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https://github.com/EsotericSoftware/spine-runtimes.git
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[csharp][unity] Port of commit 68d262b5: Improved rendering performance when an attachment is fully inside a clipping attachment.
Reuse the original vertices rather than clipping's triangle soup.
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@ -736,8 +736,7 @@ namespace Spine {
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}
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if (vertices != null) {
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if (clipper != null && clipper.IsClipping) {
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clipper.ClipTriangles(vertices, triangles, triangles.Length);
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if (clipper != null && clipper.IsClipping && clipper.ClipTriangles(vertices, triangles, triangles.Length)) {
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vertices = clipper.ClippedVertices.Items;
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verticesLength = clipper.ClippedVertices.Count;
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}
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@ -78,7 +78,7 @@ namespace Spine {
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clippingPolygon.Clear();
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}
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public void ClipTriangles (float[] vertices, int[] triangles, int trianglesLength) {
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public bool ClipTriangles (float[] vertices, int[] triangles, int trianglesLength) {
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ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
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ExposedList<int> clippedTriangles = this.clippedTriangles;
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ExposedList<float>[] polygons = clippingPolygons.Items;
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@ -87,24 +87,25 @@ namespace Spine {
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int index = 0;
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clippedVertices.Clear();
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clippedTriangles.Clear();
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float[] clipOutputItems = null;
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for (int i = 0; i < trianglesLength; i += 3) {
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int vertexOffset = triangles[i] << 1;
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float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
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int v = triangles[i] << 1;
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float x1 = vertices[v], y1 = vertices[v + 1];
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vertexOffset = triangles[i + 1] << 1;
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float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
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v = triangles[i + 1] << 1;
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float x2 = vertices[v], y2 = vertices[v + 1];
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vertexOffset = triangles[i + 2] << 1;
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float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
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v = triangles[i + 2] << 1;
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float x3 = vertices[v], y3 = vertices[v + 1];
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for (int p = 0; p < polygonsCount; p++) {
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int s = clippedVertices.Count;
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if (Clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
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clipOutputItems = clipOutput.Items;
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int clipOutputLength = clipOutput.Count;
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if (clipOutputLength == 0) continue;
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int clipOutputCount = clipOutputLength >> 1;
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float[] clipOutputItems = clipOutput.Items;
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float[] clippedVerticesItems = clippedVertices.Resize(s + clipOutputCount * 2).Items;
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for (int ii = 0; ii < clipOutputLength; ii += 2, s += 2) {
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float x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
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@ -140,9 +141,10 @@ namespace Spine {
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}
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}
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}
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return clipOutputItems != null;
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}
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public void ClipTriangles (float[] vertices, int[] triangles, int trianglesLength, float[] uvs) {
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public bool ClipTriangles (float[] vertices, int[] triangles, int trianglesLength, float[] uvs) {
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ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
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ExposedList<int> clippedTriangles = this.clippedTriangles;
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ExposedList<float>[] polygons = clippingPolygons.Items;
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@ -152,30 +154,30 @@ namespace Spine {
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clippedVertices.Clear();
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clippedUVs.Clear();
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clippedTriangles.Clear();
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float[] clipOutputItems = null;
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for (int i = 0; i < trianglesLength; i += 3) {
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int vertexOffset = triangles[i] << 1;
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float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
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float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
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int v = triangles[i] << 1;
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float x1 = vertices[v], y1 = vertices[v + 1];
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float u1 = uvs[v], v1 = uvs[v + 1];
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vertexOffset = triangles[i + 1] << 1;
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float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
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float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
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v = triangles[i + 1] << 1;
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float x2 = vertices[v], y2 = vertices[v + 1];
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float u2 = uvs[v], v2 = uvs[v + 1];
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vertexOffset = triangles[i + 2] << 1;
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float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
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float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
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v = triangles[i + 2] << 1;
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float x3 = vertices[v], y3 = vertices[v + 1];
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float u3 = uvs[v], v3 = uvs[v + 1];
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for (int p = 0; p < polygonsCount; p++) {
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int s = clippedVertices.Count;
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if (Clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
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clipOutputItems = clipOutput.Items;
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int clipOutputLength = clipOutput.Count;
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if (clipOutputLength == 0) continue;
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float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
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float d = 1 / (d0 * d2 + d1 * (y1 - y3));
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int clipOutputCount = clipOutputLength >> 1;
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float[] clipOutputItems = clipOutput.Items;
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float[] clippedVerticesItems = clippedVertices.Resize(s + clipOutputCount * 2).Items;
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float[] clippedUVsItems = clippedUVs.Resize(s + clipOutputCount * 2).Items;
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for (int ii = 0; ii < clipOutputLength; ii += 2, s += 2) {
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@ -226,6 +228,7 @@ namespace Spine {
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}
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}
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}
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return clipOutputItems != null;
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}
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///<summary>Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.spine-csharp",
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"displayName": "spine-csharp Runtime",
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"description": "This plugin provides the spine-csharp core runtime.",
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"version": "4.2.36",
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"version": "4.3.0",
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"unity": "2018.3",
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"author": {
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"name": "Esoteric Software",
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@ -682,8 +682,8 @@ namespace Spine.Unity {
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color.b = (byte)(skeletonB * slot.B * c.b * 255);
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}
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if (useClipping && clipper.IsClipping) {
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clipper.ClipTriangles(workingVerts, attachmentTriangleIndices, attachmentIndexCount, uvs);
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if (useClipping && clipper.IsClipping
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&& clipper.ClipTriangles(workingVerts, attachmentTriangleIndices, attachmentIndexCount, uvs)) {
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workingVerts = clipper.ClippedVertices.Items;
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attachmentVertexCount = clipper.ClippedVertices.Count >> 1;
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attachmentTriangleIndices = clipper.ClippedTriangles.Items;
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.spine-unity",
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"displayName": "spine-unity Runtime",
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"description": "This plugin provides the spine-unity runtime core.",
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"version": "4.2.99",
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"version": "4.3.0",
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"unity": "2018.3",
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"author": {
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"name": "Esoteric Software",
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@ -14,7 +14,7 @@
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"com.unity.modules.animation" : "1.0.0",
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"com.unity.modules.physics" : "1.0.0",
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"com.unity.modules.physics2d" : "1.0.0",
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"com.esotericsoftware.spine.spine-csharp": "4.2.0"
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"com.esotericsoftware.spine.spine-csharp": "4.3.0"
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},
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"repository": {
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"type": "git",
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