[ue4] Using packed vertex format, implemented two color tint in test material.

This commit is contained in:
badlogic 2017-05-23 14:26:34 +02:00
parent 53d80a4020
commit 8ae6f56294
5 changed files with 13 additions and 8 deletions

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@ -7,6 +7,7 @@
// Finish all the built in vertex types.
DEFINE_RUNTIME_MESH_VERTEX(FRuntimeMeshVertexSimple);
DEFINE_RUNTIME_MESH_VERTEX(FRuntimeMeshVertexDualUV);
DEFINE_RUNTIME_MESH_VERTEX(FRuntimeMeshVertexTripleUV);
DEFINE_RUNTIME_MESH_VERTEX(FRuntimeMeshVertexNoPosition);
DEFINE_RUNTIME_MESH_VERTEX(FRuntimeMeshVertexNoPositionDualUV);
DEFINE_RUNTIME_MESH_VERTEX(FRuntimeMeshVertexHiPrecisionNormals);
@ -21,7 +22,8 @@ const FRuntimeMeshVertexTypeInfo* FRuntimeMeshComponentVerticesBuilder::GetVerte
{
if (HasUVComponent(1))
{
return &FRuntimeMeshVertexDualUV::TypeInfo;
if (HasUVComponent(2)) return &FRuntimeMeshVertexTripleUV::TypeInfo;
else return &FRuntimeMeshVertexDualUV::TypeInfo;
}
else
{

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@ -1249,6 +1249,9 @@ DECLARE_RUNTIME_MESH_VERTEXINTERNAL(FRuntimeMeshVertexSimple, true, true, true,
/** Simple vertex with 2 UV channels */
DECLARE_RUNTIME_MESH_VERTEXINTERNAL(FRuntimeMeshVertexDualUV, true, true, true, true, 2, ERuntimeMeshVertexTangentBasisType::Default, ERuntimeMeshVertexUVType::HighPrecision, RUNTIMEMESHCOMPONENT_API)
/** Simple vertex with 3 UV channels */
DECLARE_RUNTIME_MESH_VERTEXINTERNAL(FRuntimeMeshVertexTripleUV, true, true, true, true, 3, ERuntimeMeshVertexTangentBasisType::Default, ERuntimeMeshVertexUVType::HighPrecision, RUNTIMEMESHCOMPONENT_API)
/** Simple vertex with 1 UV channel and NO position component (Meant to be used with separate position buffer) */
DECLARE_RUNTIME_MESH_VERTEXINTERNAL(FRuntimeMeshVertexNoPosition, false, true, true, true, 1, ERuntimeMeshVertexTangentBasisType::Default, ERuntimeMeshVertexUVType::HighPrecision, RUNTIMEMESHCOMPONENT_API)

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@ -169,19 +169,19 @@ void USpineSkeletonRendererComponent::TickComponent (float DeltaTime, ELevelTick
}
}
void USpineSkeletonRendererComponent::Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector>& Colors2, UMaterialInstanceDynamic* Material) {
if (Vertices.Num() == 0) return;
SetMaterial(Idx, Material);
TArray<FVector2D> darkRG;
TArray<FVector2D> darkB;
for (int32 i = 0; i < Colors2.Num(); i++) {
FVector darkColor = Colors2[i];
darkRG.Add(FVector2D(darkColor.X, darkColor.Y));
darkB.Add(FVector2D(darkColor.Z, 0));
TArray<FRuntimeMeshVertexTripleUV> verts;
for (int32 i = 0; i < Vertices.Num(); i++) {
verts.Add(FRuntimeMeshVertexTripleUV(Vertices[i], FVector(), FVector(), Colors[i], Uvs[i], FVector2D(Colors2[i].X, Colors2[i].Y), FVector2D(Colors2[i].Z, 0)));
}
CreateMeshSection(Idx, Vertices, Indices, TArray<FVector>(), Uvs, darkRG, Colors, TArray<FRuntimeMeshTangent>(), false);
CreateMeshSection(Idx, verts, Indices);
// CreateMeshSection(Idx, Vertices, Indices, TArray<FVector>(), Uvs, darkRG, Colors, TArray<FRuntimeMeshTangent>(), false);
Vertices.SetNum(0);
Indices.SetNum(0);
Uvs.SetNum(0);