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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated July 28, 2023. Replaces all prior versions.
- *
- * Copyright (c) 2013-2023, 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_2019_3_OR_NEWER
- #define MESH_SET_TRIANGLES_PROVIDES_LENGTH_PARAM
- #endif
- #if !UNITY_2020_1_OR_NEWER
- // Note: on Unity 2019.4 or older, e.g. operator* was not inlined via AggressiveInlining and at least with some
- // configurations will lead to unnecessary overhead.
- #define MANUALLY_INLINE_VECTOR_OPERATORS
- #endif
- // Not for optimization. Do not disable.
- #define SPINE_TRIANGLECHECK // Avoid calling SetTriangles at the cost of checking for mesh differences (vertex counts, memberwise attachment list compare) every frame.
- //#define SPINE_DEBUG
- // New optimization option to avoid rendering fully transparent attachments at slot alpha 0.
- // Comment out this line to revert to previous behaviour.
- // You may only need this option disabled when utilizing a custom shader which
- // uses vertex color alpha for purposes other than transparency.
- //
- // Important Note: When disabling this define, also disable the one in SkeletonRenderInstruction.cs
- #define SLOT_ALPHA_DISABLES_ATTACHMENT
- // Note: This define below enables a bugfix where when Linear color space is used and `PMA vertex colors` enabled,
- // additive slots add a too dark (too transparent) color value.
- //
- // If you want the old incorrect behaviour (darker additive slots) or are not using Linear but Gamma color space,
- // you can comment-out the define below to deactivate the fix or just to skip unnecessary instructions.
- //
- // Details:
- // Alpha-premultiplication of vertex colors happens in gamma-space, and vertexColor.a is set to 0 at additive slots.
- // In the shader, gamma space vertex color has to be transformed from gamma space to linear space.
- // Unfortunately vertexColorGamma.rgb=(rgb*a) while the desired color in linear space would be
- // vertexColorLinear.rgb = GammaToLinear(rgb)*a = GammaToLinear(vertexColorGamma.rgb/a),
- // but unfortunately 'a' is unknown as vertexColorGamma.a = 0 at additive slots.
- // Thus the define below enables a fix where 'a' is transformed via
- // a=LinearToGamma(a), so that the subsequent GammaToLinear() operation is canceled out on 'a'.
- #define LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
- using System;
- using System.Collections.Generic;
- using UnityEngine;
- namespace Spine.Unity {
- public delegate void MeshGeneratorDelegate (MeshGeneratorBuffers buffers);
- public struct MeshGeneratorBuffers {
- /// <summary>The vertex count that will actually be used for the mesh. The Lengths of the buffer arrays may be larger than this number.</summary>
- public int vertexCount;
- /// <summary> Vertex positions. To be used for UnityEngine.Mesh.vertices.</summary>
- public Vector3[] vertexBuffer;
- /// <summary> Vertex texture coordinates (UVs). To be used for UnityEngine.Mesh.uv.</summary>
- public Vector2[] uvBuffer;
- /// <summary> Vertex colors. To be used for UnityEngine.Mesh.colors32.</summary>
- public Color32[] colorBuffer;
- /// <summary> Optional vertex texture coordinates (UVs), second channel. To be used for UnityEngine.Mesh.uv2.
- /// Using this accessor automatically allocates and resizes the buffer accordingly.</summary>
- public Vector2[] uv2Buffer { get { return meshGenerator.UV2; } }
- /// <summary> Optional vertex texture coordinates (UVs), third channel. To be used for UnityEngine.Mesh.uv3.
- /// Using this accessor automatically allocates and resizes the buffer accordingly.</summary>
- public Vector2[] uv3Buffer { get { return meshGenerator.UV3; } }
- /// <summary> The Spine rendering component's MeshGenerator. </summary>
- public MeshGenerator meshGenerator;
- }
- /// <summary>Holds several methods to prepare and generate a UnityEngine mesh based on a skeleton. Contains buffers needed to perform the operation, and serializes settings for mesh generation.</summary>
- [System.Serializable]
- public class MeshGenerator {
- public Settings settings = Settings.Default;
- [System.Serializable]
- public struct Settings {
- public bool useClipping;
- [Range(-0.1f, 0f)] public float zSpacing;
- public bool tintBlack;
- [UnityEngine.Serialization.FormerlySerializedAs("canvasGroupTintBlack")]
- [Tooltip("Enable when using SkeletonGraphic under a CanvasGroup. " +
- "When enabled, PMA Vertex Color alpha value is stored at uv2.g instead of color.a to capture " +
- "CanvasGroup modifying color.a. Also helps to detect correct parameter setting combinations.")]
- public bool canvasGroupCompatible;
- public bool pmaVertexColors;
- public bool addNormals;
- public bool calculateTangents;
- public bool immutableTriangles;
- static public Settings Default {
- get {
- return new Settings {
- pmaVertexColors = true,
- zSpacing = 0f,
- useClipping = true,
- tintBlack = false,
- calculateTangents = false,
- //renderMeshes = true,
- addNormals = false,
- immutableTriangles = false
- };
- }
- }
- }
- const float BoundsMinDefault = float.PositiveInfinity;
- const float BoundsMaxDefault = float.NegativeInfinity;
- [NonSerialized] protected readonly ExposedList<Vector3> vertexBuffer = new ExposedList<Vector3>(4);
- [NonSerialized] protected readonly ExposedList<Vector2> uvBuffer = new ExposedList<Vector2>(4);
- [NonSerialized] protected readonly ExposedList<Color32> colorBuffer = new ExposedList<Color32>(4);
- [NonSerialized] protected readonly ExposedList<ExposedList<int>> submeshes = new ExposedList<ExposedList<int>> { new ExposedList<int>(6) }; // start with 1 submesh.
- [NonSerialized] Vector2 meshBoundsMin, meshBoundsMax;
- [NonSerialized] float meshBoundsThickness;
- [NonSerialized] int submeshIndex = 0;
- [NonSerialized] SkeletonClipping clipper = new SkeletonClipping();
- [NonSerialized] float[] tempVerts = new float[8];
- [NonSerialized] int[] regionTriangles = { 0, 1, 2, 2, 3, 0 };
- #region Optional Buffers
- // These optional buffers are lazy-instantiated when the feature is used.
- [NonSerialized] Vector3[] normals;
- [NonSerialized] Vector4[] tangents;
- [NonSerialized] Vector2[] tempTanBuffer;
- [NonSerialized] ExposedList<Vector2> uv2;
- [NonSerialized] ExposedList<Vector2> uv3;
- /// <summary> Optional vertex texture coordinates (UVs), second channel. To be used for UnityEngine.Mesh.uv2.
