mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-17 04:21:39 +08:00
Merge branch '4.1' into 4.2-beta
This commit is contained in:
commit
fe8f51810a
@ -33,6 +33,10 @@
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#include "SpineSkeleton.h"
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#include "SpineRendererObject.h"
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#include "SpineSlotNode.h"
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#include "core/math/transform_2d.h"
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#include "core/variant/array.h"
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#include "scene/resources/mesh.h"
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#include "servers/rendering_server.h"
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#if VERSION_MAJOR > 3
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#include "core/config/engine.h"
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@ -54,6 +58,14 @@ static spine::Vector<unsigned short> quad_indices;
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static spine::Vector<float> scratch_vertices;
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static Vector<Vector2> scratch_points;
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static void clear_triangles(SpineMesh2D *mesh_instance) {
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#if VERSION_MAJOR > 3
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RenderingServer::get_singleton()->canvas_item_clear(mesh_instance->get_canvas_item());
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#else
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VisualServer::get_singleton()->canvas_item_clear(mesh_instance->get_canvas_item());
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#endif
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}
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static void add_triangles(SpineMesh2D *mesh_instance,
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const Vector<Point2> &vertices,
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const Vector<Point2> &uvs,
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@ -61,15 +73,7 @@ static void add_triangles(SpineMesh2D *mesh_instance,
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const Vector<int> &indices,
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SpineRendererObject *renderer_object) {
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#if VERSION_MAJOR > 3
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RenderingServer::get_singleton()->canvas_item_add_triangle_array(mesh_instance->get_canvas_item(),
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indices,
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vertices,
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colors,
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uvs,
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Vector<int>(),
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Vector<float>(),
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renderer_object->canvas_texture.is_valid() ? renderer_object->canvas_texture->get_rid() : RID(),
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-1);
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mesh_instance->update_mesh(vertices, uvs, colors, indices, renderer_object);
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#else
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auto texture = renderer_object->texture;
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auto normal_map = renderer_object->normal_map;
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@ -99,8 +103,8 @@ void SpineMesh2D::_notification(int what) {
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update();
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#endif
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break;
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case NOTIFICATION_DRAW:
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//clear_triangles(this);
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case NOTIFICATION_DRAW:
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clear_triangles(this);
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if (renderer_object)
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add_triangles(this, vertices, uvs, colors, indices, renderer_object);
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break;
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@ -112,6 +116,66 @@ void SpineMesh2D::_notification(int what) {
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void SpineMesh2D::_bind_methods() {
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}
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void SpineMesh2D::update_mesh(const Vector<Point2> &vertices,
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const Vector<Point2> &uvs,
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const Vector<Color> &colors,
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const Vector<int> &indices,
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SpineRendererObject *renderer_object) {
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#if VERSION_MAJOR > 3
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if (!mesh.is_valid() || vertices.size() != num_vertices || indices.size() != num_indices || last_indices_id != indices_id) {
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if (mesh.is_valid()) {
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RS::get_singleton()->free(mesh);
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}
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mesh = RS::get_singleton()->mesh_create();
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Array arrays;
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arrays.resize(Mesh::ARRAY_MAX);
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arrays[Mesh::ARRAY_VERTEX] = vertices;
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arrays[Mesh::ARRAY_TEX_UV] = uvs;
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arrays[Mesh::ARRAY_COLOR] = colors;
