mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
Merge branch '4.0' into 4.1-beta
# Conflicts: # spine-ts/package-lock.json # spine-ts/spine-threejs/package.json
This commit is contained in:
commit
ecbe087227
@ -122,7 +122,7 @@
|
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* Generated normals are now correctly flipped for back faces.
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* Modifying parent materials updates material instances accordingly.
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* Only `.json` files that are actually encoding Spine skeletons will be loaded. Other `.json` files will be left to other importers.
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* Updated example project to UE 4.25.
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* Updated example project to UE 4.27.
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## C# ##
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@ -5,7 +5,6 @@
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<title>spine-threejs</title>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.js"></script>
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<script src="../dist/iife/spine-threejs.js"></script>
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<script src="index.js"></script>
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</head>
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<style>
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* {
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@ -29,6 +29,8 @@
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import { SkeletonMeshMaterial, SkeletonMeshMaterialParametersCustomizer } from "./SkeletonMesh";
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import * as THREE from "three"
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import { ThreeJsTexture } from "./ThreeJsTexture";
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import { BlendMode } from "@esotericsoftware/spine-core";
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export class MeshBatcher extends THREE.Mesh {
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private static VERTEX_SIZE = 9;
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@ -37,8 +39,9 @@ export class MeshBatcher extends THREE.Mesh {
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private verticesLength = 0;
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private indices: Uint16Array;
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private indicesLength = 0;
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private materialGroups: [number, number, number][] = [];
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constructor (maxVertices: number = 10920, materialCustomizer: SkeletonMeshMaterialParametersCustomizer = (parameters) => { }) {
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constructor (maxVertices: number = 10920, private materialCustomizer: SkeletonMeshMaterialParametersCustomizer = (parameters) => { }) {
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super();
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if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
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let vertices = this.vertices = new Float32Array(maxVertices * MeshBatcher.VERTEX_SIZE);
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@ -54,7 +57,7 @@ export class MeshBatcher extends THREE.Mesh {
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geo.drawRange.start = 0;
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geo.drawRange.count = 0;
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this.geometry = geo;
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this.material = new SkeletonMeshMaterial(materialCustomizer);
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this.material = [new SkeletonMeshMaterial(materialCustomizer)];
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}
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dispose () {
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@ -74,7 +77,19 @@ export class MeshBatcher extends THREE.Mesh {
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let geo = (<THREE.BufferGeometry>this.geometry);
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geo.drawRange.start = 0;
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geo.drawRange.count = 0;
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(<SkeletonMeshMaterial>this.material).uniforms.map.value = null;
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geo.clearGroups();
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this.materialGroups = [];
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if (this.material instanceof THREE.Material) {
