Merge branch '4.1' into 4.2-beta

This commit is contained in:
Mario Zechner 2022-07-29 14:58:18 +02:00
commit 99f38f64bc
9 changed files with 203 additions and 86 deletions

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@ -0,0 +1,10 @@
set -euo pipefail
IFS=$'\n\t'
# Download and install the Vulkan SDK.
curl -L "https://sdk.lunarg.com/sdk/download/latest/mac/vulkan-sdk.dmg" -o /tmp/vulkan-sdk.dmg
hdiutil attach /tmp/vulkan-sdk.dmg -mountpoint /Volumes/vulkan-sdk
/Volumes/vulkan-sdk/InstallVulkan.app/Contents/MacOS/InstallVulkan \
--accept-licenses --default-answer --confirm-command install
hdiutil detach /Volumes/vulkan-sdk
rm -f /tmp/vulkan-sdk.dmg

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@ -32,6 +32,10 @@ if [ $dev = "true" ]; then
git apply ../build/livepp-v4.patch
popd
fi
if [ `uname` == 'Darwin' ] && [ ! -d "$HOME/VulkanSDK" ]; then
./build/install-macos-vulkan-sdk.sh
fi
fi
cp -r ../spine-cpp/spine-cpp spine_godot
popd

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@ -831,16 +831,16 @@ void SpineSprite::draw() {
auto global_scale = get_global_scale();
draw_set_transform(mouse_position + Vector2(20, 0), -get_global_rotation(), Vector2(inverse_zoom * (1 / global_scale.x), inverse_zoom * (1 / global_scale.y)));
float line_height = default_font->get_height() + default_font->get_descent();
float line_height = default_font->get_height(Font::DEFAULT_FONT_SIZE) + default_font->get_descent(Font::DEFAULT_FONT_SIZE);
float rect_width = 0;
for (int i = 0; i < hover_text_lines.size(); i++) {
rect_width = MAX(rect_width, default_font->get_string_size(hover_text_lines[i]).x);
}
Rect2 background_rect(0, -default_font->get_height() - 5, rect_width + 20, line_height * hover_text_lines.size() + 10);
Rect2 background_rect(0, -default_font->get_height(Font::DEFAULT_FONT_SIZE) - 5, rect_width + 20, line_height * hover_text_lines.size() + 10);
if (hover_text_lines.size() > 0) draw_rect(background_rect, Color(0, 0, 0, 0.8));
for (int i = 0; i < hover_text_lines.size(); i++) {
#if VERSION_MAJOR > 3
draw_string(default_font, Vector2(10, 0 + i * default_font->get_height()), hover_text_lines[i], HORIZONTAL_ALIGNMENT_LEFT, -1, Font::DEFAULT_FONT_SIZE, Color(1, 1, 1, 1));
draw_string(default_font, Vector2(10, 0 + i * default_font->get_height(Font::DEFAULT_FONT_SIZE)), hover_text_lines[i], HORIZONTAL_ALIGNMENT_LEFT, -1, Font::DEFAULT_FONT_SIZE, Color(1, 1, 1, 1));
#else
draw_string(default_font, Vector2(10, 0 + i * default_font->get_height()), hover_text_lines[i], Color(1, 1, 1, 1));
#endif

