[ue4] Black Spots and Normal Flipping Bug Fixes By CCW Resolve (Old Title : Normal Generation Improvement) (#2096)

* [ue4] Normal Generation Improvement

All the vertex normals now face correct direction. It will prevent some of the flicker in some occasions.

* [ue4] A Huge Rendering Improvement

A really huge upgrade for the rendering.
Now the renderer can resolving CCW of the triangles to remove the black spot of some parts, and it now has much more simple normal generation.
There is no need to restrict the movement of the joint / bone to avoid some ugly black spots being rendered from now, just do it without even thinking about it!
And also the flicking bug that caused by the normal flipping bug has been fixed with it, so now you can use lit material more practically with spine. Try to create some cool scenes with a great light setting!
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GGgRain 2022-07-04 20:11:56 +09:00 committed by GitHub
parent 6e659dc08b
commit a85765d4d9
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/****************************************************************************** /******************************************************************************
* Spine Runtimes License Agreement * Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions. * Last updated January 1, 2020. Replaces all prior versions.
* *
* Copyright (c) 2013-2020, Esoteric Software LLC * Copyright (c) 2013-2020, Esoteric Software LLC
* *
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* derivative works of the Spine Runtimes is permitted under the terms and * derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement: * conditions of Section 2 of the Spine Editor License Agreement:
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* "Products"), provided that each user of the Products must obtain their own * "Products"), provided that each user of the Products must obtain their own
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#include "Engine.h" #include "Engine.h"
#include "SpinePluginPrivatePCH.h" #include "SpinePluginPrivatePCH.h"
#include "spine/spine.h" #include "spine/spine.h"
#include <stdlib.h> #include <stdlib.h>
#define LOCTEXT_NAMESPACE "Spine" #define LOCTEXT_NAMESPACE "Spine"
using namespace spine; using namespace spine;
USpineSkeletonRendererComponent::USpineSkeletonRendererComponent(const FObjectInitializer &ObjectInitializer) USpineSkeletonRendererComponent::USpineSkeletonRendererComponent(const FObjectInitializer& ObjectInitializer)
: UProceduralMeshComponent(ObjectInitializer) { : UProceduralMeshComponent(ObjectInitializer) {
PrimaryComponentTick.bCanEverTick = true; PrimaryComponentTick.bCanEverTick = true;
bTickInEditor = true; bTickInEditor = true;
bAutoActivate = true; bAutoActivate = true;
static ConstructorHelpers::FObjectFinder<UMaterialInterface> NormalMaterialRef(TEXT("/SpinePlugin/SpineUnlitNormalMaterial")); static ConstructorHelpers::FObjectFinder<UMaterialInterface> NormalMaterialRef(TEXT("/SpinePlugin/SpineUnlitNormalMaterial"));
NormalBlendMaterial = NormalMaterialRef.Object; NormalBlendMaterial = NormalMaterialRef.Object;
static ConstructorHelpers::FObjectFinder<UMaterialInterface> AdditiveMaterialRef(TEXT("/SpinePlugin/SpineUnlitAdditiveMaterial")); static ConstructorHelpers::FObjectFinder<UMaterialInterface> AdditiveMaterialRef(TEXT("/SpinePlugin/SpineUnlitAdditiveMaterial"));
AdditiveBlendMaterial = AdditiveMaterialRef.Object; AdditiveBlendMaterial = AdditiveMaterialRef.Object;
static ConstructorHelpers::FObjectFinder<UMaterialInterface> MultiplyMaterialRef(TEXT("/SpinePlugin/SpineUnlitMultiplyMaterial")); static ConstructorHelpers::FObjectFinder<UMaterialInterface> MultiplyMaterialRef(TEXT("/SpinePlugin/SpineUnlitMultiplyMaterial"));
