This commit is contained in:
badlogic 2022-08-05 12:32:28 +02:00
commit 3b1e86d57a
23 changed files with 938 additions and 197 deletions

View File

@ -316,6 +316,8 @@
* Added example component `SkeletonRenderTexture` to render a `SkeletonRenderer` to a `RenderTexture`, mainly for proper transparency. Added an example scene named `RenderTexture FadeOut Transparency` that demonstrates usage for a fadeout transparency effect.
* Added another fadeout example component named `SkeletonRenderTextureFadeout` which takes over transparency fadeout when enabled. You can use this component as-is, attach it in disabled state and enable it to start a fadeout effect.
* Timeline clips now offer an additional `Alpha` parameter for setting a custom constant mix alpha value other than 1.0, just as `TrackEntry.Alpha`. Defaults to 1.0.
* `SkeletonGraphic` now provides additional render callback delegates `OnInstructionsPrepared`, `AssignMeshOverrideSingleRenderer` and `AssignMeshOverrideMultipleRenderers`. `OnInstructionsPrepared` is raised at the end of LateUpdate after render instructions are done, target renderers are prepared, and the mesh is ready to be generated. The two `AssignMeshOverride` delegates allow separate code to take over mesh and material assignment of a `SkeletonGraphic` component.
* Added example component `SkeletonGraphicRenderTexture` to render a `SkeletonGraphic` to a `RenderTexture` (similar as `SkeletonRenderTexture`), mainly for proper transparency. Extended example scene `RenderTexture FadeOut Transparency` accordingly.
* **Changes of default values**

View File

@ -967,7 +967,7 @@ Animation *SkeletonJson::readAnimation(Json *root, SkeletonData *skeletonData) {
toColor(color2, Json::getString(keyMap, "dark", 0), false);
for (frame = 0, bezier = 0;; ++frame) {
timeline->setFrame(frame, time, color.r, color.g, color.b, color.a, color2.g, color2.g, color2.b);
timeline->setFrame(frame, time, color.r, color.g, color.b, color.a, color2.r, color2.g, color2.b);
nextMap = keyMap->_next;
if (!nextMap) {
// timeline.shrink(); // BOZO

View File

@ -2,7 +2,7 @@
The spine-godot runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Godot](https://godotengine.org/). spine-godot is based on [spine-cpp](../spine-cpp).
# See the [spine-godot documentation](http://esotericsoftware.com/spine-godot]) for in-depth information.
# See the [spine-godot documentation](http://esotericsoftware.com/spine-godot) for in-depth information.
## Licensing

View File

@ -52,14 +52,14 @@ int main() {
json->scale = 0.5f;
spSkeletonData *skeletonData = spSkeletonJson_readSkeletonDataFile(json, "data/spineboy-pro.json");
spAnimationStateData *animationStateData = spAnimationStateData_create(skeletonData);
animationStateData->defaultMix = 0.2f;
animationStateData->defaultMix = 0.2f;
spSkeletonDrawable *drawable = spSkeletonDrawable_create(skeletonData, animationStateData);
drawable->skeleton->x = 400;
drawable->skeleton->y = 500;
spSkeleton_setToSetupPose(drawable->skeleton);
spSkeletonDrawable_update(drawable, 0);
spAnimationState_setAnimationByName(drawable->animationState, 0, "portal", 0);
spAnimationState_addAnimationByName(drawable->animationState, 0, "run", -1, 0);
spAnimationState_addAnimationByName(drawable->animationState, 0, "run", -1, 0);
int quit = 0;
uint64_t lastFrameTime = SDL_GetPerformanceCounter();

View File

@ -54,11 +54,11 @@ int main(int argc, char **argv) {
json.setScale(0.5f);
spine::SkeletonData *skeletonData = json.readSkeletonDataFile("data/spineboy-pro.json");
spine::SkeletonDrawable drawable(skeletonData);
drawable.animationState->getData()->setDefaultMix(0.2f);
drawable.animationState->getData()->setDefaultMix(0.2f);
drawable.skeleton->setPosition(400, 500);
drawable.skeleton->setToSetupPose();
drawable.update(0);
drawable.animationState->setAnimation(0, "portal", true);
drawable.animationState->setAnimation(0, "portal", true);
drawable.animationState->addAnimation(0, "run", true, 0);
bool quit = false;

