;
- Material stencilMaterial = m_materialList[i].stencilMaterial;
- Debug.Log("Item #" + (i + 1) + " - Base Material is [" + baseMaterial.name + "] with ID " + baseMaterial.GetInstanceID() + " is associated with [" + (stencilMaterial != null ? stencilMaterial.name : "Null") + "] Stencil ID " + m_materialList[i].stencilID + " with ID " + (stencilMaterial != null ? stencilMaterial.GetInstanceID() : 0) + " and is referenced " + m_materialList[i].count + " time(s).");
- }
- }
- /// <summary>
- ///
- /// </summary>
- public static void ListFallbackMaterials()
- {
- if (m_fallbackMaterialList.Count() == 0)
- {
- Debug.Log("Material List is empty.");
- return;
- }
- Debug.Log("List contains " + m_fallbackMaterialList.Count() + " items.");
- for (int i = 0; i < m_fallbackMaterialList.Count(); i++)
- {
- Material baseMaterial = m_fallbackMaterialList[i].baseMaterial;
- Material fallbackMaterial = m_fallbackMaterialList[i].fallbackMaterial;
- Debug.Log("Item #" + (i + 1) + " - Base Material is [" + baseMaterial.name + "] with ID " + baseMaterial.GetInstanceID() + " is associated with [" + (fallbackMaterial != null ? fallbackMaterial.name : "Null") + "] with ID " + (fallbackMaterial != null ? fallbackMaterial.GetInstanceID() : 0) + " and is referenced " + m_fallbackMaterialList[i].count + " time(s).");
- }
- }
- #endif
- }
- }
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