374 lines
16 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* THIS SOFTWARE IS 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 THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include "SpinePluginPrivatePCH.h"
#include "SSpineWidget.h"
#include "Framework/Application/SlateApplication.h"
#include "Materials/MaterialInterface.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "Modules/ModuleManager.h"
#include "Runtime/SlateRHIRenderer/Public/Interfaces/ISlateRHIRendererModule.h"
#include "Rendering/DrawElements.h"
#include "Slate/SlateVectorArtData.h"
#include "Slate/SlateVectorArtInstanceData.h"
#include "Slate/SMeshWidget.h"
#include "SlateMaterialBrush.h"
#include <spine/spine.h>
#include "SpineWidget.h"
using namespace spine;
void SSpineWidget::Construct(const FArguments& args) {
}
void SSpineWidget::SetData(USpineWidget* Widget) {
this->widget = Widget;
if (widget && widget->skeleton && widget->Atlas) {
Skeleton *skeleton = widget->skeleton;
skeleton->setToSetupPose();
skeleton->updateWorldTransform();
Vector<float> scratchBuffer;
skeleton->getBounds(this->boundsMin.X, this->boundsMin.Y, this->boundsSize.X, this->boundsSize.Y, scratchBuffer);
}
}
static void setVertex(FSlateVertex* vertex, float x, float y, float u, float v, const FColor& color, const FVector2D& offset) {
vertex->Position.X = offset.X + x;
vertex->Position.Y = offset.Y + y;
vertex->TexCoords[0] = u;
vertex->TexCoords[1] = v;
vertex->TexCoords[2] = u;
vertex->TexCoords[3] = v;
vertex->MaterialTexCoords.X = u;
vertex->MaterialTexCoords.Y = v;
vertex->Color = color;
vertex->PixelSize[0] = 1;
vertex->PixelSize[1] = 1;
}
int32 SSpineWidget::OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements,
int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const {
SSpineWidget* self = (SSpineWidget*)this;
UMaterialInstanceDynamic* MatNow = nullptr;
if (widget && widget->skeleton && widget->Atlas) {
widget->skeleton->getColor().set(widget->Color.R, widget->Color.G, widget->Color.B, widget->Color.A);
if (widget->atlasNormalBlendMaterials.Num() != widget->Atlas->atlasPages.Num()) {
widget->atlasNormalBlendMaterials.SetNum(0);
widget->pageToNormalBlendMaterial.Empty();
widget->atlasAdditiveBlendMaterials.SetNum(0);
widget->pageToAdditiveBlendMaterial.Empty();
widget->atlasMultiplyBlendMaterials.SetNum(0);
widget->pageToMultiplyBlendMaterial.Empty();
widget->atlasScreenBlendMaterials.SetNum(0);
widget->pageToScreenBlendMaterial.Empty();
for (int i = 0; i < widget->Atlas->atlasPages.Num(); i++) {
AtlasPage* currPage = widget->Atlas->GetAtlas()->getPages()[i];
UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(widget->NormalBlendMaterial, widget);
material->SetTextureParameterValue(widget->TextureParameterName, widget->Atlas->atlasPages[i]);
widget->atlasNormalBlendMaterials.Add(material);
widget->pageToNormalBlendMaterial.Add(currPage, material);
material = UMaterialInstanceDynamic::Create(widget->AdditiveBlendMaterial, widget);
material->SetTextureParameterValue(widget->TextureParameterName, widget->Atlas->atlasPages[i]);
widget->atlasAdditiveBlendMaterials.Add(material);
widget->pageToAdditiveBlendMaterial.Add(currPage, material);
material = UMaterialInstanceDynamic::Create(widget->MultiplyBlendMaterial, widget);
material->SetTextureParameterValue(widget->TextureParameterName, widget->Atlas->atlasPages[i]);
widget->atlasMultiplyBlendMaterials.Add(material);