View File

@ -1,12 +1,12 @@
{
"name": "@esotericsoftware/spine-ts",
"version": "4.1.19",
"version": "4.1.20",
"lockfileVersion": 2,
"requires": true,
"packages": {
"": {
"name": "@esotericsoftware/spine-ts",
"version": "4.1.19",
"version": "4.1.20",
"license": "LicenseRef-LICENSE",
"workspaces": [
"spine-core",
@ -603,9 +603,9 @@
}
},
"node_modules/date-fns": {
"version": "2.28.0",
"resolved": "https://registry.npmjs.org/date-fns/-/date-fns-2.28.0.tgz",
"integrity": "sha512-8d35hViGYx/QH0icHYCeLmsLmMUheMmTyV9Fcm6gvNwdw31yXXH+O85sOBJ+OLnLQMKZowvpKb6FgMIQjcpvQw==",
"version": "2.29.1",
"resolved": "https://registry.npmjs.org/date-fns/-/date-fns-2.29.1.tgz",
"integrity": "sha512-dlLD5rKaKxpFdnjrs+5azHDFOPEu4ANy/LTh04A1DTzMM7qoajmKCBc8pkKRFT41CNzw+4gQh79X5C+Jq27HAw==",
"dev": true,
"engines": {
"node": ">=0.11"
@ -1129,9 +1129,9 @@
}
},
"node_modules/http-parser-js": {
"version": "0.5.6",
"resolved": "https://registry.npmjs.org/http-parser-js/-/http-parser-js-0.5.6.tgz",
"integrity": "sha512-vDlkRPDJn93swjcjqMSaGSPABbIarsr1TLAui/gLDXzV5VsJNdXNzMYDyNBLQkjWQCJ1uizu8T2oDMhmGt0PRA==",
"version": "0.5.8",
"resolved": "https://registry.npmjs.org/http-parser-js/-/http-parser-js-0.5.8.tgz",
"integrity": "sha512-SGeBX54F94Wgu5RH3X5jsDtf4eHyRogWX1XGT3b4HuW3tQPM4AaBzoUji/4AAJNXCEOWZ5O0DgZmJw1947gD5Q==",
"dev": true
},
"node_modules/inflight": {
@ -7967,41 +7967,41 @@
},
"spine-canvas": {
"name": "@esotericsoftware/spine-canvas",
"version": "4.1.19",
"version": "4.1.20",
"license": "LicenseRef-LICENSE",
"dependencies": {
"@esotericsoftware/spine-core": "^4.1.19"
"@esotericsoftware/spine-core": "^4.1.20"
}
},
"spine-core": {
"name": "@esotericsoftware/spine-core",
"version": "4.1.19",
"version": "4.1.20",
"license": "LicenseRef-LICENSE"
},
"spine-player": {
"name": "@esotericsoftware/spine-player",
"version": "4.1.19",
"version": "4.1.20",
"license": "LicenseRef-LICENSE",
"dependencies": {
"@esotericsoftware/spine-webgl": "^4.1.19"
"@esotericsoftware/spine-webgl": "^4.1.20"
}
},
"spine-threejs": {
"name": "@esotericsoftware/spine-threejs",
"version": "4.1.19",
"version": "4.1.20",
"license": "LicenseRef-LICENSE",
"dependencies": {
"@esotericsoftware/spine-core": "^4.1.19",
"@esotericsoftware/spine-core": "^4.1.20",
"@types/three": "^0.140.0",
"three": "^0.140.0"
}
},
"spine-webgl": {
"name": "@esotericsoftware/spine-webgl",
"version": "4.1.19",
"version": "4.1.20",
"license": "LicenseRef-LICENSE",
"dependencies": {
"@esotericsoftware/spine-core": "^4.1.19"
"@esotericsoftware/spine-core": "^4.1.20"
}
}
},
@ -8009,7 +8009,7 @@
"@esotericsoftware/spine-canvas": {
"version": "file:spine-canvas",
"requires": {
"@esotericsoftware/spine-core": "^4.1.19"
"@esotericsoftware/spine-core": "^4.1.20"
}
},
"@esotericsoftware/spine-core": {
@ -8018,13 +8018,13 @@
"@esotericsoftware/spine-player": {
"version": "file:spine-player",
"requires": {
"@esotericsoftware/spine-webgl": "^4.1.19"
"@esotericsoftware/spine-webgl": "^4.1.20"
}
},
"@esotericsoftware/spine-threejs": {
"version": "file:spine-threejs",
"requires": {
"@esotericsoftware/spine-core": "^4.1.19",
"@esotericsoftware/spine-core": "^4.1.20",
"@types/three": "^0.140.0",
"three": "^0.140.0"
}
@ -8032,7 +8032,7 @@
"@esotericsoftware/spine-webgl": {
"version": "file:spine-webgl",
"requires": {
"@esotericsoftware/spine-core": "^4.1.19"
"@esotericsoftware/spine-core": "^4.1.20"
}
},
"@types/offscreencanvas": {
@ -8484,9 +8484,9 @@
}
},
"date-fns": {
"version": "2.28.0",
"resolved": "https://registry.npmjs.org/date-fns/-/date-fns-2.28.0.tgz",
"integrity": "sha512-8d35hViGYx/QH0icHYCeLmsLmMUheMmTyV9Fcm6gvNwdw31yXXH+O85sOBJ+OLnLQMKZowvpKb6FgMIQjcpvQw==",
"version": "2.29.1",
"resolved": "https://registry.npmjs.org/date-fns/-/date-fns-2.29.1.tgz",
"integrity": "sha512-dlLD5rKaKxpFdnjrs+5azHDFOPEu4ANy/LTh04A1DTzMM7qoajmKCBc8pkKRFT41CNzw+4gQh79X5C+Jq27HAw==",
"dev": true
},
"debug": {
@ -8900,9 +8900,9 @@
}
},
"http-parser-js": {
"version": "0.5.6",
"resolved": "https://registry.npmjs.org/http-parser-js/-/http-parser-js-0.5.6.tgz",
"integrity": "sha512-vDlkRPDJn93swjcjqMSaGSPABbIarsr1TLAui/gLDXzV5VsJNdXNzMYDyNBLQkjWQCJ1uizu8T2oDMhmGt0PRA==",
"version": "0.5.8",
"resolved": "https://registry.npmjs.org/http-parser-js/-/http-parser-js-0.5.8.tgz",
"integrity": "sha512-SGeBX54F94Wgu5RH3X5jsDtf4eHyRogWX1XGT3b4HuW3tQPM4AaBzoUji/4AAJNXCEOWZ5O0DgZmJw1947gD5Q==",
"dev": true
},
"inflight": {

View File

@ -1,6 +1,6 @@
{
"name": "@esotericsoftware/spine-ts",
"version": "4.1.19",
"version": "4.1.20",
"description": "The official Spine Runtimes for the web.",
"files": [
"README.md"

View File

@ -1,6 +1,6 @@
{
"name": "@esotericsoftware/spine-canvas",
"version": "4.1.19",
"version": "4.1.20",
"description": "The official Spine Runtimes for the web.",
"main": "dist/index.js",
"types": "dist/index.d.ts",
@ -30,6 +30,6 @@
},
"homepage": "https://github.com/esotericsoftware/spine-runtimes#readme",
"dependencies": {
"@esotericsoftware/spine-core": "^4.1.19"
"@esotericsoftware/spine-core": "^4.1.20"
}
}

View File

@ -1,6 +1,6 @@
{
"name": "@esotericsoftware/spine-core",
"version": "4.1.19",
"version": "4.1.20",
"description": "The official Spine Runtimes for the web.",
"main": "dist/index.js",
"types": "dist/index.d.ts",

View File

@ -1,6 +1,6 @@
{
"name": "@esotericsoftware/spine-player",
"version": "4.1.19",
"version": "4.1.20",
"description": "The official Spine Runtimes for the web.",
"main": "dist/index.js",
"types": "dist/index.d.ts",
@ -30,6 +30,6 @@
},
"homepage": "https://github.com/esotericsoftware/spine-runtimes#readme",
"dependencies": {
"@esotericsoftware/spine-webgl": "^4.1.19"
"@esotericsoftware/spine-webgl": "^4.1.20"
}
}

View File

@ -1,6 +1,6 @@
{
"name": "@esotericsoftware/spine-threejs",
"version": "4.1.19",
"version": "4.1.20",
"description": "The official Spine Runtimes for the web.",
"main": "dist/index.js",
"types": "dist/index.d.ts",
@ -32,6 +32,6 @@
"dependencies": {
"@types/three": "^0.140.0",
"three": "^0.140.0",
"@esotericsoftware/spine-core": "^4.1.19"
"@esotericsoftware/spine-core": "^4.1.20"
}
}

View File

@ -35,8 +35,10 @@ export class ThreeJsTexture extends Texture {
constructor (image: HTMLImageElement | ImageBitmap) {
super(image);
if (image instanceof ImageBitmap) throw new Error("ImageBitmap not supported.");
this.texture = new THREE.Texture(image);
if (image instanceof ImageBitmap)
this.texture = new THREE.CanvasTexture(image);
else
this.texture = new THREE.Texture(image);
this.texture.flipY = false;
this.texture.needsUpdate = true;
}

