mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-15 19:41:36 +08:00
363 lines
14 KiB
C++
363 lines
14 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated September 24, 2021. Replaces all prior versions.
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*
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* Copyright (c) 2013-2021, 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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#include "Engine.h"
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#include "SpinePluginPrivatePCH.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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using namespace spine;
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USpineSkeletonRendererComponent::USpineSkeletonRendererComponent(const FObjectInitializer &ObjectInitializer)
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: UProceduralMeshComponent(ObjectInitializer) {
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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.ensureCapacity(1024 * 2);
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}
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void USpineSkeletonRendererComponent::FinishDestroy() {
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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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UpdateRenderer(skeleton);
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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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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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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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UMaterialInstanceDynamic *material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, this);
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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, this);
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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, this);
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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, this);
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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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}
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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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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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UTexture2D *texture = skeleton->Atlas->atlasPages[i];
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UpdateRendererMaterial(currPage, texture, atlasNormalBlendMaterials[i], NormalBlendMaterial, pageToNormalBlendMaterial);
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UpdateRendererMaterial(currPage, texture, atlasAdditiveBlendMaterials[i], AdditiveBlendMaterial, pageToAdditiveBlendMaterial);
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UpdateRendererMaterial(currPage, texture, atlasMultiplyBlendMaterials[i], MultiplyBlendMaterial, pageToMultiplyBlendMaterial);
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UpdateRendererMaterial(currPage, texture, atlasScreenBlendMaterials[i], ScreenBlendMaterial, pageToScreenBlendMaterial);
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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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void USpineSkeletonRendererComponent::UpdateRendererMaterial(spine::AtlasPage *CurrentPage, UTexture2D *Texture,
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UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial,
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TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> &PageToBlendMaterial) {
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UTexture *oldTexture = nullptr;
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if (!CurrentInstance || !CurrentInstance->GetTextureParameterValue(TextureParameterName, oldTexture) ||
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oldTexture != Texture || CurrentInstance->Parent != ParentMaterial) {
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UMaterialInstanceDynamic *material = UMaterialInstanceDynamic::Create(ParentMaterial, this);
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material->SetTextureParameterValue(TextureParameterName, Texture);
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CurrentInstance = material;
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}
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PageToBlendMaterial.Add(CurrentPage, CurrentInstance);
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}
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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) {
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if (Vertices.Num() == 0) return;
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SetMaterial(Idx, Material);
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CreateMeshSection(Idx, Vertices, Indices, Normals, Uvs, Colors, TArray<FProcMeshTangent>(), bCreateCollision);
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Vertices.SetNum(0);
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Indices.SetNum(0);
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Normals.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(Skeleton *Skeleton) {
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TArray<FVector> vertices;
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TArray<int32> indices;
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TArray<FVector> normals;
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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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// Early out if skeleton is invisible
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if (Skeleton->getColor().a == 0) return;
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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 (size_t i = 0; i < Skeleton->getSlots().size(); ++i) {
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Vector<float> *attachmentVertices = &worldVertices;
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unsigned short *attachmentIndices = nullptr;
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int numVertices;
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int numIndices;
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AtlasRegion *attachmentAtlasRegion = nullptr;
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spine::Color attachmentColor;
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attachmentColor.set(1, 1, 1, 1);
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float *attachmentUvs = nullptr;
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Slot *slot = Skeleton->getDrawOrder()[i];
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Attachment *attachment = slot->getAttachment();
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if (slot->getColor().a == 0 || !slot->getBone().isActive()) {
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clipper.clipEnd(*slot);
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continue;
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}
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if (!attachment) {
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clipper.clipEnd(*slot);
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continue;
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}
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if (!attachment->getRTTI().isExactly(RegionAttachment::rtti) && !attachment->getRTTI().isExactly(MeshAttachment::rtti) && !attachment->getRTTI().isExactly(ClippingAttachment::rtti)) {
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clipper.clipEnd(*slot);
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continue;
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}
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if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
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RegionAttachment *regionAttachment = (RegionAttachment *) attachment;
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// Early out if region is invisible