widget->pageToMultiplyBlendMaterial.Add(currPage, material);
material = UMaterialInstanceDynamic::Create(widget->ScreenBlendMaterial, widget);
material->SetTextureParameterValue(widget->TextureParameterName, widget->Atlas->atlasPages[i]);
widget->atlasScreenBlendMaterials.Add(material);
widget->pageToScreenBlendMaterial.Add(currPage, material);
}
} else {
widget->pageToNormalBlendMaterial.Empty();
widget->pageToAdditiveBlendMaterial.Empty();
widget->pageToMultiplyBlendMaterial.Empty();
widget->pageToScreenBlendMaterial.Empty();
for (int i = 0; i < widget->Atlas->atlasPages.Num(); i++) {
AtlasPage* currPage = widget->Atlas->GetAtlas()->getPages()[i];
UTexture2D* texture = widget->Atlas->atlasPages[i];
UTexture* oldTexture = nullptr;
UMaterialInstanceDynamic* current = widget->atlasNormalBlendMaterials[i];
if (!current || !current->GetTextureParameterValue(widget->TextureParameterName, oldTexture) || oldTexture != texture) {
UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(widget->NormalBlendMaterial, widget);
material->SetTextureParameterValue(widget->TextureParameterName, texture);
widget->atlasNormalBlendMaterials[i] = material;
}
widget->pageToNormalBlendMaterial.Add(currPage, widget->atlasNormalBlendMaterials[i]);
current = widget->atlasAdditiveBlendMaterials[i];
if (!current || !current->GetTextureParameterValue(widget->TextureParameterName, oldTexture) || oldTexture != texture) {
UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(widget->AdditiveBlendMaterial, widget);
material->SetTextureParameterValue(widget->TextureParameterName, texture);
widget->atlasAdditiveBlendMaterials[i] = material;
}
widget->pageToAdditiveBlendMaterial.Add(currPage, widget->atlasAdditiveBlendMaterials[i]);
current = widget->atlasMultiplyBlendMaterials[i];
if (!current || !current->GetTextureParameterValue(widget->TextureParameterName, oldTexture) || oldTexture != texture) {
UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(widget->MultiplyBlendMaterial, widget);
material->SetTextureParameterValue(widget->TextureParameterName, texture);
widget->atlasMultiplyBlendMaterials[i] = material;
}
widget->pageToMultiplyBlendMaterial.Add(currPage, widget->atlasMultiplyBlendMaterials[i]);
current = widget->atlasScreenBlendMaterials[i];
if (!current || !current->GetTextureParameterValue(widget->TextureParameterName, oldTexture) || oldTexture != texture) {
UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(widget->ScreenBlendMaterial, widget);
material->SetTextureParameterValue(widget->TextureParameterName, texture);
widget->atlasScreenBlendMaterials[i] = material;
}
widget->pageToScreenBlendMaterial.Add(currPage, widget->atlasScreenBlendMaterials[i]);
}
}
self->UpdateMesh(LayerId, OutDrawElements, AllottedGeometry, widget->skeleton);
}
return LayerId;
}
void SSpineWidget::Flush(int32 LayerId, FSlateWindowElementList& OutDrawElements, const FGeometry& AllottedGeometry, int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector>& Colors2, UMaterialInstanceDynamic* Material) {
if (Vertices.Num() == 0) return;
SSpineWidget* self = (SSpineWidget*)this;
const FVector2D widgetSize = AllottedGeometry.GetLocalSize();
const FVector2D sizeScale = widgetSize / FVector2D(boundsSize.X, boundsSize.Y);
const float setupScale = sizeScale.GetMin();
for (int i = 0; i < Vertices.Num(); i++) {
