[ue4] Pass dark color via tangent attribute. Can't seem to access that in material

This commit is contained in:
badlogic 2017-03-16 15:59:54 +01:00
parent 92bdd8921b
commit d4ae3dfe71
2 changed files with 11 additions and 5 deletions

View File

@ -161,7 +161,7 @@ void USpineSkeletonRendererComponent::TickComponent (float DeltaTime, ELevelTick
}
}
void USpineSkeletonRendererComponent::Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic* Material) {
void USpineSkeletonRendererComponent::Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FProcMeshTangent>& Colors2, UMaterialInstanceDynamic* Material) {
if (Vertices.Num() == 0) return;
SetMaterial(Idx, Material);
CreateMeshSection(Idx, Vertices, Indices, TArray<FVector>(), Uvs, Colors, TArray<FProcMeshTangent>(), false);
@ -169,6 +169,7 @@ void USpineSkeletonRendererComponent::Flush (int &Idx, TArray<FVector> &Vertices
Indices.SetNum(0);
Uvs.SetNum(0);
Colors.SetNum(0);
Colors2.SetNum(0);
Idx++;
}
@ -177,7 +178,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(spSkeleton* Skeleton) {
TArray<int32> indices;
TArray<FVector2D> uvs;
TArray<FColor> colors;
TArray<FColor> darkColors;
TArray<FProcMeshTangent> darkColors;
TArray<float> attachmentVertices;
attachmentVertices.SetNumUninitialized(2 * 1024);
@ -252,7 +253,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(spSkeleton* Skeleton) {
}
if (lastMaterial != material) {
Flush(meshSection, vertices, indices, uvs, colors, lastMaterial);
Flush(meshSection, vertices, indices, uvs, colors, darkColors, lastMaterial);
lastMaterial = material;
idx = 0;
}
@ -264,8 +265,13 @@ void USpineSkeletonRendererComponent::UpdateMesh(spSkeleton* Skeleton) {
uint8 b = static_cast<uint8>(Skeleton->color.b * slot->color.b * attachmentColor.b * 255);
uint8 a = static_cast<uint8>(Skeleton->color.a * slot->color.a * attachmentColor.a * 255);
float dr = slot->darkColor ? slot->darkColor->r : 0.0f;
float dg = slot->darkColor ? slot->darkColor->g : 0.0f;
float db = slot->darkColor ? slot->darkColor->b : 0.0f;
for (int j = 0; j < numVertices << 1; j += 2) {
colors.Add(FColor(r, g, b, a));
darkColors.Add(FProcMeshTangent(dr, dg, db));
vertices.Add(FVector(attachmentVertices[j], depthOffset, attachmentVertices[j + 1]));
uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
}
@ -278,7 +284,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(spSkeleton* Skeleton) {
depthOffset += this->DepthOffset;
}
Flush(meshSection, vertices, indices, uvs, colors, lastMaterial);
Flush(meshSection, vertices, indices, uvs, colors,darkColors, lastMaterial);
}
#undef LOCTEXT_NAMESPACE

View File

@ -71,7 +71,7 @@ public:
protected:
void UpdateMesh (spSkeleton* Skeleton);
void Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic* Material);
void Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FProcMeshTangent> &Colors2, UMaterialInstanceDynamic* Material);
// Need to hold on to the dynamic instances, or the GC will kill us while updating them
UPROPERTY()