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@ -35,6 +35,7 @@
#define HAS_GET_SHARED_MATERIALS
#endif
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
@ -50,46 +51,38 @@ namespace Spine.Unity.Examples {
/// because of the additional rendering overhead. Only enable it when alpha blending is required.
/// </summary>
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonRenderTexture : MonoBehaviour {
public class SkeletonRenderTexture : SkeletonRenderTextureBase {
#if HAS_GET_SHARED_MATERIALS
public Color color = Color.white;
public Material quadMaterial;
public Camera targetCamera;
public int maxRenderTextureSize = 1024;
protected SkeletonRenderer skeletonRenderer;
protected MeshRenderer meshRenderer;
protected MeshFilter meshFilter;
public GameObject quad;
protected MeshRenderer quadMeshRenderer;
protected MeshFilter quadMeshFilter;
protected Mesh quadMesh;
public RenderTexture renderTexture;
protected Vector3 worldCornerNoDistortion0;
protected Vector3 worldCornerNoDistortion1;
protected Vector3 worldCornerNoDistortion2;
protected Vector3 worldCornerNoDistortion3;
protected Vector2 uvCorner0;
protected Vector2 uvCorner1;
protected Vector2 uvCorner2;
protected Vector2 uvCorner3;
private CommandBuffer commandBuffer;
private MaterialPropertyBlock propertyBlock;
private readonly List<Material> materials = new List<Material>();
protected Vector2Int requiredRenderTextureSize;
protected Vector2Int allocatedRenderTextureSize;
void Awake () {
protected override void Awake () {
base.Awake();
meshRenderer = this.GetComponent<MeshRenderer>();
meshFilter = this.GetComponent<MeshFilter>();
skeletonRenderer = this.GetComponent<SkeletonRenderer>();
if (targetCamera == null)
targetCamera = Camera.main;
commandBuffer = new CommandBuffer();
propertyBlock = new MaterialPropertyBlock();
CreateQuadChild();
}
void OnDestroy () {
if (renderTexture)
RenderTexture.ReleaseTemporary(renderTexture);
}
void CreateQuadChild () {
quad = new GameObject(this.name + " RenderTexture", typeof(MeshRenderer), typeof(MeshFilter));
quad.transform.SetParent(this.transform.parent, false);
@ -138,46 +131,77 @@ namespace Spine.Unity.Examples {
}
protected void PrepareForMesh () {
// We need to get the min/max of all four corners, rotation of the skeleton
// in combination with perspective projection otherwise might lead to incorrect
// screen space min/max.
Bounds boundsLocalSpace = meshFilter.sharedMesh.bounds;
Vector3 meshMinWorldSpace = transform.TransformPoint(boundsLocalSpace.min);
Vector3 meshMaxWorldSpace = transform.TransformPoint(boundsLocalSpace.max);
Vector3 meshMinXMaxYWorldSpace = new Vector3(meshMinWorldSpace.x, meshMaxWorldSpace.y);
Vector3 meshMaxXMinYWorldSpace = new Vector3(meshMaxWorldSpace.x, meshMinWorldSpace.y);
Vector3 localCorner0 = boundsLocalSpace.min;
Vector3 localCorner3 = boundsLocalSpace.max;
Vector3 localCorner1 = new Vector3(localCorner0.x, localCorner3.y, localCorner0.z);
Vector3 localCorner2 = new Vector3(localCorner3.x, localCorner0.y, localCorner3.z);
// We need to get the min/max of all four corners, close position and rotation of the skeleton
// in combination with perspective projection otherwise might lead to incorrect screen space min/max.
Vector3 meshMinProjected = targetCamera.WorldToScreenPoint(meshMinWorldSpace);
Vector3 meshMaxProjected = targetCamera.WorldToScreenPoint(meshMaxWorldSpace);
Vector3 meshMinXMaxYProjected = targetCamera.WorldToScreenPoint(meshMinXMaxYWorldSpace);
Vector3 meshMaxXMinYProjected = targetCamera.WorldToScreenPoint(meshMaxXMinYWorldSpace);
// To handle 180 degree rotation and thus min/max inversion, we get min/max of all four corners
Vector3 meshMinScreenSpace =
Vector3.Min(meshMinProjected, Vector3.Min(meshMaxProjected,
Vector3.Min(meshMinXMaxYProjected, meshMaxXMinYProjected)));
Vector3 meshMaxScreenSpace =
Vector3.Max(meshMinProjected, Vector3.Max(meshMaxProjected,
Vector3.Max(meshMinXMaxYProjected, meshMaxXMinYProjected)));
Vector3 worldCorner0 = transform.TransformPoint(localCorner0);
Vector3 worldCorner1 = transform.TransformPoint(localCorner1);
Vector3 worldCorner2 = transform.TransformPoint(localCorner2);
Vector3 worldCorner3 = transform.TransformPoint(localCorner3);
Vector3 screenCorner0 = targetCamera.WorldToScreenPoint(worldCorner0);
Vector3 screenCorner1 = targetCamera.WorldToScreenPoint(worldCorner1);
Vector3 screenCorner2 = targetCamera.WorldToScreenPoint(worldCorner2);
Vector3 screenCorner3 = targetCamera.WorldToScreenPoint(worldCorner3);
// To avoid perspective distortion when rotated, we project all vertices
// onto a plane parallel to the view frustum near plane.
// Avoids the requirement of 'noperspective' vertex attribute interpolation modifier in shaders.
float averageScreenDepth = (screenCorner0.z + screenCorner1.z + screenCorner2.z + screenCorner3.z) / 4.0f;
screenCorner0.z = screenCorner1.z = screenCorner2.z = screenCorner3.z = averageScreenDepth;
worldCornerNoDistortion0 = targetCamera.ScreenToWorldPoint(screenCorner0);
worldCornerNoDistortion1 = targetCamera.ScreenToWorldPoint(screenCorner1);
worldCornerNoDistortion2 = targetCamera.ScreenToWorldPoint(screenCorner2);
