mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-13 10:38:46 +08:00
Improved rendering performance when an attachment is fully inside a clipping attachment.
Reuse the original vertices rather than clipping's triangle soup.
This commit is contained in:
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bd1b98fe97
commit
68d262b531
@ -728,8 +728,7 @@ public class Skeleton {
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continue;
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}
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if (vertices != null) {
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if (clipper != null && clipper.isClipping()) {
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clipper.clipTriangles(vertices, triangles, triangles.length);
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if (clipper != null && clipper.isClipping() && clipper.clipTriangles(vertices, triangles, triangles.length)) {
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vertices = clipper.getClippedVertices().items;
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verticesLength = clipper.getClippedVertices().size;
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}
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@ -150,13 +150,12 @@ public class SkeletonRenderer {
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continue;
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}
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Texture texture = null;
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int vertexSize = clipper.isClipping() ? 2 : 5;
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Attachment attachment = slot.attachment;
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if (attachment instanceof RegionAttachment) {
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RegionAttachment region = (RegionAttachment)attachment;
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verticesLength = vertexSize << 2;
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verticesLength = 20;
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vertices = this.vertices.items;
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region.computeWorldVertices(slot, vertices, 0, vertexSize);
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region.computeWorldVertices(slot, vertices, 0, 5);
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triangles = quadTriangles;
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texture = region.getRegion().getTexture();
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uvs = region.getUVs();
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@ -165,9 +164,9 @@ public class SkeletonRenderer {
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} else if (attachment instanceof MeshAttachment) {
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MeshAttachment mesh = (MeshAttachment)attachment;
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int count = mesh.getWorldVerticesLength();
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verticesLength = (count >> 1) * vertexSize;
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verticesLength = (count >> 1) * 5;
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vertices = this.vertices.setSize(verticesLength);
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mesh.computeWorldVertices(slot, 0, count, vertices, 0, vertexSize);
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mesh.computeWorldVertices(slot, 0, count, vertices, 0, 5);
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triangles = mesh.getTriangles();
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texture = mesh.getRegion().getTexture();
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uvs = mesh.getUVs();
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@ -203,8 +202,7 @@ public class SkeletonRenderer {
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| (int)(g * slotColor.g * color.g * multiplier) << 8 //
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| (int)(r * slotColor.r * color.r * multiplier));
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if (clipper.isClipping()) {
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clipper.clipTriangles(vertices, triangles, triangles.length, uvs, c, 0, false);
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if (clipper.isClipping() && clipper.clipTriangles(vertices, triangles, triangles.length, uvs, c, 0, false, 5)) {
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FloatArray clippedVertices = clipper.getClippedVertices();
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ShortArray clippedTriangles = clipper.getClippedTriangles();
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batch.draw(texture, clippedVertices.items, 0, clippedVertices.size, clippedTriangles.items, 0,
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@ -249,13 +247,12 @@ public class SkeletonRenderer {
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continue;
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}
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Texture texture = null;
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int vertexSize = clipper.isClipping() ? 2 : 6;
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Attachment attachment = slot.attachment;
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if (attachment instanceof RegionAttachment) {
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RegionAttachment region = (RegionAttachment)attachment;
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verticesLength = vertexSize << 2;
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verticesLength = 24;
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vertices = this.vertices.items;
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region.computeWorldVertices(slot, vertices, 0, vertexSize);
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region.computeWorldVertices(slot, vertices, 0, 6);
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triangles = quadTriangles;
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texture = region.getRegion().getTexture();
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uvs = region.getUVs();
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@ -264,9 +261,9 @@ public class SkeletonRenderer {
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} else if (attachment instanceof MeshAttachment) {
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MeshAttachment mesh = (MeshAttachment)attachment;
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int count = mesh.getWorldVerticesLength();
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verticesLength = (count >> 1) * vertexSize;
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verticesLength = count * 3;
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vertices = this.vertices.setSize(verticesLength);
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mesh.computeWorldVertices(slot, 0, count, vertices, 0, vertexSize);
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mesh.computeWorldVertices(slot, 0, count, vertices, 0, 6);
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triangles = mesh.getTriangles();
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texture = mesh.getRegion().getTexture();
