mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
Merge remote-tracking branch 'EsotericSoftware/3.6' into 3.6
This commit is contained in:
commit
3ee1058628
@ -88,7 +88,7 @@ void main() {
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vec4 texColor = texture2D(texture, v_texCoord);
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vec4 texColor = texture2D(texture, v_texCoord);
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float alpha = texColor.a * v_light.a;
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float alpha = texColor.a * v_light.a;
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gl_FragColor.a = alpha;
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gl_FragColor.a = alpha;
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gl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark.rgb * alpha + texColor.rgb * v_light.rgb;
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gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
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}
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}
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);
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);
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@ -192,7 +192,7 @@ static bool handlerQueued = false;
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unsigned short* triangles = 0;
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unsigned short* triangles = 0;
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int trianglesCount = 0;
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int trianglesCount = 0;
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float r = 0, g = 0, b = 0, a = 0;
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float r = 0, g = 0, b = 0, a = 0;
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float dr = 0, dg = 0, db = 0;
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float dr = 0, dg = 0, db = 0, da = _premultipliedAlpha ? 1 : 0;
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for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
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for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
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spSlot* slot = _skeleton->drawOrder[i];
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spSlot* slot = _skeleton->drawOrder[i];
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if (!slot->attachment) continue;
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if (!slot->attachment) continue;
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@ -336,7 +336,7 @@ static bool handlerQueued = false;
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dark.r = dr;
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dark.r = dr;
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dark.g = dg;
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dark.g = dg;
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dark.b = db;
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dark.b = db;
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dark.a = 1;
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dark.a = da;
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for (int i = 0; i * 2 < verticesCount; i++, verts++) {
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for (int i = 0; i * 2 < verticesCount; i++, verts++) {
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spColor lightCopy = light;
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spColor lightCopy = light;
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spColor darkCopy = dark;
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spColor darkCopy = dark;
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@ -353,7 +353,7 @@ static bool handlerQueued = false;
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verts->z = vertex.position.z;
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verts->z = vertex.position.z;
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verts->w = vertex.position.w;
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verts->w = vertex.position.w;
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verts->color = ((unsigned short)(lightCopy.r * 255))| ((unsigned short)(lightCopy.g * 255)) << 8 | ((unsigned short)(lightCopy.b * 255)) <<16 | ((unsigned short)(lightCopy.a * 255)) << 24;
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verts->color = ((unsigned short)(lightCopy.r * 255))| ((unsigned short)(lightCopy.g * 255)) << 8 | ((unsigned short)(lightCopy.b * 255)) <<16 | ((unsigned short)(lightCopy.a * 255)) << 24;
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verts->color2 = ((unsigned short)(darkCopy.r * 255)) | ((unsigned short)(darkCopy.g * 255)) << 8 | ((unsigned short)(darkCopy.b * 255)) << 16 | ((unsigned short)(255)) << 24;
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verts->color2 = ((unsigned short)(darkCopy.r * 255)) | ((unsigned short)(darkCopy.g * 255)) << 8 | ((unsigned short)(darkCopy.b * 255)) << 16 | ((unsigned short)(darkCopy.a * 255)) << 24;
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}
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}
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} else {
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} else {
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@ -366,7 +366,7 @@ static bool handlerQueued = false;
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verts->z = vertex.position.z;
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verts->z = vertex.position.z;
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verts->w = vertex.position.w;
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verts->w = vertex.position.w;
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verts->color = ((unsigned short)(r * 255))| ((unsigned short)(g * 255)) << 8 | ((unsigned short)(b * 255)) <<16 | ((unsigned short)(a * 255)) << 24;
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verts->color = ((unsigned short)(r * 255))| ((unsigned short)(g * 255)) << 8 | ((unsigned short)(b * 255)) <<16 | ((unsigned short)(a * 255)) << 24;
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verts->color2 = ((unsigned short)(dr * 255)) | ((unsigned short)(dg * 255)) << 8 | ((unsigned short)(db * 255)) << 16 | ((unsigned short)(255)) << 24;
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verts->color2 = ((unsigned short)(dr * 255)) | ((unsigned short)(dg * 255)) << 8 | ((unsigned short)(db * 255)) << 16 | ((unsigned short)(da * 255)) << 24;
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verts->u = uvs[i * 2];
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verts->u = uvs[i * 2];
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verts->v = 1 - uvs[i * 2 + 1];
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verts->v = 1 - uvs[i * 2 + 1];
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}
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}
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@ -227,6 +227,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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Color4F color;
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Color4F color;
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Color4F darkColor;
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Color4F darkColor;
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float darkPremultipliedAlpha = _premultipliedAlpha ? 255 : 0;
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AttachmentVertices* attachmentVertices = nullptr;
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AttachmentVertices* attachmentVertices = nullptr;