MultiplyBlendMaterial = MultiplyMaterialRef.Object; MultiplyBlendMaterial = MultiplyMaterialRef.Object;
static ConstructorHelpers::FObjectFinder<UMaterialInterface> ScreenMaterialRef(TEXT("/SpinePlugin/SpineUnlitScreenMaterial")); static ConstructorHelpers::FObjectFinder<UMaterialInterface> ScreenMaterialRef(TEXT("/SpinePlugin/SpineUnlitScreenMaterial"));
ScreenBlendMaterial = ScreenMaterialRef.Object; ScreenBlendMaterial = ScreenMaterialRef.Object;
TextureParameterName = FName(TEXT("SpriteTexture")); TextureParameterName = FName(TEXT("SpriteTexture"));
worldVertices.ensureCapacity(1024 * 2); worldVertices.ensureCapacity(1024 * 2);
} }
void USpineSkeletonRendererComponent::FinishDestroy() { void USpineSkeletonRendererComponent::FinishDestroy() {
Super::FinishDestroy(); Super::FinishDestroy();
} }
void USpineSkeletonRendererComponent::BeginPlay() { void USpineSkeletonRendererComponent::BeginPlay() {
Super::BeginPlay(); Super::BeginPlay();
} }
void USpineSkeletonRendererComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) { void USpineSkeletonRendererComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) {
Super::TickComponent(DeltaTime, TickType, ThisTickFunction); Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
AActor *owner = GetOwner(); AActor* owner = GetOwner();
if (owner) { if (owner) {
UClass *skeletonClass = USpineSkeletonComponent::StaticClass(); UClass* skeletonClass = USpineSkeletonComponent::StaticClass();
USpineSkeletonComponent *skeleton = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass)); USpineSkeletonComponent* skeleton = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
UpdateRenderer(skeleton); UpdateRenderer(skeleton);
} }
} }
void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent *skeleton) { void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent* skeleton) {
if (skeleton && !skeleton->IsBeingDestroyed() && skeleton->GetSkeleton() && skeleton->Atlas) { if (skeleton && !skeleton->IsBeingDestroyed() && skeleton->GetSkeleton() && skeleton->Atlas) {
skeleton->GetSkeleton()->getColor().set(Color.R, Color.G, Color.B, Color.A); skeleton->GetSkeleton()->getColor().set(Color.R, Color.G, Color.B, Color.A);
if (atlasNormalBlendMaterials.Num() != skeleton->Atlas->atlasPages.Num()) { if (atlasNormalBlendMaterials.Num() != skeleton->Atlas->atlasPages.Num()) {
atlasNormalBlendMaterials.SetNum(0); atlasNormalBlendMaterials.SetNum(0);
pageToNormalBlendMaterial.Empty(); pageToNormalBlendMaterial.Empty();
atlasAdditiveBlendMaterials.SetNum(0); atlasAdditiveBlendMaterials.SetNum(0);
pageToAdditiveBlendMaterial.Empty(); pageToAdditiveBlendMaterial.Empty();
atlasMultiplyBlendMaterials.SetNum(0); atlasMultiplyBlendMaterials.SetNum(0);
pageToMultiplyBlendMaterial.Empty(); pageToMultiplyBlendMaterial.Empty();
atlasScreenBlendMaterials.SetNum(0); atlasScreenBlendMaterials.SetNum(0);
pageToScreenBlendMaterial.Empty(); pageToScreenBlendMaterial.Empty();
for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) { for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
AtlasPage *currPage = skeleton->Atlas->GetAtlas()->getPages()[i]; AtlasPage* currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
UMaterialInstanceDynamic *material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, this); UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, this);
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]); material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
atlasNormalBlendMaterials.Add(material); atlasNormalBlendMaterials.Add(material);
pageToNormalBlendMaterial.Add(currPage, material); pageToNormalBlendMaterial.Add(currPage, material);
material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, this); material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, this);
