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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
[ue4] Refactored renderer component.
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31f8147ef5
commit
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@ -176,10 +176,11 @@ void USpineSkeletonRendererComponent::UpdateMesh(spSkeleton* Skeleton) {
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TArray<FVector> vertices;
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TArray<int32> indices;
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TArray<FVector2D> uvs;
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TArray<FColor> colors;
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TArray<FColor> colors;
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TArray<FColor> darkColors;
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TArray<float> worldVertices;
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worldVertices.SetNumUninitialized(2 * 1024);
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TArray<float> attachmentVertices;
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attachmentVertices.SetNumUninitialized(2 * 1024);
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int idx = 0;
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int meshSection = 0;
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UMaterialInstanceDynamic* lastMaterial = nullptr;
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@ -187,140 +188,94 @@ void USpineSkeletonRendererComponent::UpdateMesh(spSkeleton* Skeleton) {
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ClearAllMeshSections();
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float depthOffset = 0;
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unsigned short quadIndices[] = { 0, 1, 2, 0, 2, 3 };
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for (int i = 0; i < Skeleton->slotsCount; ++i) {
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unsigned short* attachmentIndices = nullptr;
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int numVertices;
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int numIndices;
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spAtlasRegion* attachmentAtlasRegion = nullptr;
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spColor attachmentColor;
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spColor_setFromFloats(&attachmentColor, 1, 1, 1, 1);
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float* attachmentUvs = nullptr;
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spSlot* slot = Skeleton->drawOrder[i];
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spAttachment* attachment = slot->attachment;
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if (!attachment) continue;
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if (!attachment) continue;
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if (attachment->type != SP_ATTACHMENT_REGION && attachment->type != SP_ATTACHMENT_MESH) continue;
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if (attachment->type == SP_ATTACHMENT_REGION) {
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spRegionAttachment* regionAttachment = (spRegionAttachment*)attachment;
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spAtlasRegion* region = (spAtlasRegion*)regionAttachment->rendererObject;
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UMaterialInstanceDynamic* material = nullptr;
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// if the user switches the atlas data while not having switched
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// to the correct skeleton data yet, we won't find any regions.
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// ignore regions for which we can't find a material
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switch(slot->data->blendMode) {
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case SP_BLEND_MODE_NORMAL:
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if (!pageToNormalBlendMaterial.Contains(region->page)) continue;
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material = pageToNormalBlendMaterial[region->page];
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break;
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case SP_BLEND_MODE_ADDITIVE:
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if (!pageToAdditiveBlendMaterial.Contains(region->page)) continue;
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material = pageToAdditiveBlendMaterial[region->page];
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break;
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case SP_BLEND_MODE_MULTIPLY:
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if (!pageToMultiplyBlendMaterial.Contains(region->page)) continue;
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material = pageToMultiplyBlendMaterial[region->page];
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break;
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case SP_BLEND_MODE_SCREEN:
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if (!pageToScreenBlendMaterial.Contains(region->page)) continue;
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material = pageToScreenBlendMaterial[region->page];
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break;
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default:
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if (!pageToNormalBlendMaterial.Contains(region->page)) continue;
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material = pageToNormalBlendMaterial[region->page];
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}
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if (lastMaterial != material) {
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Flush(meshSection, vertices, indices, uvs, colors, lastMaterial);
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lastMaterial = material;
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idx = 0;
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}
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spRegionAttachment_computeWorldVertices(regionAttachment, slot->bone, worldVertices.GetData(), 0, 2);
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uint8 r = static_cast<uint8>(Skeleton->color.r * slot->color.r * 255);
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uint8 g = static_cast<uint8>(Skeleton->color.g * slot->color.g * 255);
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uint8 b = static_cast<uint8>(Skeleton->color.b * slot->color.b * 255);
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uint8 a = static_cast<uint8>(Skeleton->color.a * slot->color.a * 255);
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colors.Add(FColor(r, g, b, a));
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vertices.Add(FVector(worldVertices[0], depthOffset, worldVertices[1]));
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uvs.Add(FVector2D(regionAttachment->uvs[0], regionAttachment->uvs[1]));
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colors.Add(FColor(r, g, b, a));
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vertices.Add(FVector(worldVertices[2], depthOffset, worldVertices[3]));
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uvs.Add(FVector2D(regionAttachment->uvs[2], regionAttachment->uvs[3]));
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colors.Add(FColor(r, g, b, a));
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vertices.Add(FVector(worldVertices[4], depthOffset, worldVertices[5]));
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uvs.Add(FVector2D(regionAttachment->uvs[4], regionAttachment->uvs[5]));
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colors.Add(FColor(r, g, b, a));
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vertices.Add(FVector(worldVertices[6], depthOffset, worldVertices[7]));
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uvs.Add(FVector2D(regionAttachment->uvs[6], regionAttachment->uvs[7]));
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indices.Add(idx + 0);
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indices.Add(idx + 1);
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indices.Add(idx + 2);
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indices.Add(idx + 0);
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indices.Add(idx + 2);
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indices.Add(idx + 3);
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idx += 4;
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depthOffset += this->DepthOffset;
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} else if (attachment->type == SP_ATTACHMENT_MESH) {
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spColor_setFromColor(&attachmentColor, ®ionAttachment->color);
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attachmentAtlasRegion = (spAtlasRegion*)regionAttachment->rendererObject;
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spRegionAttachment_computeWorldVertices(regionAttachment, slot->bone, attachmentVertices.GetData(), 0, 2);
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attachmentIndices = quadIndices;
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attachmentUvs = regionAttachment->uvs;
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numVertices = 4;
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numIndices = 6;
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} else /*mesh*/ {
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spMeshAttachment* mesh = (spMeshAttachment*)attachment;
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spAtlasRegion* region = (spAtlasRegion*)mesh->rendererObject;
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UMaterialInstanceDynamic* material = nullptr;
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// if the user switches the atlas data while not having switched
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// to the correct skeleton data yet, we won't find any regions.