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TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
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TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
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for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
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for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
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@ -317,6 +318,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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darkColor.g = 0;
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darkColor.g = 0;
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darkColor.b = 0;
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darkColor.b = 0;
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}
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}
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darkColor.a = darkPremultipliedAlpha;
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|
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color.a *= nodeColor.a * _skeleton->color.a * slot->color.a * 255;
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color.a *= nodeColor.a * _skeleton->color.a * slot->color.a * 255;
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// skip rendering if the color of this attachment is 0
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// skip rendering if the color of this attachment is 0
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@ -482,7 +484,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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vertex->color2.r = (GLubyte)(darkCopy.r * 255);
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vertex->color2.r = (GLubyte)(darkCopy.r * 255);
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vertex->color2.g = (GLubyte)(darkCopy.g * 255);
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vertex->color2.g = (GLubyte)(darkCopy.g * 255);
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vertex->color2.b = (GLubyte)(darkCopy.b * 255);
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vertex->color2.b = (GLubyte)(darkCopy.b * 255);
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vertex->color2.a = 1;
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vertex->color2.a = (GLubyte)darkColor.a;
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}
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}
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} else {
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} else {
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
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@ -498,7 +500,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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vertex->color2.r = (GLubyte)darkColor.r;
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vertex->color2.r = (GLubyte)darkColor.r;
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vertex->color2.g = (GLubyte)darkColor.g;
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vertex->color2.g = (GLubyte)darkColor.g;
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vertex->color2.b = (GLubyte)darkColor.b;
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vertex->color2.b = (GLubyte)darkColor.b;
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vertex->color2.a = 1;
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vertex->color2.a = (GLubyte)darkColor.a;
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}
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}
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}
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}
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} else {
|
} else {
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@ -528,7 +530,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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vertex->color2.r = (GLubyte)(darkCopy.r * 255);
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vertex->color2.r = (GLubyte)(darkCopy.r * 255);
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vertex->color2.g = (GLubyte)(darkCopy.g * 255);
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vertex->color2.g = (GLubyte)(darkCopy.g * 255);
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vertex->color2.b = (GLubyte)(darkCopy.b * 255);
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vertex->color2.b = (GLubyte)(darkCopy.b * 255);
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vertex->color2.a = 1;
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vertex->color2.a = (GLubyte)darkColor.a;
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}
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}
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} else {
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} else {
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
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@ -540,7 +542,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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vertex->color2.r = (GLubyte)darkColor.r;
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vertex->color2.r = (GLubyte)darkColor.r;
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vertex->color2.g = (GLubyte)darkColor.g;
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vertex->color2.g = (GLubyte)darkColor.g;
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vertex->color2.b = (GLubyte)darkColor.b;
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vertex->color2.b = (GLubyte)darkColor.b;
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vertex->color2.a = 1;
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vertex->color2.a = (GLubyte)darkColor.a;
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}
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}
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}
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}
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}
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}
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@ -144,7 +144,7 @@ void main() {
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vec4 texColor = texture2D(CC_Texture0, v_texCoord);
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vec4 texColor = texture2D(CC_Texture0, v_texCoord);
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float alpha = texColor.a * v_light.a;
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float alpha = texColor.a * v_light.a;
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gl_FragColor.a = alpha;
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gl_FragColor.a = alpha;
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gl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark.rgb * alpha + texColor.rgb * v_light.rgb;
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gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
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}
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}
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);
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);
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@ -78,10 +78,11 @@ public class SkeletonRenderer {
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region.computeWorldVertices(slot.getBone(), vertices, 0, 5);
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region.computeWorldVertices(slot.getBone(), vertices, 0, 5);
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Color color = region.getColor(), slotColor = slot.getColor();