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]); material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
atlasAdditiveBlendMaterials.Add(material); atlasAdditiveBlendMaterials.Add(material);
pageToAdditiveBlendMaterial.Add(currPage, material); pageToAdditiveBlendMaterial.Add(currPage, material);
material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, this); material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, this);
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]); material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
atlasMultiplyBlendMaterials.Add(material); atlasMultiplyBlendMaterials.Add(material);
pageToMultiplyBlendMaterial.Add(currPage, material); pageToMultiplyBlendMaterial.Add(currPage, material);
material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, this); material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, this);
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]); material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
atlasScreenBlendMaterials.Add(material); atlasScreenBlendMaterials.Add(material);
pageToScreenBlendMaterial.Add(currPage, material); pageToScreenBlendMaterial.Add(currPage, material);
} }
} else { }
pageToNormalBlendMaterial.Empty(); else {
pageToAdditiveBlendMaterial.Empty(); pageToNormalBlendMaterial.Empty();
pageToMultiplyBlendMaterial.Empty(); pageToAdditiveBlendMaterial.Empty();
pageToScreenBlendMaterial.Empty(); pageToMultiplyBlendMaterial.Empty();
pageToScreenBlendMaterial.Empty();
for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
AtlasPage *currPage = skeleton->Atlas->GetAtlas()->getPages()[i]; for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
UTexture2D *texture = skeleton->Atlas->atlasPages[i]; AtlasPage* currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
UTexture2D* texture = skeleton->Atlas->atlasPages[i];
UpdateRendererMaterial(currPage, texture, atlasNormalBlendMaterials[i], NormalBlendMaterial, pageToNormalBlendMaterial);
UpdateRendererMaterial(currPage, texture, atlasAdditiveBlendMaterials[i], AdditiveBlendMaterial, pageToAdditiveBlendMaterial); UpdateRendererMaterial(currPage, texture, atlasNormalBlendMaterials[i], NormalBlendMaterial, pageToNormalBlendMaterial);
UpdateRendererMaterial(currPage, texture, atlasMultiplyBlendMaterials[i], MultiplyBlendMaterial, pageToMultiplyBlendMaterial); UpdateRendererMaterial(currPage, texture, atlasAdditiveBlendMaterials[i], AdditiveBlendMaterial, pageToAdditiveBlendMaterial);
UpdateRendererMaterial(currPage, texture, atlasScreenBlendMaterials[i], ScreenBlendMaterial, pageToScreenBlendMaterial); UpdateRendererMaterial(currPage, texture, atlasMultiplyBlendMaterials[i], MultiplyBlendMaterial, pageToMultiplyBlendMaterial);
} UpdateRendererMaterial(currPage, texture, atlasScreenBlendMaterials[i], ScreenBlendMaterial, pageToScreenBlendMaterial);
} }
UpdateMesh(skeleton->GetSkeleton()); }
} else { UpdateMesh(skeleton->GetSkeleton());
ClearAllMeshSections(); }
} else {
} ClearAllMeshSections();
}
void USpineSkeletonRendererComponent::UpdateRendererMaterial(spine::AtlasPage *CurrentPage, UTexture2D *Texture, }
UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial,
TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> &PageToBlendMaterial) { void USpineSkeletonRendererComponent::UpdateRendererMaterial(spine::AtlasPage* CurrentPage, UTexture2D* Texture,
UMaterialInstanceDynamic*& CurrentInstance, UMaterialInterface* ParentMaterial,
UTexture *oldTexture = nullptr; TMap<spine::AtlasPage*, UMaterialInstanceDynamic*>& PageToBlendMaterial) {
if (!CurrentInstance || !CurrentInstance->GetTextureParameterValue(TextureParameterName, oldTexture) ||