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// ignore regions for which we can't find a material
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switch(slot->data->blendMode) {
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case SP_BLEND_MODE_NORMAL:
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if (!pageToNormalBlendMaterial.Contains(region->page)) continue;
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material = pageToNormalBlendMaterial[region->page];
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break;
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case SP_BLEND_MODE_ADDITIVE:
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if (!pageToAdditiveBlendMaterial.Contains(region->page)) continue;
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material = pageToAdditiveBlendMaterial[region->page];
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break;
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case SP_BLEND_MODE_MULTIPLY:
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if (!pageToMultiplyBlendMaterial.Contains(region->page)) continue;
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material = pageToMultiplyBlendMaterial[region->page];
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break;
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case SP_BLEND_MODE_SCREEN:
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if (!pageToScreenBlendMaterial.Contains(region->page)) continue;
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material = pageToScreenBlendMaterial[region->page];
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break;
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default:
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if (!pageToNormalBlendMaterial.Contains(region->page)) continue;
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material = pageToNormalBlendMaterial[region->page];
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}
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if (lastMaterial != material) {
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Flush(meshSection, vertices, indices, uvs, colors, lastMaterial);
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lastMaterial = material;
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idx = 0;
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}
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if (mesh->super.worldVerticesLength> worldVertices.Num()) {
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worldVertices.SetNum(mesh->super.worldVerticesLength);
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}
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spVertexAttachment_computeWorldVertices(&mesh->super, slot, 0, mesh->super.worldVerticesLength, worldVertices.GetData(), 0, 2);
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uint8 r = static_cast<uint8>(Skeleton->color.r * slot->color.r * 255);
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uint8 g = static_cast<uint8>(Skeleton->color.g * slot->color.g * 255);
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uint8 b = static_cast<uint8>(Skeleton->color.b * slot->color.b * 255);
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uint8 a = static_cast<uint8>(Skeleton->color.a * slot->color.a * 255);
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for (int j = 0; j < mesh->super.worldVerticesLength; j += 2) {
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colors.Add(FColor(r, g, b, a));
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vertices.Add(FVector(worldVertices[j], depthOffset, worldVertices[j + 1]));
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uvs.Add(FVector2D(mesh->uvs[j], mesh->uvs[j + 1]));
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}
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for (int j = 0; j < mesh->trianglesCount; j++) {
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indices.Add(idx + mesh->triangles[j]);
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}
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idx += mesh->super.worldVerticesLength >> 1;
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depthOffset += this->DepthOffset;
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SetMaterial(meshSection, material);
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spColor_setFromColor(&attachmentColor, &mesh->color);
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attachmentAtlasRegion = (spAtlasRegion*)mesh->rendererObject;
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if (mesh->super.worldVerticesLength > attachmentVertices.Num()) attachmentVertices.SetNum(mesh->super.worldVerticesLength);
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spVertexAttachment_computeWorldVertices(&mesh->super, slot, 0, mesh->super.worldVerticesLength, attachmentVertices.GetData(), 0, 2);
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attachmentIndices = mesh->triangles;
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attachmentUvs = mesh->uvs;
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numVertices = mesh->super.worldVerticesLength >> 1;
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numIndices = mesh->trianglesCount;
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}
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// if the user switches the atlas data while not having switched
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// to the correct skeleton data yet, we won't find any regions.
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// ignore regions for which we can't find a material
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UMaterialInstanceDynamic* material = nullptr;
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switch (slot->data->blendMode) {
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case SP_BLEND_MODE_NORMAL:
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if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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break;
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case SP_BLEND_MODE_ADDITIVE:
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if (!pageToAdditiveBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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material = pageToAdditiveBlendMaterial[attachmentAtlasRegion->page];
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break;
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case SP_BLEND_MODE_MULTIPLY:
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if (!pageToMultiplyBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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material = pageToMultiplyBlendMaterial[attachmentAtlasRegion->page];
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break;
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case SP_BLEND_MODE_SCREEN:
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if (!pageToScreenBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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material = pageToScreenBlendMaterial[attachmentAtlasRegion->page];
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break;
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default:
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if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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}
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if (lastMaterial != material) {
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Flush(meshSection, vertices, indices, uvs, colors, lastMaterial);
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lastMaterial = material;
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idx = 0;
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}
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SetMaterial(meshSection, material);
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uint8 r = static_cast<uint8>(Skeleton->color.r * slot->color.r * attachmentColor.r * 255);
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uint8 g = static_cast<uint8>(Skeleton->color.g * slot->color.g * attachmentColor.g * 255);
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uint8 b = static_cast<uint8>(Skeleton->color.b * slot->color.b * attachmentColor.b * 255);
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uint8 a = static_cast<uint8>(Skeleton->color.a * slot->color.a * attachmentColor.a * 255);
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for (int j = 0; j < numVertices << 1; j += 2) {
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colors.Add(FColor(r, g, b, a));
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vertices.Add(FVector(attachmentVertices[j], depthOffset, attachmentVertices[j + 1]));
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uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
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}
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for (int j = 0; j < numIndices; j++) {
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indices.Add(idx + attachmentIndices[j]);
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}
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idx += numVertices;
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depthOffset += this->DepthOffset;
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}
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Flush(meshSection, vertices, indices, uvs, colors, lastMaterial);
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