Merge branch '3.6' into 3.7-beta

This commit is contained in:
badlogic 2017-07-04 10:33:27 +02:00
commit 6137da3eb2
18 changed files with 550 additions and 484 deletions

View File

@ -851,23 +851,36 @@ void _spDeformTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton,
slot->attachmentVerticesCapacity = vertexCount;
}
}
if (slot->attachmentVerticesCount != vertexCount && pose != SP_MIX_POSE_SETUP) alpha = 1; /* Don't mix from uninitialized slot vertices. */
slot->attachmentVerticesCount = vertexCount;
frameVertices = self->frameVertices;
vertices = slot->attachmentVertices;
if (time < frames[0]) { /* Time is before first frame. */
spVertexAttachment* vertexAttachment = SUB_CAST(spVertexAttachment, slot->attachment);
switch (pose) {
case SP_MIX_POSE_SETUP:
slot->attachmentVerticesCount = 0;
if (!vertexAttachment->bones) {
memcpy(vertices, vertexAttachment->vertices, vertexCount * sizeof(float));
} else {
for (i = 0; i < vertexCount; i++) vertices[i] = 0;
}
return;
case SP_MIX_POSE_CURRENT:
case SP_MIX_POSE_CURRENT_LAYERED: /* to appease compiler */
if (alpha == 1) break;
if (!vertexAttachment->bones) {
float* setupVertices = vertexAttachment->vertices;
for (i = 0; i < vertexCount; i++) {
vertices[i] += (setupVertices[i] - vertices[i]) * alpha;
}
} else {
alpha = 1 - alpha;
for (i = 0; i < vertexCount; i++)
for (i = 0; i < vertexCount; i++) {
vertices[i] *= alpha;
}
}
}
return;
}

View File

@ -101,6 +101,7 @@ namespace Spine.Unity.Editor {
}
position = EditorGUI.PrefixLabel(position, label);
var image = Icon;
var propertyStringValue = (property.hasMultipleDifferentValues) ? SpineInspectorUtility.EmDash : property.stringValue;
if (GUI.Button(position, string.IsNullOrEmpty(propertyStringValue) ? NoneLabel(image) : SpineInspectorUtility.TempContent(propertyStringValue, image), EditorStyles.popup))

View File

@ -79,7 +79,7 @@ namespace Spine.Unity {
/// <summary>
/// Initialize and instantiate the BoundingBoxFollower colliders. This is method checks if the BoundingBoxFollower has already been initialized for the skeleton instance and slotName and prevents overwriting unless it detects a new setup.</summary>
public void Initialize () {
public void Initialize (bool overwrite = false) {
if (skeletonRenderer == null)
return;
@ -89,7 +89,9 @@ namespace Spine.Unity {
return;
// Don't reinitialize if the setup did not change.
if (colliderTable.Count > 0 && slot != null // Slot is set and colliders already populated.
if (!overwrite
&&
colliderTable.Count > 0 && slot != null // Slot is set and colliders already populated.
&&
skeletonRenderer.skeleton == slot.Skeleton // Skeleton object did not change.
&&
@ -110,7 +112,24 @@ namespace Spine.Unity {
}
if (this.gameObject.activeInHierarchy) {
foreach (var skin in skeleton.Data.Skins) {
foreach (var skin in skeleton.Data.Skins)
AddSkin(skin, skeleton, slotIndex);
AddSkin(skeleton.skin, skeleton, slotIndex);
}
if (BoundingBoxFollower.DebugMessages) {
bool valid = colliderTable.Count != 0;
if (!valid) {
if (this.gameObject.activeInHierarchy)
Debug.LogWarning("Bounding Box Follower not valid! Slot [" + slotName + "] does not contain any Bounding Box Attachments!");
else
Debug.LogWarning("Bounding Box Follower tried to rebuild as a prefab.");
}
}
}
void AddSkin (Skin skin, Skeleton skeleton, int slotIndex) {
var attachmentNames = new List<string>();
skin.FindNamesForSlot(slotIndex, attachmentNames);
@ -131,18 +150,6 @@ namespace Spine.Unity {
}
}
}
}
if (BoundingBoxFollower.DebugMessages) {
bool valid = colliderTable.Count != 0;
if (!valid) {
if (this.gameObject.activeInHierarchy)
Debug.LogWarning("Bounding Box Follower not valid! Slot [" + slotName + "] does not contain any Bounding Box Attachments!");
else
Debug.LogWarning("Bounding Box Follower tried to rebuild as a prefab.");
}
}
}
void OnDisable () {
if (clearStateOnDisable)
@ -206,13 +213,23 @@ namespace Spine.Unity {
if (bbAttachment == null) {
currentCollider = null;
currentAttachment = null;
currentAttachmentName = null;
} else {
currentCollider = colliderTable[bbAttachment];
PolygonCollider2D foundCollider;
colliderTable.TryGetValue(bbAttachment, out foundCollider);
if (foundCollider != null) {
currentCollider = foundCollider;
currentCollider.enabled = true;
}
currentAttachment = bbAttachment;
currentAttachmentName = currentAttachment == null ? null : nameTable[bbAttachment];
currentAttachmentName = nameTable[bbAttachment];
} else {
currentCollider = null;
currentAttachment = bbAttachment;
currentAttachmentName = null;
if (BoundingBoxFollower.DebugMessages) Debug.LogFormat("Collider for BoundingBoxAttachment named '{0}' was not initialized. It is possibly from a new skin. currentAttachmentName will be null. You may need to call BoundingBoxFollower.Initialize(overwrite: true);", bbAttachment.Name);
}
}
}
}