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const meshMaterial = this.material as SkeletonMeshMaterial;
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meshMaterial.uniforms.map.value = null;
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meshMaterial.blending = THREE.NormalBlending;
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} else if (Array.isArray(this.material)) {
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for (let i = 0; i < this.material.length; i++) {
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const meshMaterial = this.material[i] as SkeletonMeshMaterial;
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meshMaterial.uniforms.map.value = null;
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meshMaterial.blending = THREE.NormalBlending;
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}
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}
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return this;
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}
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@ -118,10 +133,67 @@ export class MeshBatcher extends THREE.Mesh {
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this.vertexBuffer.updateRange.offset = 0;
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this.vertexBuffer.updateRange.count = this.verticesLength;
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let geo = (<THREE.BufferGeometry>this.geometry);
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this.closeMaterialGroups();
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geo.getIndex().needsUpdate = this.indicesLength > 0;
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geo.getIndex().updateRange.offset = 0;
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geo.getIndex().updateRange.count = this.indicesLength;
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geo.drawRange.start = 0;
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geo.drawRange.count = this.indicesLength;
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}
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addMaterialGroup (indicesLength: number, materialGroup: number) {
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const currentGroup = this.materialGroups[this.materialGroups.length - 1];
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|
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if (currentGroup === undefined || currentGroup[2] !== materialGroup) {
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this.materialGroups.push([this.indicesLength, indicesLength, materialGroup]);
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} else {
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currentGroup[1] += indicesLength;
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}
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}
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private closeMaterialGroups () {
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const geometry = this.geometry as THREE.BufferGeometry;
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for (let i = 0; i < this.materialGroups.length; i++) {
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const [startIndex, count, materialGroup] = this.materialGroups[i];
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geometry.addGroup(startIndex, count, materialGroup);
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}
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||||
}
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findMaterialGroup (slotTexture: THREE.Texture, slotBlendMode: BlendMode) {
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const blending = ThreeJsTexture.toThreeJsBlending(slotBlendMode);
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let group = -1;
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||||
|
||||
if (Array.isArray(this.material)) {
|
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for (let i = 0; i < this.material.length; i++) {
|
||||
const meshMaterial = this.material[i] as SkeletonMeshMaterial;
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|
||||
if (meshMaterial.uniforms.map.value === null) {
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updateMeshMaterial(meshMaterial, slotTexture, blending);
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return i;
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}
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|
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if (meshMaterial.uniforms.map.value === slotTexture && meshMaterial.blending === blending) {
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||||