View File

@ -1,6 +1,6 @@
{
"name": "@esotericsoftware/spine-webgl",
"version": "4.1.19",
"version": "4.1.20",
"description": "The official Spine Runtimes for the web.",
"main": "dist/index.js",
"types": "dist/index.d.ts",
@ -30,6 +30,6 @@
},
"homepage": "https://github.com/esotericsoftware/spine-runtimes#readme",
"dependencies": {
"@esotericsoftware/spine-core": "^4.1.19"
"@esotericsoftware/spine-core": "^4.1.20"
}
}

View File

@ -153,7 +153,7 @@ RectTransform:
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m_AnchorMin: {x: 1, y: 1}
m_AnchorMax: {x: 1, y: 1}
@ -256,6 +256,8 @@ MonoBehaviour:
materialsInsideMask: []
materialsOutsideMask: []
disableRenderingOnOverride: 1
updateTiming: 1
unscaledTime: 0
_animationName: run
loop: 1
timeScale: 1
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@ -488,6 +492,41 @@ Canvas:
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renderTextureFadeoutCanvas: {fileID: 1911967443}
normalSkeletonRenderer: {fileID: 334034153}
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@ -847,12 +887,13 @@ MonoBehaviour:
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m_Text: 'This scene demonstrates the problems of using conventional alpha transparency
for a fadeout effect (left), and how this problem can be fixed by using a RenderTexture
(right).
(center and right).
Spineboy on the right uses a SkeletonRenderTexture component to
render the overlapping mesh to a RenderTexture first and then draw this texture
to the scene at once using a single quad.'
The two Spineboys on the right use SkeletonRenderTexture
and SkeletonGraphicRenderTexture components to render the overlapping mesh to
a RenderTexture first and then draw this texture to the scene at once using a
single quad.'
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m_RichText: 1
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m_Text: SkeletonGraphicRenderTexture supports setting a RectTransform as 'Custom
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materialsOutsideMask: []
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View File

@ -39,6 +39,7 @@ namespace Spine.Unity.Examples {
public class RenderTextureFadeoutExample : MonoBehaviour {
public SkeletonRenderTextureFadeout renderTextureFadeout;
public SkeletonRenderTextureFadeout renderTextureFadeoutCanvas;
public SkeletonRenderer normalSkeletonRenderer;
float fadeoutSeconds = 2.0f;
@ -47,8 +48,9 @@ namespace Spine.Unity.Examples {
IEnumerator Start () {
while (true) {
StartFadeoutBad();
StartFadeoutGood();
yield return new WaitForSeconds(5.0f);
StartFadeoutGood(renderTextureFadeout);
StartFadeoutGood(renderTextureFadeoutCanvas);
yield return new WaitForSeconds(fadeoutSeconds + 1.0f);
}
}
void Update () {
@ -75,12 +77,12 @@ namespace Spine.Unity.Examples {
fadeoutSecondsRemaining = fadeoutSeconds;
}
void StartFadeoutGood () {
renderTextureFadeout.gameObject.SetActive(true);
void StartFadeoutGood (SkeletonRenderTextureFadeout fadeoutComponent) {
fadeoutComponent.gameObject.SetActive(true);
// enabling the SkeletonRenderTextureFadeout component starts the fadeout.
renderTextureFadeout.enabled = true;
renderTextureFadeout.OnFadeoutComplete -= DisableGameObject;
renderTextureFadeout.OnFadeoutComplete += DisableGameObject;
fadeoutComponent.enabled = true;
fadeoutComponent.OnFadeoutComplete -= DisableGameObject;
fadeoutComponent.OnFadeoutComplete += DisableGameObject;
}
void DisableGameObject (SkeletonRenderTextureFadeout target) {