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Color color = region.getColor(), slotColor = slot.getColor();
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float alpha = a * slotColor.a * color.a * 255;
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float alpha = a * slotColor.a * color.a * 255;
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float multiplier = premultipliedAlpha ? alpha : 255;
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float c = NumberUtils.intToFloatColor(((int)alpha << 24) //
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float c = NumberUtils.intToFloatColor(((int)alpha << 24) //
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| ((int)(b * slotColor.b * color.b * alpha) << 16) //
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| ((int)(b * slotColor.b * color.b * multiplier) << 16) //
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| ((int)(g * slotColor.g * color.g * alpha) << 8) //
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| ((int)(g * slotColor.g * color.g * multiplier) << 8) //
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| (int)(r * slotColor.r * color.r * alpha));
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| (int)(r * slotColor.r * color.r * multiplier));
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float[] uvs = region.getUVs();
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float[] uvs = region.getUVs();
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for (int u = 0, v = 2; u < 8; u += 2, v += 5) {
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for (int u = 0, v = 2; u < 8; u += 2, v += 5) {
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vertices[v] = c;
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vertices[v] = c;
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@ -173,10 +174,11 @@ public class SkeletonRenderer {
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if (texture != null) {
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if (texture != null) {
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Color slotColor = slot.getColor();
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Color slotColor = slot.getColor();
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float alpha = a * slotColor.a * color.a * 255;
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float alpha = a * slotColor.a * color.a * 255;
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float multiplier = premultipliedAlpha ? alpha : 255;
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float c = NumberUtils.intToFloatColor(((int)alpha << 24) //
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float c = NumberUtils.intToFloatColor(((int)alpha << 24) //
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| ((int)(b * slotColor.b * color.b * alpha) << 16) //
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| ((int)(b * slotColor.b * color.b * multiplier) << 16) //
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| ((int)(g * slotColor.g * color.g * alpha) << 8) //
|
| ((int)(g * slotColor.g * color.g * multiplier) << 8) //
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| (int)(r * slotColor.r * color.r * alpha));
|
| (int)(r * slotColor.r * color.r * multiplier));
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|
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BlendMode slotBlendMode = slot.data.getBlendMode();
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BlendMode slotBlendMode = slot.data.getBlendMode();
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if (slotBlendMode != blendMode) {
|
if (slotBlendMode != blendMode) {
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@ -238,6 +240,7 @@ public class SkeletonRenderer {
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if (vertexEffect != null) vertexEffect.begin(skeleton);
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if (vertexEffect != null) vertexEffect.begin(skeleton);
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|
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boolean premultipliedAlpha = this.premultipliedAlpha;
|
boolean premultipliedAlpha = this.premultipliedAlpha;
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|
batch.setPremultipliedAlpha(premultipliedAlpha);
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BlendMode blendMode = null;
|
BlendMode blendMode = null;
|
||||||
int verticesLength = 0;
|
int verticesLength = 0;
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||||||
float[] vertices = null, uvs = null;
|
float[] vertices = null, uvs = null;
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@ -284,16 +287,19 @@ public class SkeletonRenderer {
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if (texture != null) {
|
if (texture != null) {
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Color lightColor = slot.getColor();
|
Color lightColor = slot.getColor();
|
||||||
float alpha = a * lightColor.a * color.a * 255;
|
float alpha = a * lightColor.a * color.a * 255;
|
||||||
|
float multiplier = premultipliedAlpha ? alpha : 255;
|
||||||
|
float red = r * color.r * multiplier;
|
||||||
|
float green = g * color.g * multiplier;
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||||||
|
float blue = b * color.b * multiplier;
|
||||||
float light = NumberUtils.intToFloatColor(((int)alpha << 24) //
|
float light = NumberUtils.intToFloatColor(((int)alpha << 24) //
|
||||||
| ((int)(b * lightColor.b * color.b * alpha) << 16) //
|
| ((int)(blue * lightColor.b) << 16) //
|
||||||
| ((int)(g * lightColor.g * color.g * alpha) << 8) //
|
| ((int)(green * lightColor.g) << 8) //
|
||||||
| (int)(r * lightColor.r * color.r * alpha));
|
| (int)(red * lightColor.r));
|
||||||
Color darkColor = slot.getDarkColor();
|
Color darkColor = slot.getDarkColor();
|
||||||
if (darkColor == null) darkColor = Color.BLACK;
|
float dark = darkColor == null ? 0
|
||||||
float dark = NumberUtils.intToFloatColor( //
|
: NumberUtils.intToFloatColor((int)(blue * darkColor.b) << 16 //
|
||||||
((int)(b * darkColor.b * color.b * 255) << 16) //
|
| (int)(green * darkColor.g) << 8 //
|
||||||
| ((int)(g * darkColor.g * color.g * 255) << 8) //
|
| (int)(red * darkColor.r));
|
||||||
| (int)(r * darkColor.r * color.r * 255));
|
|
||||||
|
|
||||||
BlendMode slotBlendMode = slot.data.getBlendMode();
|
BlendMode slotBlendMode = slot.data.getBlendMode();
|
||||||
if (slotBlendMode != blendMode) {
|
if (slotBlendMode != blendMode) {
|
||||||
|
|||||||
@ -54,6 +54,9 @@ public class TwoColorPolygonBatch {
|
|||||||
private boolean drawing;
|
private boolean drawing;
|
||||||
private int blendSrcFunc = GL20.GL_SRC_ALPHA;
|
private int blendSrcFunc = GL20.GL_SRC_ALPHA;
|
||||||
private int blendDstFunc = GL20.GL_ONE_MINUS_SRC_ALPHA;
|
private int blendDstFunc = GL20.GL_ONE_MINUS_SRC_ALPHA;
|
||||||
|
private int blendSrcFuncAlpha = GL20.GL_SRC_ALPHA;
|
||||||
|
private int blendDstFuncAlpha = GL20.GL_ONE_MINUS_SRC_ALPHA;
|
||||||
|
private boolean premultipliedAlpha;
|
||||||
|
|
||||||
public TwoColorPolygonBatch (int size) {
|
public TwoColorPolygonBatch (int size) {
|
||||||
this(size, size * 2);
|
this(size, size * 2);
|
||||||
@ -69,7 +72,7 @@ public class TwoColorPolygonBatch {
|
|||||||
mesh = new Mesh(vertexDataType, false, maxVertices, maxTriangles * 3, //
|
mesh = new Mesh(vertexDataType, false, maxVertices, maxTriangles * 3, //
|
||||||
new VertexAttribute(Usage.Position, 2, "a_position"), //
|
new VertexAttribute(Usage.Position, 2, "a_position"), //
|
||||||
new VertexAttribute(Usage.ColorPacked, 4, "a_light"), //
|
new VertexAttribute(Usage.ColorPacked, 4, "a_light"), //
|
||||||
new VertexAttribute(Usage.ColorPacked, 4, "a_dark"), //
|
new VertexAttribute(Usage.ColorPacked, 4, "a_dark"), // Dark alpha is unused, but colors are packed as 4 byte floats.
