mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
Merge branch '3.8' of https://github.com/esotericsoftware/spine-runtimes into 3.8
This commit is contained in:
commit
7bfcbe1b7a
@ -247,6 +247,7 @@
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* Added `BoundingBoxFollowerGraphic` component. This class is a counterpart of `BoundingBoxFollower` that can be used with `SkeletonGraphic`.
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* Added Inspector context menu functions `SkeletonRenderer - Add all BoundingBoxFollower GameObjects` and `SkeletonGraphic - Add all BoundingBoxFollowerGraphic GameObjects` that automatically generate bounding box follower GameObjects for every `BoundingBoxAttachment` for all skins of a skeleton.
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* `GetRemappedClone()` now provides an additional parameter `pivotShiftsMeshUVCoords` for `MeshAttachment` to prevent uv shifts at a non-central Sprite pivot. This parameter defaults to `true` to maintain previous behaviour.
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* `SkeletonRenderer` components now provide an additional update mode `Only Event Timelines` at the `Update When Invisible` property. This mode saves additional timeline updates compared to update mode `Everything Except Mesh`.
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* **Changes of default values**
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* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.
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@ -300,6 +300,43 @@ namespace Spine {
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return applied;
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}
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/// <summary>Version of <see cref="Apply"/> only applying EventTimelines for lightweight off-screen updates.</summary>
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// Note: This method is not part of the libgdx reference implementation.
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public bool ApplyEventTimelinesOnly (Skeleton skeleton) {
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
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var events = this.events;
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bool applied = false;
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var tracksItems = tracks.Items;
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for (int i = 0, n = tracks.Count; i < n; i++) {
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TrackEntry current = tracksItems[i];
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if (current == null || current.delay > 0) continue;
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applied = true;
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// Apply mixing from entries first.
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if (current.mixingFrom != null)
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ApplyMixingFromEventTimelinesOnly(current, skeleton);
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// Apply current entry.
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float animationLast = current.animationLast, animationTime = current.AnimationTime;
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int timelineCount = current.animation.timelines.Count;
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var timelines = current.animation.timelines;
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var timelinesItems = timelines.Items;
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for (int ii = 0; ii < timelineCount; ii++) {
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Timeline timeline = timelinesItems[ii];
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if (timeline is EventTimeline)
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timeline.Apply(skeleton, animationLast, animationTime, events, 1.0f, MixBlend.Setup, MixDirection.In);
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}
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QueueEvents(current, animationTime);
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events.Clear(false);
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current.nextAnimationLast = animationTime;
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current.nextTrackLast = current.trackTime;
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}
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queue.Drain();
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return applied;
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}
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private float ApplyMixingFrom (TrackEntry to, Skeleton skeleton, MixBlend blend) {
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TrackEntry from = to.mixingFrom;
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if (from.mixingFrom != null) ApplyMixingFrom(from, skeleton, blend);
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@ -386,6 +423,43 @@ namespace Spine {
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return mix;
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}
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/// <summary>Version of <see cref="ApplyMixingFrom"/> only applying EventTimelines for lightweight off-screen updates.</summary>
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// Note: This method is not part of the libgdx reference implementation.
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private float ApplyMixingFromEventTimelinesOnly (TrackEntry to, Skeleton skeleton) {
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TrackEntry from = to.mixingFrom;
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if (from.mixingFrom != null) ApplyMixingFromEventTimelinesOnly(from, skeleton);
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float mix;
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if (to.mixDuration == 0) { // Single frame mix to undo mixingFrom changes.
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mix = 1;
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}
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else {
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mix = to.mixTime / to.mixDuration;
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if (mix > 1) mix = 1;
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}
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var eventBuffer = mix < from.eventThreshold ? this.events : null;
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if (eventBuffer == null)
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return mix;
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float animationLast = from.animationLast, animationTime = from.AnimationTime;
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var timelines = from.animation.timelines;
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int timelineCount = timelines.Count;
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var timelinesItems = timelines.Items;
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for (int i = 0; i < timelineCount; i++) {
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var timeline = timelinesItems[i];
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if (timeline is EventTimeline)
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timeline.Apply(skeleton, animationLast, animationTime, eventBuffer, 0, MixBlend.Setup, MixDirection.Out);
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}
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if (to.mixDuration > 0) QueueEvents(from, animationTime);
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this.events.Clear(false);
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from.nextAnimationLast = animationTime;
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from.nextTrackLast = from.trackTime;
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return mix;
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}
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/// <summary> Applies the attachment timeline and sets <see cref="Slot.attachmentState"/>.</summary>
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/// <param name="attachments">False when: 1) the attachment timeline is mixing out, 2) mix < attachmentThreshold, and 3) the timeline
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/// is not the last timeline to set the slot's attachment. In that case the timeline is applied only so subsequent
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@ -58,6 +58,9 @@ namespace Spine {
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}
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#endregion
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public List<AtlasRegion> Regions { get { return regions; } }
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public List<AtlasPage> Pages { get { return pages; } }
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#if !(IS_UNITY)
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#if WINDOWS_STOREAPP
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private async Task ReadFile(string path, TextureLoader textureLoader) {
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@ -213,7 +213,10 @@ namespace Spine.Unity {
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if (_BeforeApply != null)
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_BeforeApply(this);
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if (updateMode != UpdateMode.OnlyEventTimelines)
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state.Apply(skeleton);
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else
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state.ApplyEventTimelinesOnly(skeleton);
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if (_UpdateLocal != null)
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_UpdateLocal(this);
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@ -62,7 +62,7 @@ namespace Spine.Unity {
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/// <summary>Update mode to optionally limit updates to e.g. only apply animations but not update the mesh.</summary>
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public UpdateMode UpdateMode { get { return updateMode; } set { updateMode = value; } }
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[SerializeField] protected UpdateMode updateMode = UpdateMode.FullUpdate;
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protected UpdateMode updateMode = UpdateMode.FullUpdate;
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/// <summary>Update mode used when the MeshRenderer becomes invisible
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/// (when <c>OnBecameInvisible()</c> is called). Update mode is automatically
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@ -263,7 +263,10 @@ namespace Spine.Unity {
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if (BeforeApply != null)
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BeforeApply(this);
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if (updateMode != UpdateMode.OnlyEventTimelines)
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state.Apply(skeleton);
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else
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state.ApplyEventTimelinesOnly(skeleton);
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if (UpdateLocal != null)
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UpdateLocal(this);
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@ -283,7 +286,7 @@ namespace Spine.Unity {
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// instantiation can happen from Update() after this component, leading to a missing Update() call.