- /// Using this accessor automatically allocates and resizes the buffer accordingly.</summary>
- public Vector2[] UV2 { get { PrepareOptionalUVBuffer(ref uv2, vertexBuffer.Count); return uv2.Items; } }
- /// <summary> Optional vertex texture coordinates (UVs), third channel. To be used for UnityEngine.Mesh.uv3.
- /// Using this accessor automatically allocates and resizes the buffer accordingly.</summary>
- public Vector2[] UV3 { get { PrepareOptionalUVBuffer(ref uv3, vertexBuffer.Count); return uv3.Items; } }
- #endregion
- public int VertexCount { get { return vertexBuffer.Count; } }
- public int SubmeshIndexCount (int submeshIndex) { return submeshes.Items[submeshIndex].Count; }
- /// <summary>A set of mesh arrays whose values are modifiable by the user. Modify these values before they are passed to the UnityEngine mesh object in order to see the effect.</summary>
- public MeshGeneratorBuffers Buffers {
- get {
- return new MeshGeneratorBuffers {
- vertexCount = this.VertexCount,
- vertexBuffer = this.vertexBuffer.Items,
- uvBuffer = this.uvBuffer.Items,
- colorBuffer = this.colorBuffer.Items,
- meshGenerator = this
- };
- }
- }
- /// <summary>Returns the <see cref="SkeletonClipping"/> used by this mesh generator for use with e.g.
- /// <see cref="Skeleton.GetBounds(out float, out float, out float, out float, ref float[], SkeletonClipping)"/>
- /// </summary>
- public SkeletonClipping SkeletonClipping { get { return clipper; } }
- public MeshGenerator () {
- submeshes.TrimExcess();
- }
- #region Step 1 : Generate Instructions
- /// <summary>
- /// A specialized variant of <see cref="GenerateSkeletonRendererInstruction"/>.
- /// Generates renderer instructions using a single submesh, using only a single material and texture.
- /// </summary>
- /// <param name="instructionOutput">The resulting instructions.</param>
- /// <param name="skeleton">The skeleton to generate renderer instructions for.</param>
- /// <param name="material">Material to be set at the renderer instruction. When null, the last attachment
- /// in the draw order list is assigned as the instruction's material.</param>
- public static void GenerateSingleSubmeshInstruction (SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Material material) {
- ExposedList<Slot> drawOrder = skeleton.DrawOrder;
- int drawOrderCount = drawOrder.Count;
- // Clear last state of attachments and submeshes
- instructionOutput.Clear(); // submeshInstructions.Clear(); attachments.Clear();
- ExposedList<SubmeshInstruction> workingSubmeshInstructions = instructionOutput.submeshInstructions;
- #if SPINE_TRIANGLECHECK
- instructionOutput.attachments.Resize(drawOrderCount);
- Attachment[] workingAttachmentsItems = instructionOutput.attachments.Items;
- int totalRawVertexCount = 0;
- #endif
- SubmeshInstruction current = new SubmeshInstruction {
- skeleton = skeleton,
- preActiveClippingSlotSource = -1,
- startSlot = 0,
- #if SPINE_TRIANGLECHECK
- rawFirstVertexIndex = 0,
- #endif
- material = material,
- forceSeparate = false,
- endSlot = drawOrderCount
- };
- #if SPINE_TRIANGLECHECK
- object rendererObject = null;
- bool skeletonHasClipping = false;
- Slot[] drawOrderItems = drawOrder.Items;
- for (int i = 0; i < drawOrderCount; i++) {
- Slot slot = drawOrderItems[i];
- if (!slot.Bone.Active
- #if SLOT_ALPHA_DISABLES_ATTACHMENT
- || slot.A == 0f
- #endif
- ) {
- workingAttachmentsItems[i] = null;
- continue;
- }
- if (slot.Data.BlendMode == BlendMode.Additive) current.hasPMAAdditiveSlot = true;
- Attachment attachment = slot.Attachment;
- workingAttachmentsItems[i] = attachment;
- int attachmentTriangleCount;
- int attachmentVertexCount;
- RegionAttachment regionAttachment = attachment as RegionAttachment;
- if (regionAttachment != null) {
- if (regionAttachment.Sequence != null) regionAttachment.Sequence.Apply(slot, regionAttachment);
- rendererObject = regionAttachment.Region;
- attachmentVertexCount = 4;
- attachmentTriangleCount = 6;
- } else {
- MeshAttachment meshAttachment = attachment as MeshAttachment;
- if (meshAttachment != null) {
- if (meshAttachment.Sequence != null) meshAttachment.Sequence.Apply(slot, meshAttachment);
- rendererObject = meshAttachment.Region;
- attachmentVertexCount = meshAttachment.WorldVerticesLength >> 1;
- attachmentTriangleCount = meshAttachment.Triangles.Length;
- } else {
- ClippingAttachment clippingAttachment = attachment as ClippingAttachment;
- if (clippingAttachment != null) {
- current.hasClipping = true;
- skeletonHasClipping = true;
- }
- attachmentVertexCount = 0;
- attachmentTriangleCount = 0;
- }
- }
- current.rawTriangleCount += attachmentTriangleCount;
- current.rawVertexCount += attachmentVertexCount;
- totalRawVertexCount += attachmentVertexCount;
- }
- #if !SPINE_TK2D
- if (material == null && rendererObject != null)
- current.material = (Material)((AtlasRegion)rendererObject).page.rendererObject;
- #else
- if (material == null && rendererObject != null)
- current.material = (rendererObject is Material) ? (Material)rendererObject : (Material)((AtlasRegion)rendererObject).page.rendererObject;
- #endif
- instructionOutput.hasActiveClipping = skeletonHasClipping;
- instructionOutput.rawVertexCount = totalRawVertexCount;
- #endif
- if (totalRawVertexCount > 0) {
- workingSubmeshInstructions.Resize(1);
- workingSubmeshInstructions.Items[0] = current;
- } else {
- workingSubmeshInstructions.Resize(0);
- }
- }
- public static bool RequiresMultipleSubmeshesByDrawOrder (Skeleton skeleton) {
- #if SPINE_TK2D
- return false;
- #endif
- ExposedList<Slot> drawOrder = skeleton.DrawOrder;
- int drawOrderCount = drawOrder.Count;
- Slot[] drawOrderItems = drawOrder.Items;
- Material lastRendererMaterial = null;
- for (int i = 0; i < drawOrderCount; i++) {
- Slot slot = drawOrderItems[i];
- if (!slot.Bone.Active
- #if SLOT_ALPHA_DISABLES_ATTACHMENT
- || slot.A == 0f
- #endif
- ) continue;
- Attachment attachment = slot.Attachment;
- IHasTextureRegion rendererAttachment = attachment as IHasTextureRegion;
- if (rendererAttachment != null) {
- if (rendererAttachment.Sequence != null) rendererAttachment.Sequence.Apply(slot, rendererAttachment);
- AtlasRegion atlasRegion = (AtlasRegion)rendererAttachment.Region;
- Material material = (Material)atlasRegion.page.rendererObject;
- if (lastRendererMaterial != material) {
- if (lastRendererMaterial != null)
- return true;
- lastRendererMaterial = material;
- }
- }
- }
- return false;
- }
- public static void GenerateSkeletonRendererInstruction (SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Dictionary<Slot, Material> customSlotMaterials, List<Slot> separatorSlots, bool generateMeshOverride, bool immutableTriangles = false) {
- // if (skeleton == null) throw new ArgumentNullException("skeleton");
- // if (instructionOutput == null) throw new ArgumentNullException("instructionOutput");
- ExposedList<Slot> drawOrder = skeleton.DrawOrder;
- int drawOrderCount = drawOrder.Count;
- // Clear last state of attachments and submeshes
- instructionOutput.Clear(); // submeshInstructions.Clear(); attachments.Clear();
- ExposedList<SubmeshInstruction> workingSubmeshInstructions = instructionOutput.submeshInstructions;
- #if SPINE_TRIANGLECHECK
- instructionOutput.attachments.Resize(drawOrderCount);
- Attachment[] workingAttachmentsItems = instructionOutput.attachments.Items;
- int totalRawVertexCount = 0;
- bool skeletonHasClipping = false;
- #endif
- SubmeshInstruction current = new SubmeshInstruction {
- skeleton = skeleton,
- preActiveClippingSlotSource = -1
- };
- #if !SPINE_TK2D
- bool isCustomSlotMaterialsPopulated = customSlotMaterials != null && customSlotMaterials.Count > 0;
- #endif
- int separatorCount = separatorSlots == null ? 0 : separatorSlots.Count;
- bool hasSeparators = separatorCount > 0;
- int clippingAttachmentSource = -1;
- int lastPreActiveClipping = -1; // The index of the last slot that had an active ClippingAttachment.
