Browse Source

More UMG code, doesn't render.

badlogic 7 years ago
parent
commit
4aceccc1ca

+ 270 - 7
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SSpineWidget.cpp

@@ -41,12 +41,16 @@
 #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::SetBrush(FSlateBrush* Brush) {
-	brush = Brush;
+void SSpineWidget::SetData(USpineWidget* Widget) {
+	this->widget = Widget;
 }
 
 static void setVertex(FSlateVertex* vertex, float x, float y, float u, float v, const FColor& color, const FVector2D& offset) {
@@ -65,7 +69,94 @@ static void setVertex(FSlateVertex* vertex, float x, float y, float u, float v,
 
 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;
+
+	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(false)->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(false)->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;
+	
 	self->renderData.IndexData.SetNumUninitialized(6);
 	uint32* indexData = (uint32*)renderData.IndexData.GetData();
 	indexData[0] = 0;
@@ -79,18 +170,190 @@ int32 SSpineWidget::OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeo
 	FSlateVertex* vertexData = (FSlateVertex*)renderData.VertexData.GetData();
 	FVector2D offset = AllottedGeometry.AbsolutePosition;
 	FColor white = FColor(0xffffffff);
+
+	float width = AllottedGeometry.GetAbsoluteSize().X;
+	float height = AllottedGeometry.GetAbsoluteSize().Y;
+
 	setVertex(&vertexData[0], 0, 0, 0, 0, white, offset);
-	setVertex(&vertexData[1], 200, 0, 1, 0, white, offset);
-	setVertex(&vertexData[2], 200, 200, 1, 1, white, offset);
-	setVertex(&vertexData[3], 0, 200, 0, 1, white, offset);
+	setVertex(&vertexData[1], width, 0, 1, 0, white, offset);
+	setVertex(&vertexData[2], width, height, 1, 1, white, offset);
+	setVertex(&vertexData[3], 0, height, 0, 1, white, offset);
 
 	if (brush && renderData.VertexData.Num() > 0 && renderData.IndexData.Num() > 0) {
-		FSlateShaderResourceProxy* shaderResource = FSlateDataPayload::ResourceManager->GetShaderResource(*brush);
-		FSlateResourceHandle resourceHandle = FSlateApplication::Get().GetRenderer()->GetResourceHandle(*brush);
+		FSlateShaderResourceProxy* shaderResource = FSlateDataPayload::ResourceManager->GetShaderResource(widget->Brush);
+		FSlateResourceHandle resourceHandle = FSlateApplication::Get().GetRenderer()->GetResourceHandle(widget->Brush);
 		if (shaderResource)
 			FSlateDrawElement::MakeCustomVerts(OutDrawElements, LayerId, resourceHandle, renderData.VertexData,
 											   renderData.IndexData, nullptr, 0, 0);
 	}
 