|
||||||
new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0"));
|
new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0"));
|
||||||
|
|
||||||
vertices = new float[maxVertices * 6];
|
vertices = new float[maxVertices * 6];
|
||||||
@ -130,7 +133,7 @@ public class TwoColorPolygonBatch {
|
|||||||
mesh.setVertices(vertices, 0, vertexIndex);
|
mesh.setVertices(vertices, 0, vertexIndex);
|
||||||
mesh.setIndices(triangles, 0, triangleIndex);
|
mesh.setIndices(triangles, 0, triangleIndex);
|
||||||
Gdx.gl.glEnable(GL20.GL_BLEND);
|
Gdx.gl.glEnable(GL20.GL_BLEND);
|
||||||
if (blendSrcFunc != -1) Gdx.gl.glBlendFunc(blendSrcFunc, blendDstFunc);
|
if (blendSrcFunc != -1) Gdx.gl.glBlendFuncSeparate(blendSrcFunc, blendDstFunc, blendSrcFuncAlpha, blendDstFuncAlpha);
|
||||||
mesh.render(shader, GL20.GL_TRIANGLES, 0, triangleIndex);
|
mesh.render(shader, GL20.GL_TRIANGLES, 0, triangleIndex);
|
||||||
|
|
||||||
vertexIndex = 0;
|
vertexIndex = 0;
|
||||||
@ -150,25 +153,39 @@ public class TwoColorPolygonBatch {
|
|||||||
return transformMatrix;
|
return transformMatrix;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Flushes the batch. */
|
||||||
public void setProjectionMatrix (Matrix4 projection) {
|
public void setProjectionMatrix (Matrix4 projection) {
|
||||||
if (drawing) flush();
|
if (drawing) flush();
|
||||||
projectionMatrix.set(projection);
|
projectionMatrix.set(projection);
|
||||||
if (drawing) setupMatrices();
|
if (drawing) setupMatrices();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Flushes the batch. */
|
||||||
public void setTransformMatrix (Matrix4 transform) {
|
public void setTransformMatrix (Matrix4 transform) {
|
||||||
if (drawing) flush();
|
if (drawing) flush();
|
||||||
transformMatrix.set(transform);
|
transformMatrix.set(transform);
|
||||||
if (drawing) setupMatrices();
|
if (drawing) setupMatrices();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Specifies whether the texture colors have premultiplied alpha. Required for correct dark color tinting. Does not change the
|
||||||
|
* blending function. Flushes the batch if the setting was changed. */
|
||||||
|
public void setPremultipliedAlpha (boolean premultipliedAlpha) {
|
||||||
|
if (this.premultipliedAlpha == premultipliedAlpha) return;
|
||||||
|
if (drawing) flush();
|
||||||
|
this.premultipliedAlpha = premultipliedAlpha;
|
||||||
|
if (drawing) setupMatrices();
|
||||||
|
}
|
||||||
|
|
||||||
private void setupMatrices () {
|
private void setupMatrices () {
|
||||||
combinedMatrix.set(projectionMatrix).mul(transformMatrix);
|
combinedMatrix.set(projectionMatrix).mul(transformMatrix);
|
||||||
|
shader.setUniformf("u_pma", premultipliedAlpha ? 1 : 0);
|
||||||
shader.setUniformMatrix("u_projTrans", combinedMatrix);
|
shader.setUniformMatrix("u_projTrans", combinedMatrix);
|
||||||
shader.setUniformi("u_texture", 0);
|
shader.setUniformi("u_texture", 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Flushes the batch if the shader was changed. */
|
||||||
public void setShader (ShaderProgram newShader) {
|
public void setShader (ShaderProgram newShader) {
|
||||||
|
if (shader == newShader) return;
|
||||||
if (drawing) {
|
if (drawing) {
|
||||||
flush();
|
flush();
|
||||||
shader.end();
|
shader.end();
|
||||||
@ -180,21 +197,30 @@ public class TwoColorPolygonBatch {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Flushes the batch if the blend function was changed. */
|
||||||
public void setBlendFunction (int srcFunc, int dstFunc) {
|
public void setBlendFunction (int srcFunc, int dstFunc) {
|
||||||
if (blendSrcFunc == srcFunc && blendDstFunc == dstFunc) return;
|