- SlotData clippingEndSlot = null;
- int submeshIndex = 0;
- Slot[] drawOrderItems = drawOrder.Items;
- for (int i = 0; i < drawOrderCount; i++) {
- Slot slot = drawOrderItems[i];
- if (!slot.Bone.Active
- #if SLOT_ALPHA_DISABLES_ATTACHMENT
- || slot.A == 0f
- #endif
- ) {
- workingAttachmentsItems[i] = null;
- continue;
- }
- if (slot.Data.BlendMode == BlendMode.Additive) current.hasPMAAdditiveSlot = true;
- Attachment attachment = slot.Attachment;
- #if SPINE_TRIANGLECHECK
- workingAttachmentsItems[i] = attachment;
- int attachmentVertexCount = 0, attachmentTriangleCount = 0;
- #endif
- object region = null;
- bool noRender = false; // Using this allows empty slots as separators, and keeps separated parts more stable despite slots being reordered
- RegionAttachment regionAttachment = attachment as RegionAttachment;
- if (regionAttachment != null) {
- if (regionAttachment.Sequence != null) regionAttachment.Sequence.Apply(slot, regionAttachment);
- region = regionAttachment.Region;
- #if SPINE_TRIANGLECHECK
- attachmentVertexCount = 4;
- attachmentTriangleCount = 6;
- #endif
- } else {
- MeshAttachment meshAttachment = attachment as MeshAttachment;
- if (meshAttachment != null) {
- if (meshAttachment.Sequence != null) meshAttachment.Sequence.Apply(slot, meshAttachment);
- region = meshAttachment.Region;
- #if SPINE_TRIANGLECHECK
- attachmentVertexCount = meshAttachment.WorldVerticesLength >> 1;
- attachmentTriangleCount = meshAttachment.Triangles.Length;
- #endif
- } else {
- #if SPINE_TRIANGLECHECK
- ClippingAttachment clippingAttachment = attachment as ClippingAttachment;
- if (clippingAttachment != null) {
- clippingEndSlot = clippingAttachment.EndSlot;
- clippingAttachmentSource = i;
- current.hasClipping = true;
- skeletonHasClipping = true;
- }
- #endif
- noRender = true;
- }
- }
- // Create a new SubmeshInstruction when material changes. (or when forced to separate by a submeshSeparator)
- // Slot with a separator/new material will become the starting slot of the next new instruction.
- if (hasSeparators) { //current.forceSeparate = hasSeparators && separatorSlots.Contains(slot);
- current.forceSeparate = false;
- for (int s = 0; s < separatorCount; s++) {
- if (Slot.ReferenceEquals(slot, separatorSlots[s])) {
- current.forceSeparate = true;
- break;
- }
- }
- }
- if (noRender) {
- if (current.forceSeparate && generateMeshOverride) { // && current.rawVertexCount > 0) {
- { // Add
- current.endSlot = i;
- current.preActiveClippingSlotSource = lastPreActiveClipping;
- workingSubmeshInstructions.Resize(submeshIndex + 1);
- workingSubmeshInstructions.Items[submeshIndex] = current;
- submeshIndex++;
- }
- current.startSlot = i;
- lastPreActiveClipping = clippingAttachmentSource;
- #if SPINE_TRIANGLECHECK
- current.rawTriangleCount = 0;
- current.rawVertexCount = 0;
- current.rawFirstVertexIndex = totalRawVertexCount;
- current.hasClipping = clippingAttachmentSource >= 0;
- #endif
- }
- } else {
- #if !SPINE_TK2D
- Material material;
- if (isCustomSlotMaterialsPopulated) {
- if (!customSlotMaterials.TryGetValue(slot, out material))
- material = (Material)((AtlasRegion)region).page.rendererObject;
- } else {
- material = (Material)((AtlasRegion)region).page.rendererObject;
- }
- #else
- // An AtlasRegion in plain spine-unity, spine-TK2D hooks into TK2D's system. eventual source of Material object.
- Material material = (region is Material) ? (Material)region : (Material)((AtlasRegion)region).page.rendererObject;
- #endif
- if (current.forceSeparate || (current.rawVertexCount > 0 && !System.Object.ReferenceEquals(current.material, material))) { // Material changed. Add the previous submesh.
- { // Add
- current.endSlot = i;
- current.preActiveClippingSlotSource = lastPreActiveClipping;
- workingSubmeshInstructions.Resize(submeshIndex + 1);
- workingSubmeshInstructions.Items[submeshIndex] = current;
- submeshIndex++;
- }
- current.startSlot = i;
- lastPreActiveClipping = clippingAttachmentSource;
- #if SPINE_TRIANGLECHECK
- current.rawTriangleCount = 0;
- current.rawVertexCount = 0;
- current.rawFirstVertexIndex = totalRawVertexCount;
- current.hasClipping = clippingAttachmentSource >= 0;
- #endif
- }
- // Update state for the next Attachment.
