mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
[ue4] Reworked renderer component, does not fail GC when single attachment > 1000 vertices.
This commit is contained in:
parent
aec3b6adaa
commit
b8a2facf93
@ -75,74 +75,57 @@ void USpineSkeletonRendererComponent::TickComponent(float DeltaTime, ELevelTick
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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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USpineSkeletonComponent *skeletonComponent = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
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UpdateRenderer(skeleton);
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UpdateRenderer(skeletonComponent);
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}
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}
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void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent *skeleton) {
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if (skeleton && !skeleton->IsBeingDestroyed() && skeleton->GetSkeleton() && skeleton->Atlas) {
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skeleton->GetSkeleton()->getColor().set(Color.R, Color.G, Color.B, Color.A);
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void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent *component) {
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if (component && !component->IsBeingDestroyed() && component->GetSkeleton() && component->Atlas) {
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component->GetSkeleton()->getColor().set(Color.R, Color.G, Color.B, Color.A);
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if (atlasNormalBlendMaterials.Num() != skeleton->Atlas->atlasPages.Num()) {
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if (atlasNormalBlendMaterials.Num() != component->Atlas->atlasPages.Num()) {
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atlasNormalBlendMaterials.SetNum(0);
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pageToNormalBlendMaterial.Empty();
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atlasAdditiveBlendMaterials.SetNum(0);
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pageToAdditiveBlendMaterial.Empty();
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atlasMultiplyBlendMaterials.SetNum(0);
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pageToMultiplyBlendMaterial.Empty();
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atlasScreenBlendMaterials.SetNum(0);
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pageToScreenBlendMaterial.Empty();
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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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for (int i = 0; i < component->Atlas->atlasPages.Num(); i++) {
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AtlasPage *currPage = component->Atlas->GetAtlas()->getPages()[i];
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UMaterialInstanceDynamic *material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, this);
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material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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material->SetTextureParameterValue(TextureParameterName, component->Atlas->atlasPages[i]);
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atlasNormalBlendMaterials.Add(material);
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pageToNormalBlendMaterial.Add(currPage, material);
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material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, this);
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material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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material->SetTextureParameterValue(TextureParameterName, component->Atlas->atlasPages[i]);
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atlasAdditiveBlendMaterials.Add(material);
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pageToAdditiveBlendMaterial.Add(currPage, material);
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material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, this);
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material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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material->SetTextureParameterValue(TextureParameterName, component->Atlas->atlasPages[i]);
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atlasMultiplyBlendMaterials.Add(material);
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pageToMultiplyBlendMaterial.Add(currPage, material);
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material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, this);
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material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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material->SetTextureParameterValue(TextureParameterName, component->Atlas->atlasPages[i]);
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atlasScreenBlendMaterials.Add(material);
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pageToScreenBlendMaterial.Add(currPage, material);
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}
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} else {
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pageToNormalBlendMaterial.Empty();
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pageToAdditiveBlendMaterial.Empty();
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pageToMultiplyBlendMaterial.Empty();
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pageToScreenBlendMaterial.Empty();
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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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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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for (int i = 0; i < component->Atlas->atlasPages.Num(); i++) {
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UTexture2D *texture = component->Atlas->atlasPages[i];
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UpdateMaterial(texture, atlasNormalBlendMaterials[i], NormalBlendMaterial);
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UpdateMaterial(texture, atlasAdditiveBlendMaterials[i], AdditiveBlendMaterial);
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UpdateMaterial(texture, atlasMultiplyBlendMaterials[i], MultiplyBlendMaterial);
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UpdateMaterial(texture, atlasScreenBlendMaterials[i], ScreenBlendMaterial);
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}
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}
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UpdateMesh(skeleton->GetSkeleton());
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UpdateMesh(component, component->GetSkeleton());
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} else {
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ClearAllMeshSections();
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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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void USpineSkeletonRendererComponent::UpdateMaterial(UTexture2D *Texture, UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial) {
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UTexture *oldTexture = nullptr;
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if (!CurrentInstance || !CurrentInstance->GetTextureParameterValue(TextureParameterName, oldTexture) ||