setBlendFunctionSeparate(srcFunc, dstFunc, srcFunc, dstFunc);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Flushes the batch if the blend function was changed. */
|
||||||
|
public void setBlendFunctionSeparate (int srcFuncColor, int dstFuncColor, int srcFuncAlpha, int dstFuncAlpha) {
|
||||||
|
if (blendSrcFunc == srcFuncColor && blendDstFunc == dstFuncColor && blendSrcFuncAlpha == srcFuncAlpha
|
||||||
|
&& blendDstFuncAlpha == dstFuncAlpha) return;
|
||||||
flush();
|
flush();
|
||||||
blendSrcFunc = srcFunc;
|
blendSrcFunc = srcFuncColor;
|
||||||
blendDstFunc = dstFunc;
|
blendDstFunc = dstFuncColor;
|
||||||
|
blendSrcFuncAlpha = srcFuncAlpha;
|
||||||
|
blendDstFuncAlpha = dstFuncAlpha;
|
||||||
}
|
}
|
||||||
|
|
||||||
private ShaderProgram createDefaultShader () {
|
private ShaderProgram createDefaultShader () {
|
||||||
String vertexShader = "attribute vec4 a_position;\n" //
|
String vertexShader = "attribute vec4 a_position;\n" //
|
||||||
+ "attribute vec4 a_light;\n" //
|
+ "attribute vec4 a_light;\n" //
|
||||||
+ "attribute vec3 a_dark;\n" //
|
+ "attribute vec4 a_dark;\n" //
|
||||||
+ "attribute vec2 a_texCoord0;\n" //
|
+ "attribute vec2 a_texCoord0;\n" //
|
||||||
+ "uniform mat4 u_projTrans;\n" //
|
+ "uniform mat4 u_projTrans;\n" //
|
||||||
+ "varying vec4 v_light;\n" //
|
+ "varying vec4 v_light;\n" //
|
||||||
+ "varying vec3 v_dark;\n" //
|
+ "varying vec4 v_dark;\n" //
|
||||||
+ "varying vec2 v_texCoords;\n" //
|
+ "varying vec2 v_texCoords;\n" //
|
||||||
+ "\n" //
|
+ "\n" //
|
||||||
+ "void main()\n" //
|
+ "void main()\n" //
|
||||||
@ -212,14 +238,15 @@ public class TwoColorPolygonBatch {
|
|||||||
+ "#define LOWP \n" //
|
+ "#define LOWP \n" //
|
||||||
+ "#endif\n" //
|
+ "#endif\n" //
|
||||||
+ "varying LOWP vec4 v_light;\n" //
|
+ "varying LOWP vec4 v_light;\n" //
|
||||||
+ "varying LOWP vec3 v_dark;\n" //
|
+ "varying LOWP vec4 v_dark;\n" //
|
||||||
|
+ "uniform float u_pma;\n" //
|
||||||
+ "varying vec2 v_texCoords;\n" //
|
+ "varying vec2 v_texCoords;\n" //
|
||||||
+ "uniform sampler2D u_texture;\n" //
|
+ "uniform sampler2D u_texture;\n" //
|
||||||
+ "void main()\n"//
|
+ "void main()\n"//
|
||||||
+ "{\n" //
|
+ "{\n" //
|
||||||
+ " vec4 texColor = texture2D(u_texture, v_texCoords);\n" //
|
+ " vec4 texColor = texture2D(u_texture, v_texCoords);\n" //
|
||||||
+ " gl_FragColor.a = texColor.a * v_light.a;\n" //
|
+ " gl_FragColor.a = texColor.a * v_light.a;\n" //
|
||||||
+ " gl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark * gl_FragColor.a + texColor.rgb * v_light.rgb;\n" //
|
+ " gl_FragColor.rgb = ((texColor.a - 1.0) * u_pma + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n" //
|
||||||
+ "}";
|
+ "}";
|
||||||
|
|
||||||
ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader);
|
ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader);
|
||||||
|
|||||||
@ -904,26 +904,31 @@ public class SkeletonViewer extends ApplicationAdapter {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void loadPrefs () {
|
void loadPrefs () {
|
||||||
debugBonesCheckbox.setChecked(prefs.getBoolean("debugBones", true));
|
try {
|
||||||
debugRegionsCheckbox.setChecked(prefs.getBoolean("debugRegions", false));
|
debugBonesCheckbox.setChecked(prefs.getBoolean("debugBones", true));
|
||||||
debugMeshHullCheckbox.setChecked(prefs.getBoolean("debugMeshHull", false));
|
debugRegionsCheckbox.setChecked(prefs.getBoolean("debugRegions", false));
|
||||||
debugMeshTrianglesCheckbox.setChecked(prefs.getBoolean("debugMeshTriangles", false));
|
debugMeshHullCheckbox.setChecked(prefs.getBoolean("debugMeshHull", false));
|
||||||
debugPathsCheckbox.setChecked(prefs.getBoolean("debugPaths", true));
|