Vertices[i] = (Vertices[i] + FVector(-boundsMin.X - boundsSize.X / 2, boundsMin.Y + boundsSize.Y / 2, 0)) * setupScale + FVector(widgetSize.X / 2, widgetSize.Y / 2, 0);
}
self->renderData.IndexData.SetNumUninitialized(Indices.Num());
SlateIndex* indexData = (SlateIndex*)renderData.IndexData.GetData();
for (int i = 0; i < Indices.Num(); i++) {
indexData[i] = (SlateIndex)Indices[i];
}
self->renderData.VertexData.SetNumUninitialized(Vertices.Num());
FSlateVertex* vertexData = (FSlateVertex*)renderData.VertexData.GetData();
FVector2D offset = AllottedGeometry.AbsolutePosition;
FColor white = FColor(0xffffffff);
const FSlateRenderTransform& Transform = AllottedGeometry.GetAccumulatedRenderTransform();
for (size_t i = 0; i < (size_t)Vertices.Num(); i++) {
setVertex(&vertexData[i], 0, 0, Uvs[i].X, Uvs[i].Y, Colors[i], Transform.TransformPoint(FVector2D(Vertices[i])));
}
brush = &widget->Brush;
if (Material) {
renderData.Brush = MakeShareable(new FSlateMaterialBrush(*Material, FVector2D(64, 64)));
renderData.RenderingResourceHandle = FSlateApplication::Get().GetRenderer()->GetResourceHandle(*renderData.Brush);
}
if (renderData.RenderingResourceHandle.IsValid()) {
FSlateDrawElement::MakeCustomVerts(OutDrawElements, LayerId, renderData.RenderingResourceHandle, renderData.VertexData, renderData.IndexData, nullptr, 0, 0);
}
Vertices.SetNum(0);
Indices.SetNum(0);
Uvs.SetNum(0);
Colors.SetNum(0);
Colors2.SetNum(0);
Idx++;
}
void SSpineWidget::UpdateMesh(int32 LayerId, FSlateWindowElementList& OutDrawElements, const FGeometry& AllottedGeometry, Skeleton* Skeleton) {
TArray<FVector> vertices;
TArray<int32> indices;
TArray<FVector2D> uvs;
TArray<FColor> colors;
TArray<FVector> darkColors;
int idx = 0;
int meshSection = 0;
UMaterialInstanceDynamic* lastMaterial = nullptr;
SkeletonClipping &clipper = widget->clipper;
Vector<float> &worldVertices = widget->worldVertices;
float depthOffset = 0;
unsigned short quadIndices[] = { 0, 1, 2, 0, 2, 3 };
for (int i = 0; i < (int)Skeleton->getSlots().size(); ++i) {
Vector<float> *attachmentVertices = &worldVertices;
unsigned short* attachmentIndices = nullptr;
int numVertices;
int numIndices;
AtlasRegion* attachmentAtlasRegion = nullptr;
Color attachmentColor;
attachmentColor.set(1, 1, 1, 1);
float* attachmentUvs = nullptr;
Slot* slot = Skeleton->getDrawOrder()[i];
if (!slot->getBone().isActive()) {
clipper.clipEnd(*slot);
continue;
}
Attachment* attachment = slot->getAttachment();
if (!attachment) {
clipper.clipEnd(*slot);
continue;
}
if (!attachment->getRTTI().isExactly(RegionAttachment::rtti) && !attachment->getRTTI().isExactly(MeshAttachment::rtti) && !attachment->getRTTI().isExactly(ClippingAttachment::rtti)) {
clipper.clipEnd(*slot);
continue;
}
if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
RegionAttachment* regionAttachment = (RegionAttachment*)attachment;
attachmentColor.set(regionAttachment->getColor());
attachmentAtlasRegion = (AtlasRegion*)regionAttachment->getRendererObject();
regionAttachment->computeWorldVertices(slot->getBone(), *attachmentVertices, 0, 2);
attachmentIndices = quadIndices;
attachmentUvs = regionAttachment->getUVs().buffer();
numVertices = 4;
numIndices = 6;
}
else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
MeshAttachment* mesh = (MeshAttachment*)attachment;
attachmentColor.set(mesh->getColor());
attachmentAtlasRegion = (AtlasRegion*)mesh->getRendererObject();
mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), *attachmentVertices, 0, 2);