 	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;
+	
+	self->renderData.IndexData.SetNumUninitialized(Indices.Num());
+	uint32* indexData = (uint32*)renderData.IndexData.GetData();
+	memcpy(indexData, Indices.GetData(), sizeof(uint32) * Indices.Num());
+
+	self->renderData.VertexData.SetNumUninitialized(Vertices.Num());
+	FSlateVertex* vertexData = (FSlateVertex*)renderData.VertexData.GetData();
+	FVector2D offset = AllottedGeometry.AbsolutePosition;
+	FColor white = FColor(0xffffffff);
+
+	float width = AllottedGeometry.GetAbsoluteSize().X;
+	float height = AllottedGeometry.GetAbsoluteSize().Y;
+
+	for (size_t i = 0; i < Vertices.Num(); i++) {
+		setVertex(&vertexData[i], Vertices[i].X, Vertices[i].Y, Uvs[i].X, Uvs[i].Y, Colors[i], offset);
+	}
+
+	FSlateBrush brush;
+	brush.SetResourceObject(Material);
+	brush = widget->Brush;
+
+	FSlateShaderResourceProxy* shaderResource = FSlateDataPayload::ResourceManager->GetShaderResource(brush);	
+	if (shaderResource) {
+		FSlateResourceHandle resourceHandle = FSlateApplication::Get().GetRenderer()->GetResourceHandle(brush);
+		FSlateDrawElement::MakeCustomVerts(OutDrawElements, LayerId, resourceHandle, 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 < 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];
+		Attachment* attachment = slot->getAttachment();
+		if (!attachment) continue;
+		if (!attachment->getRTTI().isExactly(RegionAttachment::rtti) && !attachment->getRTTI().isExactly(MeshAttachment::rtti) && !attachment->getRTTI().isExactly(ClippingAttachment::rtti)) 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)) continue;
+			material = widget->pageToNormalBlendMaterial[attachmentAtlasRegion->page];
+			break;
+		case BlendMode_Additive:
+			if (!widget->pageToAdditiveBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
+			material = widget->pageToAdditiveBlendMaterial[attachmentAtlasRegion->page];
+			break;
+		case BlendMode_Multiply:
+			if (!widget->pageToMultiplyBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
+			material = widget->pageToMultiplyBlendMaterial[attachmentAtlasRegion->page];
+			break;
+		case BlendMode_Screen:
+			if (!widget->pageToScreenBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
+			material = widget->pageToScreenBlendMaterial[attachmentAtlasRegion->page];
+			break;
+		default:
+			if (!widget->pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) 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) 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;
+
+		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(attachmentVertices[j], depthOffset, attachmentVertices[j + 1]));
+			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();
 }

+ 58 - 2
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineWidget.cpp

@@ -31,17 +31,39 @@
 #include "SpinePluginPrivatePCH.h"
 #include "SpineWidget.h"
 #include "SSpineWidget.h"
+#include "Engine.h"
 
 #define LOCTEXT_NAMESPACE "Spine"
 
 USpineWidget::USpineWidget(const FObjectInitializer& ObjectInitializer): Super(ObjectInitializer) {
+	static ConstructorHelpers::FObjectFinder<UMaterialInterface> NormalMaterialRef(TEXT("/SpinePlugin/SpineUnlitNormalMaterial"));
+	NormalBlendMaterial = NormalMaterialRef.Object;
+
+	static ConstructorHelpers::FObjectFinder<UMaterialInterface> AdditiveMaterialRef(TEXT("/SpinePlugin/SpineUnlitAdditiveMaterial"));
+	AdditiveBlendMaterial = AdditiveMaterialRef.Object;
+
+	static ConstructorHelpers::FObjectFinder<UMaterialInterface> MultiplyMaterialRef(TEXT("/SpinePlugin/SpineUnlitMultiplyMaterial"));
+	MultiplyBlendMaterial = MultiplyMaterialRef.Object;
+
+	static ConstructorHelpers::FObjectFinder<UMaterialInterface> ScreenMaterialRef(TEXT("/SpinePlugin/SpineUnlitScreenMaterial"));
+	ScreenBlendMaterial = ScreenMaterialRef.Object;
+
+	TextureParameterName = FName(TEXT("SpriteTexture"));
+
+	worldVertices.ensureCapacity(1024 * 2);
 }
 
 void USpineWidget::SynchronizeProperties() {
 	Super::SynchronizeProperties();
 
 	if (slateWidget.IsValid()) {
-		slateWidget->SetBrush(&Brush);
+		CheckState();
+		if (skeleton) {
+			InternalTick(0);			
+			slateWidget->SetData(this);
+		} else {
+			slateWidget->SetData(nullptr);		
+		}
 	}
 }
 
