[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.
This commit is contained in:
Harald Csaszar 2025-04-04 19:22:21 +02:00
parent a46174b88b
commit f8332b7773
5 changed files with 29 additions and 27 deletions

View File

@ -736,8 +736,7 @@ namespace Spine {
}
if (vertices != null) {
if (clipper != null && clipper.IsClipping) {
clipper.ClipTriangles(vertices, triangles, triangles.Length);
if (clipper != null && clipper.IsClipping && clipper.ClipTriangles(vertices, triangles, triangles.Length)) {
vertices = clipper.ClippedVertices.Items;
verticesLength = clipper.ClippedVertices.Count;
}

View File

@ -78,7 +78,7 @@ namespace Spine {
clippingPolygon.Clear();
}
public void ClipTriangles (float[] vertices, int[] triangles, int trianglesLength) {
public bool ClipTriangles (float[] vertices, int[] triangles, int trianglesLength) {
ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
ExposedList<int> clippedTriangles = this.clippedTriangles;
ExposedList<float>[] polygons = clippingPolygons.Items;
@ -87,24 +87,25 @@ namespace Spine {
int index = 0;
clippedVertices.Clear();
clippedTriangles.Clear();
float[] clipOutputItems = null;
for (int i = 0; i < trianglesLength; i += 3) {
int vertexOffset = triangles[i] << 1;
float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
int v = triangles[i] << 1;
float x1 = vertices[v], y1 = vertices[v + 1];
vertexOffset = triangles[i + 1] << 1;
float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
v = triangles[i + 1] << 1;
float x2 = vertices[v], y2 = vertices[v + 1];
vertexOffset = triangles[i + 2] << 1;
float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
v = triangles[i + 2] << 1;
float x3 = vertices[v], y3 = vertices[v + 1];
for (int p = 0; p < polygonsCount; p++) {
int s = clippedVertices.Count;
if (Clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
clipOutputItems = clipOutput.Items;
int clipOutputLength = clipOutput.Count;
if (clipOutputLength == 0) continue;
int clipOutputCount = clipOutputLength >> 1;
float[] clipOutputItems = clipOutput.Items;
float[] clippedVerticesItems = clippedVertices.Resize(s + clipOutputCount * 2).Items;
for (int ii = 0; ii < clipOutputLength; ii += 2, s += 2) {
float x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
@ -140,9 +141,10 @@ namespace Spine {
}
}
}
return clipOutputItems != null;
}
public void ClipTriangles (float[] vertices, int[] triangles, int trianglesLength, float[] uvs) {
public bool ClipTriangles (float[] vertices, int[] triangles, int trianglesLength, float[] uvs) {
ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
ExposedList<int> clippedTriangles = this.clippedTriangles;
ExposedList<float>[] polygons = clippingPolygons.Items;
@ -152,30 +154,30 @@ namespace Spine {
clippedVertices.Clear();
clippedUVs.Clear();
clippedTriangles.Clear();
float[] clipOutputItems = null;
for (int i = 0; i < trianglesLength; i += 3) {
int vertexOffset = triangles[i] << 1;
float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
int v = triangles[i] << 1;
float x1 = vertices[v], y1 = vertices[v + 1];
float u1 = uvs[v], v1 = uvs[v + 1];
vertexOffset = triangles[i + 1] << 1;
float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
v = triangles[i + 1] << 1;
float x2 = vertices[v], y2 = vertices[v + 1];
float u2 = uvs[v], v2 = uvs[v + 1];
vertexOffset = triangles[i + 2] << 1;
float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
v = triangles[i + 2] << 1;
float x3 = vertices[v], y3 = vertices[v + 1];
float u3 = uvs[v], v3 = uvs[v + 1];
for (int p = 0; p < polygonsCount; p++) {
int s = clippedVertices.Count;
if (Clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
clipOutputItems = clipOutput.Items;
int clipOutputLength = clipOutput.Count;
if (clipOutputLength == 0) continue;
float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
float d = 1 / (d0 * d2 + d1 * (y1 - y3));
int clipOutputCount = clipOutputLength >> 1;
float[] clipOutputItems = clipOutput.Items;
float[] clippedVerticesItems = clippedVertices.Resize(s + clipOutputCount * 2).Items;
float[] clippedUVsItems = clippedUVs.Resize(s + clipOutputCount * 2).Items;
for (int ii = 0; ii < clipOutputLength; ii += 2, s += 2) {
@ -226,6 +228,7 @@ namespace Spine {
}
}
}
return clipOutputItems != null;
}
///<summary>Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping

View File

@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.spine-csharp",
"displayName": "spine-csharp Runtime",
"description": "This plugin provides the spine-csharp core runtime.",
"version": "4.2.36",
"version": "4.3.0",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",

View File

@ -682,8 +682,8 @@ namespace Spine.Unity {
color.b = (byte)(skeletonB * slot.B * c.b * 255);
}
if (useClipping && clipper.IsClipping) {
clipper.ClipTriangles(workingVerts, attachmentTriangleIndices, attachmentIndexCount, uvs);
if (useClipping && clipper.IsClipping
&& clipper.ClipTriangles(workingVerts, attachmentTriangleIndices, attachmentIndexCount, uvs)) {
workingVerts = clipper.ClippedVertices.Items;
attachmentVertexCount = clipper.ClippedVertices.Count >> 1;
attachmentTriangleIndices = clipper.ClippedTriangles.Items;

View File

@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.spine-unity",
"displayName": "spine-unity Runtime",
"description": "This plugin provides the spine-unity runtime core.",
"version": "4.2.99",
"version": "4.3.0",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",
@ -14,7 +14,7 @@
"com.unity.modules.animation" : "1.0.0",
"com.unity.modules.physics" : "1.0.0",
"com.unity.modules.physics2d" : "1.0.0",
"com.esotericsoftware.spine.spine-csharp": "4.2.0"
"com.esotericsoftware.spine.spine-csharp": "4.3.0"
},
"repository": {
"type": "git",