debugMeshTrianglesCheckbox.setChecked(prefs.getBoolean("debugMeshTriangles", false));
|
||||||
debugPointsCheckbox.setChecked(prefs.getBoolean("debugPoints", true));
|
debugPathsCheckbox.setChecked(prefs.getBoolean("debugPaths", true));
|
||||||
debugClippingCheckbox.setChecked(prefs.getBoolean("debugClipping", true));
|
debugPointsCheckbox.setChecked(prefs.getBoolean("debugPoints", true));
|
||||||
premultipliedCheckbox.setChecked(prefs.getBoolean("premultiplied", true));
|
debugClippingCheckbox.setChecked(prefs.getBoolean("debugClipping", true));
|
||||||
loopCheckbox.setChecked(prefs.getBoolean("loop", false));
|
premultipliedCheckbox.setChecked(prefs.getBoolean("premultiplied", true));
|
||||||
speedSlider.setValue(prefs.getFloat("speed", 0.3f));
|
loopCheckbox.setChecked(prefs.getBoolean("loop", false));
|
||||||
mixSlider.setValue(prefs.getFloat("mix", 0.3f));
|
speedSlider.setValue(prefs.getFloat("speed", 0.3f));
|
||||||
|
mixSlider.setValue(prefs.getFloat("mix", 0.3f));
|
||||||
|
|
||||||
zoomSlider.setValue(prefs.getFloat("zoom", 1));
|
zoomSlider.setValue(prefs.getFloat("zoom", 1));
|
||||||
camera.zoom = 1 / prefs.getFloat("zoom", 1);
|
camera.zoom = 1 / prefs.getFloat("zoom", 1);
|
||||||
camera.position.x = prefs.getFloat("x", 0);
|
camera.position.x = prefs.getFloat("x", 0);
|
||||||
camera.position.y = prefs.getFloat("y", 0);
|
camera.position.y = prefs.getFloat("y", 0);
|
||||||
|
|
||||||
scaleSlider.setValue(prefs.getFloat("scale", 1));
|
scaleSlider.setValue(prefs.getFloat("scale", 1));
|
||||||
animationList.setSelected(prefs.getString("animationName", null));
|
animationList.setSelected(prefs.getString("animationName", null));
|
||||||
skinList.setSelected(prefs.getString("skinName", null));
|
skinList.setSelected(prefs.getString("skinName", null));
|
||||||
|
} catch (Exception ex) {
|
||||||
|
System.out.println("Unable to read preferences:");
|
||||||
|
ex.printStackTrace();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -457,7 +457,7 @@ namespace Spine.Unity.Editor {
|
|||||||
static Bone extractionBone;
|
static Bone extractionBone;
|
||||||
static Slot extractionSlot;
|
static Slot extractionSlot;
|
||||||
|
|
||||||
static Bone GetExtractionBone () {
|
internal static Bone GetExtractionBone () {
|
||||||
if (extractionBone != null)
|
if (extractionBone != null)
|
||||||
return extractionBone;
|
return extractionBone;
|
||||||
|
|
||||||
@ -479,7 +479,7 @@ namespace Spine.Unity.Editor {
|
|||||||
return extractionBone;
|
return extractionBone;
|
||||||
}
|
}
|
||||||
|
|
||||||
static Slot GetExtractionSlot () {
|
internal static Slot GetExtractionSlot () {
|
||||||
if (extractionSlot != null)
|
if (extractionSlot != null)
|
||||||
return extractionSlot;
|
return extractionSlot;
|
||||||
|
|
||||||
@ -491,11 +491,14 @@ namespace Spine.Unity.Editor {
|
|||||||
return extractionSlot;
|
return extractionSlot;
|
||||||
}
|
}
|
||||||
|
|
||||||
static Mesh ExtractRegionAttachment (string name, RegionAttachment attachment, Mesh mesh = null) {
|
internal static Mesh ExtractRegionAttachment (string name, RegionAttachment attachment, Mesh mesh = null, bool centered = true) {
|
||||||
var bone = GetExtractionBone();
|
var bone = GetExtractionBone();
|
||||||
|
|
||||||
bone.X = -attachment.X;
|
if (centered) {
|
||||||
bone.Y = -attachment.Y;
|
bone.X = -attachment.X;
|
||||||
|
bone.Y = -attachment.Y;
|
||||||
|
}
|
||||||
|
|
||||||
bone.UpdateWorldTransform();
|
bone.UpdateWorldTransform();
|
||||||
|
|
||||||
Vector2[] uvs = ExtractUV(attachment.UVs);
|
Vector2[] uvs = ExtractUV(attachment.UVs);
|
||||||
@ -504,12 +507,13 @@ namespace Spine.Unity.Editor {
|
|||||||
Vector3[] verts = ExtractVerts(floatVerts);
|