return i;
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||||
}
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}
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const meshMaterial = new SkeletonMeshMaterial(this.materialCustomizer);
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updateMeshMaterial(meshMaterial, slotTexture, blending);
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this.material.push(meshMaterial);
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group = this.material.length - 1;
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} else {
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throw new Error("MeshBatcher.material needs to be an array for geometry groups to work");
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}
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return group;
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}
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}
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function updateMeshMaterial (meshMaterial: SkeletonMeshMaterial, slotTexture: THREE.Texture, blending: THREE.Blending) {
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meshMaterial.uniforms.map.value = slotTexture;
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meshMaterial.blending = blending;
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meshMaterial.blendDst = blending === THREE.CustomBlending ? THREE.OneMinusSrcColorFactor : THREE.OneMinusSrcAlphaFactor;
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meshMaterial.blendSrc = blending === THREE.CustomBlending ? THREE.OneFactor : THREE.SrcAlphaFactor;
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meshMaterial.needsUpdate = true;
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}
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@ -39,23 +39,23 @@ export interface SkeletonMeshMaterialParametersCustomizer {
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export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
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constructor (customizer: SkeletonMeshMaterialParametersCustomizer) {
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let vertexShader = `
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attribute vec4 color;
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varying vec2 vUv;
|
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varying vec4 vColor;
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||||
void main() {
|
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vUv = uv;
|
||||
vColor = color;
|
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gl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.0);
|
||||
}
|
||||
`;
|
||||
attribute vec4 color;
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||||
varying vec2 vUv;
|
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varying vec4 vColor;
|
||||
void main() {
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vUv = uv;
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vColor = color;
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gl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.0);
|
||||
}
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||||
`;
|
||||
let fragmentShader = `
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||||
uniform sampler2D map;
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varying vec2 vUv;
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||||
varying vec4 vColor;
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||||
void main(void) {
|
||||
gl_FragColor = texture2D(map, vUv)*vColor;
|
||||
}
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||||
`;
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uniform sampler2D map;
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||||
varying vec2 vUv;
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||||
varying vec4 vColor;
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void main(void) {
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gl_FragColor = texture2D(map, vUv)*vColor;
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||||
}
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`;
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||||
|
||||
let parameters: THREE.ShaderMaterialParameters = {
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||||
uniforms: {
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||||
@ -65,6 +65,7 @@ export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
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||||
fragmentShader: fragmentShader,
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||||
