mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
Merge branch '3.6-beta' of https://github.com/esotericsoftware/spine-runtimes into 3.6-beta
This commit is contained in:
commit
92bdd8921b
@ -53,8 +53,7 @@
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* Fixed renderer to work with 3.6 changes
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* Added new UPROPERTY to SpineSkeletonRendererComponent called `Color`. This allows to set the tint color of the skeleton in the editor, C++ and Blueprints. Under the hood, the `spSkeleton->color` will be set on every tick of the renderer component.
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C#
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----
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## C#
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* **Breaking changes**
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* `MeshAttachment.parentMesh` is now a private field to enforce using the `.ParentMesh` setter property in external code. The `MeshAttachment.ParentMesh` property is an appropriate replacement wherever `.parentMesh` was used.
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@ -1,4 +1,4 @@
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/******************************************************************************
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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@ -129,10 +129,10 @@ namespace Spine.Unity.Modules.AttachmentTools {
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/// <summary>
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/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate texture of the Sprite's texture data. Returns a RegionAttachment that uses it. Use this if you plan to use a premultiply alpha shader such as "Spine/Skeleton"</summary>
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public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader) {
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public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader, TextureFormat textureFormat = SpriteAtlasRegionExtensions.SpineTextureFormat, bool mipmaps = SpriteAtlasRegionExtensions.UseMipMaps) {
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if (sprite == null) throw new System.ArgumentNullException("sprite");
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if (shader == null) throw new System.ArgumentNullException("shader");
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var region = sprite.ToAtlasRegionPMAClone(shader);
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var region = sprite.ToAtlasRegionPMAClone(shader, textureFormat, mipmaps);
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var unitsPerPixel = 1f / sprite.pixelsPerUnit;
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return region.ToRegionAttachment(sprite.name, unitsPerPixel);
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}
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@ -201,6 +201,9 @@ namespace Spine.Unity.Modules.AttachmentTools {
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}
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public static class SpriteAtlasRegionExtensions {
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internal const TextureFormat SpineTextureFormat = TextureFormat.RGBA32;
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internal const bool UseMipMaps = false;
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/// <summary>
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/// Creates a new Spine.AtlasPage from a UnityEngine.Material. If the material has a preassigned texture, the page width and height will be set.</summary>
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public static AtlasPage ToSpineAtlasPage (this Material m) {
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@ -237,9 +240,9 @@ namespace Spine.Unity.Modules.AttachmentTools {
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/// <summary>
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/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate of the Sprite's texture data.</summary>
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public static AtlasRegion ToAtlasRegionPMAClone (this Sprite s, Shader shader) {
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public static AtlasRegion ToAtlasRegionPMAClone (this Sprite s, Shader shader, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
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var material = new Material(shader);
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var tex = s.ToTexture(false);
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var tex = s.ToTexture(false, textureFormat, mipmaps);
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tex.ApplyPMA(true);
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tex.name = s.name + "-pma-";
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@ -298,23 +301,39 @@ namespace Spine.Unity.Modules.AttachmentTools {
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/// <summary>
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/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary>
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/// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
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public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2) {
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public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
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var skinAttachments = o.Attachments;
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var newSkin = new Skin(newName);
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var existingRegions = new Dictionary<AtlasRegion, int>();
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var textureIndexes = new List<int>();
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var repackedAttachments = new List<Attachment>();
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var texturesToPack = new List<Texture2D>();
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int newRegionIndex = 0;
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foreach (var kvp in skinAttachments) {
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var newAttachment = kvp.Value.GetClone(true);
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if (IsRenderable(newAttachment)) {
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texturesToPack.Add(newAttachment.GetAtlasRegion().ToTexture());
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var region = newAttachment.GetAtlasRegion();
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int existingIndex;
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if (existingRegions.TryGetValue(region, out existingIndex)) {
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textureIndexes.Add(existingIndex); // Store the region index for the eventual new attachment.
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} else {
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texturesToPack.Add(region.ToTexture()); // Add the texture to the PackTextures argument
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existingRegions.Add(region, newRegionIndex); // Add the region to the dictionary of known regions
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textureIndexes.Add(newRegionIndex); // Store the region index for the eventual new attachment.
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newRegionIndex++;
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}
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repackedAttachments.Add(newAttachment);
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}
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var key = kvp.Key;
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newSkin.AddAttachment(key.slotIndex, key.name, newAttachment);
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}
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var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize);
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var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize, textureFormat, mipmaps);
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newTexture.anisoLevel = texturesToPack[0].anisoLevel;
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newTexture.name = newName;
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var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
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@ -326,7 +345,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
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for (int i = 0, n = repackedAttachments.Count; i < n; i++) {
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var a = repackedAttachments[i];
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var r = rects[i];
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var r = rects[textureIndexes[i]];
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var oldRegion = a.GetAtlasRegion();
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var newRegion = UVRectToAtlasRegion(r, oldRegion.name, page, oldRegion.offsetX, oldRegion.offsetY, oldRegion.rotate);
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a.SetRegion(newRegion);
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@ -343,10 +362,10 @@ namespace Spine.Unity.Modules.AttachmentTools {
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/// <summary>Creates a new Texture2D object based on an AtlasRegion.
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/// If applyImmediately is true, Texture2D.Apply is called immediately after the Texture2D is filled with data.</summary>
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public static Texture2D ToTexture (this AtlasRegion ar, bool applyImmediately = true) {
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public static Texture2D ToTexture (this AtlasRegion ar, bool applyImmediately = true, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
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Texture2D sourceTexture = ar.GetMainTexture();
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Rect r = ar.GetUnityRect(sourceTexture.height);
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Texture2D output = new Texture2D((int)r.width, (int)r.height);
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Texture2D output = new Texture2D((int)r.width, (int)r.height, textureFormat, mipmaps);
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output.name = ar.name;
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Color[] pixelBuffer = sourceTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height);
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output.SetPixels(pixelBuffer);
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@ -357,11 +376,11 @@ namespace Spine.Unity.Modules.AttachmentTools {
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return output;
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}
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static Texture2D ToTexture (this Sprite s, bool applyImmediately = true) {
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static Texture2D ToTexture (this Sprite s, bool applyImmediately = true, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
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var spriteTexture = s.texture;
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var r = s.textureRect;
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var spritePixels = spriteTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height);
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var newTexture = new Texture2D((int)r.width, (int)r.height);
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var newTexture = new Texture2D((int)r.width, (int)r.height, textureFormat, mipmaps);
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newTexture.SetPixels(spritePixels);
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if (applyImmediately)
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