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https://github.com/EsotericSoftware/spine-runtimes.git
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[ue4] Using packed vertex format, implemented two color tint in test material.
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@ -7,6 +7,7 @@
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// Finish all the built in vertex types.
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DEFINE_RUNTIME_MESH_VERTEX(FRuntimeMeshVertexSimple);
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DEFINE_RUNTIME_MESH_VERTEX(FRuntimeMeshVertexDualUV);
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DEFINE_RUNTIME_MESH_VERTEX(FRuntimeMeshVertexTripleUV);
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DEFINE_RUNTIME_MESH_VERTEX(FRuntimeMeshVertexNoPosition);
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DEFINE_RUNTIME_MESH_VERTEX(FRuntimeMeshVertexNoPositionDualUV);
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DEFINE_RUNTIME_MESH_VERTEX(FRuntimeMeshVertexHiPrecisionNormals);
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@ -21,7 +22,8 @@ const FRuntimeMeshVertexTypeInfo* FRuntimeMeshComponentVerticesBuilder::GetVerte
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{
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if (HasUVComponent(1))
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{
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return &FRuntimeMeshVertexDualUV::TypeInfo;
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if (HasUVComponent(2)) return &FRuntimeMeshVertexTripleUV::TypeInfo;
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else return &FRuntimeMeshVertexDualUV::TypeInfo;
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}
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else
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{
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@ -1249,6 +1249,9 @@ DECLARE_RUNTIME_MESH_VERTEXINTERNAL(FRuntimeMeshVertexSimple, true, true, true,
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/** Simple vertex with 2 UV channels */
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DECLARE_RUNTIME_MESH_VERTEXINTERNAL(FRuntimeMeshVertexDualUV, true, true, true, true, 2, ERuntimeMeshVertexTangentBasisType::Default, ERuntimeMeshVertexUVType::HighPrecision, RUNTIMEMESHCOMPONENT_API)
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/** Simple vertex with 3 UV channels */
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DECLARE_RUNTIME_MESH_VERTEXINTERNAL(FRuntimeMeshVertexTripleUV, true, true, true, true, 3, ERuntimeMeshVertexTangentBasisType::Default, ERuntimeMeshVertexUVType::HighPrecision, RUNTIMEMESHCOMPONENT_API)
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/** Simple vertex with 1 UV channel and NO position component (Meant to be used with separate position buffer) */
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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
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}
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}
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void USpineSkeletonRendererComponent::Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector>& Colors2, UMaterialInstanceDynamic* Material) {
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if (Vertices.Num() == 0) return;
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SetMaterial(Idx, Material);
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TArray<FVector2D> darkRG;
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TArray<FVector2D> darkB;
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for (int32 i = 0; i < Colors2.Num(); i++) {
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FVector darkColor = Colors2[i];
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darkRG.Add(FVector2D(darkColor.X, darkColor.Y));
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darkB.Add(FVector2D(darkColor.Z, 0));
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TArray<FRuntimeMeshVertexTripleUV> verts;
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for (int32 i = 0; i < Vertices.Num(); i++) {
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verts.Add(FRuntimeMeshVertexTripleUV(Vertices[i], FVector(), FVector(), Colors[i], Uvs[i], FVector2D(Colors2[i].X, Colors2[i].Y), FVector2D(Colors2[i].Z, 0)));
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}
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CreateMeshSection(Idx, Vertices, Indices, TArray<FVector>(), Uvs, darkRG, Colors, TArray<FRuntimeMeshTangent>(), false);
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CreateMeshSection(Idx, verts, Indices);
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// CreateMeshSection(Idx, Vertices, Indices, TArray<FVector>(), Uvs, darkRG, Colors, TArray<FRuntimeMeshTangent>(), false);
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Vertices.SetNum(0);
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Indices.SetNum(0);
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Uvs.SetNum(0);
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