oldTexture != Texture || CurrentInstance->Parent != ParentMaterial) { UTexture* oldTexture = nullptr;
if (!CurrentInstance || !CurrentInstance->GetTextureParameterValue(TextureParameterName, oldTexture) ||
UMaterialInstanceDynamic *material = UMaterialInstanceDynamic::Create(ParentMaterial, this); oldTexture != Texture || CurrentInstance->Parent != ParentMaterial) {
material->SetTextureParameterValue(TextureParameterName, Texture);
CurrentInstance = material; UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(ParentMaterial, this);
} material->SetTextureParameterValue(TextureParameterName, Texture);
PageToBlendMaterial.Add(CurrentPage, CurrentInstance); CurrentInstance = material;
} }
PageToBlendMaterial.Add(CurrentPage, CurrentInstance);
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) { }
if (Vertices.Num() == 0) return;
SetMaterial(Idx, Material); 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) {
if (Vertices.Num() == 0) return;
bool bShouldCreateCollision = false; SetMaterial(Idx, Material);
if (bCreateCollision) {
UWorld* world = GetWorld(); bool bShouldCreateCollision = false;
if (world && world->IsGameWorld()) { if (bCreateCollision) {
bShouldCreateCollision = true; UWorld* world = GetWorld();
} if (world && world->IsGameWorld()) {
} bShouldCreateCollision = true;
}
GetBodySetup()->bGenerateMirroredCollision = GetComponentScale().X < 0 || GetComponentScale().Y < 0 || GetComponentScale().Z < 0; }
CreateMeshSection(Idx, Vertices, Indices, Normals, Uvs, Colors, TArray<FProcMeshTangent>(), bShouldCreateCollision);
GetBodySetup()->bGenerateMirroredCollision = GetComponentScale().X < 0 || GetComponentScale().Y < 0 || GetComponentScale().Z < 0;
Vertices.SetNum(0); CreateMeshSection(Idx, Vertices, Indices, Normals, Uvs, Colors, TArray<FProcMeshTangent>(), bShouldCreateCollision);
Indices.SetNum(0);
Normals.SetNum(0); Vertices.SetNum(0);
Uvs.SetNum(0); Indices.SetNum(0);
Colors.SetNum(0); Normals.SetNum(0);
Colors2.SetNum(0); Uvs.SetNum(0);
Idx++; Colors.SetNum(0);
} Colors2.SetNum(0);
Idx++;
void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) { }
TArray<FVector> vertices;
TArray<int32> indices; void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
TArray<FVector> normals; TArray<FVector> vertices;
TArray<FVector2D> uvs; TArray<int32> indices;
TArray<FColor> colors; TArray<FVector> normals;
TArray<FVector> darkColors; TArray<FVector2D> uvs;
TArray<FColor> colors;
int idx = 0; TArray<FVector> darkColors;
int meshSection = 0;
UMaterialInstanceDynamic *lastMaterial = nullptr; int idx = 0;
int meshSection = 0;
ClearAllMeshSections(); UMaterialInstanceDynamic* lastMaterial = nullptr;
// Early out if skeleton is invisible ClearAllMeshSections();
if (Skeleton->getColor().a == 0) return;
// Early out if skeleton is invisible
float depthOffset = 0; if (Skeleton->getColor().a == 0) return;
unsigned short quadIndices[] = {0, 1, 2, 0, 2, 3};
float depthOffset = 0;
for (size_t i = 0; i < Skeleton->getSlots().size(); ++i) { unsigned short quadIndices[] = { 0, 1, 2, 0, 2, 3 };
Vector<float> *attachmentVertices = &worldVertices;
unsigned short *attachmentIndices = nullptr; for (size_t i = 0; i < Skeleton->getSlots().size(); ++i) {
int numVertices; Vector<float>* attachmentVertices = &worldVertices;
int numIndices; unsigned short* attachmentIndices = nullptr;
AtlasRegion *attachmentAtlasRegion = nullptr; int numVertices;
spine::Color attachmentColor; int numIndices;
attachmentColor.set(1, 1, 1, 1); AtlasRegion* attachmentAtlasRegion = nullptr;
float *attachmentUvs = nullptr; spine::Color attachmentColor;
attachmentColor.set(1, 1, 1, 1);
Slot *slot = Skeleton->getDrawOrder()[i]; float* attachmentUvs = nullptr;
Attachment *attachment = slot->getAttachment();
Slot* slot = Skeleton->getDrawOrder()[i];