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arrays[Mesh::ARRAY_INDEX] = indices;
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RS::SurfaceData surface;
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uint32_t skin_stride;
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RS::get_singleton()->mesh_create_surface_data_from_arrays(&surface, (RS::PrimitiveType) Mesh::PRIMITIVE_TRIANGLES, arrays, TypedArray<Array>(), Dictionary(), Mesh::ArrayFormat::ARRAY_FLAG_USE_DYNAMIC_UPDATE);
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RS::get_singleton()->mesh_add_surface(mesh, surface);
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RS::get_singleton()->mesh_surface_make_offsets_from_format(surface.format, surface.vertex_count, surface.index_count, surface_offsets, vertex_stride, attribute_stride, skin_stride);
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num_vertices = vertices.size();
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num_indices = indices.size();
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vertex_buffer = surface.vertex_data;
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attribute_buffer = surface.attribute_data;
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last_indices_id = indices_id;
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} else {
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AABB aabb_new;
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uint8_t *vertex_write_buffer = vertex_buffer.ptrw();
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uint8_t *attribute_write_buffer = attribute_buffer.ptrw();
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uint8_t color[4] = {
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uint8_t(CLAMP(colors[0].r * 255.0, 0.0, 255.0)),
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uint8_t(CLAMP(colors[0].g * 255.0, 0.0, 255.0)),
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uint8_t(CLAMP(colors[0].b * 255.0, 0.0, 255.0)),
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uint8_t(CLAMP(colors[0].a * 255.0, 0.0, 255.0))};
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for (int i = 0; i < vertices.size(); i++) {
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Vector2 vertex(vertices[i]);
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if (i == 0) {
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aabb_new.position = Vector3(vertex.x, vertex.y, 0);
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aabb_new.size = Vector3();
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} else {
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aabb_new.expand_to(Vector3(vertex.x, vertex.y, 0));
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}
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float uv[2] = {(float) uvs[i].x, (float) uvs[i].y};
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memcpy(&vertex_write_buffer[i * vertex_stride + surface_offsets[RS::ARRAY_VERTEX]], &vertex, sizeof(float) * 2);
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memcpy(&attribute_write_buffer[i * attribute_stride + surface_offsets[RS::ARRAY_COLOR]], color, 4);
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memcpy(&attribute_write_buffer[i * attribute_stride + surface_offsets[RS::ARRAY_TEX_UV]], uv, 8);
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}
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RS::get_singleton()->mesh_surface_update_vertex_region(mesh, 0, 0, vertex_buffer);
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RS::get_singleton()->mesh_surface_update_attribute_region(mesh, 0, 0, attribute_buffer);
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RS::get_singleton()->mesh_set_custom_aabb(mesh, aabb_new);
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}
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RenderingServer::get_singleton()->canvas_item_add_mesh(this->get_canvas_item(), mesh, Transform2D(), Color(1, 1, 1, 1), renderer_object->canvas_texture->get_rid());
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#endif
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}
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void SpineSprite::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_skeleton_data_res", "skeleton_data_res"), &SpineSprite::set_skeleton_data_res);
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ClassDB::bind_method(D_METHOD("get_skeleton_data_res"), &SpineSprite::get_skeleton_data_res);
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@ -560,7 +624,7 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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spine::Attachment *attachment = slot->getAttachment();
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SpineMesh2D *mesh_instance = mesh_instances[i];
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mesh_instance->renderer_object = nullptr;
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if (!attachment) {
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skeleton_clipper->clipEnd(*slot);
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continue;
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@ -644,6 +708,7 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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}
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mesh_instance->renderer_object = renderer_object;
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mesh_instance->indices_id = (uint64_t)indices;
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spine::BlendMode blend_mode = slot->getData().getBlendMode();
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Ref<Material> custom_material;
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@ -690,17 +755,18 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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// Set the custom material, or the default material
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if (custom_material.is_valid()) mesh_instance->set_material(custom_material);
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else
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mesh_instance->set_material(default_materials[slot->getData().getBlendMode()]);