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uvs = mesh.getUVs();
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@ -310,8 +307,7 @@ public class SkeletonRenderer {
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| (int)(green * darkColor.g) << 8 //
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| (int)(red * darkColor.r));
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if (clipper.isClipping()) {
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clipper.clipTriangles(vertices, triangles, triangles.length, uvs, light, dark, true);
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if (clipper.isClipping() && clipper.clipTriangles(vertices, triangles, triangles.length, uvs, light, dark, true, 6)) {
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FloatArray clippedVertices = clipper.getClippedVertices();
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ShortArray clippedTriangles = clipper.getClippedTriangles();
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batch.drawTwoColor(texture, clippedVertices.items, 0, clippedVertices.size, clippedTriangles.items, 0,
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@ -84,7 +84,7 @@ public class SkeletonClipping {
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return clipAttachment != null;
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}
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public void clipTriangles (float[] vertices, short[] triangles, int trianglesLength) {
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public boolean clipTriangles (float[] vertices, short[] triangles, int trianglesLength) {
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FloatArray clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
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ShortArray clippedTriangles = this.clippedTriangles;
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Object[] polygons = clippingPolygons.items;
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@ -94,24 +94,25 @@ public class SkeletonClipping {
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clippedVertices.clear();
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clippedUvs.clear();
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clippedTriangles.clear();
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float[] clipOutputItems = null;
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for (int i = 0; i < trianglesLength; i += 3) {
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int vertexOffset = triangles[i] << 1;
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float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
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int v = triangles[i] << 1;
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float x1 = vertices[v], y1 = vertices[v + 1];
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vertexOffset = triangles[i + 1] << 1;
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float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
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v = triangles[i + 1] << 1;
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float x2 = vertices[v], y2 = vertices[v + 1];
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vertexOffset = triangles[i + 2] << 1;
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float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
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v = triangles[i + 2] << 1;
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float x3 = vertices[v], y3 = vertices[v + 1];
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for (int p = 0; p < polygonsCount; p++) {
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int s = clippedVertices.size;
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if (clip(x1, y1, x2, y2, x3, y3, (FloatArray)polygons[p], clipOutput)) {
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clipOutputItems = clipOutput.items;
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int clipOutputLength = clipOutput.size;
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if (clipOutputLength == 0) continue;
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int clipOutputCount = clipOutputLength >> 1;
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float[] clipOutputItems = clipOutput.items;
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float[] clippedVerticesItems = clippedVertices.setSize(s + clipOutputCount * 2);
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for (int ii = 0; ii < clipOutputLength; ii += 2, s += 2) {
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float x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
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@ -150,45 +151,46 @@ public class SkeletonClipping {
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}
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}
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}
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return clipOutputItems != null;
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}
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public void clipTriangles (float[] vertices, short[] triangles, int trianglesLength, float[] uvs, float light, float dark,
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boolean twoColor) {
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public boolean clipTriangles (float[] vertices, short[] triangles, int trianglesLength, float[] uvs, float light, float dark,
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boolean twoColor, int stride) {
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FloatArray clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
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ShortArray clippedTriangles = this.clippedTriangles;
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Object[] polygons = clippingPolygons.items;
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int polygonsCount = clippingPolygons.size;
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int vertexSize = twoColor ? 6 : 5;
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short index = 0;
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clippedVertices.clear();
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clippedUvs.clear();
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clippedTriangles.clear();
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float[] clipOutputItems = null;
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for (int i = 0; i < trianglesLength; i += 3) {
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int vertexOffset = triangles[i] << 1;
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float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
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float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
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int t = triangles[i];
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float u1 = uvs[t << 1], v1 = uvs[(t << 1) + 1];
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float x1 = vertices[t * stride], y1 = vertices[t * stride + 1];
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vertexOffset = triangles[i + 1] << 1;