if (slot->getColor().a == 0 || !slot->getBone().isActive()) { Attachment* attachment = slot->getAttachment();
clipper.clipEnd(*slot);
continue; if (slot->getColor().a == 0 || !slot->getBone().isActive()) {
} clipper.clipEnd(*slot);
continue;
if (!attachment) { }
clipper.clipEnd(*slot);
continue; if (!attachment) {
} clipper.clipEnd(*slot);
if (!attachment->getRTTI().isExactly(RegionAttachment::rtti) && !attachment->getRTTI().isExactly(MeshAttachment::rtti) && !attachment->getRTTI().isExactly(ClippingAttachment::rtti)) { continue;
clipper.clipEnd(*slot); }
continue; if (!attachment->getRTTI().isExactly(RegionAttachment::rtti) && !attachment->getRTTI().isExactly(MeshAttachment::rtti) && !attachment->getRTTI().isExactly(ClippingAttachment::rtti)) {
} clipper.clipEnd(*slot);
continue;
if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) { }
RegionAttachment *regionAttachment = (RegionAttachment *) attachment;
if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
// Early out if region is invisible RegionAttachment* regionAttachment = (RegionAttachment*)attachment;
if (regionAttachment->getColor().a == 0) {
clipper.clipEnd(*slot); // Early out if region is invisible
continue; if (regionAttachment->getColor().a == 0) {
} clipper.clipEnd(*slot);
continue;
attachmentColor.set(regionAttachment->getColor()); }
attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRendererObject();
regionAttachment->computeWorldVertices(slot->getBone(), *attachmentVertices, 0, 2); attachmentColor.set(regionAttachment->getColor());
attachmentIndices = quadIndices; attachmentAtlasRegion = (AtlasRegion*)regionAttachment->getRendererObject();
attachmentUvs = regionAttachment->getUVs().buffer(); regionAttachment->computeWorldVertices(slot->getBone(), *attachmentVertices, 0, 2);
numVertices = 4; attachmentIndices = quadIndices;
numIndices = 6; attachmentUvs = regionAttachment->getUVs().buffer();
} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) { numVertices = 4;
MeshAttachment *mesh = (MeshAttachment *) attachment; numIndices = 6;
}
// Early out if region is invisible else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
if (mesh->getColor().a == 0) { MeshAttachment* mesh = (MeshAttachment*)attachment;
clipper.clipEnd(*slot);
continue; // Early out if region is invisible
} if (mesh->getColor().a == 0) {
clipper.clipEnd(*slot);
attachmentColor.set(mesh->getColor()); continue;
attachmentAtlasRegion = (AtlasRegion *) mesh->getRendererObject(); }
mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), *attachmentVertices, 0, 2);
attachmentIndices = mesh->getTriangles().buffer(); attachmentColor.set(mesh->getColor());
attachmentUvs = mesh->getUVs().buffer(); attachmentAtlasRegion = (AtlasRegion*)mesh->getRendererObject();
numVertices = mesh->getWorldVerticesLength() >> 1; mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), *attachmentVertices, 0, 2);
numIndices = mesh->getTriangles().size(); attachmentIndices = mesh->getTriangles().buffer();
} else /* clipping */ { attachmentUvs = mesh->getUVs().buffer();
ClippingAttachment *clip = (ClippingAttachment *) attachment; numVertices = mesh->getWorldVerticesLength() >> 1;
clipper.clipStart(*slot, clip); numIndices = mesh->getTriangles().size();
continue; }
} else /* clipping */ {
ClippingAttachment* clip = (ClippingAttachment*)attachment;
// if the user switches the atlas data while not having switched clipper.clipStart(*slot, clip);
// to the correct skeleton data yet, we won't find any regions. continue;
// ignore regions for which we can't find a material }
UMaterialInstanceDynamic *material = nullptr;
switch (slot->getData().getBlendMode()) { // if the user switches the atlas data while not having switched
case BlendMode_Normal: // to the correct skeleton data yet, we won't find any regions.
