SkeletonRenderTextureBase.cs 6.9 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated July 28, 2023. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2023, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software or
  13. * otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
  27. * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. #if UNITY_2017_2_OR_NEWER
  30. #define HAS_VECTOR2INT
  31. #endif
  32. using System;
  33. using UnityEngine;
  34. using UnityEngine.Rendering;
  35. namespace Spine.Unity.Examples {
  36. public abstract class SkeletonRenderTextureBase : MonoBehaviour {
  37. #if HAS_VECTOR2INT
  38. public Color color = Color.white;
  39. public int maxRenderTextureSize = 1024;
  40. public GameObject quad;
  41. public Material quadMaterial;
  42. protected Mesh quadMesh;
  43. public RenderTexture renderTexture;
  44. public Camera targetCamera;
  45. [Tooltip("Shader passes to render to the RenderTexture. E.g. set the first element " +
  46. "to -1 to render all shader passes, or set it to 0 to only render the first " +
  47. "shader pass, which may be required when using URP.")]
  48. public int[] shaderPasses = new int[1] { -1 };
  49. protected CommandBuffer commandBuffer;
  50. protected Vector2Int screenSize;
  51. protected Vector2Int usedRenderTextureSize;
  52. protected Vector2Int allocatedRenderTextureSize;
  53. protected Vector2 downScaleFactor = Vector2.one;
  54. protected Vector3 worldCornerNoDistortion0;
  55. protected Vector3 worldCornerNoDistortion1;
  56. protected Vector3 worldCornerNoDistortion2;
  57. protected Vector3 worldCornerNoDistortion3;
  58. protected Vector2 uvCorner0;
  59. protected Vector2 uvCorner1;
  60. protected Vector2 uvCorner2;
  61. protected Vector2 uvCorner3;
  62. protected virtual void Awake () {
  63. commandBuffer = new CommandBuffer();
  64. }
  65. void OnDestroy () {
  66. if (renderTexture)
  67. RenderTexture.ReleaseTemporary(renderTexture);
  68. }
  69. protected void PrepareTextureMapping (out Vector3 screenSpaceMin, out Vector3 screenSpaceMax,
  70. Vector3 screenCorner0, Vector3 screenCorner1, Vector3 screenCorner2, Vector3 screenCorner3) {
  71. screenSpaceMin =
  72. Vector3.Min(screenCorner0, Vector3.Min(screenCorner1,
  73. Vector3.Min(screenCorner2, screenCorner3)));
  74. screenSpaceMax =
  75. Vector3.Max(screenCorner0, Vector3.Max(screenCorner1,
  76. Vector3.Max(screenCorner2, screenCorner3)));
  77. // ensure we are on whole pixel borders
  78. screenSpaceMin.x = Mathf.Floor(screenSpaceMin.x);
  79. screenSpaceMin.y = Mathf.Floor(screenSpaceMin.y);
  80. screenSpaceMax.x = Mathf.Ceil(screenSpaceMax.x);
  81. screenSpaceMax.y = Mathf.Ceil(screenSpaceMax.y);
  82. // inverse-map screenCornerN to screenSpaceMin/screenSpaceMax area to get UV coordinates
  83. uvCorner0 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner0);
  84. uvCorner1 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner1);
  85. uvCorner2 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner2);
  86. uvCorner3 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner3);
  87. screenSize = new Vector2Int(Math.Abs((int)screenSpaceMax.x - (int)screenSpaceMin.x),
  88. Math.Abs((int)screenSpaceMax.y - (int)screenSpaceMin.y));
  89. usedRenderTextureSize = new Vector2Int(
  90. Math.Min(maxRenderTextureSize, screenSize.x),
  91. Math.Min(maxRenderTextureSize, screenSize.y));
  92. downScaleFactor = new Vector2(
  93. (float)usedRenderTextureSize.x / (float)screenSize.x,
  94. (float)usedRenderTextureSize.y / (float)screenSize.y);
  95. PrepareRenderTexture();
  96. }
  97. protected void PrepareRenderTexture () {
  98. Vector2Int textureSize = new Vector2Int(
  99. Mathf.NextPowerOfTwo(usedRenderTextureSize.x),
  100. Mathf.NextPowerOfTwo(usedRenderTextureSize.y));
  101. if (textureSize != allocatedRenderTextureSize) {
  102. if (renderTexture)
  103. RenderTexture.ReleaseTemporary(renderTexture);
  104. renderTexture = RenderTexture.GetTemporary(textureSize.x, textureSize.y);
  105. renderTexture.filterMode = FilterMode.Point;
  106. allocatedRenderTextureSize = textureSize;
  107. }
  108. }
  109. protected void AssignAtQuad () {
  110. Transform quadTransform = quad.transform;
  111. quadTransform.position = this.transform.position;
  112. quadTransform.rotation = this.transform.rotation;
  113. quadTransform.localScale = this.transform.localScale;
  114. Vector3 v0 = quadTransform.InverseTransformPoint(worldCornerNoDistortion0);
  115. Vector3 v1 = quadTransform.InverseTransformPoint(worldCornerNoDistortion1);
  116. Vector3 v2 = quadTransform.InverseTransformPoint(worldCornerNoDistortion2);
  117. Vector3 v3 = quadTransform.InverseTransformPoint(worldCornerNoDistortion3);
  118. Vector3[] vertices = new Vector3[4] { v0, v1, v2, v3 };
  119. quadMesh.vertices = vertices;
  120. int[] indices = new int[6] { 0, 1, 2, 2, 1, 3 };
  121. quadMesh.triangles = indices;
  122. Vector3[] normals = new Vector3[4] {
  123. -Vector3.forward,
  124. -Vector3.forward,
  125. -Vector3.forward,
  126. -Vector3.forward
  127. };
  128. quadMesh.normals = normals;
  129. float maxU = (float)usedRenderTextureSize.x / (float)allocatedRenderTextureSize.x;
  130. float maxV = (float)usedRenderTextureSize.y / (float)allocatedRenderTextureSize.y;
  131. if (downScaleFactor.x < 1 || downScaleFactor.y < 1) {
  132. maxU = downScaleFactor.x * (float)screenSize.x / (float)allocatedRenderTextureSize.x;
  133. maxV = downScaleFactor.y * (float)screenSize.y / (float)allocatedRenderTextureSize.y;
  134. }
  135. Vector2[] uv = new Vector2[4] {
  136. new Vector2(uvCorner0.x * maxU, uvCorner0.y * maxV),
  137. new Vector2(uvCorner1.x * maxU, uvCorner1.y * maxV),
  138. new Vector2(uvCorner2.x * maxU, uvCorner2.y * maxV),
  139. new Vector2(uvCorner3.x * maxU, uvCorner3.y * maxV),
  140. };
  141. quadMesh.uv = uv;
  142. AssignMeshAtRenderer();
  143. }
  144. protected abstract void AssignMeshAtRenderer ();
  145. #endif // HAS_VECTOR2INT
  146. }
  147. }