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}
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mesh_instance->set_material(default_materials[slot->getData().getBlendMode()]);
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}
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skeleton_clipper->clipEnd(*slot);
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}
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skeleton_clipper->clipEnd();
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}
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void SpineSprite::draw() {
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if (!animation_state.is_valid() && !skeleton.is_valid()) return;
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if (!animation_state.is_valid() && !skeleton.is_valid()) return;
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if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) return;
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RS::get_singleton()->canvas_item_clear(this->get_canvas_item());
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auto mouse_position = get_local_mouse_position();
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spine::Slot *hovered_slot = nullptr;
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@ -827,9 +893,9 @@ void SpineSprite::draw() {
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auto mouse_local_position = bone_transform.affine_inverse().xform(mouse_position);
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if (GEOMETRY2D::is_point_in_polygon(mouse_local_position, scratch_points)) {
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hovered_bone = bone;
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}
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}
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}
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if (debug_bones) {
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auto &bones = skeleton->get_spine_object()->getBones();
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for (int i = 0; i < (int) bones.size(); i++) {
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@ -907,6 +973,7 @@ void SpineSprite::draw() {
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#endif
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}
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#endif
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}
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void SpineSprite::draw_bone(spine::Bone *bone, const Color &color) {
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@ -55,16 +55,30 @@ protected:
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Vector<Color> colors;
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Vector<int> indices;
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SpineRendererObject *renderer_object;
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int slotIndex;
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Attachment *attachment;
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ArrayMesh *mesh;
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uint64_t last_indices_id;
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uint64_t indices_id;
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RID mesh;
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uint32_t surface_offsets[RS::ARRAY_MAX];
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int num_vertices;
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int num_indices;
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PackedByteArray vertex_buffer;
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PackedByteArray attribute_buffer;
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uint32_t vertex_stride;
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uint32_t attribute_stride;
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public:
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SpineMesh2D() : renderer_object(nullptr), slotIndex(-1), attachment(nullptr), mesh(nullptr) {};
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~SpineMesh2D(){
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if (mesh) memdelete(mesh);
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};
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ArrayMesh *get_mesh() {return mesh;};
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SpineMesh2D() : renderer_object(nullptr), last_indices_id(0), indices_id(0), num_vertices(0), num_indices(0), vertex_stride(0), attribute_stride(0) {};
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~SpineMesh2D() {
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if (mesh.is_valid()) {
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RS::get_singleton()->free(mesh);
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}
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}
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void update_mesh(const Vector<Point2> &vertices,
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const Vector<Point2> &uvs,
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const Vector<Color> &colors,
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const Vector<int> &indices,
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SpineRendererObject *renderer_object);
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};
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class SpineSprite : public Node2D,
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@ -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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||||
|
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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]);
|
||||
atlasScreenBlendMaterials.Add(material);
|
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pageToScreenBlendMaterial.Add(currPage, material);
|
||||
}
|
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} else {
|
||||
pageToNormalBlendMaterial.Empty();
|
||||
pageToAdditiveBlendMaterial.Empty();
|
||||
pageToMultiplyBlendMaterial.Empty();
|
||||
pageToScreenBlendMaterial.Empty();
|