side: THREE.DoubleSide,
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||||
transparent: true,
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depthWrite: false,
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||||
alphaTest: 0.5
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||||
};
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customizer(parameters);
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@ -91,11 +92,10 @@ export class SkeletonMesh extends THREE.Object3D {
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private vertices = Utils.newFloatArray(1024);
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private tempColor = new Color();
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private materialCustomizer: SkeletonMeshMaterialParametersCustomizer;
|
||||
|
||||
constructor (skeletonData: SkeletonData, materialCustomizer: SkeletonMeshMaterialParametersCustomizer = (parameters) => { }) {
|
||||
constructor (skeletonData: SkeletonData) {
|
||||
super();
|
||||
this.materialCustomizer = materialCustomizer;
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||||
|
||||
this.skeleton = new Skeleton(skeletonData);
|
||||
let animData = new AnimationStateData(skeletonData);
|
||||
this.state = new AnimationState(animData);
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@ -128,7 +128,7 @@ export class SkeletonMesh extends THREE.Object3D {
|
||||
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||||
private nextBatch () {
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if (this.batches.length == this.nextBatchIndex) {
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let batch = new MeshBatcher(10920, this.materialCustomizer);
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||||
let batch = new MeshBatcher();
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this.add(batch);
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this.batches.push(batch);
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}
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@ -163,10 +163,7 @@ export class SkeletonMesh extends THREE.Object3D {
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for (let i = 0, n = drawOrder.length; i < n; i++) {
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let vertexSize = clipper.isClipping() ? 2 : SkeletonMesh.VERTEX_SIZE;
|
||||
let slot = drawOrder[i];
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||||
if (!slot.bone.active) {
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clipper.clipEndWithSlot(slot);
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continue;
|
||||
}
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if (!slot.bone.active) continue;
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||||
let attachment = slot.getAttachment();
|
||||
let attachmentColor: Color = null;
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let texture: ThreeJsTexture = null;
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@ -196,12 +193,9 @@ export class SkeletonMesh extends THREE.Object3D {
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let clip = <ClippingAttachment>(attachment);
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clipper.clipStart(slot, clip);
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continue;
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} else {
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clipper.clipEndWithSlot(slot);
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continue;
|
||||
}
|
||||
} else continue;
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||||
|
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if (texture) {
|
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if (texture != null) {
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let skeleton = slot.bone.skeleton;
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let skeletonColor = skeleton.color;
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let slotColor = slot.color;
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@ -221,7 +215,7 @@ export class SkeletonMesh extends THREE.Object3D {
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clipper.clipTriangles(vertices, numFloats, triangles, triangles.length, uvs, color, null, false);
|
||||
let clippedVertices = clipper.clippedVertices;
|
||||
let clippedTriangles = clipper.clippedTriangles;
|
||||
if (this.vertexEffect) {
|
||||
if (this.vertexEffect != null) {
|
||||
let vertexEffect = this.vertexEffect;
|
||||
let verts = clippedVertices;
|
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for (let v = 0, n = clippedVertices.length; v < n; v += vertexSize) {
|
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@ -248,7 +242,7 @@ export class SkeletonMesh extends THREE.Object3D {
