mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
324 lines
14 KiB
C++
324 lines
14 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "SpinePluginPrivatePCH.h"
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#include "Engine.h"
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#include "spine/spine.h"
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#include <stdlib.h>
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#define LOCTEXT_NAMESPACE "Spine"
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USpineSkeletonRendererComponent::USpineSkeletonRendererComponent (const FObjectInitializer& ObjectInitializer)
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: URuntimeMeshComponent(ObjectInitializer) {
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bWantsBeginPlay = true;
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PrimaryComponentTick.bCanEverTick = true;
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bTickInEditor = true;
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bAutoActivate = true;
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> NormalMaterialRef(TEXT("/SpinePlugin/SpineUnlitNormalMaterial"));
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NormalBlendMaterial = NormalMaterialRef.Object;
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> AdditiveMaterialRef(TEXT("/SpinePlugin/SpineUnlitAdditiveMaterial"));
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AdditiveBlendMaterial = AdditiveMaterialRef.Object;
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> MultiplyMaterialRef(TEXT("/SpinePlugin/SpineUnlitMultiplyMaterial"));
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MultiplyBlendMaterial = MultiplyMaterialRef.Object;
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> ScreenMaterialRef(TEXT("/SpinePlugin/SpineUnlitScreenMaterial"));
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ScreenBlendMaterial = ScreenMaterialRef.Object;
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TextureParameterName = FName(TEXT("SpriteTexture"));
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worldVertices = spFloatArray_create(1024 * 2);
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clipper = spSkeletonClipping_create();
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}
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void USpineSkeletonRendererComponent::FinishDestroy() {
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if (clipper) spSkeletonClipping_dispose(clipper);
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if (worldVertices) spFloatArray_dispose(worldVertices);
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Super::FinishDestroy();
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}
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void USpineSkeletonRendererComponent::BeginPlay () {
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Super::BeginPlay();
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}
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void USpineSkeletonRendererComponent::TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) {
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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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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if (skeleton && !skeleton->IsBeingDestroyed() && skeleton->GetSkeleton() && skeleton->Atlas) {
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spColor_setFromFloats(&skeleton->GetSkeleton()->color, Color.R, Color.G, Color.B, Color.A);
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if (atlasNormalBlendMaterials.Num() != skeleton->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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spAtlasPage* currPage = skeleton->Atlas->GetAtlas(false)->pages;
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for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, owner);
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material->SetTextureParameterValue(TextureParameterName, skeleton->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, owner);
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material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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atlasAdditiveBlendMaterials.Add(material);
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pageToAdditiveBlendMaterial.Add(currPage, material);
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material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, owner);
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material->SetTextureParameterValue(TextureParameterName, skeleton->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, owner);
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material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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atlasScreenBlendMaterials.Add(material);
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pageToScreenBlendMaterial.Add(currPage, material);
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currPage = currPage->next;
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}
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} else {
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pageToNormalBlendMaterial.Empty();
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pageToAdditiveBlendMaterial.Empty();
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pageToMultiplyBlendMaterial.Empty();
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pageToScreenBlendMaterial.Empty();
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spAtlasPage* currPage = skeleton->Atlas->GetAtlas(false)->pages;
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for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
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UTexture2D* texture = skeleton->Atlas->atlasPages[i];
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UTexture* oldTexture = nullptr;
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UMaterialInstanceDynamic* current = atlasNormalBlendMaterials[i];
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if(!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, owner);
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material->SetTextureParameterValue(TextureParameterName, texture);
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atlasNormalBlendMaterials[i] = material;
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}
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pageToNormalBlendMaterial.Add(currPage, atlasNormalBlendMaterials[i]);
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current = atlasAdditiveBlendMaterials[i];
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if(!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, owner);
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material->SetTextureParameterValue(TextureParameterName, texture);
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atlasAdditiveBlendMaterials[i] = material;
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}
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pageToAdditiveBlendMaterial.Add(currPage, atlasAdditiveBlendMaterials[i]);
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current = atlasMultiplyBlendMaterials[i];
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if(!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, owner);
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material->SetTextureParameterValue(TextureParameterName, texture);
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atlasMultiplyBlendMaterials[i] = material;
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}