||||
|
||||
for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
|
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AtlasPage *currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
|
||||
UTexture2D *texture = skeleton->Atlas->atlasPages[i];
|
||||
|
||||
UpdateRendererMaterial(currPage, texture, atlasNormalBlendMaterials[i], NormalBlendMaterial, pageToNormalBlendMaterial);
|
||||
UpdateRendererMaterial(currPage, texture, atlasAdditiveBlendMaterials[i], AdditiveBlendMaterial, pageToAdditiveBlendMaterial);
|
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UpdateRendererMaterial(currPage, texture, atlasMultiplyBlendMaterials[i], MultiplyBlendMaterial, pageToMultiplyBlendMaterial);
|
||||
UpdateRendererMaterial(currPage, texture, atlasScreenBlendMaterials[i], ScreenBlendMaterial, pageToScreenBlendMaterial);
|
||||
for (int i = 0; i < component->Atlas->atlasPages.Num(); i++) {
|
||||
UTexture2D *texture = component->Atlas->atlasPages[i];
|
||||
UpdateMaterial(texture, atlasNormalBlendMaterials[i], NormalBlendMaterial);
|
||||
UpdateMaterial(texture, atlasAdditiveBlendMaterials[i], AdditiveBlendMaterial);
|
||||
UpdateMaterial(texture, atlasMultiplyBlendMaterials[i], MultiplyBlendMaterial);
|
||||
UpdateMaterial(texture, atlasScreenBlendMaterials[i], ScreenBlendMaterial);
|
||||
}
|
||||
}
|
||||
UpdateMesh(skeleton->GetSkeleton());
|
||||
UpdateMesh(component, component->GetSkeleton());
|
||||
} else {
|
||||
ClearAllMeshSections();
|
||||
}
|
||||
}
|
||||
|
||||
void USpineSkeletonRendererComponent::UpdateRendererMaterial(spine::AtlasPage *CurrentPage, UTexture2D *Texture,
|
||||
UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial,
|
||||
TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> &PageToBlendMaterial) {
|
||||
void USpineSkeletonRendererComponent::UpdateMaterial(UTexture2D *Texture, UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial) {
|
||||
|
||||
UTexture *oldTexture = nullptr;
|
||||
if (!CurrentInstance || !CurrentInstance->GetTextureParameterValue(TextureParameterName, oldTexture) ||
|
||||
@ -152,10 +135,10 @@ void USpineSkeletonRendererComponent::UpdateRendererMaterial(spine::AtlasPage *C
|
||||
material->SetTextureParameterValue(TextureParameterName, Texture);
|
||||
CurrentInstance = material;
|
||||
}
|
||||
PageToBlendMaterial.Add(CurrentPage, CurrentInstance);
|
||||
|
||||
}
|
||||
|
||||
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) {
|
||||
void USpineSkeletonRendererComponent::Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic *Material) {
|
||||
if (Vertices.Num() == 0) return;
|
||||
SetMaterial(Idx, Material);
|
||||
|
||||
@ -175,24 +158,22 @@ void USpineSkeletonRendererComponent::Flush(int &Idx, TArray<FVector> &Vertices,
|
||||
Normals.SetNum(0);
|
||||
Uvs.SetNum(0);
|
||||
Colors.SetNum(0);
|
||||
Colors2.SetNum(0);
|
||||
Idx++;
|
||||
}
|
||||
|
||||
void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
|
||||
TArray<FVector> vertices;
|
||||
TArray<int32> indices;
|
||||
TArray<FVector> normals;
|
||||
TArray<FVector2D> uvs;
|
||||
TArray<FColor> colors;
|
||||
TArray<FVector> darkColors;
|
||||
|
||||
void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *component, Skeleton *Skeleton) {
|
||||
vertices.Empty();
|
||||
indices.Empty();
|
||||
normals.Empty();
|
||||
uvs.Empty();
|
||||
colors.Empty();
|
||||
|
||||
int idx = 0;
|
||||
int meshSection = 0;
|
||||
UMaterialInstanceDynamic *lastMaterial = nullptr;
|
||||
|
||||
ClearAllMeshSections();
|
||||
|
||||
|
||||
// Early out if skeleton is invisible
|
||||
if (Skeleton->getColor().a == 0) return;
|
||||
|
||||
@ -236,6 +217,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
|
||||
}
|
||||
|
||||
attachmentColor.set(regionAttachment->getColor());
|
||||
attachmentVertices->setSize(8, 0);
|
||||
regionAttachment->computeWorldVertices(*slot, *attachmentVertices, 0, 2);
|
||||
attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRegion();
|
||||
attachmentIndices = quadIndices;
|
||||
@ -244,14 +226,15 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
|
||||
numIndices = 6;
|
||||
} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
|
||||
MeshAttachment *mesh = (MeshAttachment *) attachment;
|
||||
|
||||
|
||||
// Early out if region is invisible
|
||||
if (mesh->getColor().a == 0) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
attachmentColor.set(mesh->getColor());
|
||||
attachmentVertices->setSize(mesh->getWorldVerticesLength(), 0);
|
||||
mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), attachmentVertices->buffer(), 0, 2);
|
||||
attachmentAtlasRegion = (AtlasRegion *) mesh->getRegion();
|
||||
attachmentIndices = mesh->getTriangles().buffer();
|
||||
@ -264,47 +247,6 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// if the user switches the atlas data while not having switched
|
||||
// to the correct skeleton data yet, we won't find any regions.
|
||||
// ignore regions for which we can't find a material
|
||||
UMaterialInstanceDynamic *material = nullptr;
|
||||
switch (slot->getData().getBlendMode()) {
|
||||
case BlendMode_Normal:
|
||||
if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
|
||||
break;
|
||||
case BlendMode_Additive:
|
||||
if (!pageToAdditiveBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = pageToAdditiveBlendMaterial[attachmentAtlasRegion->page];
|
||||
break;
|
||||
case BlendMode_Multiply:
|
||||
if (!pageToMultiplyBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = pageToMultiplyBlendMaterial[attachmentAtlasRegion->page];
|
||||
break;
|
||||
case BlendMode_Screen:
|
||||
if (!pageToScreenBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = pageToScreenBlendMaterial[attachmentAtlasRegion->page];
|
||||
break;
|
||||
default:
|
||||
if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
|
||||
}
|
||||
|
||||
if (clipper.isClipping()) {
|
||||
clipper.clipTriangles(attachmentVertices->buffer(), attachmentIndices, numIndices, attachmentUvs, 2);
|
||||
attachmentVertices = &clipper.getClippedVertices();
|
||||
@ -317,70 +259,94 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// if the user switches the atlas data while not having switched
|
||||
// to the correct skeleton data yet, we won't find any regions.