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finalIndicesLength = clippedTriangles.length;
|
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} else {
|
||||
let verts = vertices;
|
||||
if (this.vertexEffect) {
|
||||
if (this.vertexEffect != null) {
|
||||
let vertexEffect = this.vertexEffect;
|
||||
for (let v = 0, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
|
||||
tempPos.x = verts[v];
|
||||
@ -283,10 +277,8 @@ export class SkeletonMesh extends THREE.Object3D {
|
||||
finalIndicesLength = triangles.length;
|
||||
}
|
||||
|
||||
if (finalVerticesLength == 0 || finalIndicesLength == 0) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
if (finalVerticesLength == 0 || finalIndicesLength == 0)
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start new batch if this one can't hold vertices/indices
|
||||
if (!batch.canBatch(finalVerticesLength, finalIndicesLength)) {
|
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@ -295,24 +287,11 @@ export class SkeletonMesh extends THREE.Object3D {
|
||||
batch.begin();
|
||||
}
|
||||
|
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// FIXME per slot blending would require multiple material support
|
||||
//let slotBlendMode = slot.data.blendMode;
|
||||
//if (slotBlendMode != blendMode) {
|
||||
// blendMode = slotBlendMode;
|
||||
// batcher.setBlendMode(getSourceGLBlendMode(this._gl, blendMode, premultipliedAlpha), getDestGLBlendMode(this._gl, blendMode));
|
||||
//}
|
||||
|
||||
let batchMaterial = <SkeletonMeshMaterial>batch.material;
|
||||
if (!batchMaterial.uniforms.map.value) batchMaterial.uniforms.map.value = texture.texture;
|
||||
if (batchMaterial.uniforms.map.value != texture.texture) {
|
||||
batch.end();
|
||||
batch = this.nextBatch();
|
||||
batch.begin();
|
||||
batchMaterial = <SkeletonMeshMaterial>batch.material;
|
||||
batchMaterial.uniforms.map.value = texture.texture;
|
||||
}
|
||||
batchMaterial.needsUpdate = true;
|
||||
const slotBlendMode = slot.data.blendMode;
|
||||
const slotTexture = texture.texture;
|
||||
const materialGroup = batch.findMaterialGroup(slotTexture, slotBlendMode);
|
||||
|
||||
batch.addMaterialGroup(finalIndicesLength, materialGroup);
|
||||
batch.batch(finalVertices, finalVerticesLength, finalIndices, finalIndicesLength, z);
|
||||
z += zOffset;
|
||||
}
|
||||
|
||||
@ -27,34 +27,34 @@
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
import { Texture, TextureFilter, TextureWrap } from "@esotericsoftware/spine-core";
|
||||
import { BlendMode, Texture, TextureFilter, TextureWrap } from "@esotericsoftware/spine-core";
|
||||
import * as THREE from "three";
|
||||
|
||||
export class ThreeJsTexture extends Texture {
|
||||
texture: THREE.Texture;
|
||||
|
||||
constructor (image: HTMLImageElement) {
|
||||
constructor(image: HTMLImageElement) {
|
||||
super(image);
|
||||
this.texture = new THREE.Texture(image);
|
||||
this.texture.flipY = false;
|
||||
this.texture.needsUpdate = true;
|
||||
}
|
||||
|
||||
setFilters (minFilter: TextureFilter, magFilter: TextureFilter) {
|
||||
setFilters(minFilter: TextureFilter, magFilter: TextureFilter) {
|
||||
this.texture.minFilter = ThreeJsTexture.toThreeJsTextureFilter(minFilter);
|
||||
this.texture.magFilter = ThreeJsTexture.toThreeJsTextureFilter(magFilter);
|
||||
}
|
||||
|
||||
setWraps (uWrap: TextureWrap, vWrap: TextureWrap) {
|
||||
setWraps(uWrap: TextureWrap, vWrap: TextureWrap) {
|
||||
this.texture.wrapS = ThreeJsTexture.toThreeJsTextureWrap(uWrap);
|
||||
this.texture.wrapT = ThreeJsTexture.toThreeJsTextureWrap(vWrap);
|
||||
}
|
||||
|
||||
dispose () {
|
||||
dispose() {
|
||||
this.texture.dispose();
|
||||
}
|
||||
|
||||
static toThreeJsTextureFilter (filter: TextureFilter) {
|
||||
static toThreeJsTextureFilter(filter: TextureFilter) {
|
||||
if (filter === TextureFilter.Linear) return THREE.LinearFilter;
|
||||
else if (filter === TextureFilter.MipMap) return THREE.LinearMipMapLinearFilter; // also includes TextureFilter.MipMapLinearLinear
|
||||
else if (filter === TextureFilter.MipMapLinearNearest) return THREE.LinearMipMapNearestFilter;
|
||||
@ -64,10 +64,18 @@ export class ThreeJsTexture extends Texture {
|
||||
else throw new Error("Unknown texture filter: " + filter);
|
||||
}
|
||||
|
||||
static toThreeJsTextureWrap (wrap: TextureWrap) {
|
||||
static toThreeJsTextureWrap(wrap: TextureWrap) {
|
||||
if (wrap === TextureWrap.ClampToEdge) return THREE.ClampToEdgeWrapping;
|
||||
else if (wrap === TextureWrap.MirroredRepeat) return THREE.MirroredRepeatWrapping;
|
||||
else if (wrap === TextureWrap.Repeat) return THREE.RepeatWrapping;
|
||||
else throw new Error("Unknown texture wrap: " + wrap);
|
||||
}
