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@@ -135,7 +135,6 @@ void USpineSkeletonRendererComponent::UpdateMaterial(UTexture2D *Texture, UMater
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material->SetTextureParameterValue(TextureParameterName, Texture);
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CurrentInstance = material;
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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<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic *Material) {
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@@ -167,13 +166,13 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
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normals.Empty();
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uvs.Empty();
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colors.Empty();
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-
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+
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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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-
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+
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// Early out if skeleton is invisible
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if (Skeleton->getColor().a == 0) return;
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@@ -226,13 +225,13 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
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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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-
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+
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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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-
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+
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attachmentColor.set(mesh->getColor());
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attachmentVertices->setSize(mesh->getWorldVerticesLength(), 0);
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mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), attachmentVertices->buffer(), 0, 2);
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@@ -259,14 +258,14 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
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continue;
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}
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}
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-
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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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+ UMaterialInstanceDynamic *material = nullptr;
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int foundPageIndex = -1;
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for (int pageIndex = 0; i < component->Atlas->atlasPages.Num(); pageIndex++) {
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- AtlasPage* page = component->Atlas->GetAtlas()->getPages()[pageIndex];
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+ AtlasPage *page = component->Atlas->GetAtlas()->getPages()[pageIndex];
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if (attachmentAtlasRegion->page == page) {
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foundPageIndex = pageIndex;
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break;
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@@ -277,74 +276,74 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
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continue;
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}
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switch (slot->getData().getBlendMode()) {
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- case BlendMode_Additive:
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- if (i >= atlasAdditiveBlendMaterials.Num()) {
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- clipper.clipEnd(*slot);
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- continue;
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- }
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- material = atlasAdditiveBlendMaterials[i];
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- break;
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- case BlendMode_Multiply:
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- if (i >= atlasMultiplyBlendMaterials.Num()) {
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- clipper.clipEnd(*slot);
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- continue;
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- }
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- material = atlasMultiplyBlendMaterials[i];
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- break;
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- case BlendMode_Screen:
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- if (i >= atlasScreenBlendMaterials.Num()) {
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- clipper.clipEnd(*slot);
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- continue;
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- }
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- material = atlasScreenBlendMaterials[i];
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- break;
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- case BlendMode_Normal:
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- default:
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- if (i >= atlasNormalBlendMaterials.Num()) {
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- clipper.clipEnd(*slot);
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- continue;
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- }
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- material = atlasNormalBlendMaterials[i];
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- break;
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+ case BlendMode_Additive:
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+ if (i >= atlasAdditiveBlendMaterials.Num()) {
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+ clipper.clipEnd(*slot);
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+ continue;
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+ }
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+ material = atlasAdditiveBlendMaterials[i];
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+ break;
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+ case BlendMode_Multiply:
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+ if (i >= atlasMultiplyBlendMaterials.Num()) {
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+ clipper.clipEnd(*slot);
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+ continue;
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+ }
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+ material = atlasMultiplyBlendMaterials[i];
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+ break;
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+ case BlendMode_Screen:
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+ if (i >= atlasScreenBlendMaterials.Num()) {
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+ clipper.clipEnd(*slot);
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+ continue;
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+ }
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+ material = atlasScreenBlendMaterials[i];
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+ break;
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+ case BlendMode_Normal:
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+ default:
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+ if (i >= atlasNormalBlendMaterials.Num()) {
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+ clipper.clipEnd(*slot);
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+ continue;
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+ }
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+ material = atlasNormalBlendMaterials[i];
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+ break;
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}
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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, lastMaterial);
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lastMaterial = material;
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idx = 0;
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}
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-
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+
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SetMaterial(meshSection, material);
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-
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+
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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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-
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- float* verticesPtr = attachmentVertices->buffer();
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+
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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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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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-
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+
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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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-
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+
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int numTriangles = indices.Num() / 3;
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for (int j = 0; j < numTriangles; j++) {
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const int triangleIndex = j * 3;
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if (FVector::CrossProduct(
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- vertices[indices[triangleIndex + 2]] - vertices[indices[triangleIndex]],
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- vertices[indices[triangleIndex + 1]] - vertices[indices[triangleIndex]])
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- .Y < 0.f) {
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+ vertices[indices[triangleIndex + 2]] - vertices[indices[triangleIndex]],
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+ vertices[indices[triangleIndex + 1]] - vertices[indices[triangleIndex]])
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+ .Y < 0.f) {
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const int32 targetVertex = indices[triangleIndex];
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indices[triangleIndex] = indices[triangleIndex + 2];
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indices[triangleIndex + 2] = targetVertex;
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}
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}
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-
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+
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FVector normal = FVector(0, 1, 0);
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for (int j = 0; j < numVertices; j++) {
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normals.Add(normal);
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