View File

@ -0,0 +1,259 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2022, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if UNITY_2017_2_OR_NEWER
#define HAS_VECTOR2INT
#endif
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UI;
namespace Spine.Unity.Examples {
/// <summary>
/// When enabled, this component renders a skeleton to a RenderTexture and
/// then draws this RenderTexture at a UI RawImage quad of the same size.
/// This allows changing transparency at a single quad, which produces a more
/// natural fadeout effect.
/// Note: It is recommended to keep this component disabled as much as possible
/// because of the additional rendering overhead. Only enable it when alpha blending is required.
/// </summary>
[RequireComponent(typeof(SkeletonGraphic))]
public class SkeletonGraphicRenderTexture : SkeletonRenderTextureBase {
#if HAS_VECTOR2INT
[System.Serializable]
public struct TextureMaterialPair {
public Texture texture;
public Material material;
public TextureMaterialPair (Texture texture, Material material) {
this.texture = texture;
this.material = material;
}
}
public RectTransform customRenderRect;
protected SkeletonGraphic skeletonGraphic;
public List<TextureMaterialPair> meshRendererMaterialForTexture = new List<TextureMaterialPair>();
protected CanvasRenderer quadCanvasRenderer;
protected RawImage quadRawImage;
protected readonly Vector3[] worldCorners = new Vector3[4];
protected override void Awake () {
base.Awake();
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
if (targetCamera == null) {
targetCamera = skeletonGraphic.canvas.worldCamera;
if (targetCamera == null)
targetCamera = Camera.main;
}
CreateQuadChild();
}
void CreateQuadChild () {
quad = new GameObject(this.name + " RenderTexture", typeof(CanvasRenderer), typeof(RawImage));
quad.transform.SetParent(this.transform.parent, false);
quadCanvasRenderer = quad.GetComponent<CanvasRenderer>();
quadRawImage = quad.GetComponent<RawImage>();
quadMesh = new Mesh();
quadMesh.MarkDynamic();
quadMesh.name = "RenderTexture Quad";
quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
}
void Reset () {
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
AtlasAssetBase[] atlasAssets = skeletonGraphic.SkeletonDataAsset.atlasAssets;
for (int i = 0; i < atlasAssets.Length; ++i) {
foreach (var material in atlasAssets[i].Materials) {
if (material.mainTexture != null) {
meshRendererMaterialForTexture.Add(
new TextureMaterialPair(material.mainTexture, material));
}
}
}
}
void OnEnable () {
skeletonGraphic.OnInstructionsPrepared += PrepareQuad;
skeletonGraphic.AssignMeshOverrideSingleRenderer += RenderSingleMeshToRenderTexture;
skeletonGraphic.AssignMeshOverrideMultipleRenderers += RenderMultipleMeshesToRenderTexture;
skeletonGraphic.disableMeshAssignmentOnOverride = true;
skeletonGraphic.OnMeshAndMaterialsUpdated += RenderOntoQuad;
var canvasRenderers = skeletonGraphic.canvasRenderers;
for (int i = 0; i < canvasRenderers.Count; ++i)
canvasRenderers[i].cull = true;
if (quadCanvasRenderer)
quadCanvasRenderer.gameObject.SetActive(true);
}
void OnDisable () {
skeletonGraphic.OnInstructionsPrepared -= PrepareQuad;
skeletonGraphic.AssignMeshOverrideSingleRenderer -= RenderSingleMeshToRenderTexture;
skeletonGraphic.AssignMeshOverrideMultipleRenderers -= RenderMultipleMeshesToRenderTexture;
skeletonGraphic.disableMeshAssignmentOnOverride = false;
skeletonGraphic.OnMeshAndMaterialsUpdated -= RenderOntoQuad;
var canvasRenderers = skeletonGraphic.canvasRenderers;
for (int i = 0; i < canvasRenderers.Count; ++i)
canvasRenderers[i].cull = false;
if (quadCanvasRenderer)
quadCanvasRenderer.gameObject.SetActive(false);
if (renderTexture)
RenderTexture.ReleaseTemporary(renderTexture);
allocatedRenderTextureSize = Vector2Int.zero;
}
void PrepareQuad (SkeletonRendererInstruction instruction) {
PrepareForMesh();
SetupQuad();
}
void RenderOntoQuad (SkeletonGraphic skeletonRenderer) {
AssignAtQuad();
}
protected void PrepareForMesh () {
// We need to get the min/max of all four corners, rotation of the skeleton
// in combination with perspective projection otherwise might lead to incorrect
// screen space min/max.
RectTransform rectTransform = customRenderRect ? customRenderRect : skeletonGraphic.rectTransform;
rectTransform.GetWorldCorners(worldCorners);
RenderMode canvasRenderMode = skeletonGraphic.canvas.renderMode;
Vector3 screenCorner0, screenCorner1, screenCorner2, screenCorner3;
// note: world corners are ordered bottom left, top left, top right, bottom right.
// This corresponds to 0, 3, 1, 2 in our desired order.
if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
screenCorner0 = worldCorners[0];
screenCorner1 = worldCorners[3];
screenCorner2 = worldCorners[1];
screenCorner3 = worldCorners[2];
} else {
screenCorner0 = targetCamera.WorldToScreenPoint(worldCorners[0]);
screenCorner1 = targetCamera.WorldToScreenPoint(worldCorners[3]);
screenCorner2 = targetCamera.WorldToScreenPoint(worldCorners[1]);
screenCorner3 = targetCamera.WorldToScreenPoint(worldCorners[2]);
}
// To avoid perspective distortion when rotated, we project all vertices
// onto a plane parallel to the view frustum near plane.
// Avoids the requirement of 'noperspective' vertex attribute interpolation modifier in shaders.
float averageScreenDepth = (screenCorner0.z + screenCorner1.z + screenCorner2.z + screenCorner3.z) / 4.0f;
screenCorner0.z = screenCorner1.z = screenCorner2.z = screenCorner3.z = averageScreenDepth;
if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
worldCornerNoDistortion0 = screenCorner0;
worldCornerNoDistortion1 = screenCorner1;
worldCornerNoDistortion2 = screenCorner2;
worldCornerNoDistortion3 = screenCorner3;
} else {
worldCornerNoDistortion0 = targetCamera.ScreenToWorldPoint(screenCorner0);
worldCornerNoDistortion1 = targetCamera.ScreenToWorldPoint(screenCorner1);
worldCornerNoDistortion2 = targetCamera.ScreenToWorldPoint(screenCorner2);
worldCornerNoDistortion3 = targetCamera.ScreenToWorldPoint(screenCorner3);
}
Vector3 screenSpaceMin, screenSpaceMax;
PrepareTextureMapping(out screenSpaceMin, out screenSpaceMax,
screenCorner0, screenCorner1, screenCorner2, screenCorner3);
PrepareCommandBuffer(targetCamera, screenSpaceMin, screenSpaceMax);
}
protected Material MeshRendererMaterialForTexture (Texture texture) {
return meshRendererMaterialForTexture.Find(x => x.texture == texture).material;
}
protected void RenderSingleMeshToRenderTexture (Mesh mesh, Material graphicMaterial, Texture texture) {
Material meshRendererMaterial = MeshRendererMaterialForTexture(texture);
commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, -1);