- current.material = material;
- #if SPINE_TRIANGLECHECK
- current.rawTriangleCount += attachmentTriangleCount;
- current.rawVertexCount += attachmentVertexCount;
- current.rawFirstVertexIndex = totalRawVertexCount;
- totalRawVertexCount += attachmentVertexCount;
- #endif
- }
- if (clippingEndSlot != null && slot.Data == clippingEndSlot && i != clippingAttachmentSource) {
- clippingEndSlot = null;
- clippingAttachmentSource = -1;
- }
- }
- if (current.rawVertexCount > 0) {
- { // Add last or only submesh.
- current.endSlot = drawOrderCount;
- current.preActiveClippingSlotSource = lastPreActiveClipping;
- current.forceSeparate = false;
- workingSubmeshInstructions.Resize(submeshIndex + 1);
- workingSubmeshInstructions.Items[submeshIndex] = current;
- //submeshIndex++;
- }
- }
- #if SPINE_TRIANGLECHECK
- instructionOutput.hasActiveClipping = skeletonHasClipping;
- instructionOutput.rawVertexCount = totalRawVertexCount;
- #endif
- instructionOutput.immutableTriangles = immutableTriangles;
- }
- public static void TryReplaceMaterials (ExposedList<SubmeshInstruction> workingSubmeshInstructions, Dictionary<Material, Material> customMaterialOverride) {
- // Material overrides are done here so they can be applied per submesh instead of per slot
- // but they will still be passed through the GenerateMeshOverride delegate,
- // and will still go through the normal material match check step in STEP 3.
- SubmeshInstruction[] wsii = workingSubmeshInstructions.Items;
- for (int i = 0; i < workingSubmeshInstructions.Count; i++) {
- Material material = wsii[i].material;
- if (material == null) continue;
- Material overrideMaterial;
- if (customMaterialOverride.TryGetValue(material, out overrideMaterial))
- wsii[i].material = overrideMaterial;
- }
- }
- #endregion
- #region Step 2 : Populate vertex data and triangle index buffers.
- public void Begin () {
- vertexBuffer.Clear(false);
- colorBuffer.Clear(false);
- uvBuffer.Clear(false);
- clipper.ClipEnd();
- {
- meshBoundsMin.x = BoundsMinDefault;
- meshBoundsMin.y = BoundsMinDefault;
- meshBoundsMax.x = BoundsMaxDefault;
- meshBoundsMax.y = BoundsMaxDefault;
- meshBoundsThickness = 0f;
- }
- submeshIndex = 0;
- submeshes.Count = 1;
- //submeshes.Items[0].Clear(false);
- }
- public void AddSubmesh (SubmeshInstruction instruction, bool updateTriangles = true) {
- Settings settings = this.settings;
- int newSubmeshCount = submeshIndex + 1;
- if (submeshes.Items.Length < newSubmeshCount)
- submeshes.Resize(newSubmeshCount);
- submeshes.Count = newSubmeshCount;
- ExposedList<int> submesh = submeshes.Items[submeshIndex];
- if (submesh == null)
- submeshes.Items[submeshIndex] = submesh = new ExposedList<int>();
- submesh.Clear(false);
- Skeleton skeleton = instruction.skeleton;
- Slot[] drawOrderItems = skeleton.DrawOrder.Items;
- Color32 color = default(Color32);
- float skeletonA = skeleton.A, skeletonR = skeleton.R, skeletonG = skeleton.G, skeletonB = skeleton.B;
- Vector2 meshBoundsMin = this.meshBoundsMin, meshBoundsMax = this.meshBoundsMax;
- // Settings
- float zSpacing = settings.zSpacing;
- bool pmaVertexColors = settings.pmaVertexColors;
- bool tintBlack = settings.tintBlack;
- #if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
- bool linearColorSpace = QualitySettings.activeColorSpace == ColorSpace.Linear;
- #endif
- #if SPINE_TRIANGLECHECK
- bool useClipping = settings.useClipping && instruction.hasClipping;
- #else
- bool useClipping = settings.useClipping;
- #endif
- bool canvasGroupTintBlack = settings.tintBlack && settings.canvasGroupCompatible;
- if (useClipping) {
- if (instruction.preActiveClippingSlotSource >= 0) {
- Slot slot = drawOrderItems[instruction.preActiveClippingSlotSource];
- clipper.ClipStart(slot, slot.Attachment as ClippingAttachment);
- }
- }
- for (int slotIndex = instruction.startSlot; slotIndex < instruction.endSlot; slotIndex++) {
- Slot slot = drawOrderItems[slotIndex];
- if (!slot.Bone.Active) {
- clipper.ClipEnd(slot);
- continue;
- }
- Attachment attachment = slot.Attachment;
- float z = zSpacing * slotIndex;
- float[] workingVerts = this.tempVerts;
- float[] uvs;
- int[] attachmentTriangleIndices;
- int attachmentVertexCount;
- int attachmentIndexCount;
- Color c = default(Color);
- // Identify and prepare values.
- RegionAttachment region = attachment as RegionAttachment;
- if (region != null) {
- region.ComputeWorldVertices(slot, workingVerts, 0);
- uvs = region.UVs;
- attachmentTriangleIndices = regionTriangles;
- c.r = region.R; c.g = region.G; c.b = region.B; c.a = region.A;
- attachmentVertexCount = 4;
- attachmentIndexCount = 6;
- } else {
- MeshAttachment mesh = attachment as MeshAttachment;
- if (mesh != null) {
- int meshVerticesLength = mesh.WorldVerticesLength;
- if (workingVerts.Length < meshVerticesLength) {
- workingVerts = new float[meshVerticesLength];
- this.tempVerts = workingVerts;
- }
- mesh.ComputeWorldVertices(slot, 0, meshVerticesLength, workingVerts, 0); //meshAttachment.ComputeWorldVertices(slot, tempVerts);
- uvs = mesh.UVs;
- attachmentTriangleIndices = mesh.Triangles;
- c.r = mesh.R; c.g = mesh.G; c.b = mesh.B; c.a = mesh.A;
- attachmentVertexCount = meshVerticesLength >> 1; // meshVertexCount / 2;
- attachmentIndexCount = mesh.Triangles.Length;
- } else {
- if (useClipping) {
- ClippingAttachment clippingAttachment = attachment as ClippingAttachment;
- if (clippingAttachment != null) {
- clipper.ClipStart(slot, clippingAttachment);
- continue;
- }
- }
- // If not any renderable attachment.
