Kaynağa Gözat

[csharp][unity] Port of commit 68d262b5: Improved rendering performance when an attachment is fully inside a clipping attachment.
Reuse the original vertices rather than clipping's triangle soup.

Harald Csaszar 5 ay önce
ebeveyn
işleme
f8332b7773

+ 1 - 2
spine-csharp/src/Skeleton.cs

@@ -736,8 +736,7 @@ namespace Spine {
 				}
 
 				if (vertices != null) {
-					if (clipper != null && clipper.IsClipping) {
-						clipper.ClipTriangles(vertices, triangles, triangles.Length);
+					if (clipper != null && clipper.IsClipping && clipper.ClipTriangles(vertices, triangles, triangles.Length)) {
 						vertices = clipper.ClippedVertices.Items;
 						verticesLength = clipper.ClippedVertices.Count;
 					}

+ 23 - 20
spine-csharp/src/SkeletonClipping.cs

@@ -78,7 +78,7 @@ namespace Spine {
 			clippingPolygon.Clear();
 		}
 
-		public void ClipTriangles (float[] vertices, int[] triangles, int trianglesLength) {
+		public bool ClipTriangles (float[] vertices, int[] triangles, int trianglesLength) {
 			ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
 			ExposedList<int> clippedTriangles = this.clippedTriangles;
 			ExposedList<float>[] polygons = clippingPolygons.Items;
@@ -87,24 +87,25 @@ namespace Spine {
 			int index = 0;
 			clippedVertices.Clear();
 			clippedTriangles.Clear();
+			float[] clipOutputItems = null;
 			for (int i = 0; i < trianglesLength; i += 3) {
-				int vertexOffset = triangles[i] << 1;
-				float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
+				int v = triangles[i] << 1;
+				float x1 = vertices[v], y1 = vertices[v + 1];
 
-				vertexOffset = triangles[i + 1] << 1;
-				float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
+				v = triangles[i + 1] << 1;
+				float x2 = vertices[v], y2 = vertices[v + 1];
 
-				vertexOffset = triangles[i + 2] << 1;
-				float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
+				v = triangles[i + 2] << 1;
+				float x3 = vertices[v], y3 = vertices[v + 1];
 
 				for (int p = 0; p < polygonsCount; p++) {
 					int s = clippedVertices.Count;
 					if (Clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
+						clipOutputItems = clipOutput.Items;
 						int clipOutputLength = clipOutput.Count;
 						if (clipOutputLength == 0) continue;
 
 						int clipOutputCount = clipOutputLength >> 1;
-						float[] clipOutputItems = clipOutput.Items;
 						float[] clippedVerticesItems = clippedVertices.Resize(s + clipOutputCount * 2).Items;
 						for (int ii = 0; ii < clipOutputLength; ii += 2, s += 2) {
 							float x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
@@ -140,9 +141,10 @@ namespace Spine {
 					}
 				}
 			}
+			return clipOutputItems != null;
 		}
 
-		public void ClipTriangles (float[] vertices, int[] triangles, int trianglesLength, float[] uvs) {
+		public bool ClipTriangles (float[] vertices, int[] triangles, int trianglesLength, float[] uvs) {
 			ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
 			ExposedList<int> clippedTriangles = this.clippedTriangles;
 			ExposedList<float>[] polygons = clippingPolygons.Items;
@@ -152,30 +154,30 @@ namespace Spine {
 			clippedVertices.Clear();
 			clippedUVs.Clear();
 			clippedTriangles.Clear();
-
+			float[] clipOutputItems = null;
 			for (int i = 0; i < trianglesLength; i += 3) {
-				int vertexOffset = triangles[i] << 1;
-				float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
-				float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
+				int v = triangles[i] << 1;
+				float x1 = vertices[v], y1 = vertices[v + 1];
+				float u1 = uvs[v], v1 = uvs[v + 1];
 
-				vertexOffset = triangles[i + 1] << 1;
-				float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
-				float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
+				v = triangles[i + 1] << 1;
+				float x2 = vertices[v], y2 = vertices[v + 1];
+				float u2 = uvs[v], v2 = uvs[v + 1];
 
-				vertexOffset = triangles[i + 2] << 1;
-				float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
-				float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
+				v = triangles[i + 2] << 1;
+				float x3 = vertices[v], y3 = vertices[v + 1];
+				float u3 = uvs[v], v3 = uvs[v + 1];
 
 				for (int p = 0; p < polygonsCount; p++) {
 					int s = clippedVertices.Count;
 					if (Clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
+						clipOutputItems = clipOutput.Items;
 						int clipOutputLength = clipOutput.Count;
 						if (clipOutputLength == 0) continue;
 						float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
 						float d = 1 / (d0 * d2 + d1 * (y1 - y3));
 
 						int clipOutputCount = clipOutputLength >> 1;
-						float[] clipOutputItems = clipOutput.Items;
 						float[] clippedVerticesItems = clippedVertices.Resize(s + clipOutputCount * 2).Items;
 						float[] clippedUVsItems = clippedUVs.Resize(s + clipOutputCount * 2).Items;
 						for (int ii = 0; ii < clipOutputLength; ii += 2, s += 2) {
@@ -226,6 +228,7 @@ namespace Spine {
 					}
 				}
 			}
+			return clipOutputItems != null;
 		}
 
 		///<summary>Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping

+ 1 - 1
spine-csharp/src/package.json

@@ -2,7 +2,7 @@
 	"name": "com.esotericsoftware.spine.spine-csharp",
 	"displayName": "spine-csharp Runtime",
 	"description": "This plugin provides the spine-csharp core runtime.",
-	"version": "4.2.36",
+	"version": "4.3.0",
 	"unity": "2018.3",
 	"author": {
 		"name": "Esoteric Software",

+ 2 - 2
spine-unity/Assets/Spine/Runtime/spine-unity/Mesh Generation/MeshGenerator.cs

@@ -682,8 +682,8 @@ namespace Spine.Unity {
 					color.b = (byte)(skeletonB * slot.B * c.b * 255);
 				}
 
-				if (useClipping && clipper.IsClipping) {
-					clipper.ClipTriangles(workingVerts, attachmentTriangleIndices, attachmentIndexCount, uvs);
+				if (useClipping && clipper.IsClipping
+					&& clipper.ClipTriangles(workingVerts, attachmentTriangleIndices, attachmentIndexCount, uvs)) {
 					workingVerts = clipper.ClippedVertices.Items;
 					attachmentVertexCount = clipper.ClippedVertices.Count >> 1;
 					attachmentTriangleIndices = clipper.ClippedTriangles.Items;

+ 2 - 2
spine-unity/Assets/Spine/package.json

@@ -2,7 +2,7 @@
 	"name": "com.esotericsoftware.spine.spine-unity",
 	"displayName": "spine-unity Runtime",
 	"description": "This plugin provides the spine-unity runtime core.",
-	"version": "4.2.99",
+	"version": "4.3.0",
 	"unity": "2018.3",
 	"author": {
 		"name": "Esoteric Software",
@@ -14,7 +14,7 @@
 		"com.unity.modules.animation" : "1.0.0",
 		"com.unity.modules.physics" : "1.0.0",
 		"com.unity.modules.physics2d" : "1.0.0",
-		"com.esotericsoftware.spine.spine-csharp": "4.2.0"
+		"com.esotericsoftware.spine.spine-csharp": "4.3.0"
 	},
 	"repository": {
 		"type": "git",