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if (regionAttachment->getColor().a == 0) {
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clipper.clipEnd(*slot);
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continue;
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}
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attachmentColor.set(regionAttachment->getColor());
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attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRendererObject();
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regionAttachment->computeWorldVertices(*slot, *attachmentVertices, 0, 2);
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attachmentIndices = quadIndices;
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attachmentUvs = regionAttachment->getUVs().buffer();
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numVertices = 4;
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numIndices = 6;
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} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
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MeshAttachment *mesh = (MeshAttachment *) attachment;
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// Early out if region is invisible
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if (mesh->getColor().a == 0) {
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clipper.clipEnd(*slot);
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continue;
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}
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attachmentColor.set(mesh->getColor());
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attachmentAtlasRegion = (AtlasRegion *) mesh->getRendererObject();
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mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), attachmentVertices->buffer(), 0, 2);
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attachmentIndices = mesh->getTriangles().buffer();
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attachmentUvs = mesh->getUVs().buffer();
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numVertices = mesh->getWorldVerticesLength() >> 1;
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numIndices = mesh->getTriangles().size();
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} else /* clipping */ {
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ClippingAttachment *clip = (ClippingAttachment *) attachment;
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clipper.clipStart(*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->getData().getBlendMode()) {
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case BlendMode_Normal:
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if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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break;
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case BlendMode_Additive:
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if (!pageToAdditiveBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = pageToAdditiveBlendMaterial[attachmentAtlasRegion->page];
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break;
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case BlendMode_Multiply:
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if (!pageToMultiplyBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = pageToMultiplyBlendMaterial[attachmentAtlasRegion->page];
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break;
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case BlendMode_Screen:
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if (!pageToScreenBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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clipper.clipEnd(*slot);
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continue;
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}
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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)) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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}
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if (clipper.isClipping()) {
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clipper.clipTriangles(attachmentVertices->buffer(), attachmentIndices, numIndices, attachmentUvs, 2);
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attachmentVertices = &clipper.getClippedVertices();
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numVertices = clipper.getClippedVertices().size() >> 1;
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attachmentIndices = clipper.getClippedTriangles().buffer();
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numIndices = clipper.getClippedTriangles().size();
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attachmentUvs = clipper.getClippedUVs().buffer();
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if (clipper.getClippedTriangles().size() == 0) {
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clipper.clipEnd(*slot);
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continue;
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}
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}
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if (lastMaterial != material) {
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Flush(meshSection, vertices, indices, normals, 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->getColor().r * slot->getColor().r * attachmentColor.r * 255);
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uint8 g = static_cast<uint8>(Skeleton->getColor().g * slot->getColor().g * attachmentColor.g * 255);
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uint8 b = static_cast<uint8>(Skeleton->getColor().b * slot->getColor().b * attachmentColor.b * 255);
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uint8 a = static_cast<uint8>(Skeleton->getColor().a * slot->getColor().a * attachmentColor.a * 255);
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float dr = slot->hasDarkColor() ? slot->getDarkColor().r : 0.0f;
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float dg = slot->hasDarkColor() ? slot->getDarkColor().g : 0.0f;
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float db = slot->hasDarkColor() ? slot->getDarkColor().b : 0.0f;
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float *verticesPtr = attachmentVertices->buffer();
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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(verticesPtr[j], depthOffset, verticesPtr[j + 1]));
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uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
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}
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int firstIndex = indices.Num();
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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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FVector normal = FVector(0, -1, 0);
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if (numVertices > 2 &&
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FVector::CrossProduct(
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vertices[indices[firstIndex + 2]] - vertices[indices[firstIndex]],
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vertices[indices[firstIndex + 1]] - vertices[indices[firstIndex]])
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.Y > 0.f) {
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normal.Y = 1;
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}
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for (int j = 0; j < numVertices; j++) {
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normals.Add(normal);
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}
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idx += numVertices;
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depthOffset += this->DepthOffset;
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clipper.clipEnd(*slot);
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}
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Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
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clipper.clipEnd();
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}
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#undef LOCTEXT_NAMESPACE
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