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https://github.com/EsotericSoftware/spine-runtimes.git
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[ue4] Modifying parent materials (of the four blend modes) updates material instances again. Closes #1791.
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@ -36,7 +36,7 @@
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using namespace spine;
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USpineSkeletonRendererComponent::USpineSkeletonRendererComponent (const FObjectInitializer& ObjectInitializer)
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USpineSkeletonRendererComponent::USpineSkeletonRendererComponent (const FObjectInitializer& ObjectInitializer)
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: UProceduralMeshComponent(ObjectInitializer) {
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PrimaryComponentTick.bCanEverTick = true;
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bTickInEditor = true;
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@ -44,16 +44,16 @@ USpineSkeletonRendererComponent::USpineSkeletonRendererComponent (const FObjectI
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> NormalMaterialRef(TEXT("/SpinePlugin/SpineUnlitNormalMaterial"));
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NormalBlendMaterial = NormalMaterialRef.Object;
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> AdditiveMaterialRef(TEXT("/SpinePlugin/SpineUnlitAdditiveMaterial"));
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AdditiveBlendMaterial = AdditiveMaterialRef.Object;
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> MultiplyMaterialRef(TEXT("/SpinePlugin/SpineUnlitMultiplyMaterial"));
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MultiplyBlendMaterial = MultiplyMaterialRef.Object;
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> ScreenMaterialRef(TEXT("/SpinePlugin/SpineUnlitScreenMaterial"));
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ScreenBlendMaterial = ScreenMaterialRef.Object;
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TextureParameterName = FName(TEXT("SpriteTexture"));
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worldVertices.ensureCapacity(1024 * 2);
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@ -69,12 +69,12 @@ void USpineSkeletonRendererComponent::BeginPlay () {
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void USpineSkeletonRendererComponent::TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) {
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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AActor* owner = GetOwner();
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if (owner) {
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UClass* skeletonClass = USpineSkeletonComponent::StaticClass();
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USpineSkeletonComponent* skeleton = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
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UpdateRenderer(skeleton);
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}
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}
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@ -126,41 +126,12 @@ void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent* sk
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for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
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AtlasPage* currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
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UTexture2D* texture = skeleton->Atlas->atlasPages[i];
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UTexture* oldTexture = nullptr;
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UMaterialInstanceDynamic* current = atlasNormalBlendMaterials[i];
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if (!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, this);
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material->SetTextureParameterValue(TextureParameterName, texture);
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atlasNormalBlendMaterials[i] = material;
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}
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pageToNormalBlendMaterial.Add(currPage, atlasNormalBlendMaterials[i]);
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current = atlasAdditiveBlendMaterials[i];
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if (!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, this);
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material->SetTextureParameterValue(TextureParameterName, texture);
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atlasAdditiveBlendMaterials[i] = material;
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}
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pageToAdditiveBlendMaterial.Add(currPage, atlasAdditiveBlendMaterials[i]);
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current = atlasMultiplyBlendMaterials[i];
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if (!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, this);
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material->SetTextureParameterValue(TextureParameterName, texture);
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atlasMultiplyBlendMaterials[i] = material;
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}
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pageToMultiplyBlendMaterial.Add(currPage, atlasMultiplyBlendMaterials[i]);
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current = atlasScreenBlendMaterials[i];
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if (!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, this);
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material->SetTextureParameterValue(TextureParameterName, texture);
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atlasScreenBlendMaterials[i] = material;
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}
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pageToScreenBlendMaterial.Add(currPage, atlasScreenBlendMaterials[i]);
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UpdateRendererMaterial(currPage, texture, atlasNormalBlendMaterials[i], NormalBlendMaterial, pageToNormalBlendMaterial);
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UpdateRendererMaterial(currPage, texture, atlasAdditiveBlendMaterials[i], AdditiveBlendMaterial, pageToAdditiveBlendMaterial);
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UpdateRendererMaterial(currPage, texture, atlasMultiplyBlendMaterials[i], MultiplyBlendMaterial, pageToMultiplyBlendMaterial);
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UpdateRendererMaterial(currPage, texture, atlasScreenBlendMaterials[i], ScreenBlendMaterial, pageToScreenBlendMaterial);
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}
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}
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UpdateMesh(skeleton->GetSkeleton());
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@ -170,6 +141,21 @@ void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent* sk
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}
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}
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void USpineSkeletonRendererComponent::UpdateRendererMaterial (spine::AtlasPage *CurrentPage, UTexture2D *Texture,
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UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial,
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TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> &PageToBlendMaterial) {
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UTexture* oldTexture = nullptr;
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if (!CurrentInstance || !CurrentInstance->GetTextureParameterValue(TextureParameterName, oldTexture) ||
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oldTexture != Texture || CurrentInstance->Parent != ParentMaterial) {
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(ParentMaterial, this);
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material->SetTextureParameterValue(TextureParameterName, Texture);
