mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-15 19:41:36 +08:00
181 lines
6.6 KiB
C++
181 lines
6.6 KiB
C++
#include "SpinePluginPrivatePCH.h"
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#include "Engine.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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USpineSkeletonRendererComponent::USpineSkeletonRendererComponent (const FObjectInitializer& ObjectInitializer) {
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bWantsBeginPlay = true;
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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> MaskedMaterialRef(TEXT("/Paper2D/MaskedUnlitSpriteMaterial"));
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DefaultMaterial = MaskedMaterialRef.Object;
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TextureParameterName = FName(TEXT("SpriteTexture"));
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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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if (skeleton && !skeleton->IsBeingDestroyed() && skeleton->GetSkeleton()) {
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if (atlasMaterials.Num() != skeleton->Atlas->atlasPages.Num()) {
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atlasMaterials.SetNum(0);
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pageToMaterial.Empty();
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spAtlasPage* currPage = skeleton->Atlas->GetAtlas(false)->pages;
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for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(DefaultMaterial, owner);
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material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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atlasMaterials.Add(material);
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pageToMaterial.Add(currPage, material);
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currPage = currPage->next;
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}
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} else {
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pageToMaterial.Empty();
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spAtlasPage* currPage = skeleton->Atlas->GetAtlas(false)->pages;
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for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
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UMaterialInstanceDynamic* current = atlasMaterials[i];
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UTexture2D* texture = skeleton->Atlas->atlasPages[i];
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UTexture* oldTexture = nullptr;
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if(!current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(DefaultMaterial, owner);
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material->SetTextureParameterValue(TextureParameterName, texture);
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atlasMaterials[i] = material;
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}
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pageToMaterial.Add(currPage, atlasMaterials[i]);
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currPage = currPage->next;
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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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}
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void USpineSkeletonRendererComponent::Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic* Material) {
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if (Vertices.Num() == 0) return;
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CreateMeshSection(Idx, Vertices, Indices, TArray<FVector>(), Uvs, Colors, TArray<FProcMeshTangent>(), false);
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SetMaterial(Idx, Material);
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Vertices.SetNum(0);
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Indices.SetNum(0);
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Uvs.SetNum(0);
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Colors.SetNum(0);
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Idx++;
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}
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void USpineSkeletonRendererComponent::UpdateMesh(spSkeleton* Skeleton) {
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TArray<FVector> vertices;
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TArray<int32> indices;
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TArray<FVector2D> uvs;
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TArray<FColor> colors;
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TArray<float> worldVertices;
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worldVertices.SetNumUninitialized(2 * 1024);
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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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float depthOffset = 0;
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for (int i = 0; i < Skeleton->slotsCount; ++i) {
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spSlot* slot = Skeleton->drawOrder[i];
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spAttachment* attachment = slot->attachment;
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if (!attachment) continue;
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if (attachment->type == SP_ATTACHMENT_REGION) {
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spRegionAttachment* regionAttachment = (spRegionAttachment*)attachment;
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spAtlasRegion* region = (spAtlasRegion*)regionAttachment->rendererObject;
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UMaterialInstanceDynamic* material = pageToMaterial[region->page];
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if (lastMaterial != material) {
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Flush(meshSection, vertices, indices, uvs, colors, lastMaterial);
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lastMaterial = material;
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}
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spRegionAttachment_computeWorldVertices(regionAttachment, slot->bone, worldVertices.GetData());
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uint8 r = static_cast<uint8>(Skeleton->r * slot->r * 255);
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uint8 g = static_cast<uint8>(Skeleton->g * slot->g * 255);
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uint8 b = static_cast<uint8>(Skeleton->b * slot->b * 255);
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uint8 a = static_cast<uint8>(Skeleton->a * slot->a * 255);
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colors.Add(FColor(r, g, b, a));
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vertices.Add(FVector(worldVertices[0], depthOffset, worldVertices[1]));
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uvs.Add(FVector2D(regionAttachment->uvs[0], regionAttachment->uvs[1]));
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colors.Add(FColor(r, g, b, a));
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vertices.Add(FVector(worldVertices[2], depthOffset, worldVertices[3]));
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uvs.Add(FVector2D(regionAttachment->uvs[2], regionAttachment->uvs[3]));
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colors.Add(FColor(r, g, b, a));
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vertices.Add(FVector(worldVertices[4], depthOffset, worldVertices[5]));
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uvs.Add(FVector2D(regionAttachment->uvs[4], regionAttachment->uvs[5]));
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colors.Add(FColor(r, g, b, a));
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vertices.Add(FVector(worldVertices[6], depthOffset, worldVertices[7]));
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uvs.Add(FVector2D(regionAttachment->uvs[6], regionAttachment->uvs[7]));
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indices.Add(idx + 0);
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indices.Add(idx + 1);
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indices.Add(idx + 2);
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indices.Add(idx + 0);
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indices.Add(idx + 2);
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indices.Add(idx + 3);
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idx += 4;
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depthOffset += this->DepthOffset;
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SetMaterial(meshSection, material);
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} else if (attachment->type == SP_ATTACHMENT_MESH) {
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spMeshAttachment* mesh = (spMeshAttachment*)attachment;
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spAtlasRegion* region = (spAtlasRegion*)mesh->rendererObject;
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UMaterialInstanceDynamic* material = pageToMaterial[region->page];
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if (lastMaterial != material) {
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Flush(meshSection, vertices, indices, uvs, colors, lastMaterial);
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lastMaterial = material;
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}
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if (mesh->super.worldVerticesLength> worldVertices.Num()) {
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worldVertices.SetNum(mesh->super.worldVerticesLength);
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}
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spMeshAttachment_computeWorldVertices(mesh, slot, worldVertices.GetData());
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uint8 r = static_cast<uint8>(Skeleton->r * slot->r * 255);
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uint8 g = static_cast<uint8>(Skeleton->g * slot->g * 255);
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uint8 b = static_cast<uint8>(Skeleton->b * slot->b * 255);
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uint8 a = static_cast<uint8>(Skeleton->a * slot->a * 255);
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for (int j = 0; j < mesh->super.worldVerticesLength; j += 2) {
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colors.Add(FColor(r, g, b, a));
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vertices.Add(FVector(worldVertices[j], depthOffset, worldVertices[j + 1]));
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uvs.Add(FVector2D(mesh->uvs[j], mesh->uvs[j + 1]));
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}
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for (int j = 0; j < mesh->trianglesCount; j++) {
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indices.Add(idx + mesh->triangles[j]);
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}
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idx += mesh->super.worldVerticesLength >> 1;
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depthOffset += this->DepthOffset;
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SetMaterial(meshSection, material);
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}
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}
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Flush(meshSection, vertices, indices, uvs, colors, lastMaterial);
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}
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#undef LOCTEXT_NAMESPACE
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