worldCornerNoDistortion3 = targetCamera.ScreenToWorldPoint(screenCorner3);
Vector3 screenSpaceMin =
Vector3.Min(screenCorner0, Vector3.Min(screenCorner1,
Vector3.Min(screenCorner2, screenCorner3)));
Vector3 screenSpaceMax =
Vector3.Max(screenCorner0, Vector3.Max(screenCorner1,
Vector3.Max(screenCorner2, screenCorner3)));
// ensure we are on whole pixel borders
screenSpaceMin.x = Mathf.Floor(screenSpaceMin.x);
screenSpaceMin.y = Mathf.Floor(screenSpaceMin.y);
screenSpaceMax.x = Mathf.Ceil(screenSpaceMax.x);
screenSpaceMax.y = Mathf.Ceil(screenSpaceMax.y);
// inverse-map screenCornerN to screenSpaceMin/screenSpaceMax area to get UV coordinates
uvCorner0 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner0);
uvCorner1 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner1);
uvCorner2 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner2);
uvCorner3 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner3);
requiredRenderTextureSize = new Vector2Int(
Mathf.Min(maxRenderTextureSize, Mathf.CeilToInt(Mathf.Abs(meshMaxScreenSpace.x - meshMinScreenSpace.x))),
Mathf.Min(maxRenderTextureSize, Mathf.CeilToInt(Mathf.Abs(meshMaxScreenSpace.y - meshMinScreenSpace.y))));
Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.x - (int)screenSpaceMin.x)),
Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.y - (int)screenSpaceMin.y)));
PrepareRenderTexture();
PrepareCommandBuffer(meshMinWorldSpace, meshMaxWorldSpace);
PrepareCommandBuffer(targetCamera, screenSpaceMin, screenSpaceMax);
}
protected void PrepareCommandBuffer (Vector3 meshMinWorldSpace, Vector3 meshMaxWorldSpace) {
protected Vector2 InverseLerp (Vector2 a, Vector2 b, Vector2 value) {
return new Vector2(
(value.x - a.x) / (b.x - a.x),
(value.y - a.y) / (b.y - a.y));
}
protected void PrepareCommandBuffer (Camera targetCamera, Vector3 screenSpaceMin, Vector3 screenSpaceMax) {
commandBuffer.Clear();
commandBuffer.SetRenderTarget(renderTexture);
commandBuffer.ClearRenderTarget(true, true, Color.clear);
Matrix4x4 projectionMatrix = Matrix4x4.Ortho(
meshMinWorldSpace.x, meshMaxWorldSpace.x,
meshMinWorldSpace.y, meshMaxWorldSpace.y,
float.MinValue, float.MaxValue);
commandBuffer.SetProjectionMatrix(projectionMatrix);
commandBuffer.SetViewport(new Rect(Vector2.zero, requiredRenderTextureSize));
commandBuffer.SetProjectionMatrix(targetCamera.projectionMatrix);
commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
Vector2 targetCameraViewportSize = targetCamera.pixelRect.size;
commandBuffer.SetViewport(new Rect(-screenSpaceMin, targetCameraViewportSize));
}
protected void RenderToRenderTexture () {
@ -191,15 +215,17 @@ namespace Spine.Unity.Examples {
}
protected void AssignAtQuad () {
Vector2 min = meshFilter.sharedMesh.bounds.min;
Vector2 max = meshFilter.sharedMesh.bounds.max;
Transform quadTransform = quadMeshRenderer.transform;
quadTransform.position = this.transform.position;
quadTransform.rotation = this.transform.rotation;
quadTransform.localScale = this.transform.localScale;
Vector3 v0 = quadTransform.InverseTransformPoint(worldCornerNoDistortion0);
Vector3 v1 = quadTransform.InverseTransformPoint(worldCornerNoDistortion1);
Vector3 v2 = quadTransform.InverseTransformPoint(worldCornerNoDistortion2);
Vector3 v3 = quadTransform.InverseTransformPoint(worldCornerNoDistortion3);
Vector3[] vertices = new Vector3[4] { v0, v1, v2, v3 };
Vector3[] vertices = new Vector3[4] {
new Vector3(min.x, min.y, 0),
new Vector3(max.x, min.y, 0),
new Vector3(min.x, max.y, 0),
new Vector3(max.x, max.y, 0)
};
quadMesh.vertices = vertices;
int[] indices = new int[6] { 0, 2, 1, 2, 3, 1 };
@ -213,35 +239,18 @@ namespace Spine.Unity.Examples {
};
quadMesh.normals = normals;
float maxU = (float)(requiredRenderTextureSize.x) / allocatedRenderTextureSize.x;
float maxV = (float)(requiredRenderTextureSize.y) / allocatedRenderTextureSize.y;
float maxU = (float)requiredRenderTextureSize.x / (float)allocatedRenderTextureSize.x;
float maxV = (float)requiredRenderTextureSize.y / (float)allocatedRenderTextureSize.y;
Vector2[] uv = new Vector2[4] {
new Vector2(0, 0),
new Vector2(maxU, 0),
new Vector2(0, maxV),
new Vector2(maxU, maxV)
new Vector2(uvCorner0.x * maxU, uvCorner0.y * maxV),
new Vector2(uvCorner1.x * maxU, uvCorner1.y * maxV),
new Vector2(uvCorner2.x * maxU, uvCorner2.y * maxV),
new Vector2(uvCorner3.x * maxU, uvCorner3.y * maxV),
};
quadMesh.uv = uv;
quadMeshFilter.mesh = quadMesh;
quadMeshRenderer.sharedMaterial.mainTexture = this.renderTexture;
quadMeshRenderer.sharedMaterial.color = color;
quadMeshRenderer.transform.position = this.transform.position;
quadMeshRenderer.transform.rotation = this.transform.rotation;
quadMeshRenderer.transform.localScale = this.transform.localScale;
}
protected void PrepareRenderTexture () {
Vector2Int textureSize = new Vector2Int(
Mathf.NextPowerOfTwo(requiredRenderTextureSize.x),
Mathf.NextPowerOfTwo(requiredRenderTextureSize.y));
if (textureSize != allocatedRenderTextureSize) {
if (renderTexture)
RenderTexture.ReleaseTemporary(renderTexture);
renderTexture = RenderTexture.GetTemporary(textureSize.x, textureSize.y);
allocatedRenderTextureSize = textureSize;
}
}
#endif
}