if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) { // ignore regions for which we can't find a material
clipper.clipEnd(*slot); UMaterialInstanceDynamic* material = nullptr;
continue; switch (slot->getData().getBlendMode()) {
} case BlendMode_Normal:
material = pageToNormalBlendMaterial[attachmentAtlasRegion->page]; if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
break; clipper.clipEnd(*slot);
case BlendMode_Additive: continue;
if (!pageToAdditiveBlendMaterial.Contains(attachmentAtlasRegion->page)) { }
clipper.clipEnd(*slot); material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
continue; break;
} case BlendMode_Additive:
material = pageToAdditiveBlendMaterial[attachmentAtlasRegion->page]; if (!pageToAdditiveBlendMaterial.Contains(attachmentAtlasRegion->page)) {
break; clipper.clipEnd(*slot);
case BlendMode_Multiply: continue;
if (!pageToMultiplyBlendMaterial.Contains(attachmentAtlasRegion->page)) { }
clipper.clipEnd(*slot); material = pageToAdditiveBlendMaterial[attachmentAtlasRegion->page];
continue; break;
} case BlendMode_Multiply:
material = pageToMultiplyBlendMaterial[attachmentAtlasRegion->page]; if (!pageToMultiplyBlendMaterial.Contains(attachmentAtlasRegion->page)) {
break; clipper.clipEnd(*slot);
case BlendMode_Screen: continue;
if (!pageToScreenBlendMaterial.Contains(attachmentAtlasRegion->page)) { }
clipper.clipEnd(*slot); material = pageToMultiplyBlendMaterial[attachmentAtlasRegion->page];
continue; break;
} case BlendMode_Screen:
material = pageToScreenBlendMaterial[attachmentAtlasRegion->page]; if (!pageToScreenBlendMaterial.Contains(attachmentAtlasRegion->page)) {
break; clipper.clipEnd(*slot);
default: continue;
if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) { }
clipper.clipEnd(*slot); material = pageToScreenBlendMaterial[attachmentAtlasRegion->page];
continue; break;
} default:
material = pageToNormalBlendMaterial[attachmentAtlasRegion->page]; if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
} clipper.clipEnd(*slot);
continue;
if (clipper.isClipping()) { }
clipper.clipTriangles(attachmentVertices->buffer(), attachmentIndices, numIndices, attachmentUvs, 2); material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
attachmentVertices = &clipper.getClippedVertices(); }
numVertices = clipper.getClippedVertices().size() >> 1;
attachmentIndices = clipper.getClippedTriangles().buffer(); if (clipper.isClipping()) {
numIndices = clipper.getClippedTriangles().size(); clipper.clipTriangles(attachmentVertices->buffer(), attachmentIndices, numIndices, attachmentUvs, 2);
attachmentUvs = clipper.getClippedUVs().buffer(); attachmentVertices = &clipper.getClippedVertices();
if (clipper.getClippedTriangles().size() == 0) { numVertices = clipper.getClippedVertices().size() >> 1;
clipper.clipEnd(*slot); attachmentIndices = clipper.getClippedTriangles().buffer();
continue; numIndices = clipper.getClippedTriangles().size();
} attachmentUvs = clipper.getClippedUVs().buffer();
} if (clipper.getClippedTriangles().size() == 0) {
clipper.clipEnd(*slot);
if (lastMaterial != material) { continue;
Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial); }
lastMaterial = material; }
idx = 0;
} if (lastMaterial != material) {
Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
SetMaterial(meshSection, material); lastMaterial = material;
idx = 0;
uint8 r = static_cast<uint8>(Skeleton->getColor().r * slot->getColor().r * attachmentColor.r * 255); }