- clipper.ClipEnd(slot);
- continue;
- }
- }
- float tintBlackAlpha = 1.0f;
- if (pmaVertexColors) {
- float alpha = skeletonA * slot.A * c.a;
- bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
- #if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
- if (linearColorSpace && isAdditiveSlot)
- alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
- #endif
- color.a = (byte)(alpha * 255);
- color.r = (byte)(skeletonR * slot.R * c.r * color.a);
- color.g = (byte)(skeletonG * slot.G * c.g * color.a);
- color.b = (byte)(skeletonB * slot.B * c.b * color.a);
- if (canvasGroupTintBlack) {
- tintBlackAlpha = isAdditiveSlot ? 0 : alpha;
- color.a = 255;
- } else {
- if (isAdditiveSlot)
- color.a = 0;
- }
- } else {
- color.a = (byte)(skeletonA * slot.A * c.a * 255);
- color.r = (byte)(skeletonR * slot.R * c.r * 255);
- color.g = (byte)(skeletonG * slot.G * c.g * 255);
- color.b = (byte)(skeletonB * slot.B * c.b * 255);
- }
- if (useClipping && clipper.IsClipping) {
- clipper.ClipTriangles(workingVerts, attachmentTriangleIndices, attachmentIndexCount, uvs);
- workingVerts = clipper.ClippedVertices.Items;
- attachmentVertexCount = clipper.ClippedVertices.Count >> 1;
- attachmentTriangleIndices = clipper.ClippedTriangles.Items;
- attachmentIndexCount = clipper.ClippedTriangles.Count;
- uvs = clipper.ClippedUVs.Items;
- }
- // Actually add slot/attachment data into buffers.
- if (attachmentVertexCount != 0 && attachmentIndexCount != 0) {
- if (tintBlack) {
- float r2 = slot.R2;
- float g2 = slot.G2;
- float b2 = slot.B2;
- if (pmaVertexColors) {
- float alpha = skeletonA * slot.A * c.a;
- #if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
- bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
- if (linearColorSpace && isAdditiveSlot)
- alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
- #endif
- r2 *= alpha;
- g2 *= alpha;
- b2 *= alpha;
- }
- AddAttachmentTintBlack(r2, g2, b2, tintBlackAlpha, attachmentVertexCount);
- }
- //AddAttachment(workingVerts, uvs, color, attachmentTriangleIndices, attachmentVertexCount, attachmentIndexCount, ref meshBoundsMin, ref meshBoundsMax, z);
- int ovc = vertexBuffer.Count;
- // Add data to vertex buffers
- {
- int newVertexCount = ovc + attachmentVertexCount;
- int oldArraySize = vertexBuffer.Items.Length;
- if (newVertexCount > oldArraySize) {
- int newArraySize = (int)(oldArraySize * 1.3f);
- if (newArraySize < newVertexCount) newArraySize = newVertexCount;
- Array.Resize(ref vertexBuffer.Items, newArraySize);
- Array.Resize(ref uvBuffer.Items, newArraySize);
- Array.Resize(ref colorBuffer.Items, newArraySize);
- }
- vertexBuffer.Count = uvBuffer.Count = colorBuffer.Count = newVertexCount;
- }
- Vector3[] vbi = vertexBuffer.Items;
- Vector2[] ubi = uvBuffer.Items;
- Color32[] cbi = colorBuffer.Items;
- if (ovc == 0) {
- for (int i = 0; i < attachmentVertexCount; i++) {
- int vi = ovc + i;
- int i2 = i << 1; // i * 2
- float x = workingVerts[i2];
- float y = workingVerts[i2 + 1];
- vbi[vi].x = x;
- vbi[vi].y = y;
- vbi[vi].z = z;
- ubi[vi].x = uvs[i2];
- ubi[vi].y = uvs[i2 + 1];
- cbi[vi] = color;
- // Calculate bounds.
- if (x < meshBoundsMin.x) meshBoundsMin.x = x;
- if (x > meshBoundsMax.x) meshBoundsMax.x = x;
- if (y < meshBoundsMin.y) meshBoundsMin.y = y;
- if (y > meshBoundsMax.y) meshBoundsMax.y = y;
- }
- } else {
- for (int i = 0; i < attachmentVertexCount; i++) {
- int vi = ovc + i;
- int i2 = i << 1; // i * 2
- float x = workingVerts[i2];
- float y = workingVerts[i2 + 1];
- vbi[vi].x = x;
- vbi[vi].y = y;
- vbi[vi].z = z;
- ubi[vi].x = uvs[i2];
- ubi[vi].y = uvs[i2 + 1];
- cbi[vi] = color;
- // Calculate bounds.
- if (x < meshBoundsMin.x) meshBoundsMin.x = x;
- else if (x > meshBoundsMax.x) meshBoundsMax.x = x;
- if (y < meshBoundsMin.y) meshBoundsMin.y = y;
- else if (y > meshBoundsMax.y) meshBoundsMax.y = y;
- }
- }
- // Add data to triangle buffer
- if (updateTriangles) {
- int oldTriangleCount = submesh.Count;
- { //submesh.Resize(oldTriangleCount + attachmentIndexCount);
- int newTriangleCount = oldTriangleCount + attachmentIndexCount;
- if (newTriangleCount > submesh.Items.Length) Array.Resize(ref submesh.Items, newTriangleCount);
- submesh.Count = newTriangleCount;
- }
- int[] submeshItems = submesh.Items;
- for (int i = 0; i < attachmentIndexCount; i++)
- submeshItems[oldTriangleCount + i] = attachmentTriangleIndices[i] + ovc;
- }
- }
- clipper.ClipEnd(slot);
- }
- clipper.ClipEnd();
- this.meshBoundsMin = meshBoundsMin;
- this.meshBoundsMax = meshBoundsMax;
- meshBoundsThickness = instruction.endSlot * zSpacing;
- // Trim or zero submesh triangles.
- int[] currentSubmeshItems = submesh.Items;
- for (int i = submesh.Count, n = currentSubmeshItems.Length; i < n; i++)
- currentSubmeshItems[i] = 0;
- submeshIndex++; // Next AddSubmesh will use a new submeshIndex value.
- }
- public void BuildMesh (SkeletonRendererInstruction instruction, bool updateTriangles) {
- SubmeshInstruction[] wsii = instruction.submeshInstructions.Items;
- for (int i = 0, n = instruction.submeshInstructions.Count; i < n; i++)
- this.AddSubmesh(wsii[i], updateTriangles);
- }
- // Use this faster method when no clipping is involved.