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pageToMultiplyBlendMaterial.Add(currPage, atlasMultiplyBlendMaterials[i]);
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current = atlasScreenBlendMaterials[i];
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if(!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, owner);
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material->SetTextureParameterValue(TextureParameterName, texture);
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atlasScreenBlendMaterials[i] = material;
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}
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pageToScreenBlendMaterial.Add(currPage, atlasScreenBlendMaterials[i]);
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currPage = currPage->next;
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}
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}
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UpdateMesh(skeleton->GetSkeleton());
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} else {
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ClearAllMeshSections();
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}
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}
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}
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void USpineSkeletonRendererComponent::Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector>& Colors2, UMaterialInstanceDynamic* Material) {
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if (Vertices.Num() == 0) return;
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SetMaterial(Idx, Material);
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TArray<FRuntimeMeshVertexTripleUV> verts;
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for (int32 i = 0; i < Vertices.Num(); i++) {
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verts.Add(FRuntimeMeshVertexTripleUV(Vertices[i], FVector(), FVector(), Colors[i], Uvs[i], FVector2D(Colors2[i].X, Colors2[i].Y), FVector2D(Colors2[i].Z, 0)));
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}
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CreateMeshSection(Idx, verts, Indices);
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// CreateMeshSection(Idx, Vertices, Indices, TArray<FVector>(), Uvs, darkRG, Colors, TArray<FRuntimeMeshTangent>(), false);
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Vertices.SetNum(0);
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Indices.SetNum(0);
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Uvs.SetNum(0);
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Colors.SetNum(0);
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Colors2.SetNum(0);
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Idx++;
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}
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void USpineSkeletonRendererComponent::UpdateMesh(spSkeleton* Skeleton) {
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TArray<FVector> vertices;
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TArray<int32> indices;
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TArray<FVector2D> uvs;
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TArray<FColor> colors;
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TArray<FVector> darkColors;
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int idx = 0;
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int meshSection = 0;
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UMaterialInstanceDynamic* lastMaterial = nullptr;
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ClearAllMeshSections();
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float depthOffset = 0;
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unsigned short quadIndices[] = { 0, 1, 2, 0, 2, 3 };
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for (int i = 0; i < Skeleton->slotsCount; ++i) {
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float* attachmentVertices = worldVertices->items;
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unsigned short* attachmentIndices = nullptr;
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int numVertices;
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int numIndices;
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spAtlasRegion* attachmentAtlasRegion = nullptr;
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spColor attachmentColor;
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spColor_setFromFloats(&attachmentColor, 1, 1, 1, 1);
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float* attachmentUvs = nullptr;
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spSlot* slot = Skeleton->drawOrder[i];
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spAttachment* attachment = slot->attachment;
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if (!attachment) continue;
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if (attachment->type != SP_ATTACHMENT_REGION && attachment->type != SP_ATTACHMENT_MESH && attachment->type != SP_ATTACHMENT_CLIPPING) continue;
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if (attachment->type == SP_ATTACHMENT_REGION) {
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spRegionAttachment* regionAttachment = (spRegionAttachment*)attachment;
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spColor_setFromColor(&attachmentColor, ®ionAttachment->color);
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attachmentAtlasRegion = (spAtlasRegion*)regionAttachment->rendererObject;
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spRegionAttachment_computeWorldVertices(regionAttachment, slot->bone, attachmentVertices, 0, 2);
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attachmentIndices = quadIndices;
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attachmentUvs = regionAttachment->uvs;
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numVertices = 4;
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numIndices = 6;
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} else if (attachment->type == SP_ATTACHMENT_MESH) {
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spMeshAttachment* mesh = (spMeshAttachment*)attachment;
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spColor_setFromColor(&attachmentColor, &mesh->color);
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attachmentAtlasRegion = (spAtlasRegion*)mesh->rendererObject;
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if (mesh->super.worldVerticesLength > worldVertices->size) spFloatArray_setSize(worldVertices, mesh->super.worldVerticesLength);
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spVertexAttachment_computeWorldVertices(&mesh->super, slot, 0, mesh->super.worldVerticesLength, attachmentVertices, 0, 2);
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attachmentIndices = mesh->triangles;
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attachmentUvs = mesh->uvs;
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numVertices = mesh->super.worldVerticesLength >> 1;
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numIndices = mesh->trianglesCount;
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} else /* clipping */ {
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spClippingAttachment* clip = (spClippingAttachment*)slot->attachment;
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spSkeletonClipping_clipStart(clipper, slot, clip);
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continue;
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}
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// if the user switches the atlas data while not having switched
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// to the correct skeleton data yet, we won't find any regions.