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CurrentInstance = material;
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}
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PageToBlendMaterial.Add(CurrentPage, CurrentInstance);
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}
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void USpineSkeletonRendererComponent::Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, 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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@ -192,7 +178,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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TArray<FVector2D> uvs;
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TArray<FColor> colors;
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TArray<FVector> darkColors;
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int idx = 0;
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int meshSection = 0;
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UMaterialInstanceDynamic* lastMaterial = nullptr;
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@ -231,7 +217,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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clipper.clipEnd(*slot);
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continue;
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}
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if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
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RegionAttachment* regionAttachment = (RegionAttachment*)attachment;
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@ -258,7 +244,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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}
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attachmentColor.set(mesh->getColor());
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attachmentAtlasRegion = (AtlasRegion*)mesh->getRendererObject();
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attachmentAtlasRegion = (AtlasRegion*)mesh->getRendererObject();
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mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), *attachmentVertices, 0, 2);
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attachmentIndices = mesh->getTriangles().buffer();
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attachmentUvs = mesh->getUVs().buffer();
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@ -339,7 +325,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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float dr = slot->hasDarkColor() ? slot->getDarkColor().r : 0.0f;
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float dg = slot->hasDarkColor() ? slot->getDarkColor().g : 0.0f;
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float db = slot->hasDarkColor() ? slot->getDarkColor().b : 0.0f;
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float db = slot->hasDarkColor() ? slot->getDarkColor().b : 0.0f;
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float* verticesPtr = attachmentVertices->buffer();
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for (int j = 0; j < numVertices << 1; j += 2) {
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@ -357,9 +343,9 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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idx += numVertices;
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depthOffset += this->DepthOffset;
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clipper.clipEnd(*slot);
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clipper.clipEnd(*slot);
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}
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Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
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clipper.clipEnd();
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}
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@ -39,11 +39,11 @@ UCLASS(ClassGroup=(Spine), meta=(BlueprintSpawnableComponent))
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class SPINEPLUGIN_API USpineSkeletonRendererComponent: public UProceduralMeshComponent {
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GENERATED_BODY()
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public:
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public:
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USpineSkeletonRendererComponent (const FObjectInitializer& ObjectInitializer);
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virtual void BeginPlay () override;
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virtual void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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/* Updates this skeleton renderer using the provided skeleton animation component. */
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@ -52,13 +52,13 @@ public:
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// Material Instance parents
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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UMaterialInterface* NormalBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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UMaterialInterface* AdditiveBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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UMaterialInterface* MultiplyBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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UMaterialInterface* ScreenBlendMaterial;
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@ -66,22 +66,22 @@ public:
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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TArray<UMaterialInstanceDynamic*> atlasNormalBlendMaterials;
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TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToNormalBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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TArray<UMaterialInstanceDynamic*> atlasAdditiveBlendMaterials;
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TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToAdditiveBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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TArray<UMaterialInstanceDynamic*> atlasMultiplyBlendMaterials;
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TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToMultiplyBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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TArray<UMaterialInstanceDynamic*> atlasScreenBlendMaterials;
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TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToScreenBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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float DepthOffset = 0.1f;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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FName TextureParameterName;
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@ -93,12 +93,16 @@ public:
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bool bCreateCollision;
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virtual void FinishDestroy() override;
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protected:
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void UpdateRendererMaterial (spine::AtlasPage *CurrentPage, UTexture2D *Texture,
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UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial,
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TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> &PageToBlendMaterial);
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void UpdateMesh (spine::Skeleton* Skeleton);
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void Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector> &Colors2, UMaterialInstanceDynamic* Material);
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spine::Vector<float> worldVertices;
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spine::SkeletonClipping clipper;
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};
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