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@ -152,10 +135,10 @@ void USpineSkeletonRendererComponent::UpdateRendererMaterial(spine::AtlasPage *C
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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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void USpineSkeletonRendererComponent::Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic *Material) {
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if (Vertices.Num() == 0) return;
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SetMaterial(Idx, Material);
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@ -175,24 +158,22 @@ void USpineSkeletonRendererComponent::Flush(int &Idx, TArray<FVector> &Vertices,
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Normals.SetNum(0);
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Uvs.SetNum(0);
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Colors.SetNum(0);
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Colors2.SetNum(0);
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Idx++;
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}
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void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
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TArray<FVector> vertices;
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TArray<int32> indices;
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TArray<FVector> normals;
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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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void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *component, Skeleton *Skeleton) {
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vertices.Empty();
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indices.Empty();
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normals.Empty();
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uvs.Empty();
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colors.Empty();
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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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ClearAllMeshSections();
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// Early out if skeleton is invisible
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if (Skeleton->getColor().a == 0) return;
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@ -236,6 +217,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
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}
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attachmentColor.set(regionAttachment->getColor());
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attachmentVertices->setSize(8, 0);
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regionAttachment->computeWorldVertices(*slot, *attachmentVertices, 0, 2);
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attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRendererObject();
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attachmentIndices = quadIndices;
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@ -244,14 +226,15 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
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numIndices = 6;
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} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
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MeshAttachment *mesh = (MeshAttachment *) attachment;
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// Early out if region is invisible
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if (mesh->getColor().a == 0) {
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clipper.clipEnd(*slot);
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continue;
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}
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attachmentColor.set(mesh->getColor());
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attachmentVertices->setSize(mesh->getWorldVerticesLength(), 0);
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mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), attachmentVertices->buffer(), 0, 2);
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attachmentAtlasRegion = (AtlasRegion *) mesh->getRendererObject();
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attachmentIndices = mesh->getTriangles().buffer();
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@ -264,47 +247,6 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
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continue;
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}
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// if the user switches the atlas data while not having switched
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// to the correct skeleton data yet, we won't find any regions.
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// ignore regions for which we can't find a material
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UMaterialInstanceDynamic *material = nullptr;
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switch (slot->getData().getBlendMode()) {
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case BlendMode_Normal:
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if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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break;
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case BlendMode_Additive:
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if (!pageToAdditiveBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = pageToAdditiveBlendMaterial[attachmentAtlasRegion->page];
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break;
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case BlendMode_Multiply:
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if (!pageToMultiplyBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = pageToMultiplyBlendMaterial[attachmentAtlasRegion->page];
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break;
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case BlendMode_Screen:
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if (!pageToScreenBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = pageToScreenBlendMaterial[attachmentAtlasRegion->page];
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break;
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default:
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if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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}
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if (clipper.isClipping()) {
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clipper.clipTriangles(attachmentVertices->buffer(), attachmentIndices, numIndices, attachmentUvs, 2);
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attachmentVertices = &clipper.getClippedVertices();
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@ -317,70 +259,94 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
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continue;
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}
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}
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// if the user switches the atlas data while not having switched
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// to the correct skeleton data yet, we won't find any regions.