|
||||
}
|
||||
|
||||
static toThreeJsBlending(blend: BlendMode) {
|
||||
if (blend === BlendMode.Normal) return THREE.NormalBlending;
|
||||
else if (blend === BlendMode.Additive) return THREE.AdditiveBlending;
|
||||
else if (blend === BlendMode.Multiply) return THREE.MultiplyBlending;
|
||||
else if (blend === BlendMode.Screen) return THREE.CustomBlending;
|
||||
else throw new Error("Unknown blendMode: " + blend);
|
||||
}
|
||||
}
|
||||
@ -21,7 +21,7 @@
|
||||
info;
|
||||
|
||||
loadAssets(canvas) {
|
||||
this.numSkeletons = 100;
|
||||
this.numSkeletons = 400;
|
||||
this.skeletons = [];
|
||||
this.states = [];
|
||||
this.info = document.querySelector("#info")[0];
|
||||
@ -45,7 +45,7 @@
|
||||
for (var i = 0; i < this.numSkeletons; i++) {
|
||||
let skeleton = new spine.Skeleton(skeletonData);
|
||||
|
||||
// Create the animation state
|
||||
// Create the animation state
|
||||
let state = new spine.AnimationState(stateData);
|
||||
state.setAnimation(0, "dance", true);
|
||||
|
||||
@ -92,7 +92,7 @@
|
||||
renderer.drawSkeleton(skeleton, true);
|
||||
}
|
||||
renderer.end();
|
||||
info.innerText = "Draw calls: " + renderer.batcher.drawCalls;
|
||||
info.innerText = "Draw calls: " + renderer.batcher.drawCalls + ", FPS: " + canvas.time.framesPerSecond.toFixed(0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
{
|
||||
"FileVersion": 3,
|
||||
"EngineAssociation": "4.25",
|
||||
"EngineAssociation": "4.27",
|
||||
"Category": "",
|
||||
"Description": "",
|
||||
"Modules": [
|
||||
|
||||
@ -109,7 +109,12 @@ public class SpineAnimationStateDrawer : PropertyDrawer {
|
||||
EditorGUI.PropertyField(singleFieldRect, useBlendDurationProp);
|
||||
|
||||
singleFieldRect.y += lineHeightWithSpacing;
|
||||
EditorGUI.PropertyField(singleFieldRect, mixDurationProp);
|
||||
|
||||
bool greyOutMixDuration = (!useBlendDurationProp.hasMultipleDifferentValues &&
|
||||
useBlendDurationProp.boolValue == true);
|
||||
using (new EditorGUI.DisabledGroupScope(greyOutMixDuration)) {
|
||||
EditorGUI.PropertyField(singleFieldRect, mixDurationProp);
|
||||
}
|
||||
}
|
||||
|
||||
singleFieldRect.y += lineHeightWithSpacing;
|
||||
|
||||
@ -41,6 +41,9 @@ namespace Spine.Unity.Playables {
|
||||
|
||||
[Serializable]
|
||||
public class SpineAnimationStateBehaviour : PlayableBehaviour {
|
||||
|
||||
[NonSerialized] public TimelineClip timelineClip;
|
||||
|
||||
public AnimationReferenceAsset animationReference;
|
||||
public bool loop;
|
||||
|
||||
|
||||
@ -38,8 +38,11 @@ namespace Spine.Unity.Playables {
|
||||
public SpineAnimationStateBehaviour template = new SpineAnimationStateBehaviour();
|
||||
|
||||
public ClipCaps clipCaps { get { return ClipCaps.Blending | ClipCaps.ClipIn | ClipCaps.SpeedMultiplier | (template.loop ? ClipCaps.Looping : 0); } }
|
||||
[NonSerialized] public TimelineClip timelineClip;
|
||||
|
||||
public override Playable CreatePlayable (PlayableGraph graph, GameObject owner) {
|
||||
template.timelineClip = this.timelineClip;
|
||||
|
||||
var playable = ScriptPlayable<SpineAnimationStateBehaviour>.Create(graph, template);
|
||||
playable.GetBehaviour();
|
||||
return playable;
|
||||
|
||||
@ -95,6 +95,8 @@ namespace Spine.Unity.Playables {
|
||||
}
|
||||
|
||||
protected void HandleClipEnd () {
|
||||
if (animationStateComponent == null) return;
|
||||
|
||||
var state = animationStateComponent.AnimationState;
|
||||
if (endAtClipEnd &&
|
||||
timelineStartedTrackEntry != null &&
|
||||
@ -172,13 +174,14 @@ namespace Spine.Unity.Playables {
|
||||
endMixOutDuration = clipData.endMixOutDuration;
|
||||
|
||||
if (clipData.animationReference == null) {
|
||||
float mixDuration = clipData.customDuration ? clipData.mixDuration : state.Data.DefaultMix;
|
||||
float mixDuration = clipData.customDuration ? GetCustomMixDuration(clipData) : state.Data.DefaultMix;
|
||||
state.SetEmptyAnimation(trackIndex, mixDuration);
|
||||
} else {
|
||||
if (clipData.animationReference.Animation != null) {
|
||||
TrackEntry currentEntry = state.GetCurrent(trackIndex);
|
||||
Spine.TrackEntry trackEntry;
|
||||
if (currentEntry == null && (clipData.customDuration && clipData.mixDuration > 0)) {
|
||||
float customMixDuration = clipData.customDuration ? GetCustomMixDuration(clipData) : 0.0f;
|
||||
if (currentEntry == null && customMixDuration > 0) {
|
||||
state.SetEmptyAnimation(trackIndex, 0); // ease in requires empty animation
|
||||
trackEntry = state.AddAnimation(trackIndex, clipData.animationReference.Animation, clipData.loop, 0);
|
||||
} else
|
||||
@ -192,7 +195,7 @@ namespace Spine.Unity.Playables {
|
||||
trackEntry.HoldPrevious = clipData.holdPrevious;
|
||||
|
||||
if (clipData.customDuration)
|
||||
trackEntry.MixDuration = clipData.mixDuration;