uint8 g = static_cast<uint8>(Skeleton->getColor().g * slot->getColor().g * attachmentColor.g * 255);
uint8 b = static_cast<uint8>(Skeleton->getColor().b * slot->getColor().b * attachmentColor.b * 255); SetMaterial(meshSection, material);
uint8 a = static_cast<uint8>(Skeleton->getColor().a * slot->getColor().a * attachmentColor.a * 255);
uint8 r = static_cast<uint8>(Skeleton->getColor().r * slot->getColor().r * attachmentColor.r * 255);
float dr = slot->hasDarkColor() ? slot->getDarkColor().r : 0.0f; uint8 g = static_cast<uint8>(Skeleton->getColor().g * slot->getColor().g * attachmentColor.g * 255);
float dg = slot->hasDarkColor() ? slot->getDarkColor().g : 0.0f; uint8 b = static_cast<uint8>(Skeleton->getColor().b * slot->getColor().b * attachmentColor.b * 255);
float db = slot->hasDarkColor() ? slot->getDarkColor().b : 0.0f; uint8 a = static_cast<uint8>(Skeleton->getColor().a * slot->getColor().a * attachmentColor.a * 255);
float *verticesPtr = attachmentVertices->buffer(); float dr = slot->hasDarkColor() ? slot->getDarkColor().r : 0.0f;
for (int j = 0; j < numVertices << 1; j += 2) { float dg = slot->hasDarkColor() ? slot->getDarkColor().g : 0.0f;
colors.Add(FColor(r, g, b, a)); float db = slot->hasDarkColor() ? slot->getDarkColor().b : 0.0f;
darkColors.Add(FVector(dr, dg, db));
vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1])); float* verticesPtr = attachmentVertices->buffer();
uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1])); for (int j = 0; j < numVertices << 1; j += 2) {
} colors.Add(FColor(r, g, b, a));
darkColors.Add(FVector(dr, dg, db));
int firstIndex = indices.Num(); vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1]));
for (int j = 0; j < numIndices; j++) { uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
indices.Add(idx + attachmentIndices[j]); }
}
int firstIndex = indices.Num();
FVector normal = FVector(0, -1, 0); for (int j = 0; j < numIndices; j++) {
if (numVertices > 2 && indices.Add(idx + attachmentIndices[j]);
FVector::CrossProduct( }
vertices[indices[firstIndex + 2]] - vertices[indices[firstIndex]],
vertices[indices[firstIndex + 1]] - vertices[indices[firstIndex]])
.Y > 0.f) {
normal.Y = 1; //Calculate total triangle to add on this loof.
}
for (int j = 0; j < numVertices; j++) { int TriangleInitialCount = firstIndex / 3;
normals.Add(normal);
} int TriangleToAddNum = indices.Num() / 3 - TriangleInitialCount;
idx += numVertices; int FirstVertexIndex = vertices.Num() - numVertices;
depthOffset += this->DepthOffset;
//loof through all the triangles and resolve to be reversed if the triangle has winding order as CCW.
clipper.clipEnd(*slot);
} for (int j = 0; j < TriangleToAddNum; j++) {
Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial); const int TargetTringleIndex = firstIndex + j * 3;
clipper.clipEnd();
} if (FVector::CrossProduct(
vertices[indices[TargetTringleIndex + 2]] - vertices[indices[TargetTringleIndex]],
#undef LOCTEXT_NAMESPACE vertices[indices[TargetTringleIndex + 1]] - vertices[indices[TargetTringleIndex]]).Y < 0.f)
{
const int32 targetVertex = indices[TargetTringleIndex];
indices[TargetTringleIndex] = indices[TargetTringleIndex + 2];
indices[TargetTringleIndex + 2] = targetVertex;
}
}
FVector normal = FVector(0, 1, 0);
//Add normals for vertices.
for (int j = 0; j < numVertices; j++) {
normals.Add(normal);
}
idx += numVertices;
depthOffset += this->DepthOffset;
clipper.clipEnd(*slot);
}
Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
clipper.clipEnd();
}
#undef LOCTEXT_NAMESPACE