80 lines
3.0 KiB
C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2022, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if UNITY_2019_3_OR_NEWER
#define HAS_FORCE_RENDER_OFF
#endif
#if UNITY_2018_2_OR_NEWER
#define HAS_GET_SHARED_MATERIALS
#endif
using UnityEngine;
using UnityEngine.Rendering;
namespace Spine.Unity.Examples {
public abstract class SkeletonRenderTextureBase : MonoBehaviour {
#if HAS_GET_SHARED_MATERIALS
public Color color = Color.white;
public int maxRenderTextureSize = 1024;
public GameObject quad;
protected Mesh quadMesh;
public RenderTexture renderTexture;
protected CommandBuffer commandBuffer;
protected Vector2Int requiredRenderTextureSize;
protected Vector2Int allocatedRenderTextureSize;
protected virtual void Awake () {
commandBuffer = new CommandBuffer();
}
void OnDestroy () {
if (renderTexture)
RenderTexture.ReleaseTemporary(renderTexture);
}
protected void PrepareRenderTexture () {
Vector2Int textureSize = new Vector2Int(
Mathf.NextPowerOfTwo(requiredRenderTextureSize.x),
Mathf.NextPowerOfTwo(requiredRenderTextureSize.y));
if (textureSize != allocatedRenderTextureSize) {
if (renderTexture)
RenderTexture.ReleaseTemporary(renderTexture);
renderTexture = RenderTexture.GetTemporary(textureSize.x, textureSize.y);
renderTexture.filterMode = FilterMode.Point;
allocatedRenderTextureSize = textureSize;
}
}
#endif
}
}