Graphics.ExecuteCommandBuffer(commandBuffer);
}
protected void RenderMultipleMeshesToRenderTexture (int meshCount,
Mesh[] meshes, Material[] graphicMaterials, Texture[] textures) {
for (int i = 0; i < meshCount; ++i) {
Material meshRendererMaterial = MeshRendererMaterialForTexture(textures[i]);
commandBuffer.DrawMesh(meshes[i], transform.localToWorldMatrix, meshRendererMaterial, 0, -1);
}
Graphics.ExecuteCommandBuffer(commandBuffer);
}
protected void SetupQuad () {
quadRawImage.texture = this.renderTexture;
quadRawImage.color = color;
quadCanvasRenderer.SetColor(color);
var srcRectTransform = skeletonGraphic.rectTransform;
var dstRectTransform = quadRawImage.rectTransform;
dstRectTransform.anchorMin = srcRectTransform.anchorMin;
dstRectTransform.anchorMax = srcRectTransform.anchorMax;
dstRectTransform.anchoredPosition = srcRectTransform.anchoredPosition;
dstRectTransform.pivot = srcRectTransform.pivot;
dstRectTransform.localScale = srcRectTransform.localScale;
dstRectTransform.sizeDelta = srcRectTransform.sizeDelta;
dstRectTransform.rotation = srcRectTransform.rotation;
}
protected void PrepareCommandBuffer (Camera targetCamera, Vector3 screenSpaceMin, Vector3 screenSpaceMax) {
commandBuffer.Clear();
commandBuffer.SetRenderTarget(renderTexture);
commandBuffer.ClearRenderTarget(true, true, Color.clear);
Rect canvasRect = skeletonGraphic.canvas.pixelRect;
Matrix4x4 projectionMatrix = Matrix4x4.Ortho(
canvasRect.x, canvasRect.x + canvasRect.width,
canvasRect.y, canvasRect.y + canvasRect.height,
float.MinValue, float.MaxValue);
RenderMode canvasRenderMode = skeletonGraphic.canvas.renderMode;
if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
commandBuffer.SetViewMatrix(Matrix4x4.identity);
commandBuffer.SetProjectionMatrix(projectionMatrix);
} else {
commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
commandBuffer.SetProjectionMatrix(targetCamera.projectionMatrix);
}
Vector2 targetCameraViewportSize = targetCamera.pixelRect.size;
commandBuffer.SetViewport(new Rect(-screenSpaceMin, targetCameraViewportSize));
}
protected override void AssignMeshAtRenderer () {
quadCanvasRenderer.SetMesh(quadMesh);
}
#endif // HAS_VECTOR2INT
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -35,7 +35,6 @@
#define HAS_GET_SHARED_MATERIALS
#endif
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
@ -54,20 +53,11 @@ namespace Spine.Unity.Examples {
public class SkeletonRenderTexture : SkeletonRenderTextureBase {
#if HAS_GET_SHARED_MATERIALS
public Material quadMaterial;
public Camera targetCamera;
protected SkeletonRenderer skeletonRenderer;
protected MeshRenderer meshRenderer;
protected MeshFilter meshFilter;
protected MeshRenderer quadMeshRenderer;
protected MeshFilter quadMeshFilter;
protected Vector3 worldCornerNoDistortion0;
protected Vector3 worldCornerNoDistortion1;
protected Vector3 worldCornerNoDistortion2;
protected Vector3 worldCornerNoDistortion3;
protected Vector2 uvCorner0;
protected Vector2 uvCorner1;
protected Vector2 uvCorner2;
protected Vector2 uvCorner3;
private MaterialPropertyBlock propertyBlock;
private readonly List<Material> materials = new List<Material>();
@ -160,40 +150,13 @@ namespace Spine.Unity.Examples {
worldCornerNoDistortion2 = targetCamera.ScreenToWorldPoint(screenCorner2);
worldCornerNoDistortion3 = targetCamera.ScreenToWorldPoint(screenCorner3);
Vector3 screenSpaceMin =
Vector3.Min(screenCorner0, Vector3.Min(screenCorner1,
Vector3.Min(screenCorner2, screenCorner3)));
Vector3 screenSpaceMax =
Vector3.Max(screenCorner0, Vector3.Max(screenCorner1,
Vector3.Max(screenCorner2, screenCorner3)));
// ensure we are on whole pixel borders
screenSpaceMin.x = Mathf.Floor(screenSpaceMin.x);
screenSpaceMin.y = Mathf.Floor(screenSpaceMin.y);
screenSpaceMax.x = Mathf.Ceil(screenSpaceMax.x);
screenSpaceMax.y = Mathf.Ceil(screenSpaceMax.y);
// inverse-map screenCornerN to screenSpaceMin/screenSpaceMax area to get UV coordinates
uvCorner0 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner0);
uvCorner1 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner1);
uvCorner2 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner2);
uvCorner3 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner3);
requiredRenderTextureSize = new Vector2Int(
Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.x - (int)screenSpaceMin.x)),
Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.y - (int)screenSpaceMin.y)));
PrepareRenderTexture();
Vector3 screenSpaceMin, screenSpaceMax;
PrepareTextureMapping(out screenSpaceMin, out screenSpaceMax,
screenCorner0, screenCorner1, screenCorner2, screenCorner3);
PrepareCommandBuffer(targetCamera, screenSpaceMin, screenSpaceMax);
}
protected Vector2 InverseLerp (Vector2 a, Vector2 b, Vector2 value) {
return new Vector2(
(value.x - a.x) / (b.x - a.x),
(value.y - a.y) / (b.y - a.y));
}
protected void PrepareCommandBuffer (Camera targetCamera, Vector3 screenSpaceMin, Vector3 screenSpaceMax) {
commandBuffer.Clear();
commandBuffer.SetRenderTarget(renderTexture);
commandBuffer.ClearRenderTarget(true, true, Color.clear);
@ -214,40 +177,7 @@ namespace Spine.Unity.Examples {
Graphics.ExecuteCommandBuffer(commandBuffer);
}
protected void AssignAtQuad () {
Transform quadTransform = quadMeshRenderer.transform;
quadTransform.position = this.transform.position;
quadTransform.rotation = this.transform.rotation;
quadTransform.localScale = this.transform.localScale;
Vector3 v0 = quadTransform.InverseTransformPoint(worldCornerNoDistortion0);
Vector3 v1 = quadTransform.InverseTransformPoint(worldCornerNoDistortion1);
Vector3 v2 = quadTransform.InverseTransformPoint(worldCornerNoDistortion2);
Vector3 v3 = quadTransform.InverseTransformPoint(worldCornerNoDistortion3);
Vector3[] vertices = new Vector3[4] { v0, v1, v2, v3 };
quadMesh.vertices = vertices;
int[] indices = new int[6] { 0, 2, 1, 2, 3, 1 };
quadMesh.triangles = indices;
Vector3[] normals = new Vector3[4] {
-Vector3.forward,
-Vector3.forward,
-Vector3.forward,
-Vector3.forward
};
quadMesh.normals = normals;
float maxU = (float)requiredRenderTextureSize.x / (float)allocatedRenderTextureSize.x;
float maxV = (float)requiredRenderTextureSize.y / (float)allocatedRenderTextureSize.y;
Vector2[] uv = new Vector2[4] {
new Vector2(uvCorner0.x * maxU, uvCorner0.y * maxV),
new Vector2(uvCorner1.x * maxU, uvCorner1.y * maxV),
new Vector2(uvCorner2.x * maxU, uvCorner2.y * maxV),
new Vector2(uvCorner3.x * maxU, uvCorner3.y * maxV),
};
quadMesh.uv = uv;
protected override void AssignMeshAtRenderer () {
quadMeshFilter.mesh = quadMesh;
quadMeshRenderer.sharedMaterial.mainTexture = this.renderTexture;
quadMeshRenderer.sharedMaterial.color = color;