- public void BuildMeshWithArrays (SkeletonRendererInstruction instruction, bool updateTriangles) {
- Settings settings = this.settings;
- bool canvasGroupTintBlack = settings.tintBlack && settings.canvasGroupCompatible;
- int totalVertexCount = instruction.rawVertexCount;
- #if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
- bool linearColorSpace = QualitySettings.activeColorSpace == ColorSpace.Linear;
- #endif
- // Add data to vertex buffers
- {
- if (totalVertexCount > vertexBuffer.Items.Length) { // Manual ExposedList.Resize()
- Array.Resize(ref vertexBuffer.Items, totalVertexCount);
- Array.Resize(ref uvBuffer.Items, totalVertexCount);
- Array.Resize(ref colorBuffer.Items, totalVertexCount);
- }
- vertexBuffer.Count = uvBuffer.Count = colorBuffer.Count = totalVertexCount;
- }
- // Populate Verts
- Color32 color = default(Color32);
- int vertexIndex = 0;
- float[] tempVerts = this.tempVerts;
- Vector2 bmin = this.meshBoundsMin;
- Vector2 bmax = this.meshBoundsMax;
- Vector3[] vbi = vertexBuffer.Items;
- Vector2[] ubi = uvBuffer.Items;
- Color32[] cbi = colorBuffer.Items;
- int lastSlotIndex = 0;
- // drawOrder[endSlot] is excluded
- for (int si = 0, n = instruction.submeshInstructions.Count; si < n; si++) {
- SubmeshInstruction submesh = instruction.submeshInstructions.Items[si];
- Skeleton skeleton = submesh.skeleton;
- Slot[] drawOrderItems = skeleton.DrawOrder.Items;
- float a = skeleton.A, r = skeleton.R, g = skeleton.G, b = skeleton.B;
- int endSlot = submesh.endSlot;
- int startSlot = submesh.startSlot;
- lastSlotIndex = endSlot;
- if (settings.tintBlack) {
- Vector2 rg, b2;
- int vi = vertexIndex;
- b2.y = 1f;
- PrepareOptionalUVBuffer(ref uv2, totalVertexCount);
- PrepareOptionalUVBuffer(ref uv3, totalVertexCount);
- Vector2[] uv2i = uv2.Items;
- Vector2[] uv3i = uv3.Items;
- for (int slotIndex = startSlot; slotIndex < endSlot; slotIndex++) {
- Slot slot = drawOrderItems[slotIndex];
- if (!slot.Bone.Active
- #if SLOT_ALPHA_DISABLES_ATTACHMENT
- || slot.A == 0f
- #endif
- ) continue;
- Attachment attachment = slot.Attachment;
- rg.x = slot.R2; //r
- rg.y = slot.G2; //g
- b2.x = slot.B2; //b
- b2.y = 1.0f;
- RegionAttachment regionAttachment = attachment as RegionAttachment;
- if (regionAttachment != null) {
- if (settings.pmaVertexColors) {
- float alpha = a * slot.A * regionAttachment.A;
- bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
- #if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
- if (linearColorSpace && isAdditiveSlot)
- alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
- #endif
- rg.x *= alpha;
- rg.y *= alpha;
- b2.x *= alpha;
- b2.y = isAdditiveSlot ? 0 : alpha;
- }
- uv2i[vi] = rg; uv2i[vi + 1] = rg; uv2i[vi + 2] = rg; uv2i[vi + 3] = rg;
- uv3i[vi] = b2; uv3i[vi + 1] = b2; uv3i[vi + 2] = b2; uv3i[vi + 3] = b2;
- vi += 4;
- } else { //} if (settings.renderMeshes) {
- MeshAttachment meshAttachment = attachment as MeshAttachment;
- if (meshAttachment != null) {
- if (settings.pmaVertexColors) {
- float alpha = a * slot.A * meshAttachment.A;
- bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
- #if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
- if (linearColorSpace && isAdditiveSlot)
- alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
- #endif
- rg.x *= alpha;
- rg.y *= alpha;
- b2.x *= alpha;
- b2.y = isAdditiveSlot ? 0 : alpha;
- }
- int verticesArrayLength = meshAttachment.WorldVerticesLength;
- for (int iii = 0; iii < verticesArrayLength; iii += 2) {
- uv2i[vi] = rg;
- uv3i[vi] = b2;
- vi++;
- }
- }
- }
- }
- }
- for (int slotIndex = startSlot; slotIndex < endSlot; slotIndex++) {
- Slot slot = drawOrderItems[slotIndex];
- if (!slot.Bone.Active
- #if SLOT_ALPHA_DISABLES_ATTACHMENT
- || slot.A == 0f
- #endif
- ) continue;
- Attachment attachment = slot.Attachment;
- float z = slotIndex * settings.zSpacing;
- RegionAttachment regionAttachment = attachment as RegionAttachment;
- if (regionAttachment != null) {
- regionAttachment.ComputeWorldVertices(slot, tempVerts, 0);
- float x1 = tempVerts[RegionAttachment.BLX], y1 = tempVerts[RegionAttachment.BLY];
- float x2 = tempVerts[RegionAttachment.ULX], y2 = tempVerts[RegionAttachment.ULY];
- float x3 = tempVerts[RegionAttachment.URX], y3 = tempVerts[RegionAttachment.URY];
- float x4 = tempVerts[RegionAttachment.BRX], y4 = tempVerts[RegionAttachment.BRY];
- vbi[vertexIndex].x = x1; vbi[vertexIndex].y = y1; vbi[vertexIndex].z = z;
- vbi[vertexIndex + 1].x = x4; vbi[vertexIndex + 1].y = y4; vbi[vertexIndex + 1].z = z;
- vbi[vertexIndex + 2].x = x2; vbi[vertexIndex + 2].y = y2; vbi[vertexIndex + 2].z = z;
- vbi[vertexIndex + 3].x = x3; vbi[vertexIndex + 3].y = y3; vbi[vertexIndex + 3].z = z;
- if (settings.pmaVertexColors) {
- float alpha = a * slot.A * regionAttachment.A;
- bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
- #if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
- if (linearColorSpace && isAdditiveSlot)
- alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
- #endif
- color.a = (byte)(alpha * 255);
- color.r = (byte)(r * slot.R * regionAttachment.R * color.a);
- color.g = (byte)(g * slot.G * regionAttachment.G * color.a);
- color.b = (byte)(b * slot.B * regionAttachment.B * color.a);
- if (canvasGroupTintBlack) color.a = 255;
- else if (isAdditiveSlot) color.a = 0;
- } else {
- color.a = (byte)(a * slot.A * regionAttachment.A * 255);
- color.r = (byte)(r * slot.R * regionAttachment.R * 255);
- color.g = (byte)(g * slot.G * regionAttachment.G * 255);
- color.b = (byte)(b * slot.B * regionAttachment.B * 255);
- }
- cbi[vertexIndex] = color; cbi[vertexIndex + 1] = color; cbi[vertexIndex + 2] = color; cbi[vertexIndex + 3] = color;
- float[] regionUVs = regionAttachment.UVs;
- ubi[vertexIndex].x = regionUVs[RegionAttachment.BLX]; ubi[vertexIndex].y = regionUVs[RegionAttachment.BLY];
- ubi[vertexIndex + 1].x = regionUVs[RegionAttachment.BRX]; ubi[vertexIndex + 1].y = regionUVs[RegionAttachment.BRY];
- ubi[vertexIndex + 2].x = regionUVs[RegionAttachment.ULX]; ubi[vertexIndex + 2].y = regionUVs[RegionAttachment.ULY];
- ubi[vertexIndex + 3].x = regionUVs[RegionAttachment.URX]; ubi[vertexIndex + 3].y = regionUVs[RegionAttachment.URY];
- if (x1 < bmin.x) bmin.x = x1; // Potential first attachment bounds initialization. Initial min should not block initial max. Same for Y below.