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@ -0,0 +1,79 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2022, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if UNITY_2019_3_OR_NEWER
#define HAS_FORCE_RENDER_OFF
#endif
#if UNITY_2018_2_OR_NEWER
#define HAS_GET_SHARED_MATERIALS
#endif
using UnityEngine;
using UnityEngine.Rendering;
namespace Spine.Unity.Examples {
public abstract class SkeletonRenderTextureBase : MonoBehaviour {
#if HAS_GET_SHARED_MATERIALS
public Color color = Color.white;
public int maxRenderTextureSize = 1024;
public GameObject quad;
protected Mesh quadMesh;
public RenderTexture renderTexture;
protected CommandBuffer commandBuffer;
protected Vector2Int requiredRenderTextureSize;
protected Vector2Int allocatedRenderTextureSize;
protected virtual void Awake () {
commandBuffer = new CommandBuffer();
}
void OnDestroy () {
if (renderTexture)
RenderTexture.ReleaseTemporary(renderTexture);
}
protected void PrepareRenderTexture () {
Vector2Int textureSize = new Vector2Int(
Mathf.NextPowerOfTwo(requiredRenderTextureSize.x),
Mathf.NextPowerOfTwo(requiredRenderTextureSize.y));
if (textureSize != allocatedRenderTextureSize) {
if (renderTexture)
RenderTexture.ReleaseTemporary(renderTexture);
renderTexture = RenderTexture.GetTemporary(textureSize.x, textureSize.y);
renderTexture.filterMode = FilterMode.Point;
allocatedRenderTextureSize = textureSize;
}
}
#endif
}
}

