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+/******************************************************************************
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+ * Spine Runtimes Software License v2.5
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+ *
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+ * Copyright (c) 2013-2016, Esoteric Software
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+ * All rights reserved.
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+ *
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+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
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+ * non-transferable license to use, install, execute, and perform the Spine
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+ * Runtimes software and derivative works solely for personal or internal
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+ * use. Without the written permission of Esoteric Software (see Section 2 of
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+ * the Spine Software License Agreement), you may not (a) modify, translate,
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+ * adapt, or develop new applications using the Spine Runtimes or otherwise
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+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
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+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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+ * or other intellectual property or proprietary rights notices on or in the
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+ * Software, including any copy thereof. Redistributions in binary or source
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+ * form must include this license and terms.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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+ * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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+ * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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+ * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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+ * POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+#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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+
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+#define LOCTEXT_NAMESPACE "Spine"
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+
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+using namespace spine;
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+
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+USpineSkeletonRendererComponentPMC::USpineSkeletonRendererComponentPMC(const FObjectInitializer& ObjectInitializer)
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+: UProceduralMeshComponent(ObjectInitializer) {
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+ PrimaryComponentTick.bCanEverTick = true;
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+ bTickInEditor = true;
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+ bAutoActivate = true;
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+
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+ static ConstructorHelpers::FObjectFinder<UMaterialInterface> NormalMaterialRef(TEXT("/SpinePlugin/SpineUnlitNormalMaterialPMC"));
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+ NormalBlendMaterial = NormalMaterialRef.Object;
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+
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+ static ConstructorHelpers::FObjectFinder<UMaterialInterface> AdditiveMaterialRef(TEXT("/SpinePlugin/SpineUnlitAdditiveMaterialPMC"));
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+ AdditiveBlendMaterial = AdditiveMaterialRef.Object;
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+
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+ static ConstructorHelpers::FObjectFinder<UMaterialInterface> MultiplyMaterialRef(TEXT("/SpinePlugin/SpineUnlitMultiplyMaterialPMC"));
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+ MultiplyBlendMaterial = MultiplyMaterialRef.Object;
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+
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+ static ConstructorHelpers::FObjectFinder<UMaterialInterface> ScreenMaterialRef(TEXT("/SpinePlugin/SpineUnlitScreenMaterialPMC"));
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+ ScreenBlendMaterial = ScreenMaterialRef.Object;
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+
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+ TextureParameterName = FName(TEXT("SpriteTexture"));
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+
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+ worldVertices.ensureCapacity(1024 * 2);
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+}
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+
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+void USpineSkeletonRendererComponentPMC::FinishDestroy() {
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+ Super::FinishDestroy();
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+}
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+
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+void USpineSkeletonRendererComponentPMC::BeginPlay () {
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+ Super::BeginPlay();
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+}
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+
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+void USpineSkeletonRendererComponentPMC::TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) {
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+ Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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+
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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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+
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+ if (skeleton && !skeleton->IsBeingDestroyed() && skeleton->GetSkeleton() && skeleton->Atlas) {
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+ skeleton->GetSkeleton()->getColor().set(Color.R, Color.G, Color.B, Color.A);
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+
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+ if (atlasNormalBlendMaterials.Num() != skeleton->Atlas->atlasPages.Num()) {
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+ atlasNormalBlendMaterials.SetNum(0);
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+ pageToNormalBlendMaterial.Empty();
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+ atlasAdditiveBlendMaterials.SetNum(0);
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+ pageToAdditiveBlendMaterial.Empty();
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+ atlasMultiplyBlendMaterials.SetNum(0);
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+ pageToMultiplyBlendMaterial.Empty();
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+ atlasScreenBlendMaterials.SetNum(0);
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+ pageToScreenBlendMaterial.Empty();
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+
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+ for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
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+ AtlasPage* currPage = skeleton->Atlas->GetAtlas(false)->getPages()[i];
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+
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+ UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, owner);
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+ material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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+ atlasNormalBlendMaterials.Add(material);
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+ pageToNormalBlendMaterial.Add(currPage, material);
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+
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+ material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, owner);
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+ material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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+ atlasAdditiveBlendMaterials.Add(material);
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+ pageToAdditiveBlendMaterial.Add(currPage, material);
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+
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+ material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, owner);
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+ material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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+ atlasMultiplyBlendMaterials.Add(material);
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+ pageToMultiplyBlendMaterial.Add(currPage, material);
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+
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+ material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, owner);
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+ material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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+ atlasScreenBlendMaterials.Add(material);
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+ pageToScreenBlendMaterial.Add(currPage, material);
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+ }
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+ } else {
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+ pageToNormalBlendMaterial.Empty();
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+ pageToAdditiveBlendMaterial.Empty();
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+ pageToMultiplyBlendMaterial.Empty();
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+ pageToScreenBlendMaterial.Empty();
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+
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+ for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
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+ AtlasPage* currPage = skeleton->Atlas->GetAtlas(false)->getPages()[i];
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+
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+ UTexture2D* texture = skeleton->Atlas->atlasPages[i];
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+ UTexture* oldTexture = nullptr;
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+
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+ UMaterialInstanceDynamic* current = atlasNormalBlendMaterials[i];
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+ if(!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
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+ UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, owner);
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+ material->SetTextureParameterValue(TextureParameterName, texture);
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+ atlasNormalBlendMaterials[i] = material;