View File

@ -27,31 +27,38 @@
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if UNITY_2019_3_OR_NEWER
#define HAS_FORCE_RENDER_OFF
#endif
#if UNITY_2018_2_OR_NEWER
#define HAS_GET_SHARED_MATERIALS
#if UNITY_2017_2_OR_NEWER
#define HAS_VECTOR2INT
#endif
using System;
using UnityEngine;
using UnityEngine.Rendering;
namespace Spine.Unity.Examples {
public abstract class SkeletonRenderTextureBase : MonoBehaviour {
#if HAS_GET_SHARED_MATERIALS
#if HAS_VECTOR2INT
public Color color = Color.white;
public int maxRenderTextureSize = 1024;
public GameObject quad;
protected Mesh quadMesh;
public RenderTexture renderTexture;
public Camera targetCamera;
protected CommandBuffer commandBuffer;
protected Vector2Int requiredRenderTextureSize;
protected Vector2Int allocatedRenderTextureSize;
protected Vector3 worldCornerNoDistortion0;
protected Vector3 worldCornerNoDistortion1;
protected Vector3 worldCornerNoDistortion2;
protected Vector3 worldCornerNoDistortion3;
protected Vector2 uvCorner0;
protected Vector2 uvCorner1;
protected Vector2 uvCorner2;
protected Vector2 uvCorner3;
protected virtual void Awake () {
commandBuffer = new CommandBuffer();
}
@ -61,6 +68,34 @@ namespace Spine.Unity.Examples {
RenderTexture.ReleaseTemporary(renderTexture);
}
protected void PrepareTextureMapping (out Vector3 screenSpaceMin, out Vector3 screenSpaceMax,
Vector3 screenCorner0, Vector3 screenCorner1, Vector3 screenCorner2, Vector3 screenCorner3) {
screenSpaceMin =
Vector3.Min(screenCorner0, Vector3.Min(screenCorner1,
Vector3.Min(screenCorner2, screenCorner3)));
screenSpaceMax =
Vector3.Max(screenCorner0, Vector3.Max(screenCorner1,
Vector3.Max(screenCorner2, screenCorner3)));
// ensure we are on whole pixel borders
screenSpaceMin.x = Mathf.Floor(screenSpaceMin.x);
screenSpaceMin.y = Mathf.Floor(screenSpaceMin.y);
screenSpaceMax.x = Mathf.Ceil(screenSpaceMax.x);
screenSpaceMax.y = Mathf.Ceil(screenSpaceMax.y);
// inverse-map screenCornerN to screenSpaceMin/screenSpaceMax area to get UV coordinates
uvCorner0 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner0);
uvCorner1 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner1);
uvCorner2 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner2);
uvCorner3 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner3);
requiredRenderTextureSize = new Vector2Int(
Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.x - (int)screenSpaceMin.x)),
Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.y - (int)screenSpaceMin.y)));
PrepareRenderTexture();
}
protected void PrepareRenderTexture () {
Vector2Int textureSize = new Vector2Int(
Mathf.NextPowerOfTwo(requiredRenderTextureSize.x),
@ -74,6 +109,45 @@ namespace Spine.Unity.Examples {
allocatedRenderTextureSize = textureSize;
}
}
#endif
protected void AssignAtQuad () {
Transform quadTransform = quad.transform;
quadTransform.position = this.transform.position;
quadTransform.rotation = this.transform.rotation;
quadTransform.localScale = this.transform.localScale;
Vector3 v0 = quadTransform.InverseTransformPoint(worldCornerNoDistortion0);
Vector3 v1 = quadTransform.InverseTransformPoint(worldCornerNoDistortion1);
Vector3 v2 = quadTransform.InverseTransformPoint(worldCornerNoDistortion2);
Vector3 v3 = quadTransform.InverseTransformPoint(worldCornerNoDistortion3);
Vector3[] vertices = new Vector3[4] { v0, v1, v2, v3 };
quadMesh.vertices = vertices;
int[] indices = new int[6] { 0, 1, 2, 2, 1, 3 };
quadMesh.triangles = indices;
Vector3[] normals = new Vector3[4] {
-Vector3.forward,
-Vector3.forward,
-Vector3.forward,
-Vector3.forward
};
quadMesh.normals = normals;
float maxU = (float)requiredRenderTextureSize.x / (float)allocatedRenderTextureSize.x;
float maxV = (float)requiredRenderTextureSize.y / (float)allocatedRenderTextureSize.y;
Vector2[] uv = new Vector2[4] {
new Vector2(uvCorner0.x * maxU, uvCorner0.y * maxV),
new Vector2(uvCorner1.x * maxU, uvCorner1.y * maxV),
new Vector2(uvCorner2.x * maxU, uvCorner2.y * maxV),
new Vector2(uvCorner3.x * maxU, uvCorner3.y * maxV),
};
quadMesh.uv = uv;
AssignMeshAtRenderer();
}
protected abstract void AssignMeshAtRenderer ();
#endif // HAS_VECTOR2INT
}
}