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if (!wasUpdatedAfterInit) Update(0);
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if (freeze) return;
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if (updateMode <= UpdateMode.EverythingExceptMesh) return;
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if (updateMode != UpdateMode.FullUpdate) return;
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UpdateMesh();
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}
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@ -82,7 +82,7 @@ namespace Spine.Unity {
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/// <summary>Update mode to optionally limit updates to e.g. only apply animations but not update the mesh.</summary>
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public UpdateMode UpdateMode { get { return updateMode; } set { updateMode = value; } }
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[SerializeField] protected UpdateMode updateMode = UpdateMode.FullUpdate;
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protected UpdateMode updateMode = UpdateMode.FullUpdate;
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/// <summary>Update mode used when the MeshRenderer becomes invisible
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/// (when <c>OnBecameInvisible()</c> is called). Update mode is automatically
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@ -381,7 +381,7 @@ namespace Spine.Unity {
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}
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#endif
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if (updateMode <= UpdateMode.EverythingExceptMesh) return;
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if (updateMode != UpdateMode.FullUpdate) return;
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#if SPINE_OPTIONAL_RENDEROVERRIDE
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bool doMeshOverride = generateMeshOverride != null;
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@ -31,8 +31,10 @@ namespace Spine.Unity {
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public enum UpdateMode {
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Nothing = 0,
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OnlyAnimationStatus,
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EverythingExceptMesh,
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FullUpdate
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OnlyEventTimelines = 4, // added as index 4 to keep scene behavior unchanged.
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EverythingExceptMesh = 2,
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FullUpdate,
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//Reserved 4 for OnlyEventTimelines
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};
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public delegate void UpdateBonesDelegate (ISkeletonAnimation animated);
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@ -5,6 +5,10 @@
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#include "SpineCoreShaders/SpriteLighting.cginc"
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#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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#define NEEDS_POSITION_WS
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#endif
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////////////////////////////////////////
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// Vertex output struct
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//
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@ -26,10 +30,10 @@ struct VertexOutputLWRP
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#else
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half3 normalWorld : TEXCOORD4;
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#endif
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#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
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#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
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float4 shadowCoord : TEXCOORD7;
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#endif
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#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS)
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#if defined(NEEDS_POSITION_WS)
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float4 positionWS : TEXCOORD8;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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@ -80,7 +84,7 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
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brdfData.specular *= albedo.a;
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#ifndef _MAIN_LIGHT_VERTEX
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#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
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#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
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Light mainLight = GetMainLight(inputData.shadowCoord);
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#else
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Light mainLight = GetMainLight();
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@ -115,7 +119,7 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
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half4 diffuse = texDiffuseAlpha * vertexColor;
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#ifndef _MAIN_LIGHT_VERTEX
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#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
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#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
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Light mainLight = GetMainLight(inputData.shadowCoord);
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#else
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Light mainLight = GetMainLight();
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@ -170,12 +174,12 @@ VertexOutputLWRP ForwardPassVertexSprite(VertexInput input)
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backFaceSign = calculateBackfacingSign(positionWS.xyz);
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#endif
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output.viewDirectionWS = GetCameraPositionWS() - positionWS;
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#if defined(NEEDS_POSITION_WS)
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output.positionWS = float4(positionWS, 1);
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#endif
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#if defined(PER_PIXEL_LIGHTING)
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#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS)
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output.positionWS = float4(positionWS, 1);
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#endif
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half3 normalWS = calculateSpriteWorldNormal(input, -backFaceSign);
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output.normalWorld.xyz = normalWS;
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@ -191,7 +195,8 @@ VertexOutputLWRP ForwardPassVertexSprite(VertexInput input)
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#endif // !PER_PIXEL_LIGHTING
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output.fogFactorAndVertexLight.yzw = LightweightLightVertexSimplified(positionWS, normalWS);
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#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
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#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
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VertexPositionInputs vertexInput;
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vertexInput.positionWS = positionWS;
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vertexInput.positionCS = output.pos;
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@ -216,8 +221,16 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target
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// fill out InputData struct
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InputData inputData;
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#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
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#if !defined(_RECEIVE_SHADOWS_OFF)
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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inputData.shadowCoord = input.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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inputData.shadowCoord = TransformWorldToShadowCoord(input.positionWS);
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#elif defined(_MAIN_LIGHT_SHADOWS)
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inputData.shadowCoord = input.shadowCoord;
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#else
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inputData.shadowCoord = float4(0, 0, 0, 0);
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#endif
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#endif
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inputData.viewDirectionWS = input.viewDirectionWS;
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@ -100,6 +100,8 @@ Shader "Universal Render Pipeline/Spine/Sprite"
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ MAIN_LIGHT_CALCULATE_SHADOWS
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#pragma multi_compile _ REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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