|
||||
trackEntry.MixDuration = customMixDuration;
|
||||
|
||||
timelineStartedTrackEntry = trackEntry;
|
||||
}
|
||||
@ -314,6 +317,14 @@ namespace Spine.Unity.Playables {
|
||||
}
|
||||
#endif
|
||||
|
||||
float GetCustomMixDuration (SpineAnimationStateBehaviour clipData) {
|
||||
if (clipData.useBlendDuration) {
|
||||
TimelineClip clip = clipData.timelineClip;
|
||||
return (float)Math.Max(clip.blendInDuration, clip.easeInDuration);
|
||||
} else {
|
||||
return clipData.mixDuration;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -27,6 +27,7 @@
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Playables;
|
||||
using UnityEngine.Timeline;
|
||||
@ -39,6 +40,13 @@ namespace Spine.Unity.Playables {
|
||||
public int trackIndex = 0;
|
||||
|
||||
public override Playable CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount) {
|
||||
IEnumerable<TimelineClip> clips = this.GetClips();
|
||||
foreach (TimelineClip clip in clips) {
|
||||
var animationStateClip = clip.asset as SpineAnimationStateClip;
|
||||
if (animationStateClip != null)
|
||||
animationStateClip.timelineClip = clip;
|
||||
}
|
||||
|
||||
var scriptPlayable = ScriptPlayable<SpineAnimationStateMixerBehaviour>.Create(graph, inputCount);
|
||||
var mixerBehaviour = scriptPlayable.GetBehaviour();
|
||||
mixerBehaviour.trackIndex = this.trackIndex;
|
||||
|
||||
@ -104,7 +104,7 @@ half4 CombinedShapeLightFragment(VertexOutputSpriteURP2D input) : SV_Target
|
||||
pixel.rgb = applyRimLighting(input.positionWS.xyz, normalWS, pixel);
|
||||
#endif
|
||||
|
||||
APPLY_EMISSION(pixel.rgb, input.texcoord)
|
||||
APPLY_EMISSION(pixel.rgb, input.texcoord.xy)
|
||||
pixel = prepareLitPixelForOutput(pixel, texureColor.a, input.vertexColor.a);
|
||||
COLORISE(pixel)
|
||||
return pixel;
|
||||
|
||||
@ -127,7 +127,7 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
|
||||
#endif
|
||||
half3 diffuseLighting = inputData.bakedGI;
|
||||
|
||||
half3 attenuation = mainLight.distanceAttenuation * mainLight.shadowAttenuation;
|
||||
half3 attenuation = mainLight.distanceAttenuation* mainLight.shadowAttenuation;
|
||||
half3 attenuatedLightColor = mainLight.color * attenuation;
|
||||
#ifndef _DIFFUSE_RAMP
|
||||
diffuseLighting += LightingLambert(attenuatedLightColor, mainLight.direction, inputData.normalWS);
|
||||
@ -184,24 +184,15 @@ VertexOutputLWRP ForwardPassVertexSprite(VertexInput input)
|
||||
output.positionWS = float4(positionWS, 1);
|
||||
#endif
|
||||
|
||||
#if defined(PER_PIXEL_LIGHTING)
|
||||
|
||||
half3 normalWS = calculateSpriteWorldNormal(input, -backFaceSign);
|
||||
output.normalWorld.xyz = normalWS;
|
||||
|
||||
#if defined(_NORMALMAP)
|
||||
output.tangentWorld.xyz = calculateWorldTangent(input.tangent);
|
||||
output.binormalWorld.xyz = calculateSpriteWorldBinormal(input, output.normalWorld.xyz, output.tangentWorld.xyz, backFaceSign);
|
||||
#endif
|
||||
|
||||
#else // !PER_PIXEL_LIGHTING
|
||||
half3 fixedNormal = half3(0, 0, -1);
|
||||
half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
|
||||
|
||||
#endif // !PER_PIXEL_LIGHTING
|
||||
output.fogFactorAndVertexLight.yzw = LightweightLightVertexSimplified(positionWS, normalWS);
|
||||
|
||||
|
||||
#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
|
||||
VertexPositionInputs vertexInput;
|
||||
vertexInput.positionWS = positionWS;
|
||||
@ -243,16 +234,11 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target
|
||||
inputData.viewDirectionWS = input.viewDirectionWS;
|
||||
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
||||
|
||||
#if defined(PER_PIXEL_LIGHTING)
|
||||
#if defined(_NORMALMAP)
|
||||
#if defined(PER_PIXEL_LIGHTING) && defined(_NORMALMAP)
|
||||
half3 normalWS = calculateNormalFromBumpMap(input.texcoord.xy, input.tangentWorld.xyz, input.binormalWorld.xyz, input.normalWorld.xyz);
|
||||
#else
|
||||
#else
|
||||
half3 normalWS = input.normalWorld.xyz;
|
||||
#endif
|
||||
#else // !PER_PIXEL_LIGHTING
|
||||
half3 fixedNormal = half3(0, 0, -1);
|
||||
half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
|
||||
#endif // !PER_PIXEL_LIGHTING
|
||||
#endif
|
||||
|
||||
inputData.normalWS = normalWS;
|
||||
inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
|
||||
|
||||
@ -2,7 +2,7 @@
|
||||
"name": "com.esotericsoftware.spine.urp-shaders",
|
||||
"displayName": "Spine Universal RP Shaders",
|
||||
"description": "This plugin provides universal render pipeline (URP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.0.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
|
||||
"version": "4.0.4",
|
||||
"version": "4.0.5",
|
||||
"unity": "2019.3",
|
||||
"author": {
|
||||
"name": "Esoteric Software",
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user