View File

@ -26,7 +26,7 @@ struct VertexInput
#if defined(_NORMALMAP)
float4 tangent : TANGENT;
#endif // _NORMALMAP
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
////////////////////////////////////////

View File

@ -12,7 +12,7 @@ struct VertexInput
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
fixed4 color : COLOR;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput

View File

@ -286,7 +286,7 @@ struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -327,7 +327,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -370,7 +370,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;

View File

@ -283,7 +283,7 @@ struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -324,7 +324,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -367,7 +367,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;

View File

@ -286,7 +286,7 @@ struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -327,7 +327,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -370,7 +370,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;

View File

@ -1,5 +1,3 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
#ifndef SHADER_SHARED_INCLUDED
#define SHADER_SHARED_INCLUDED

View File

@ -1,5 +1,3 @@
// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
Shader "Hidden/Internal-SpriteDepthNormalsTexture" {
// Use this shader to render a DepthNormals texture for a camera with correct sprite normals (using camera.RenderWithShader)

View File

@ -324,7 +324,7 @@ VertexOutput vert(VertexInput input)
output.color = calculateVertexColor(input.color);
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
float3 viewPos = mul(UNITY_MATRIX_MV, input.vertex);
float3 viewPos = UnityObjectToViewPos(input.vertex);
#if defined(PER_PIXEL_LIGHTING)

View File

@ -15,6 +15,8 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
@ -50,9 +52,11 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
fixed4 _Black;
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct VertexInput {
float4 vertex : POSITION;
@ -60,6 +64,7 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
float2 texcoord : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
@ -68,17 +73,24 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
half2 texcoord : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 worldPosition : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _Black;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
VertexOutput vert (VertexInput IN) {
VertexOutput OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
#endif
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
OUT.uv1 = IN.uv1;
@ -90,8 +102,14 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
fixed4 frag (VertexOutput IN) : SV_Target
{
float4 texColor = tex2D(_MainTex, IN.texcoord);
//clip(color.a - 0.01);
half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
texColor.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (texColor.a - 0.001);
#endif
return (texColor * IN.color) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r))), 0);
}
ENDCG

View File

@ -1,4 +1,4 @@
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking.
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
{
@ -14,6 +14,8 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
@ -49,25 +51,40 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
fixed4 _Color;
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct VertexInput {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
VertexOutput vert (VertexInput IN) {
VertexOutput OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
@ -82,8 +99,14 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
fixed4 frag (VertexOutput IN) : SV_Target
{
half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
//clip(color.a - 0.01);
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG

View File

@ -1,5 +1,3 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Spine/Bones" {
Properties {
_Color ("Color", Color) = (0.5,0.5,0.5,0.5)

View File

@ -126,7 +126,7 @@ namespace Spine.Unity {
}
#endregion
protected override void ClearState () {
public override void ClearState () {
base.ClearState();
if (state != null) state.ClearTracks();
}

View File

@ -149,7 +149,7 @@ namespace Spine.Unity {
rendererBuffers.Dispose();
}
protected virtual void ClearState () {
public virtual void ClearState () {
meshFilter.sharedMesh = null;
currentInstructions.Clear();
if (skeleton != null) skeleton.SetToSetupPose();