|
||||
// ignore regions for which we can't find a material
|
||||
UMaterialInstanceDynamic* material = nullptr;
|
||||
int foundPageIndex = -1;
|
||||
for (int pageIndex = 0; i < component->Atlas->atlasPages.Num(); pageIndex++) {
|
||||
AtlasPage* page = component->Atlas->GetAtlas()->getPages()[pageIndex];
|
||||
if (attachmentAtlasRegion->page == page) {
|
||||
foundPageIndex = pageIndex;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (foundPageIndex == -1) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
switch (slot->getData().getBlendMode()) {
|
||||
case BlendMode_Additive:
|
||||
if (i >= atlasAdditiveBlendMaterials.Num()) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = atlasAdditiveBlendMaterials[i];
|
||||
break;
|
||||
case BlendMode_Multiply:
|
||||
if (i >= atlasMultiplyBlendMaterials.Num()) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = atlasMultiplyBlendMaterials[i];
|
||||
break;
|
||||
case BlendMode_Screen:
|
||||
if (i >= atlasScreenBlendMaterials.Num()) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = atlasScreenBlendMaterials[i];
|
||||
break;
|
||||
case BlendMode_Normal:
|
||||
default:
|
||||
if (i >= atlasNormalBlendMaterials.Num()) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = atlasNormalBlendMaterials[i];
|
||||
break;
|
||||
}
|
||||
|
||||
if (lastMaterial != material) {
|
||||
Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
|
||||
Flush(meshSection, vertices, indices, normals, uvs, colors, lastMaterial);
|
||||
lastMaterial = material;
|
||||
idx = 0;
|
||||
}
|
||||
|
||||
|
||||
SetMaterial(meshSection, material);
|
||||
|
||||
|
||||
uint8 r = static_cast<uint8>(Skeleton->getColor().r * slot->getColor().r * attachmentColor.r * 255);
|
||||
uint8 g = static_cast<uint8>(Skeleton->getColor().g * slot->getColor().g * attachmentColor.g * 255);
|
||||
uint8 b = static_cast<uint8>(Skeleton->getColor().b * slot->getColor().b * attachmentColor.b * 255);
|
||||
uint8 a = static_cast<uint8>(Skeleton->getColor().a * slot->getColor().a * attachmentColor.a * 255);
|
||||
|
||||
float dr = slot->hasDarkColor() ? slot->getDarkColor().r : 0.0f;
|
||||
float dg = slot->hasDarkColor() ? slot->getDarkColor().g : 0.0f;
|
||||
float db = slot->hasDarkColor() ? slot->getDarkColor().b : 0.0f;
|
||||
|
||||
float *verticesPtr = attachmentVertices->buffer();
|
||||
|
||||
float* verticesPtr = attachmentVertices->buffer();
|
||||
for (int j = 0; j < numVertices << 1; j += 2) {
|
||||
colors.Add(FColor(r, g, b, a));
|
||||
darkColors.Add(FVector(dr, dg, db));
|
||||
vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1]));
|
||||
uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
|
||||
}
|
||||
|
||||
int firstIndex = indices.Num();
|
||||
|
||||
for (int j = 0; j < numIndices; j++) {
|
||||
indices.Add(idx + attachmentIndices[j]);
|
||||
}
|
||||
|
||||
|
||||
//Calculate total triangle to add on this loof.
|
||||
|
||||
int TriangleInitialCount = firstIndex / 3;
|
||||
|
||||
int TriangleToAddNum = indices.Num() / 3 - TriangleInitialCount;
|
||||
|
||||
int FirstVertexIndex = vertices.Num() - numVertices;
|
||||
|
||||
//loof through all the triangles and resolve to be reversed if the triangle has winding order as CCW.
|
||||
|
||||
for (int j = 0; j < TriangleToAddNum; j++) {
|
||||
|
||||
const int TargetTringleIndex = firstIndex + j * 3;
|
||||
|
||||
|
||||
int numTriangles = indices.Num() / 3;
|
||||
for (int j = 0; j < numTriangles; j++) {
|
||||
const int triangleIndex = j * 3;
|
||||
if (FVector::CrossProduct(
|
||||
vertices[indices[TargetTringleIndex + 2]] - vertices[indices[TargetTringleIndex]],
|
||||
vertices[indices[TargetTringleIndex + 1]] - vertices[indices[TargetTringleIndex]])
|
||||
.Y < 0.f) {
|
||||
|
||||
const int32 targetVertex = indices[TargetTringleIndex];
|
||||
indices[TargetTringleIndex] = indices[TargetTringleIndex + 2];
|
||||
indices[TargetTringleIndex + 2] = targetVertex;
|
||||
vertices[indices[triangleIndex + 2]] - vertices[indices[triangleIndex]],
|
||||
vertices[indices[triangleIndex + 1]] - vertices[indices[triangleIndex]])
|
||||
.Y < 0.f) {
|
||||
const int32 targetVertex = indices[triangleIndex];
|
||||
indices[triangleIndex] = indices[triangleIndex + 2];
|
||||
indices[triangleIndex + 2] = targetVertex;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
FVector normal = FVector(0, 1, 0);
|
||||
|
||||
//Add normals for vertices.