Vector3[] verts = ExtractVerts(floatVerts);
|
||||||
|
|
||||||
//unrotate verts now that they're centered
|
//unrotate verts now that they're centered
|
||||||
for (int i = 0; i < verts.Length; i++) {
|
if (centered) {
|
||||||
verts[i] = Quaternion.Euler(0, 0, -attachment.Rotation) * verts[i];
|
for (int i = 0; i < verts.Length; i++)
|
||||||
|
verts[i] = Quaternion.Euler(0, 0, -attachment.Rotation) * verts[i];
|
||||||
}
|
}
|
||||||
|
|
||||||
int[] triangles = new int[6] { 1, 3, 0, 2, 3, 1 };
|
int[] triangles = { 1, 3, 0, 2, 3, 1 };
|
||||||
Color color = new Color(attachment.R, attachment.G, attachment.B, attachment.A);
|
Color color = attachment.GetColor();
|
||||||
|
|
||||||
if (mesh == null)
|
if (mesh == null)
|
||||||
mesh = new Mesh();
|
mesh = new Mesh();
|
||||||
@ -519,7 +523,7 @@ namespace Spine.Unity.Editor {
|
|||||||
mesh.vertices = verts;
|
mesh.vertices = verts;
|
||||||
mesh.uv = uvs;
|
mesh.uv = uvs;
|
||||||
mesh.triangles = triangles;
|
mesh.triangles = triangles;
|
||||||
mesh.colors = new Color[] { color, color, color, color };
|
mesh.colors = new [] { color, color, color, color };
|
||||||
mesh.RecalculateBounds();
|
mesh.RecalculateBounds();
|
||||||
mesh.RecalculateNormals();
|
mesh.RecalculateNormals();
|
||||||
mesh.name = name;
|
mesh.name = name;
|
||||||
@ -527,7 +531,7 @@ namespace Spine.Unity.Editor {
|
|||||||
return mesh;
|
return mesh;
|
||||||
}
|
}
|
||||||
|
|
||||||
static Mesh ExtractMeshAttachment (string name, MeshAttachment attachment, Mesh mesh = null) {
|
internal static Mesh ExtractMeshAttachment (string name, MeshAttachment attachment, Mesh mesh = null) {
|
||||||
var slot = GetExtractionSlot();
|
var slot = GetExtractionSlot();
|
||||||
|
|
||||||
slot.Bone.X = 0;
|
slot.Bone.X = 0;
|
||||||
@ -592,7 +596,7 @@ namespace Spine.Unity.Editor {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static Mesh ExtractWeightedMeshAttachment (string name, MeshAttachment attachment, int slotIndex, SkeletonData skeletonData, List<Transform> boneList, Mesh mesh = null) {
|
internal static Mesh ExtractWeightedMeshAttachment (string name, MeshAttachment attachment, int slotIndex, SkeletonData skeletonData, List<Transform> boneList, Mesh mesh = null) {
|
||||||
if (attachment.Bones == null)
|
if (attachment.Bones == null)
|
||||||
throw new System.ArgumentException("Mesh is not weighted.", "attachment");
|
throw new System.ArgumentException("Mesh is not weighted.", "attachment");
|
||||||
|
|
||||||
@ -708,7 +712,7 @@ namespace Spine.Unity.Editor {
|
|||||||
return mesh;
|
return mesh;
|
||||||
}
|
}
|
||||||
|
|
||||||
static Vector2[] ExtractUV (float[] floats) {
|
internal static Vector2[] ExtractUV (float[] floats) {
|
||||||
Vector2[] arr = new Vector2[floats.Length / 2];
|
Vector2[] arr = new Vector2[floats.Length / 2];
|
||||||
|
|
||||||
for (int i = 0; i < floats.Length; i += 2) {
|
for (int i = 0; i < floats.Length; i += 2) {
|
||||||
@ -718,7 +722,7 @@ namespace Spine.Unity.Editor {
|
|||||||
return arr;
|
return arr;
|
||||||
}
|
}
|
||||||
|
|
||||||
static Vector3[] ExtractVerts (float[] floats) {
|
internal static Vector3[] ExtractVerts (float[] floats) {
|
||||||
Vector3[] arr = new Vector3[floats.Length / 2];
|
Vector3[] arr = new Vector3[floats.Length / 2];
|
||||||
|
|
||||||
for (int i = 0; i < floats.Length; i += 2) {
|
for (int i = 0; i < floats.Length; i += 2) {
|
||||||
|
|||||||
@ -52,7 +52,7 @@ Shader "Spine/Skeleton Tint" {
|
|||||||
|
|
||||||
float4 frag (VertexOutput i) : COLOR {
|
float4 frag (VertexOutput i) : COLOR {
|
||||||
float4 texColor = tex2D(_MainTex, i.uv);
|
float4 texColor = tex2D(_MainTex, i.uv);
|
||||||