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float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
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float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
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t = triangles[i + 1];
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float u2 = uvs[t << 1], v2 = uvs[(t << 1) + 1];
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float x2 = vertices[t * stride], y2 = vertices[t * stride + 1];
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vertexOffset = triangles[i + 2] << 1;
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float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
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float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
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t = triangles[i + 2];
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float u3 = uvs[t << 1], v3 = uvs[(t << 1) + 1];
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float x3 = vertices[t * stride], y3 = vertices[t * stride + 1];
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for (int p = 0; p < polygonsCount; p++) {
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int s = clippedVertices.size;
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if (clip(x1, y1, x2, y2, x3, y3, (FloatArray)polygons[p], clipOutput)) {
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clipOutputItems = clipOutput.items;
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int clipOutputLength = clipOutput.size;
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if (clipOutputLength == 0) continue;
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float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
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float d = 1 / (d0 * d2 + d1 * (y1 - y3));
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int clipOutputCount = clipOutputLength >> 1;
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float[] clipOutputItems = clipOutput.items;
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float[] clippedVerticesItems = clippedVertices.setSize(s + clipOutputCount * vertexSize);
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float[] clippedVerticesItems = clippedVertices.setSize(s + clipOutputCount * stride);
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for (int ii = 0; ii < clipOutputLength; ii += 2, s += 2) {
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float x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
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clippedVerticesItems[s] = x;
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@ -218,7 +220,7 @@ public class SkeletonClipping {
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index += clipOutputCount + 1;
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} else {
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float[] clippedVerticesItems = clippedVertices.setSize(s + 3 * vertexSize);
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float[] clippedVerticesItems = clippedVertices.setSize(s + 3 * stride);
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clippedVerticesItems[s] = x1;
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clippedVerticesItems[s + 1] = y1;
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clippedVerticesItems[s + 2] = light;
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@ -267,6 +269,7 @@ public class SkeletonClipping {
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}
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}
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}
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return clipOutputItems != null;
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}
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public void clipTrianglesUnpacked (float[] vertices, int vertexStart, short[] triangles, int trianglesLength, float[] uvs) {
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@ -282,17 +285,17 @@ public class SkeletonClipping {
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clippedUvs.clear();
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clippedTriangles.clear();
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for (int i = 0; i < trianglesLength; i += 3) {
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int vertexOffset = triangles[i] << 1;
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float x1 = vertices[vertexStart + vertexOffset], y1 = vertices[vertexStart + vertexOffset + 1];
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float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
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int v = triangles[i] << 1;
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float x1 = vertices[vertexStart + v], y1 = vertices[vertexStart + v + 1];
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float u1 = uvs[v], v1 = uvs[v + 1];
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vertexOffset = triangles[i + 1] << 1;
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float x2 = vertices[vertexStart + vertexOffset], y2 = vertices[vertexStart + vertexOffset + 1];
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float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
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v = triangles[i + 1] << 1;
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float x2 = vertices[vertexStart + v], y2 = vertices[vertexStart + v + 1];
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float u2 = uvs[v], v2 = uvs[v + 1];
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vertexOffset = triangles[i + 2] << 1;
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float x3 = vertices[vertexStart + vertexOffset], y3 = vertices[vertexStart + vertexOffset + 1];
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float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
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v = triangles[i + 2] << 1;
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float x3 = vertices[vertexStart + v], y3 = vertices[vertexStart + v + 1];
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float u3 = uvs[v], v3 = uvs[v + 1];
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for (int p = 0; p < polygonsCount; p++) {
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int s = clippedVertices.size;
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@ -359,7 +362,7 @@ public class SkeletonClipping {
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/** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
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* area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
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boolean clip (float x1, float y1, float x2, float y2, float x3, float y3, FloatArray clippingArea, FloatArray output) {
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private boolean clip (float x1, float y1, float x2, float y2, float x3, float y3, FloatArray clippingArea, FloatArray output) {
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FloatArray originalOutput = output;
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boolean clipped = false;
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