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@@ -176,10 +176,11 @@ 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<FColor> colors;
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+ TArray<FColor> darkColors;
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- TArray<float> worldVertices;
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- worldVertices.SetNumUninitialized(2 * 1024);
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+ TArray<float> attachmentVertices;
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+ attachmentVertices.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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@@ -187,140 +188,94 @@ void USpineSkeletonRendererComponent::UpdateMesh(spSkeleton* Skeleton) {
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ClearAllMeshSections();
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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 (int i = 0; i < Skeleton->slotsCount; ++i) {
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+ unsigned short* attachmentIndices = nullptr;
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+ int numVertices;
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+ int numIndices;
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+ spAtlasRegion* attachmentAtlasRegion = nullptr;
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+ spColor attachmentColor;
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+ spColor_setFromFloats(&attachmentColor, 1, 1, 1, 1);
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+ float* attachmentUvs = nullptr;
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+
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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) continue;
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+ if (attachment->type != SP_ATTACHMENT_REGION && attachment->type != SP_ATTACHMENT_MESH) 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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-
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- UMaterialInstanceDynamic* material = nullptr;
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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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- switch(slot->data->blendMode) {
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- case SP_BLEND_MODE_NORMAL:
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- if (!pageToNormalBlendMaterial.Contains(region->page)) continue;
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- material = pageToNormalBlendMaterial[region->page];
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- break;
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- case SP_BLEND_MODE_ADDITIVE:
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- if (!pageToAdditiveBlendMaterial.Contains(region->page)) continue;
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- material = pageToAdditiveBlendMaterial[region->page];
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- break;
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- case SP_BLEND_MODE_MULTIPLY:
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- if (!pageToMultiplyBlendMaterial.Contains(region->page)) continue;
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- material = pageToMultiplyBlendMaterial[region->page];
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- break;
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- case SP_BLEND_MODE_SCREEN:
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- if (!pageToScreenBlendMaterial.Contains(region->page)) continue;
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- material = pageToScreenBlendMaterial[region->page];
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- break;
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- default:
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- if (!pageToNormalBlendMaterial.Contains(region->page)) continue;
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- material = pageToNormalBlendMaterial[region->page];
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- }
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-
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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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- idx = 0;
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- }
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+ spColor_setFromColor(&attachmentColor, ®ionAttachment->color);
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+ attachmentAtlasRegion = (spAtlasRegion*)regionAttachment->rendererObject;
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+ spRegionAttachment_computeWorldVertices(regionAttachment, slot->bone, attachmentVertices.GetData(), 0, 2);
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+ attachmentIndices = quadIndices;
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+ attachmentUvs = regionAttachment->uvs;
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+ numVertices = 4;
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+ numIndices = 6;
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+ } else /*mesh*/ {
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+ spMeshAttachment* mesh = (spMeshAttachment*)attachment;
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+ spColor_setFromColor(&attachmentColor, &mesh->color);
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+ attachmentAtlasRegion = (spAtlasRegion*)mesh->rendererObject;
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+ if (mesh->super.worldVerticesLength > attachmentVertices.Num()) attachmentVertices.SetNum(mesh->super.worldVerticesLength);
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+ spVertexAttachment_computeWorldVertices(&mesh->super, slot, 0, mesh->super.worldVerticesLength, attachmentVertices.GetData(), 0, 2);
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+ attachmentIndices = mesh->triangles;
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+ attachmentUvs = mesh->uvs;
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+ numVertices = mesh->super.worldVerticesLength >> 1;
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+ numIndices = mesh->trianglesCount;
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+ }
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- spRegionAttachment_computeWorldVertices(regionAttachment, slot->bone, worldVertices.GetData(), 0, 2);
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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->data->blendMode) {
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+ case SP_BLEND_MODE_NORMAL:
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+ if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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+ material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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+ break;
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+ case SP_BLEND_MODE_ADDITIVE:
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+ if (!pageToAdditiveBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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+ material = pageToAdditiveBlendMaterial[attachmentAtlasRegion->page];
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+ break;
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+ case SP_BLEND_MODE_MULTIPLY:
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+ if (!pageToMultiplyBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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+ material = pageToMultiplyBlendMaterial[attachmentAtlasRegion->page];
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+ break;
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+ case SP_BLEND_MODE_SCREEN:
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+ if (!pageToScreenBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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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)) continue;
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+ material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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+ }
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- uint8 r = static_cast<uint8>(Skeleton->color.r * slot->color.r * 255);
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- uint8 g = static_cast<uint8>(Skeleton->color.g * slot->color.g * 255);
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- uint8 b = static_cast<uint8>(Skeleton->color.b * slot->color.b * 255);
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- uint8 a = static_cast<uint8>(Skeleton->color.a * slot->color.a * 255);
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-
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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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+ if (lastMaterial != material) {
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+ Flush(meshSection, vertices, indices, uvs, colors, lastMaterial);
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+ lastMaterial = material;
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+ idx = 0;
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+ }
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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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+ SetMaterial(meshSection, material);
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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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+ uint8 r = static_cast<uint8>(Skeleton->color.r * slot->color.r * attachmentColor.r * 255);
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+ uint8 g = static_cast<uint8>(Skeleton->color.g * slot->color.g * attachmentColor.g * 255);
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+ uint8 b = static_cast<uint8>(Skeleton->color.b * slot->color.b * attachmentColor.b * 255);
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+ uint8 a = static_cast<uint8>(Skeleton->color.a * slot->color.a * attachmentColor.a * 255);
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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(worldVertices[6], depthOffset, worldVertices[7]));
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- uvs.Add(FVector2D(regionAttachment->uvs[6], regionAttachment->uvs[7]));
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-
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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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- } 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 = nullptr;
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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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- switch(slot->data->blendMode) {
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- case SP_BLEND_MODE_NORMAL:
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- if (!pageToNormalBlendMaterial.Contains(region->page)) continue;
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- material = pageToNormalBlendMaterial[region->page];
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- break;
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- case SP_BLEND_MODE_ADDITIVE:
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- if (!pageToAdditiveBlendMaterial.Contains(region->page)) continue;
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- material = pageToAdditiveBlendMaterial[region->page];
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- break;
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- case SP_BLEND_MODE_MULTIPLY:
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- if (!pageToMultiplyBlendMaterial.Contains(region->page)) continue;
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- material = pageToMultiplyBlendMaterial[region->page];
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- break;
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- case SP_BLEND_MODE_SCREEN:
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- if (!pageToScreenBlendMaterial.Contains(region->page)) continue;
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- material = pageToScreenBlendMaterial[region->page];
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- break;
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- default:
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- if (!pageToNormalBlendMaterial.Contains(region->page)) continue;
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- material = pageToNormalBlendMaterial[region->page];
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- }
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-
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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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- idx = 0;
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- }
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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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-
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- spVertexAttachment_computeWorldVertices(&mesh->super, slot, 0, mesh->super.worldVerticesLength, worldVertices.GetData(), 0, 2);
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-
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- uint8 r = static_cast<uint8>(Skeleton->color.r * slot->color.r * 255);
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- uint8 g = static_cast<uint8>(Skeleton->color.g * slot->color.g * 255);
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- uint8 b = static_cast<uint8>(Skeleton->color.b * slot->color.b * 255);
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- uint8 a = static_cast<uint8>(Skeleton->color.a * slot->color.a * 255);
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-
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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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+ vertices.Add(FVector(attachmentVertices[j], depthOffset, attachmentVertices[j + 1]));
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+ uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[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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+ 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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+ idx += numVertices;
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+ depthOffset += this->DepthOffset;
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}
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Flush(meshSection, vertices, indices, uvs, colors, lastMaterial);
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