[ue4] Refactored renderer component.

This commit is contained in:
badlogic 2017-03-16 15:08:09 +01:00
parent 31f8147ef5
commit 23325b5701

View File

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