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// ignore regions for which we can't find a material
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UMaterialInstanceDynamic* material = nullptr;
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switch (slot->data->blendMode) {
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case SP_BLEND_MODE_NORMAL:
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if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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break;
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case SP_BLEND_MODE_ADDITIVE:
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if (!pageToAdditiveBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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material = pageToAdditiveBlendMaterial[attachmentAtlasRegion->page];
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break;
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case SP_BLEND_MODE_MULTIPLY:
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if (!pageToMultiplyBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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material = pageToMultiplyBlendMaterial[attachmentAtlasRegion->page];
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break;
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case SP_BLEND_MODE_SCREEN:
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if (!pageToScreenBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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material = pageToScreenBlendMaterial[attachmentAtlasRegion->page];
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break;
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default:
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if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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}
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if (spSkeletonClipping_isClipping(clipper)) {
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spSkeletonClipping_clipTriangles(clipper, attachmentVertices, numVertices << 1, attachmentIndices, numIndices, attachmentUvs, 2);
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attachmentVertices = clipper->clippedVertices->items;
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numVertices = clipper->clippedVertices->size >> 1;
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attachmentIndices = clipper->clippedTriangles->items;
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numIndices = clipper->clippedTriangles->size;
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attachmentUvs = clipper->clippedUVs->items;
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if (clipper->clippedTriangles->size == 0) continue;
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}
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if (lastMaterial != material) {
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Flush(meshSection, vertices, indices, uvs, colors, darkColors, lastMaterial);
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lastMaterial = material;
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idx = 0;
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}
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SetMaterial(meshSection, material);
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uint8 r = static_cast<uint8>(Skeleton->color.r * slot->color.r * attachmentColor.r * 255);
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uint8 g = static_cast<uint8>(Skeleton->color.g * slot->color.g * attachmentColor.g * 255);
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uint8 b = static_cast<uint8>(Skeleton->color.b * slot->color.b * attachmentColor.b * 255);
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uint8 a = static_cast<uint8>(Skeleton->color.a * slot->color.a * attachmentColor.a * 255);
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float dr = slot->darkColor ? slot->darkColor->r : 0.0f;
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float dg = slot->darkColor ? slot->darkColor->g : 0.0f;
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float db = slot->darkColor ? slot->darkColor->b : 0.0f;
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for (int j = 0; j < numVertices << 1; j += 2) {
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colors.Add(FColor(r, g, b, a));
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darkColors.Add(FVector(dr, dg, db));
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vertices.Add(FVector(attachmentVertices[j], depthOffset, attachmentVertices[j + 1]));
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uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
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}
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for (int j = 0; j < numIndices; j++) {
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indices.Add(idx + attachmentIndices[j]);
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}
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idx += numVertices;
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depthOffset += this->DepthOffset;
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spSkeletonClipping_clipEnd(clipper, slot);
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}
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Flush(meshSection, vertices, indices, uvs, colors, darkColors, lastMaterial);
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spSkeletonClipping_clipEnd2(clipper);
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}
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#undef LOCTEXT_NAMESPACE
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