@@ -59,4 +81,38 @@ TSharedRef<SWidget> USpineWidget::RebuildWidget() {
 const FText USpineWidget::GetPaletteCategory() {
 	return LOCTEXT("Spine", "Spine");
 }
-#endif
+#endif
+
+void USpineWidget::InternalTick(float DeltaTime) {
+	CheckState();
+
+	if (skeleton) {
+		skeleton->updateWorldTransform();
+	}
+}
+
+void USpineWidget::CheckState() {
+	if (lastAtlas != Atlas || lastData != SkeletonData) {
+		DisposeState();
+
+		if (Atlas && SkeletonData) {
+			spine::SkeletonData* data = SkeletonData->GetSkeletonData(Atlas->GetAtlas(false), false);
+			skeleton = new (__FILE__, __LINE__) spine::Skeleton(data);
+		}
+
+		lastAtlas = Atlas;
+		lastData = SkeletonData;
+	}
+}
+
+void USpineWidget::DisposeState() {
+	if (skeleton) {
+		delete skeleton;
+		skeleton = nullptr;
+	}
+}
+
+void USpineWidget::FinishDestroy() {
+	DisposeState();
+	Super::FinishDestroy();
+}

+ 11 - 2
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SSpineWidget.h

@@ -32,6 +32,10 @@
 
 #include "SlateCore.h"
 #include "Slate/SMeshWidget.h"  
+#include <spine/spine.h>
+#include "SpineAtlasAsset.h"
+
+class USpineWidget;
 
 class SSpineWidget: public SMeshWidget {
 
@@ -42,11 +46,16 @@ public:
 
 	void Construct(const FArguments& Args);
 
-	void SetBrush(FSlateBrush* Brush);
+	void SetData(USpineWidget* Widget);
 
 protected:
 	virtual int32 OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const override;
 
-	FSlateBrush* brush = nullptr;
+	void UpdateMesh(int32 LayerId, FSlateWindowElementList& OutDrawElements, const FGeometry& AllottedGeometry, spine::Skeleton* Skeleton);
+
+	void 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);
+
+	USpineWidget* widget;
+	FSlateBrush* brush;
 	FRenderData renderData;
 };

+ 57 - 0
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineWidget.h

@@ -50,11 +50,68 @@ public:
 	virtual const FText GetPaletteCategory() override;
 #endif
 
+	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spine)
+	USpineAtlasAsset* Atlas;
+
+	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spine)
+	USpineSkeletonDataAsset* SkeletonData;
+
+	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
+	UMaterialInterface* NormalBlendMaterial;
+
+	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
+	UMaterialInterface* AdditiveBlendMaterial;
+
+	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
+	UMaterialInterface* MultiplyBlendMaterial;
+
+	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
+	UMaterialInterface* ScreenBlendMaterial;
+
+	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
+	FName TextureParameterName;
+
+	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
+	float DepthOffset = 0.1f;
+
+	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
+	FLinearColor Color = FLinearColor(1, 1, 1, 1);
+
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
 	FSlateBrush Brush;
 
+	virtual void FinishDestroy() override;
+
 protected:
+	friend class SSpineWidget;
+
 	virtual TSharedRef<SWidget> RebuildWidget() override;
+	virtual void CheckState();
+	virtual void InternalTick(float DeltaTime);
+	virtual void DisposeState();
 
 	TSharedPtr<SSpineWidget> slateWidget;
+	spine::Skeleton* skeleton;
+	USpineAtlasAsset* lastAtlas = nullptr;
+	USpineSkeletonDataAsset* lastData = nullptr;
+
+	// Need to hold on to the dynamic instances, or the GC will kill us while updating them
+	UPROPERTY()
+	TArray<UMaterialInstanceDynamic*> atlasNormalBlendMaterials;
+	TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToNormalBlendMaterial;
+
+	UPROPERTY()
+	TArray<UMaterialInstanceDynamic*> atlasAdditiveBlendMaterials;
+	TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToAdditiveBlendMaterial;
+
+	UPROPERTY()
+	TArray<UMaterialInstanceDynamic*> atlasMultiplyBlendMaterials;
+	TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToMultiplyBlendMaterial;
+
+	UPROPERTY()
+	TArray<UMaterialInstanceDynamic*> atlasScreenBlendMaterials;
+	TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToScreenBlendMaterial;
+
+	spine::Vector<float> worldVertices;
+	spine::SkeletonClipping clipper;
 };