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@ -47,9 +47,9 @@ namespace Spine.Unity.Examples {
/// At the end of the fadeout, the event delegate <c>OnFadeoutComplete</c> is called, to which you can bind e.g.
/// a method that disables or destroys the entire GameObject.
/// </summary>
[RequireComponent(typeof(SkeletonRenderTexture))]
[RequireComponent(typeof(SkeletonRenderTextureBase))]
public class SkeletonRenderTextureFadeout : MonoBehaviour {
SkeletonRenderTexture skeletonRenderTexture;
SkeletonRenderTextureBase skeletonRenderTexture;
public float fadeoutSeconds = 2.0f;
protected float fadeoutSecondsRemaining;
@ -58,7 +58,7 @@ namespace Spine.Unity.Examples {
public event FadeoutCallback OnFadeoutComplete;
protected void Awake () {
skeletonRenderTexture = this.GetComponent<SkeletonRenderTexture>();
skeletonRenderTexture = this.GetComponent<SkeletonRenderTextureBase>();
}
protected void OnEnable () {

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@ -1240,7 +1240,7 @@ namespace Spine.Unity.Editor {
internal static readonly List<SkeletonComponentSpawnType> additionalSpawnTypes = new List<SkeletonComponentSpawnType>();
public static void TryInitializeSkeletonRendererSettings (SkeletonRenderer skeletonRenderer, Skin skin = null) {
const string PMAShaderQuery = "Spine/Skeleton";
const string PMAShaderQuery = "Spine/";
const string TintBlackShaderQuery = "Tint Black";
if (skeletonRenderer == null) return;

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@ -39,4 +39,18 @@ inline half4 PMAGammaToTargetSpace(half4 gammaPMAColor) {
#endif
}
// Saturated version to prevent numerical issues that occur at CanvasRenderer
// shader during linear-space PMA vertex color correction (countering automatic Unity conversion).
// Note: Only use this method when the original color.rgb values lie within [0,1] range and
// it's not an HDR color. This method is usually suitable for vertex color.
inline half4 PMAGammaToTargetSpaceSaturated(half4 gammaPMAColor) {
#if UNITY_COLORSPACE_GAMMA
return gammaPMAColor;
#else
return gammaPMAColor.a == 0 ?
half4(GammaToLinearSpace(gammaPMAColor.rgb), gammaPMAColor.a) :
half4(saturate(GammaToLinearSpace(gammaPMAColor.rgb / gammaPMAColor.a)) * gammaPMAColor.a, gammaPMAColor.a);
#endif
}
#endif

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@ -49,7 +49,8 @@ VertexOutput vert (VertexInput IN) {
#else
// Note: CanvasRenderer performs a GammaToTargetSpace conversion on vertex color already,
// however incorrectly assuming straight alpha color.
float4 vertexColor = PMAGammaToTargetSpace(half4(TargetToGammaSpace(IN.color.rgb), IN.color.a));
// Saturated version used to prevent numerical issues of certain low-alpha values.
float4 vertexColor = PMAGammaToTargetSpaceSaturated(half4(TargetToGammaSpace(IN.color.rgb), IN.color.a));
#endif
OUT.color = vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
return OUT;