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