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+ }
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+ pageToNormalBlendMaterial.Add(currPage, atlasNormalBlendMaterials[i]);
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+
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+ current = atlasAdditiveBlendMaterials[i];
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+ if(!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
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+ UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, owner);
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+ material->SetTextureParameterValue(TextureParameterName, texture);
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+ atlasAdditiveBlendMaterials[i] = material;
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+ }
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+ pageToAdditiveBlendMaterial.Add(currPage, atlasAdditiveBlendMaterials[i]);
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+
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+ current = atlasMultiplyBlendMaterials[i];
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+ if(!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
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+ UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, owner);
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+ material->SetTextureParameterValue(TextureParameterName, texture);
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+ atlasMultiplyBlendMaterials[i] = material;
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+ }
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+ pageToMultiplyBlendMaterial.Add(currPage, atlasMultiplyBlendMaterials[i]);
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+
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+ current = atlasScreenBlendMaterials[i];
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+ if(!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
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+ UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, owner);
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+ material->SetTextureParameterValue(TextureParameterName, texture);
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+ atlasScreenBlendMaterials[i] = material;
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+ }
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+ pageToScreenBlendMaterial.Add(currPage, atlasScreenBlendMaterials[i]);
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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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+
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+
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+void USpineSkeletonRendererComponentPMC::Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector>& Colors2, UMaterialInstanceDynamic* Material) {
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+ if (Vertices.Num() == 0) return;
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+ SetMaterial(Idx, Material);
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+
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+ CreateMeshSection(Idx, Vertices, Indices, TArray<FVector>(), Uvs, Colors, TArray<FProcMeshTangent>(), true);
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+
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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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+ Colors2.SetNum(0);
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+ Idx++;
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+}
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+
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+void USpineSkeletonRendererComponentPMC::UpdateMesh(Skeleton* 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<FVector> darkColors;
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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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+
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+ ClearAllMeshSections();
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+
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+ float depthOffset = 0;
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+ unsigned short quadIndices[] = { 0, 1, 2, 0, 2, 3 };
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+
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+ for (int i = 0; i < Skeleton->getSlots().size(); ++i) {
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+ Vector<float> &attachmentVertices = worldVertices;
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+ unsigned short* attachmentIndices = nullptr;
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+ int numVertices;
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+ int numIndices;
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+ AtlasRegion* attachmentAtlasRegion = nullptr;
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+ spine::Color attachmentColor;
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+ attachmentColor.set(1, 1, 1, 1);
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+ float* attachmentUvs = nullptr;
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+
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+ Slot* slot = Skeleton->getDrawOrder()[i];
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+ Attachment* attachment = slot->getAttachment();
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+ if (!attachment) continue;
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+ if (!attachment->getRTTI().isExactly(RegionAttachment::rtti) && !attachment->getRTTI().isExactly(MeshAttachment::rtti) && !attachment->getRTTI().isExactly(ClippingAttachment::rtti)) continue;
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+
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+ if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
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+ RegionAttachment* regionAttachment = (RegionAttachment*)attachment;
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+ attachmentColor.set(regionAttachment->getColor());
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+ attachmentAtlasRegion = (AtlasRegion*)regionAttachment->getRendererObject();
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+ regionAttachment->computeWorldVertices(slot->getBone(), attachmentVertices, 0, 2);
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+ attachmentIndices = quadIndices;
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+ attachmentUvs = regionAttachment->getUVs().buffer();
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+ numVertices = 4;
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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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+ attachmentColor.set(mesh->getColor());
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+ attachmentAtlasRegion = (AtlasRegion*)mesh->getRendererObject();
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+ mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), attachmentVertices, 0, 2);
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+ attachmentIndices = mesh->getTriangles().buffer();
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+ attachmentUvs = mesh->getUVs().buffer();
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+ numVertices = mesh->getWorldVerticesLength() >> 1;
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+ numIndices = mesh->getTriangles().size();
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+ } else /* clipping */ {
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+ ClippingAttachment* clip = (ClippingAttachment*)attachment;
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+ clipper.clipStart(*slot, clip);
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+ continue;
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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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+ switch (slot->getData().getBlendMode()) {
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+ case BlendMode_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 BlendMode_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 BlendMode_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 BlendMode_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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+
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+ if (clipper.isClipping()) {
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+ clipper.clipTriangles(attachmentVertices.buffer(), attachmentIndices, numIndices, attachmentUvs, 2);
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+ attachmentVertices = clipper.getClippedVertices();
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+ numVertices = clipper.getClippedVertices().size() >> 1;
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+ attachmentIndices = clipper.getClippedTriangles().buffer();
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+ numIndices = clipper.getClippedTriangles().size();
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+ attachmentUvs = clipper.getClippedUVs().buffer();
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+ if (clipper.getClippedTriangles().size() == 0) continue;
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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, darkColors, 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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+ SetMaterial(meshSection, material);
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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 dr = slot->hasDarkColor() ? slot->getDarkColor().r : 0.0f;
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+ float dg = slot->hasDarkColor() ? slot->getDarkColor().g : 0.0f;
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+ float db = slot->hasDarkColor() ? slot->getDarkColor().b : 0.0f;
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+
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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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+ darkColors.Add(FVector(dr, dg, db));
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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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+
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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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+ clipper.clipEnd(*slot);
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+ }
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+
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+ Flush(meshSection, vertices, indices, uvs, colors, darkColors, lastMaterial);
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+ clipper.clipEnd();
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+}
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+
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+#undef LOCTEXT_NAMESPACE
|