- if (x1 > bmax.x) bmax.x = x1;
- if (x2 < bmin.x) bmin.x = x2;
- else if (x2 > bmax.x) bmax.x = x2;
- if (x3 < bmin.x) bmin.x = x3;
- else if (x3 > bmax.x) bmax.x = x3;
- if (x4 < bmin.x) bmin.x = x4;
- else if (x4 > bmax.x) bmax.x = x4;
- if (y1 < bmin.y) bmin.y = y1;
- if (y1 > bmax.y) bmax.y = y1;
- if (y2 < bmin.y) bmin.y = y2;
- else if (y2 > bmax.y) bmax.y = y2;
- if (y3 < bmin.y) bmin.y = y3;
- else if (y3 > bmax.y) bmax.y = y3;
- if (y4 < bmin.y) bmin.y = y4;
- else if (y4 > bmax.y) bmax.y = y4;
- vertexIndex += 4;
- } else { //if (settings.renderMeshes) {
- MeshAttachment meshAttachment = attachment as MeshAttachment;
- if (meshAttachment != null) {
- int verticesArrayLength = meshAttachment.WorldVerticesLength;
- if (tempVerts.Length < verticesArrayLength) this.tempVerts = tempVerts = new float[verticesArrayLength];
- meshAttachment.ComputeWorldVertices(slot, tempVerts);
- if (settings.pmaVertexColors) {
- float alpha = a * slot.A * meshAttachment.A;
- bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
- #if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
- if (linearColorSpace && isAdditiveSlot)
- alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
- #endif
- color.a = (byte)(alpha * 255);
- color.r = (byte)(r * slot.R * meshAttachment.R * color.a);
- color.g = (byte)(g * slot.G * meshAttachment.G * color.a);
- color.b = (byte)(b * slot.B * meshAttachment.B * color.a);
- if (canvasGroupTintBlack) color.a = 255;
- else if (isAdditiveSlot) color.a = 0;
- } else {
- color.a = (byte)(a * slot.A * meshAttachment.A * 255);
- color.r = (byte)(r * slot.R * meshAttachment.R * 255);
- color.g = (byte)(g * slot.G * meshAttachment.G * 255);
- color.b = (byte)(b * slot.B * meshAttachment.B * 255);
- }
- float[] attachmentUVs = meshAttachment.UVs;
- // Potential first attachment bounds initialization. See conditions in RegionAttachment logic.
- if (vertexIndex == 0) {
- // Initial min should not block initial max.
- // vi == vertexIndex does not always mean the bounds are fresh. It could be a submesh. Do not nuke old values by omitting the check.
- // Should know that this is the first attachment in the submesh. slotIndex == startSlot could be an empty slot.
- float fx = tempVerts[0], fy = tempVerts[1];
- if (fx < bmin.x) bmin.x = fx;
- if (fx > bmax.x) bmax.x = fx;
- if (fy < bmin.y) bmin.y = fy;
- if (fy > bmax.y) bmax.y = fy;
- }
- for (int iii = 0; iii < verticesArrayLength; iii += 2) {
- float x = tempVerts[iii], y = tempVerts[iii + 1];
- vbi[vertexIndex].x = x; vbi[vertexIndex].y = y; vbi[vertexIndex].z = z;
- cbi[vertexIndex] = color; ubi[vertexIndex].x = attachmentUVs[iii]; ubi[vertexIndex].y = attachmentUVs[iii + 1];
- if (x < bmin.x) bmin.x = x;
- else if (x > bmax.x) bmax.x = x;
- if (y < bmin.y) bmin.y = y;
- else if (y > bmax.y) bmax.y = y;
- vertexIndex++;
- }
- }
- }
- }
- }
- this.meshBoundsMin = bmin;
- this.meshBoundsMax = bmax;
- this.meshBoundsThickness = lastSlotIndex * settings.zSpacing;
- int submeshInstructionCount = instruction.submeshInstructions.Count;
- submeshes.Count = submeshInstructionCount;
- // Add triangles
- if (updateTriangles) {
- // Match submesh buffers count with submeshInstruction count.
- if (this.submeshes.Items.Length < submeshInstructionCount) {
- this.submeshes.Resize(submeshInstructionCount);
- for (int i = 0, n = submeshInstructionCount; i < n; i++) {
- ExposedList<int> submeshBuffer = this.submeshes.Items[i];
- if (submeshBuffer == null)
- this.submeshes.Items[i] = new ExposedList<int>();
- else
- submeshBuffer.Clear(false);
- }
- }
- SubmeshInstruction[] submeshInstructionsItems = instruction.submeshInstructions.Items; // This relies on the resize above.
- // Fill the buffers.
- int attachmentFirstVertex = 0;
- for (int smbi = 0; smbi < submeshInstructionCount; smbi++) {
- SubmeshInstruction submeshInstruction = submeshInstructionsItems[smbi];
- ExposedList<int> currentSubmeshBuffer = this.submeshes.Items[smbi];
- { //submesh.Resize(submesh.rawTriangleCount);
- int newTriangleCount = submeshInstruction.rawTriangleCount;
- if (newTriangleCount > currentSubmeshBuffer.Items.Length)
- Array.Resize(ref currentSubmeshBuffer.Items, newTriangleCount);
- else if (newTriangleCount < currentSubmeshBuffer.Items.Length) {
- // Zero the extra.