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@ -183,6 +183,59 @@ namespace Spine.Unity {
#endregion
#region Overrides
// API for taking over rendering.
/// <summary>When true, no meshes and materials are assigned at CanvasRenderers if the used override
/// AssignMeshOverrideSingleRenderer or AssignMeshOverrideMultipleRenderers is non-null.</summary>
public bool disableMeshAssignmentOnOverride = true;
/// <summary>Delegate type for overriding mesh and material assignment,
/// used when <c>allowMultipleCanvasRenderers</c> is false.</summary>
/// <param name="mesh">Mesh normally assigned at the main CanvasRenderer.</param>
/// <param name="graphicMaterial">Material normally assigned at the main CanvasRenderer.</param>
/// <param name="texture">Texture normally assigned at the main CanvasRenderer.</param>
public delegate void MeshAssignmentDelegateSingle (Mesh mesh, Material graphicMaterial, Texture texture);
/// <param name="meshCount">Number of meshes. Don't use <c>meshes.Length</c> as this might be higher
/// due to pre-allocated entries.</param>
/// <param name="meshes">Mesh array where each element is normally assigned to one of the <c>canvasRenderers</c>.</param>
/// <param name="graphicMaterials">Material array where each element is normally assigned to one of the <c>canvasRenderers</c>.</param>
/// <param name="textures">Texture array where each element is normally assigned to one of the <c>canvasRenderers</c>.</param>
public delegate void MeshAssignmentDelegateMultiple (int meshCount, Mesh[] meshes, Material[] graphicMaterials, Texture[] textures);
event MeshAssignmentDelegateSingle assignMeshOverrideSingle;
event MeshAssignmentDelegateMultiple assignMeshOverrideMultiple;
/// <summary>Allows separate code to take over mesh and material assignment for this SkeletonGraphic component.
/// Used when <c>allowMultipleCanvasRenderers</c> is false.</summary>
public event MeshAssignmentDelegateSingle AssignMeshOverrideSingleRenderer {
add {
assignMeshOverrideSingle += value;
if (disableMeshAssignmentOnOverride && assignMeshOverrideSingle != null) {
Initialize(false);
}
}
remove {
assignMeshOverrideSingle -= value;
if (disableMeshAssignmentOnOverride && assignMeshOverrideSingle == null) {
Initialize(false);
}
}
}
/// <summary>Allows separate code to take over mesh and material assignment for this SkeletonGraphic component.
/// Used when <c>allowMultipleCanvasRenderers</c> is true.</summary>
public event MeshAssignmentDelegateMultiple AssignMeshOverrideMultipleRenderers {
add {
assignMeshOverrideMultiple += value;
if (disableMeshAssignmentOnOverride && assignMeshOverrideMultiple != null) {
Initialize(false);
}
}
remove {
assignMeshOverrideMultiple -= value;
if (disableMeshAssignmentOnOverride && assignMeshOverrideMultiple == null) {
Initialize(false);
}
}
}
[System.NonSerialized] readonly Dictionary<Texture, Texture> customTextureOverride = new Dictionary<Texture, Texture>();
/// <summary>Use this Dictionary to override a Texture with a different Texture.</summary>
public Dictionary<Texture, Texture> CustomTextureOverride { get { return customTextureOverride; } }
@ -334,6 +387,8 @@ namespace Spine.Unity {
if (updateMode != UpdateMode.FullUpdate) return;
PrepareInstructionsAndRenderers();
if (OnInstructionsPrepared != null)
OnInstructionsPrepared(this.currentInstructions);
SetVerticesDirty(); // triggers Rebuild and avoids potential double-update in a single frame
}
@ -390,12 +445,19 @@ namespace Spine.Unity {
public bool IsValid { get { return skeleton != null; } }
public delegate void SkeletonRendererDelegate (SkeletonGraphic skeletonGraphic);
public delegate void InstructionDelegate (SkeletonRendererInstruction instruction);
/// <summary>OnRebuild is raised after the Skeleton is successfully initialized.</summary>
public event SkeletonRendererDelegate OnRebuild;
/// <summary>OnMeshAndMaterialsUpdated is at the end of LateUpdate after the Mesh and
/// all materials have been updated.</summary>
/// <summary>OnInstructionsPrepared is raised at the end of <c>LateUpdate</c> after render instructions
/// are done, target renderers are prepared, and the mesh is ready to be generated.</summary>
public event InstructionDelegate OnInstructionsPrepared;
/// <summary>OnMeshAndMaterialsUpdated is raised at the end of <c>Rebuild</c> after the Mesh and
/// all materials have been updated. Note that some Unity API calls are not permitted to be issued from
/// <c>Rebuild</c>, so you may want to subscribe to <see cref="OnInstructionsPrepared"/> instead
/// from where you can issue such preparation calls.</summary>
public event SkeletonRendererDelegate OnMeshAndMaterialsUpdated;
protected Spine.AnimationState state;
@ -411,6 +473,12 @@ namespace Spine.Unity {
DoubleBuffered<Spine.Unity.MeshRendererBuffers.SmartMesh> meshBuffers;
SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction();
readonly ExposedList<Mesh> meshes = new ExposedList<Mesh>();
readonly ExposedList<Material> usedMaterials = new ExposedList<Material>();
readonly ExposedList<Texture> usedTextures = new ExposedList<Texture>();
public ExposedList<Mesh> MeshesMultipleCanvasRenderers { get { return meshes; } }
public ExposedList<Material> MaterialsMultipleCanvasRenderers { get { return usedMaterials; } }
public ExposedList<Texture> TexturesMultipleCanvasRenderers { get { return usedTextures; } }
public Mesh GetLastMesh () {
return meshBuffers.GetCurrent().mesh;
@ -513,6 +581,8 @@ namespace Spine.Unity {
for (int i = 0; i < canvasRenderers.Count; ++i)
canvasRenderers[i].Clear();
DestroyMeshes();
usedMaterials.Clear();
usedTextures.Clear();
DisposeMeshBuffers();
}
@ -601,6 +671,7 @@ namespace Spine.Unity {
int submeshCount = currentInstructions.submeshInstructions.Count;
EnsureCanvasRendererCount(submeshCount);
EnsureMeshesCount(submeshCount);
EnsureUsedTexturesAndMaterialsCount(submeshCount);
EnsureSeparatorPartCount();
PrepareRendererGameObjects(currentInstructions);
}
@ -618,6 +689,7 @@ namespace Spine.Unity {
if (!this.allowMultipleCanvasRenderers) {
UpdateMeshSingleCanvasRenderer(currentInstructions);
} else {
UpdateMaterialsMultipleCanvasRenderers(currentInstructions);
UpdateMeshMultipleCanvasRenderers(currentInstructions);
}
@ -675,19 +747,67 @@ namespace Spine.Unity {
if (updateTriangles) meshGenerator.FillTriangles(mesh);
meshGenerator.FillLateVertexData(mesh);
canvasRenderer.SetMesh(mesh);
smartMesh.instructionUsed.Set(currentInstructions);
if (assignMeshOverrideSingle != null)
assignMeshOverrideSingle(mesh, this.canvasRenderer.GetMaterial(), this.mainTexture);
bool assignAtCanvasRenderer = (assignMeshOverrideSingle == null || !disableMeshAssignmentOnOverride);
if (assignAtCanvasRenderer)
canvasRenderer.SetMesh(mesh);
else
canvasRenderer.SetMesh(null);
if (currentInstructions.submeshInstructions.Count > 0) {
var material = currentInstructions.submeshInstructions.Items[0].material;
if (material != null && baseTexture != material.mainTexture) {
baseTexture = material.mainTexture;
if (overrideTexture == null)
if (overrideTexture == null && assignAtCanvasRenderer)
canvasRenderer.SetTexture(this.mainTexture);
}
}
}
//this.UpdateMaterial(); // note: This would allocate memory.
protected void UpdateMaterialsMultipleCanvasRenderers (SkeletonRendererInstruction currentInstructions) {
int submeshCount = currentInstructions.submeshInstructions.Count;
bool useOriginalTextureAndMaterial = (customMaterialOverride.Count == 0 && customTextureOverride.Count == 0);
BlendModeMaterials blendModeMaterials = skeletonDataAsset.blendModeMaterials;
bool hasBlendModeMaterials = blendModeMaterials.RequiresBlendModeMaterials;
bool pmaVertexColors = meshGenerator.settings.pmaVertexColors;
Material[] usedMaterialItems = usedMaterials.Items;
Texture[] usedTextureItems = usedTextures.Items;
for (int i = 0; i < submeshCount; i++) {
var submeshInstructionItem = currentInstructions.submeshInstructions.Items[i];
var submeshMaterial = submeshInstructionItem.material;
if (useOriginalTextureAndMaterial) {
usedTextureItems[i] = submeshMaterial.mainTexture;
if (!hasBlendModeMaterials) {
usedMaterialItems[i] = this.materialForRendering;
} else {
BlendMode blendMode = blendModeMaterials.BlendModeForMaterial(submeshMaterial);
Material usedMaterial = this.materialForRendering;
if (blendMode == BlendMode.Additive && !pmaVertexColors && additiveMaterial) {
usedMaterial = additiveMaterial;
} else if (blendMode == BlendMode.Multiply && multiplyMaterial)
usedMaterial = multiplyMaterial;
else if (blendMode == BlendMode.Screen && screenMaterial)
usedMaterial = screenMaterial;
usedMaterialItems[i] = submeshGraphics[i].GetModifiedMaterial(usedMaterial);
}
} else {
var originalTexture = submeshMaterial.mainTexture;
Material usedMaterial;
Texture usedTexture;
if (!customMaterialOverride.TryGetValue(originalTexture, out usedMaterial))
usedMaterial = material;
if (!customTextureOverride.TryGetValue(originalTexture, out usedTexture))
usedTexture = originalTexture;
usedMaterialItems[i] = submeshGraphics[i].GetModifiedMaterial(usedMaterial);
usedTextureItems[i] = usedTexture;
}
}
}
protected void UpdateMeshMultipleCanvasRenderers (SkeletonRendererInstruction currentInstructions) {
@ -705,6 +825,9 @@ namespace Spine.Unity {
bool mainCullTransparentMesh = this.canvasRenderer.cullTransparentMesh;
#endif
bool pmaVertexColors = meshGenerator.settings.pmaVertexColors;
Material[] usedMaterialItems = usedMaterials.Items;
Texture[] usedTextureItems = usedTextures.Items;
bool assignAtCanvasRenderer = (assignMeshOverrideSingle == null || !disableMeshAssignmentOnOverride);
for (int i = 0; i < submeshCount; i++) {
var submeshInstructionItem = currentInstructions.submeshInstructions.Items[i];
meshGenerator.Begin();
@ -717,53 +840,31 @@ namespace Spine.Unity {
meshGenerator.FillTriangles(targetMesh);
meshGenerator.FillLateVertexData(targetMesh);
var submeshMaterial = submeshInstructionItem.material;
var canvasRenderer = canvasRenderers[i];
canvasRenderer.SetMesh(targetMesh);
canvasRenderer.materialCount = 1;
if (assignMeshOverrideSingle == null || !disableMeshAssignmentOnOverride)
canvasRenderer.SetMesh(targetMesh);
else
canvasRenderer.SetMesh(null);
SkeletonSubmeshGraphic submeshGraphic = submeshGraphics[i];
if (useOriginalTextureAndMaterial) {
Texture usedTexture = submeshMaterial.mainTexture;
if (!hasBlendModeMaterials)
canvasRenderer.SetMaterial(this.materialForRendering, usedTexture);
else {
bool allowCullTransparentMesh = true;
BlendMode blendMode = blendModeMaterials.BlendModeForMaterial(submeshMaterial);
Material usedMaterial = this.materialForRendering;
if (blendMode == BlendMode.Normal) {
if (submeshInstructionItem.hasPMAAdditiveSlot)
allowCullTransparentMesh = false;
} else if (blendMode == BlendMode.Additive) {
if (pmaVertexColors)
allowCullTransparentMesh = false;
else if (additiveMaterial)
usedMaterial = additiveMaterial;
} else if (blendMode == BlendMode.Multiply && multiplyMaterial)
usedMaterial = multiplyMaterial;
else if (blendMode == BlendMode.Screen && screenMaterial)
usedMaterial = screenMaterial;
usedMaterial = submeshGraphic.GetModifiedMaterial(usedMaterial);
canvasRenderer.SetMaterial(usedMaterial, usedTexture);
#if HAS_CULL_TRANSPARENT_MESH
canvasRenderer.cullTransparentMesh = allowCullTransparentMesh ?
mainCullTransparentMesh : false;
#endif
if (useOriginalTextureAndMaterial && hasBlendModeMaterials) {
bool allowCullTransparentMesh = true;
BlendMode materialBlendMode = blendModeMaterials.BlendModeForMaterial(usedMaterialItems[i]);
if ((materialBlendMode == BlendMode.Normal && submeshInstructionItem.hasPMAAdditiveSlot) ||
(materialBlendMode == BlendMode.Additive && pmaVertexColors)) {
allowCullTransparentMesh = false;
}
} else {
var originalTexture = submeshMaterial.mainTexture;
Material usedMaterial;
Texture usedTexture;
if (!customMaterialOverride.TryGetValue(originalTexture, out usedMaterial))
usedMaterial = material;
if (!customTextureOverride.TryGetValue(originalTexture, out usedTexture))
usedTexture = originalTexture;
usedMaterial = submeshGraphic.GetModifiedMaterial(usedMaterial);
canvasRenderer.SetMaterial(usedMaterial, usedTexture);
#if HAS_CULL_TRANSPARENT_MESH
canvasRenderer.cullTransparentMesh = allowCullTransparentMesh ?
mainCullTransparentMesh : false;
#endif
}
canvasRenderer.materialCount = 1;
if (assignAtCanvasRenderer)
canvasRenderer.SetMaterial(usedMaterialItems[i], usedTextureItems[i]);
}
if (assignMeshOverrideMultiple != null)
assignMeshOverrideMultiple(submeshCount, meshesItems, usedMaterialItems, usedTextureItems);
}
protected void EnsureCanvasRendererCount (int targetCount) {
@ -856,6 +957,16 @@ namespace Spine.Unity {
meshes.Add(SpineMesh.NewSkeletonMesh());
}
protected void EnsureUsedTexturesAndMaterialsCount (int targetCount) {
int oldCount = usedMaterials.Count;
usedMaterials.EnsureCapacity(targetCount);
usedTextures.EnsureCapacity(targetCount);
for (int i = oldCount; i < targetCount; i++) {
usedMaterials.Add(null);
usedTextures.Add(null);
}
}
protected void DestroyMeshes () {
foreach (var mesh in meshes) {
#if UNITY_EDITOR

