330 lines
14 KiB
C++

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include "SpinePluginPrivatePCH.h"
#include "Engine.h"
#include "spine/spine.h"
#include <stdlib.h>
#define LOCTEXT_NAMESPACE "Spine"
USpineSkeletonRendererComponent::USpineSkeletonRendererComponent (const FObjectInitializer& ObjectInitializer)
: UProceduralMeshComponent(ObjectInitializer) {
bWantsBeginPlay = true;
PrimaryComponentTick.bCanEverTick = true;
bTickInEditor = true;
bAutoActivate = true;
static ConstructorHelpers::FObjectFinder<UMaterialInterface> NormalMaterialRef(TEXT("/SpinePlugin/SpineUnlitNormalMaterial"));
NormalBlendMaterial = NormalMaterialRef.Object;
static ConstructorHelpers::FObjectFinder<UMaterialInterface> AdditiveMaterialRef(TEXT("/SpinePlugin/SpineUnlitAdditiveMaterial"));
AdditiveBlendMaterial = AdditiveMaterialRef.Object;
static ConstructorHelpers::FObjectFinder<UMaterialInterface> MultiplyMaterialRef(TEXT("/SpinePlugin/SpineUnlitMultiplyMaterial"));
MultiplyBlendMaterial = MultiplyMaterialRef.Object;
static ConstructorHelpers::FObjectFinder<UMaterialInterface> ScreenMaterialRef(TEXT("/SpinePlugin/SpineUnlitScreenMaterial"));
ScreenBlendMaterial = ScreenMaterialRef.Object;
TextureParameterName = FName(TEXT("SpriteTexture"));
}
void USpineSkeletonRendererComponent::BeginPlay () {
Super::BeginPlay();
}
void USpineSkeletonRendererComponent::TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) {
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
AActor* owner = GetOwner();
if (owner) {
UClass* skeletonClass = USpineSkeletonComponent::StaticClass();
USpineSkeletonComponent* skeleton = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
if (skeleton && !skeleton->IsBeingDestroyed() && skeleton->GetSkeleton() && skeleton->Atlas) {
spColor_setFromFloats(&skeleton->GetSkeleton()->color, Color.R, Color.G, Color.B, Color.A);
if (atlasNormalBlendMaterials.Num() != skeleton->Atlas->atlasPages.Num()) {
atlasNormalBlendMaterials.SetNum(0);
pageToNormalBlendMaterial.Empty();
atlasAdditiveBlendMaterials.SetNum(0);
pageToAdditiveBlendMaterial.Empty();
atlasMultiplyBlendMaterials.SetNum(0);
pageToMultiplyBlendMaterial.Empty();
atlasScreenBlendMaterials.SetNum(0);
pageToScreenBlendMaterial.Empty();
spAtlasPage* currPage = skeleton->Atlas->GetAtlas(false)->pages;
for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, owner);
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
atlasNormalBlendMaterials.Add(material);
pageToNormalBlendMaterial.Add(currPage, material);
material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, owner);
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
atlasAdditiveBlendMaterials.Add(material);
pageToAdditiveBlendMaterial.Add(currPage, material);
material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, owner);
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
atlasMultiplyBlendMaterials.Add(material);
pageToMultiplyBlendMaterial.Add(currPage, material);
material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, owner);
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
atlasScreenBlendMaterials.Add(material);
pageToScreenBlendMaterial.Add(currPage, material);
currPage = currPage->next;
}
} else {
pageToNormalBlendMaterial.Empty();
pageToAdditiveBlendMaterial.Empty();
pageToMultiplyBlendMaterial.Empty();
pageToScreenBlendMaterial.Empty();
spAtlasPage* currPage = skeleton->Atlas->GetAtlas(false)->pages;
for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