|
||||
|
||||
for (int j = 0; j < numVertices; j++) {
|
||||
|
||||
normals.Add(normal);
|
||||
}
|
||||
|
||||
@ -390,7 +356,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
|
||||
clipper.clipEnd(*slot);
|
||||
}
|
||||
|
||||
Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
|
||||
Flush(meshSection, vertices, indices, normals, uvs, colors, lastMaterial);
|
||||
clipper.clipEnd();
|
||||
}
|
||||
|
||||
|
||||
@ -65,19 +65,15 @@ public:
|
||||
// Need to hold on to the dynamic instances, or the GC will kill us while updating them
|
||||
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
|
||||
TArray<UMaterialInstanceDynamic *> atlasNormalBlendMaterials;
|
||||
TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> pageToNormalBlendMaterial;
|
||||
|
||||
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
|
||||
TArray<UMaterialInstanceDynamic *> atlasAdditiveBlendMaterials;
|
||||
TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> pageToAdditiveBlendMaterial;
|
||||
|
||||
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
|
||||
TArray<UMaterialInstanceDynamic *> atlasMultiplyBlendMaterials;
|
||||
TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> pageToMultiplyBlendMaterial;
|
||||
|
||||
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
|
||||
TArray<UMaterialInstanceDynamic *> atlasScreenBlendMaterials;
|
||||
TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> pageToScreenBlendMaterial;
|
||||
|
||||
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
|
||||
float DepthOffset = 0.1f;
|
||||
@ -95,14 +91,23 @@ public:
|
||||
virtual void FinishDestroy() override;
|
||||
|
||||
protected:
|
||||
void UpdateRendererMaterial(spine::AtlasPage *CurrentPage, UTexture2D *Texture,
|
||||
UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial,
|
||||
TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> &PageToBlendMaterial);
|
||||
void UpdateMaterial(UTexture2D *Texture, UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial);
|
||||
|
||||
void UpdateMesh(spine::Skeleton *Skeleton);
|
||||
void UpdateMesh(USpineSkeletonComponent *component, spine::Skeleton *Skeleton);
|
||||
|
||||
void Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector> &Colors2, UMaterialInstanceDynamic *Material);
|
||||
void Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic *Material);
|
||||
|
||||
spine::Vector<float> worldVertices;
|
||||
spine::SkeletonClipping clipper;
|
||||
|
||||
UPROPERTY();
|
||||
TArray<FVector> vertices;
|
||||
UPROPERTY();
|
||||
TArray<int32> indices;
|
||||
UPROPERTY();
|
||||
TArray<FVector> normals;
|
||||
UPROPERTY();
|
||||
TArray<FVector2D> uvs;
|
||||
UPROPERTY();
|
||||
TArray<FColor> colors;
|
||||
};
|
||||
|
||||
@ -320,12 +320,11 @@ namespace Spine.Unity.Editor {
|
||||
List<SpriteMetaData> sprites = new List<SpriteMetaData>(spriteSheet);
|
||||
|
||||
List<AtlasRegion> regions = SpineAtlasAssetInspector.GetRegions(atlas);
|
||||
char[] FilenameDelimiter = { '.' };
|
||||
int updatedCount = 0;
|
||||
int addedCount = 0;
|
||||
|
||||
foreach (AtlasRegion r in regions) {
|
||||
string pageName = r.page.name.Split(FilenameDelimiter, StringSplitOptions.RemoveEmptyEntries)[0];
|
||||
string pageName = System.IO.Path.GetFileNameWithoutExtension(r.page.name);
|
||||
string textureName = texture.name;
|
||||
bool pageMatch = string.Equals(pageName, textureName, StringComparison.Ordinal);
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user