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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated September 24, 2021. Replaces all prior versions.
- *
- * Copyright (c) 2013-2022, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software
- * or otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
- * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- #if UNITY_2017_2_OR_NEWER
- #define HAS_VECTOR2INT
- #endif
- using System;
- using UnityEngine;
- using UnityEngine.Rendering;
- namespace Spine.Unity.Examples {
- public abstract class SkeletonRenderTextureBase : MonoBehaviour {
- #if HAS_VECTOR2INT
- public Color color = Color.white;
- public int maxRenderTextureSize = 1024;
- public GameObject quad;
- protected Mesh quadMesh;
- public RenderTexture renderTexture;
- public Camera targetCamera;
- protected CommandBuffer commandBuffer;
- protected Vector2Int requiredRenderTextureSize;
- protected Vector2Int allocatedRenderTextureSize;
- protected Vector3 worldCornerNoDistortion0;
- protected Vector3 worldCornerNoDistortion1;
- protected Vector3 worldCornerNoDistortion2;
- protected Vector3 worldCornerNoDistortion3;
- protected Vector2 uvCorner0;
- protected Vector2 uvCorner1;
- protected Vector2 uvCorner2;
- protected Vector2 uvCorner3;
- protected virtual void Awake () {
- commandBuffer = new CommandBuffer();
- }
- void OnDestroy () {
- if (renderTexture)
- RenderTexture.ReleaseTemporary(renderTexture);
- }
- protected void PrepareTextureMapping (out Vector3 screenSpaceMin, out Vector3 screenSpaceMax,
- Vector3 screenCorner0, Vector3 screenCorner1, Vector3 screenCorner2, Vector3 screenCorner3) {
- screenSpaceMin =
- Vector3.Min(screenCorner0, Vector3.Min(screenCorner1,
- Vector3.Min(screenCorner2, screenCorner3)));
- screenSpaceMax =
- Vector3.Max(screenCorner0, Vector3.Max(screenCorner1,
- Vector3.Max(screenCorner2, screenCorner3)));
- // ensure we are on whole pixel borders
- screenSpaceMin.x = Mathf.Floor(screenSpaceMin.x);
- screenSpaceMin.y = Mathf.Floor(screenSpaceMin.y);
- screenSpaceMax.x = Mathf.Ceil(screenSpaceMax.x);
- screenSpaceMax.y = Mathf.Ceil(screenSpaceMax.y);
- // inverse-map screenCornerN to screenSpaceMin/screenSpaceMax area to get UV coordinates
- uvCorner0 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner0);
- uvCorner1 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner1);
- uvCorner2 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner2);
- uvCorner3 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner3);
- requiredRenderTextureSize = new Vector2Int(
- Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.x - (int)screenSpaceMin.x)),
- Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.y - (int)screenSpaceMin.y)));
- PrepareRenderTexture();
- }
- protected void PrepareRenderTexture () {
- Vector2Int textureSize = new Vector2Int(
- Mathf.NextPowerOfTwo(requiredRenderTextureSize.x),
- Mathf.NextPowerOfTwo(requiredRenderTextureSize.y));
- if (textureSize != allocatedRenderTextureSize) {
- if (renderTexture)
- RenderTexture.ReleaseTemporary(renderTexture);
- renderTexture = RenderTexture.GetTemporary(textureSize.x, textureSize.y);
- renderTexture.filterMode = FilterMode.Point;
- allocatedRenderTextureSize = textureSize;
- }
- }
- protected void AssignAtQuad () {
- Transform quadTransform = quad.transform;
- quadTransform.position = this.transform.position;
- quadTransform.rotation = this.transform.rotation;
- quadTransform.localScale = this.transform.localScale;
- Vector3 v0 = quadTransform.InverseTransformPoint(worldCornerNoDistortion0);
- Vector3 v1 = quadTransform.InverseTransformPoint(worldCornerNoDistortion1);
- Vector3 v2 = quadTransform.InverseTransformPoint(worldCornerNoDistortion2);
- Vector3 v3 = quadTransform.InverseTransformPoint(worldCornerNoDistortion3);
- Vector3[] vertices = new Vector3[4] { v0, v1, v2, v3 };
- quadMesh.vertices = vertices;
- int[] indices = new int[6] { 0, 1, 2, 2, 1, 3 };
- quadMesh.triangles = indices;
- Vector3[] normals = new Vector3[4] {
- -Vector3.forward,
- -Vector3.forward,
- -Vector3.forward,
- -Vector3.forward
- };
- quadMesh.normals = normals;
- float maxU = (float)requiredRenderTextureSize.x / (float)allocatedRenderTextureSize.x;
- float maxV = (float)requiredRenderTextureSize.y / (float)allocatedRenderTextureSize.y;
- Vector2[] uv = new Vector2[4] {
- new Vector2(uvCorner0.x * maxU, uvCorner0.y * maxV),
- new Vector2(uvCorner1.x * maxU, uvCorner1.y * maxV),
- new Vector2(uvCorner2.x * maxU, uvCorner2.y * maxV),
- new Vector2(uvCorner3.x * maxU, uvCorner3.y * maxV),
- };
- quadMesh.uv = uv;
- AssignMeshAtRenderer();
- }
- protected abstract void AssignMeshAtRenderer ();
- #endif // HAS_VECTOR2INT
- }
- }
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