UTexture2D* texture = skeleton->Atlas->atlasPages[i];
UTexture* oldTexture = nullptr;
UMaterialInstanceDynamic* current = atlasNormalBlendMaterials[i];
if(!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, owner);
material->SetTextureParameterValue(TextureParameterName, texture);
atlasNormalBlendMaterials[i] = material;
}
pageToNormalBlendMaterial.Add(currPage, atlasNormalBlendMaterials[i]);
current = atlasAdditiveBlendMaterials[i];
if(!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, owner);
material->SetTextureParameterValue(TextureParameterName, texture);
atlasAdditiveBlendMaterials[i] = material;
}
pageToAdditiveBlendMaterial.Add(currPage, atlasAdditiveBlendMaterials[i]);
current = atlasMultiplyBlendMaterials[i];
if(!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, owner);
material->SetTextureParameterValue(TextureParameterName, texture);
atlasMultiplyBlendMaterials[i] = material;
}
pageToMultiplyBlendMaterial.Add(currPage, atlasMultiplyBlendMaterials[i]);
current = atlasScreenBlendMaterials[i];
if(!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, owner);
material->SetTextureParameterValue(TextureParameterName, texture);
atlasScreenBlendMaterials[i] = material;
}
pageToScreenBlendMaterial.Add(currPage, atlasScreenBlendMaterials[i]);
currPage = currPage->next;
}
}
UpdateMesh(skeleton->GetSkeleton());
} else {
ClearAllMeshSections();
}
}
}
void USpineSkeletonRendererComponent::Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic* Material) {
if (Vertices.Num() == 0) return;
SetMaterial(Idx, Material);
CreateMeshSection(Idx, Vertices, Indices, TArray<FVector>(), Uvs, Colors, TArray<FProcMeshTangent>(), false);
Vertices.SetNum(0);
Indices.SetNum(0);
Uvs.SetNum(0);
Colors.SetNum(0);
Idx++;
}
void USpineSkeletonRendererComponent::UpdateMesh(spSkeleton* Skeleton) {
TArray<FVector> vertices;
TArray<int32> indices;
TArray<FVector2D> uvs;
TArray<FColor> colors;
TArray<float> worldVertices;
worldVertices.SetNumUninitialized(2 * 1024);
int idx = 0;
int meshSection = 0;
UMaterialInstanceDynamic* lastMaterial = nullptr;
ClearAllMeshSections();
float depthOffset = 0;
for (int i = 0; i < Skeleton->slotsCount; ++i) {
spSlot* slot = Skeleton->drawOrder[i];
spAttachment* attachment = slot->attachment;
if (!attachment) continue;
if (attachment->type == SP_ATTACHMENT_REGION) {
spRegionAttachment* regionAttachment = (spRegionAttachment*)attachment;
spAtlasRegion* region = (spAtlasRegion*)regionAttachment->rendererObject;
UMaterialInstanceDynamic* material = nullptr;
// 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
switch(slot->data->blendMode) {
case SP_BLEND_MODE_NORMAL:
if (!pageToNormalBlendMaterial.Contains(region->page)) continue;
material = pageToNormalBlendMaterial[region->page];
break;
case SP_BLEND_MODE_ADDITIVE:
if (!pageToAdditiveBlendMaterial.Contains(region->page)) continue;
material = pageToAdditiveBlendMaterial[region->page];
break;
case SP_BLEND_MODE_MULTIPLY:
if (!pageToMultiplyBlendMaterial.Contains(region->page)) continue;
material = pageToMultiplyBlendMaterial[region->page];
break;
case SP_BLEND_MODE_SCREEN:
if (!pageToScreenBlendMaterial.Contains(region->page)) continue;
material = pageToScreenBlendMaterial[region->page];
break;
default:
if (!pageToNormalBlendMaterial.Contains(region->page)) continue;
material = pageToNormalBlendMaterial[region->page];
}
if (lastMaterial != material) {
Flush(meshSection, vertices, indices, uvs, colors, lastMaterial);
lastMaterial = material;
idx = 0;
}