attachmentIndices = mesh->getTriangles().buffer();
attachmentUvs = mesh->getUVs().buffer();
numVertices = mesh->getWorldVerticesLength() >> 1;
numIndices = mesh->getTriangles().size();
}
else /* clipping */ {
ClippingAttachment* clip = (ClippingAttachment*)attachment;
clipper.clipStart(*slot, clip);
continue;
}
// 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
UMaterialInstanceDynamic* material = nullptr;
switch (slot->getData().getBlendMode()) {
case BlendMode_Normal:
if (!widget->pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
clipper.clipEnd(*slot);
continue;
}
material = widget->pageToNormalBlendMaterial[attachmentAtlasRegion->page];
break;
case BlendMode_Additive:
if (!widget->pageToAdditiveBlendMaterial.Contains(attachmentAtlasRegion->page)) {
clipper.clipEnd(*slot);
continue;
}
material = widget->pageToAdditiveBlendMaterial[attachmentAtlasRegion->page];
break;
case BlendMode_Multiply:
if (!widget->pageToMultiplyBlendMaterial.Contains(attachmentAtlasRegion->page)) {
clipper.clipEnd(*slot);
continue;
}
material = widget->pageToMultiplyBlendMaterial[attachmentAtlasRegion->page];
break;
case BlendMode_Screen:
if (!widget->pageToScreenBlendMaterial.Contains(attachmentAtlasRegion->page)) {
clipper.clipEnd(*slot);
continue;
}
material = widget->pageToScreenBlendMaterial[attachmentAtlasRegion->page];
break;
default:
if (!widget->pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
clipper.clipEnd(*slot);
continue;
}
material = widget->pageToNormalBlendMaterial[attachmentAtlasRegion->page];
}
if (clipper.isClipping()) {
clipper.clipTriangles(attachmentVertices->buffer(), attachmentIndices, numIndices, attachmentUvs, 2);
attachmentVertices = &clipper.getClippedVertices();
numVertices = clipper.getClippedVertices().size() >> 1;
attachmentIndices = clipper.getClippedTriangles().buffer();
numIndices = clipper.getClippedTriangles().size();
attachmentUvs = clipper.getClippedUVs().buffer();
if (clipper.getClippedTriangles().size() == 0) {
clipper.clipEnd(*slot);
continue;
}
}
if (lastMaterial != material) {
Flush(LayerId, OutDrawElements, AllottedGeometry, meshSection, vertices, indices, uvs, colors, darkColors, lastMaterial);
lastMaterial = material;
idx = 0;
}
uint8 r = static_cast<uint8>(Skeleton->getColor().r * slot->getColor().r * attachmentColor.r * 255);
uint8 g = static_cast<uint8>(Skeleton->getColor().g * slot->getColor().g * attachmentColor.g * 255);
uint8 b = static_cast<uint8>(Skeleton->getColor().b * slot->getColor().b * attachmentColor.b * 255);
uint8 a = static_cast<uint8>(Skeleton->getColor().a * slot->getColor().a * attachmentColor.a * 255);
float dr = slot->hasDarkColor() ? slot->getDarkColor().r : 0.0f;
float dg = slot->hasDarkColor() ? slot->getDarkColor().g : 0.0f;
float db = slot->hasDarkColor() ? slot->getDarkColor().b : 0.0f;
float* verticesPtr = attachmentVertices->buffer();
for (int j = 0; j < numVertices << 1; j += 2) {
colors.Add(FColor(r, g, b, a));
darkColors.Add(FVector(dr, dg, db));
vertices.Add(FVector(verticesPtr[j], -verticesPtr[j + 1], depthOffset));
uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
}
for (int j = 0; j < numIndices; j++) {
indices.Add(idx + attachmentIndices[j]);
}
idx += numVertices;
depthOffset += widget->DepthOffset;
clipper.clipEnd(*slot);
}
Flush(LayerId, OutDrawElements, AllottedGeometry, meshSection, vertices, indices, uvs, colors, darkColors, lastMaterial);
clipper.clipEnd();
}