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@ -0,0 +1,71 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2022, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
namespace Spine.Unity {
public static class MathUtilities {
public static float InverseLerp (float a, float b, float value) {
return (value - a) / (b - a);
}
/// <summary>
/// Returns the linear interpolation ratio of <c>a</c> to <c>b</c> that <c>value</c> lies on.
/// This is the t value that fulfills <c>value = lerp(a, b, t)</c>.
/// </summary>
public static Vector2 InverseLerp (Vector2 a, Vector2 b, Vector2 value) {
return new Vector2(
(value.x - a.x) / (b.x - a.x),
(value.y - a.y) / (b.y - a.y));
}
/// <summary>
/// Returns the linear interpolation ratio of <c>a</c> to <c>b</c> that <c>value</c> lies on.
/// This is the t value that fulfills <c>value = lerp(a, b, t)</c>.
/// </summary>
public static Vector3 InverseLerp (Vector3 a, Vector3 b, Vector3 value) {
return new Vector3(
(value.x - a.x) / (b.x - a.x),
(value.y - a.y) / (b.y - a.y),
(value.z - a.z) / (b.z - a.z));
}
/// <summary>
/// Returns the linear interpolation ratio of <c>a</c> to <c>b</c> that <c>value</c> lies on.
/// This is the t value that fulfills <c>value = lerp(a, b, t)</c>.
/// </summary>
public static Vector4 InverseLerp (Vector4 a, Vector4 b, Vector4 value) {
return new Vector4(
(value.x - a.x) / (b.x - a.x),
(value.y - a.y) / (b.y - a.y),
(value.z - a.z) / (b.z - a.z),
(value.w - a.w) / (b.w - a.w));
}
}
}

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