spRegionAttachment_computeWorldVertices(regionAttachment, slot->bone, worldVertices.GetData(), 0, 2);
uint8 r = static_cast<uint8>(Skeleton->color.r * slot->color.r * 255);
uint8 g = static_cast<uint8>(Skeleton->color.g * slot->color.g * 255);
uint8 b = static_cast<uint8>(Skeleton->color.b * slot->color.b * 255);
uint8 a = static_cast<uint8>(Skeleton->color.a * slot->color.a * 255);
colors.Add(FColor(r, g, b, a));
vertices.Add(FVector(worldVertices[0], depthOffset, worldVertices[1]));
uvs.Add(FVector2D(regionAttachment->uvs[0], regionAttachment->uvs[1]));
colors.Add(FColor(r, g, b, a));
vertices.Add(FVector(worldVertices[2], depthOffset, worldVertices[3]));
uvs.Add(FVector2D(regionAttachment->uvs[2], regionAttachment->uvs[3]));
colors.Add(FColor(r, g, b, a));
vertices.Add(FVector(worldVertices[4], depthOffset, worldVertices[5]));
uvs.Add(FVector2D(regionAttachment->uvs[4], regionAttachment->uvs[5]));
colors.Add(FColor(r, g, b, a));
vertices.Add(FVector(worldVertices[6], depthOffset, worldVertices[7]));
uvs.Add(FVector2D(regionAttachment->uvs[6], regionAttachment->uvs[7]));
indices.Add(idx + 0);
indices.Add(idx + 1);
indices.Add(idx + 2);
indices.Add(idx + 0);
indices.Add(idx + 2);
indices.Add(idx + 3);
idx += 4;
depthOffset += this->DepthOffset;
} else if (attachment->type == SP_ATTACHMENT_MESH) {
spMeshAttachment* mesh = (spMeshAttachment*)attachment;
spAtlasRegion* region = (spAtlasRegion*)mesh->rendererObject;
UMaterialInstanceDynamic* material = nullptr;
// 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
switch(slot->data->blendMode) {
case SP_BLEND_MODE_NORMAL:
if (!pageToNormalBlendMaterial.Contains(region->page)) continue;
material = pageToNormalBlendMaterial[region->page];
break;
case SP_BLEND_MODE_ADDITIVE:
if (!pageToAdditiveBlendMaterial.Contains(region->page)) continue;
material = pageToAdditiveBlendMaterial[region->page];
break;
case SP_BLEND_MODE_MULTIPLY:
if (!pageToMultiplyBlendMaterial.Contains(region->page)) continue;
material = pageToMultiplyBlendMaterial[region->page];
break;
case SP_BLEND_MODE_SCREEN:
if (!pageToScreenBlendMaterial.Contains(region->page)) continue;
material = pageToScreenBlendMaterial[region->page];
break;
default:
if (!pageToNormalBlendMaterial.Contains(region->page)) continue;
material = pageToNormalBlendMaterial[region->page];
}
if (lastMaterial != material) {
Flush(meshSection, vertices, indices, uvs, colors, lastMaterial);
lastMaterial = material;
idx = 0;
}
if (mesh->super.worldVerticesLength> worldVertices.Num()) {
worldVertices.SetNum(mesh->super.worldVerticesLength);
}
spVertexAttachment_computeWorldVertices(&mesh->super, slot, 0, mesh->super.worldVerticesLength, worldVertices.GetData(), 0, 2);
uint8 r = static_cast<uint8>(Skeleton->color.r * slot->color.r * 255);
uint8 g = static_cast<uint8>(Skeleton->color.g * slot->color.g * 255);
uint8 b = static_cast<uint8>(Skeleton->color.b * slot->color.b * 255);
uint8 a = static_cast<uint8>(Skeleton->color.a * slot->color.a * 255);
for (int j = 0; j < mesh->super.worldVerticesLength; j += 2) {
colors.Add(FColor(r, g, b, a));
vertices.Add(FVector(worldVertices[j], depthOffset, worldVertices[j + 1]));
uvs.Add(FVector2D(mesh->uvs[j], mesh->uvs[j + 1]));
}
for (int j = 0; j < mesh->trianglesCount; j++) {
indices.Add(idx + mesh->triangles[j]);
}
idx += mesh->super.worldVerticesLength >> 1;
depthOffset += this->DepthOffset;
SetMaterial(meshSection, material);
}
}
Flush(meshSection, vertices, indices, uvs, colors, lastMaterial);
}
#undef LOCTEXT_NAMESPACE