return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * texColor.a * _Black.rgb), 0);
|
return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * _Black.rgb * texColor.a*_Color.a*i.vertexColor.a), 0);
|
||||||
}
|
}
|
||||||
ENDCG
|
ENDCG
|
||||||
}
|
}
|
||||||
|
|||||||
@ -110,7 +110,7 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
|
|||||||
clip (texColor.a - 0.001);
|
clip (texColor.a - 0.001);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
return (texColor * IN.color) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r))), 0);
|
return (texColor * IN.color) + float4(((1-texColor.rgb) * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r)) * texColor.a*_Color.a*i.vertexColor.a), 0);
|
||||||
}
|
}
|
||||||
ENDCG
|
ENDCG
|
||||||
}
|
}
|
||||||
|
|||||||
@ -61,7 +61,7 @@ Shader "Spine/Skeleton Tint Black" {
|
|||||||
|
|
||||||
float4 frag (VertexOutput i) : COLOR {
|
float4 frag (VertexOutput i) : COLOR {
|
||||||
float4 texColor = tex2D(_MainTex, i.uv);
|
float4 texColor = tex2D(_MainTex, i.uv);
|
||||||
return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(i.uv1.r, i.uv1.g, i.uv2.r))), 0);
|
return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * (_Black.rgb + float3(i.uv1.r, i.uv1.g, i.uv2.r)) * texColor.a*_Color.a*i.vertexColor.a), 0);
|
||||||
}
|
}
|
||||||
ENDCG
|
ENDCG
|
||||||
}
|
}
|
||||||
|
|||||||
@ -144,6 +144,12 @@ namespace Spine.Unity {
|
|||||||
return new Quaternion(0, 0, Mathf.Sin(halfRotation), Mathf.Cos(halfRotation));
|
return new Quaternion(0, 0, Mathf.Sin(halfRotation), Mathf.Cos(halfRotation));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>Gets a bone-local space UnityEngine.Quaternion representation of bone.rotation.</summary>
|
||||||
|
public static Quaternion GetLocalQuaternion (this Bone bone) {
|
||||||
|
var halfRotation = bone.rotation * Mathf.Deg2Rad * 0.5f;
|
||||||
|
return new Quaternion(0, 0, Mathf.Sin(halfRotation), Mathf.Cos(halfRotation));
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>Gets the PointAttachment's Unity World position using its Spine GameObject Transform.</summary>
|
/// <summary>Gets the PointAttachment's Unity World position using its Spine GameObject Transform.</summary>
|
||||||
public static Vector3 GetWorldPosition (this PointAttachment attachment, Slot slot, Transform spineGameObjectTransform) {
|
public static Vector3 GetWorldPosition (this PointAttachment attachment, Slot slot, Transform spineGameObjectTransform) {
|
||||||
Vector3 skeletonSpacePosition;
|
Vector3 skeletonSpacePosition;
|
||||||
@ -288,6 +294,10 @@ namespace Spine {
|
|||||||
return va.bones != null && va.bones.Length > 0;
|
return va.bones != null && va.bones.Length > 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static bool IsRenderable (this Attachment a) {
|
||||||
|
return a is RegionAttachment || a is MeshAttachment;
|
||||||
|
}
|
||||||
|
|
||||||
#region Transform Modes
|
#region Transform Modes
|
||||||
public static bool InheritsRotation (this TransformMode mode) {
|
public static bool InheritsRotation (this TransformMode mode) {
|
||||||
const int RotationBit = 0;
|
const int RotationBit = 0;
|
||||||
|
|||||||
@ -213,7 +213,7 @@ namespace Spine.Unity {
|
|||||||
for (int i = 0; i < separatorSlotNames.Length; i++)
|
for (int i = 0; i < separatorSlotNames.Length; i++)
|
||||||
separatorSlots.Add(skeleton.FindSlot(separatorSlotNames[i]));
|
separatorSlots.Add(skeleton.FindSlot(separatorSlotNames[i]));
|
||||||
|
|
||||||
LateUpdate();
|
LateUpdate(); // Generate mesh for the first frame it exists.
|
||||||
|
|
||||||
if (OnRebuild != null)
|
if (OnRebuild != null)
|
||||||
OnRebuild(this);
|
OnRebuild(this);
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user