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// ignore regions for which we can't find a material
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UMaterialInstanceDynamic* material = nullptr;
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int foundPageIndex = -1;
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for (int pageIndex = 0; i < component->Atlas->atlasPages.Num(); pageIndex++) {
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AtlasPage* page = component->Atlas->GetAtlas()->getPages()[pageIndex];
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if (attachmentAtlasRegion->page == page) {
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foundPageIndex = pageIndex;
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break;
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}
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}
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if (foundPageIndex == -1) {
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clipper.clipEnd(*slot);
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continue;
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}
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switch (slot->getData().getBlendMode()) {
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case BlendMode_Additive:
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if (i >= atlasAdditiveBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasAdditiveBlendMaterials[i];
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break;
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case BlendMode_Multiply:
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if (i >= atlasMultiplyBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasMultiplyBlendMaterials[i];
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break;
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case BlendMode_Screen:
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if (i >= atlasScreenBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasScreenBlendMaterials[i];
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break;
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case BlendMode_Normal:
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default:
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if (i >= atlasNormalBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasNormalBlendMaterials[i];
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break;
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}
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if (lastMaterial != material) {
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Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
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Flush(meshSection, vertices, indices, normals, uvs, colors, lastMaterial);
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lastMaterial = material;
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idx = 0;
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}
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SetMaterial(meshSection, material);
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uint8 r = static_cast<uint8>(Skeleton->getColor().r * slot->getColor().r * attachmentColor.r * 255);
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uint8 g = static_cast<uint8>(Skeleton->getColor().g * slot->getColor().g * attachmentColor.g * 255);
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uint8 b = static_cast<uint8>(Skeleton->getColor().b * slot->getColor().b * attachmentColor.b * 255);
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uint8 a = static_cast<uint8>(Skeleton->getColor().a * slot->getColor().a * attachmentColor.a * 255);
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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 *verticesPtr = attachmentVertices->buffer();
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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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colors.Add(FColor(r, g, b, a));
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darkColors.Add(FVector(dr, dg, db));
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vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1]));
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uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
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}
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int firstIndex = indices.Num();
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for (int j = 0; j < numIndices; j++) {
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indices.Add(idx + attachmentIndices[j]);
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}
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//Calculate total triangle to add on this loof.
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int TriangleInitialCount = firstIndex / 3;
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int TriangleToAddNum = indices.Num() / 3 - TriangleInitialCount;
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int FirstVertexIndex = vertices.Num() - numVertices;
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//loof through all the triangles and resolve to be reversed if the triangle has winding order as CCW.
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for (int j = 0; j < TriangleToAddNum; j++) {
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const int TargetTringleIndex = firstIndex + j * 3;
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int numTriangles = indices.Num() / 3;
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for (int j = 0; j < numTriangles; j++) {
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const int triangleIndex = j * 3;
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if (FVector::CrossProduct(
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vertices[indices[TargetTringleIndex + 2]] - vertices[indices[TargetTringleIndex]],
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vertices[indices[TargetTringleIndex + 1]] - vertices[indices[TargetTringleIndex]])
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.Y < 0.f) {
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const int32 targetVertex = indices[TargetTringleIndex];
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indices[TargetTringleIndex] = indices[TargetTringleIndex + 2];
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indices[TargetTringleIndex + 2] = targetVertex;
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vertices[indices[triangleIndex + 2]] - vertices[indices[triangleIndex]],
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vertices[indices[triangleIndex + 1]] - vertices[indices[triangleIndex]])
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.Y < 0.f) {
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const int32 targetVertex = indices[triangleIndex];
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indices[triangleIndex] = indices[triangleIndex + 2];
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indices[triangleIndex + 2] = targetVertex;
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}
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}
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FVector normal = FVector(0, 1, 0);
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//Add normals for vertices.
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for (int j = 0; j < numVertices; j++) {
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normals.Add(normal);
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}
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@ -390,7 +356,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
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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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Flush(meshSection, vertices, indices, normals, uvs, colors, lastMaterial);
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clipper.clipEnd();
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}
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@ -65,19 +65,15 @@ public:
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// Need to hold on to the dynamic instances, or the GC will kill us while updating them
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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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@ -95,14 +91,23 @@ public:
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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 UpdateMaterial(UTexture2D *Texture, UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial);
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void UpdateMesh(spine::Skeleton *Skeleton);
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void UpdateMesh(USpineSkeletonComponent *component, 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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void Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic *Material);
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spine::Vector<float> worldVertices;
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spine::SkeletonClipping clipper;
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UPROPERTY();
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TArray<FVector> vertices;
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UPROPERTY();
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TArray<int32> indices;
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UPROPERTY();
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TArray<FVector> normals;
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UPROPERTY();
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TArray<FVector2D> uvs;
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UPROPERTY();
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TArray<FColor> colors;
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};
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