- int[] sbi = currentSubmeshBuffer.Items;
- for (int ei = newTriangleCount, nn = sbi.Length; ei < nn; ei++)
- sbi[ei] = 0;
- }
- currentSubmeshBuffer.Count = newTriangleCount;
- }
- int[] tris = currentSubmeshBuffer.Items;
- int triangleIndex = 0;
- Skeleton skeleton = submeshInstruction.skeleton;
- Slot[] drawOrderItems = skeleton.DrawOrder.Items;
- for (int slotIndex = submeshInstruction.startSlot, endSlot = submeshInstruction.endSlot; slotIndex < endSlot; slotIndex++) {
- Slot slot = drawOrderItems[slotIndex];
- if (!slot.Bone.Active
- #if SLOT_ALPHA_DISABLES_ATTACHMENT
- || slot.A == 0f
- #endif
- ) continue;
- Attachment attachment = drawOrderItems[slotIndex].Attachment;
- if (attachment is RegionAttachment) {
- tris[triangleIndex] = attachmentFirstVertex;
- tris[triangleIndex + 1] = attachmentFirstVertex + 2;
- tris[triangleIndex + 2] = attachmentFirstVertex + 1;
- tris[triangleIndex + 3] = attachmentFirstVertex + 2;
- tris[triangleIndex + 4] = attachmentFirstVertex + 3;
- tris[triangleIndex + 5] = attachmentFirstVertex + 1;
- triangleIndex += 6;
- attachmentFirstVertex += 4;
- continue;
- }
- MeshAttachment meshAttachment = attachment as MeshAttachment;
- if (meshAttachment != null) {
- int[] attachmentTriangles = meshAttachment.Triangles;
- for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++)
- tris[triangleIndex] = attachmentFirstVertex + attachmentTriangles[ii];
- attachmentFirstVertex += meshAttachment.WorldVerticesLength >> 1; // length/2;
- }
- }
- }
- }
- }
- public void ScaleVertexData (float scale) {
- Vector3[] vbi = vertexBuffer.Items;
- for (int i = 0, n = vertexBuffer.Count; i < n; i++) {
- #if MANUALLY_INLINE_VECTOR_OPERATORS
- vbi[i].x *= scale;
- vbi[i].y *= scale;
- vbi[i].z *= scale;
- #else
- vbi[i] *= scale;
- #endif
- }
- meshBoundsMin *= scale;
- meshBoundsMax *= scale;
- meshBoundsThickness *= scale;
- }
- public void ScaleAndOffsetVertexData (float scale, Vector2 offset2D) {
- Vector3 offset = new Vector3(offset2D.x, offset2D.y);
- Vector3[] vbi = vertexBuffer.Items;
- for (int i = 0, n = vertexBuffer.Count; i < n; i++) {
- #if MANUALLY_INLINE_VECTOR_OPERATORS
- vbi[i].x = vbi[i].x * scale + offset.x;
- vbi[i].y = vbi[i].y * scale + offset.y;
- vbi[i].z = vbi[i].z * scale + offset.z;
- #else
- vbi[i] = vbi[i] * scale + offset;
- #endif
- }
- meshBoundsMin *= scale;
- meshBoundsMax *= scale;
- meshBoundsMin += offset2D;
- meshBoundsMax += offset2D;
- meshBoundsThickness *= scale;
- }
- public Bounds GetMeshBounds () {
- if (float.IsInfinity(meshBoundsMin.x)) { // meshBoundsMin.x == BoundsMinDefault // == doesn't work on float Infinity constants.
- return new Bounds();
- } else {
- //mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);
- float halfWidth = (meshBoundsMax.x - meshBoundsMin.x) * 0.5f;
- float halfHeight = (meshBoundsMax.y - meshBoundsMin.y) * 0.5f;
- return new Bounds {
- center = new Vector3(meshBoundsMin.x + halfWidth, meshBoundsMin.y + halfHeight),
- extents = new Vector3(halfWidth, halfHeight, meshBoundsThickness * 0.5f)
- };
- }
- }
- void AddAttachmentTintBlack (float r2, float g2, float b2, float a, int vertexCount) {
- Vector2 rg = new Vector2(r2, g2);
- Vector2 bo = new Vector2(b2, a);
- int ovc = vertexBuffer.Count;
- int newVertexCount = ovc + vertexCount;
- PrepareOptionalUVBuffer(ref uv2, newVertexCount);
- PrepareOptionalUVBuffer(ref uv3, newVertexCount);
- Vector2[] uv2i = uv2.Items;
- Vector2[] uv3i = uv3.Items;
- for (int i = 0; i < vertexCount; i++) {
- uv2i[ovc + i] = rg;
- uv3i[ovc + i] = bo;
- }
- }
- void PrepareOptionalUVBuffer (ref ExposedList<Vector2> uvBuffer, int vertexCount) {
- if (uvBuffer == null) {
- uvBuffer = new ExposedList<Vector2>();
- }
- if (vertexCount > uvBuffer.Items.Length) { // Manual ExposedList.Resize()
- Array.Resize(ref uvBuffer.Items, vertexCount);
- }
- uvBuffer.Count = vertexCount;
- }
- void ResizeOptionalUVBuffer (ref ExposedList<Vector2> uvBuffer, int vertexCount) {
- if (uvBuffer != null) {
- if (vertexCount != uvBuffer.Items.Length) {
- Array.Resize(ref uvBuffer.Items, vertexCount);
- uvBuffer.Count = vertexCount;
- }
- }
- }
- #endregion
- #region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh
- public void FillVertexData (Mesh mesh) {
- Vector3[] vbi = vertexBuffer.Items;
- Vector2[] ubi = uvBuffer.Items;
- Color32[] cbi = colorBuffer.Items;
- int vbiLength = vbi.Length;
- // Zero the extra.
- {
- int listCount = vertexBuffer.Count;
- Vector3 vector3zero = Vector3.zero;
- for (int i = listCount; i < vbiLength; i++)
- vbi[i] = vector3zero;
- }
- // Set the vertex buffer.
- {
- mesh.vertices = vbi;
- mesh.uv = ubi;
- mesh.colors32 = cbi;
- mesh.bounds = GetMeshBounds();
- }
- {
- if (settings.addNormals) {
- int oldLength = 0;
- if (normals == null)
- normals = new Vector3[vbiLength];
- else
- oldLength = normals.Length;
- if (oldLength != vbiLength) {
- Array.Resize(ref this.normals, vbiLength);
- Vector3[] localNormals = this.normals;
- for (int i = oldLength; i < vbiLength; i++) localNormals[i] = Vector3.back;
- }
- mesh.normals = this.normals;
- }
- // Sometimes, the vertex buffer becomes smaller. We need to trim the size of
- // the uv2 and uv3 buffers (used for tint black) to match.
- ResizeOptionalUVBuffer(ref uv2, vbiLength);
- ResizeOptionalUVBuffer(ref uv3, vbiLength);
- mesh.uv2 = this.uv2 == null ? null : this.uv2.Items;
- mesh.uv3 = this.uv3 == null ? null : this.uv3.Items;
- }
- }
- public void FillLateVertexData (Mesh mesh) {
- if (settings.calculateTangents) {
- int vertexCount = this.vertexBuffer.Count;
- ExposedList<int>[] sbi = submeshes.Items;
- int submeshCount = submeshes.Count;
- Vector3[] vbi = vertexBuffer.Items;
- Vector2[] ubi = uvBuffer.Items;
- MeshGenerator.SolveTangents2DEnsureSize(ref this.tangents, ref this.tempTanBuffer, vertexCount, vbi.Length);
- for (int i = 0; i < submeshCount; i++) {
- int[] submesh = sbi[i].Items;
- int triangleCount = sbi[i].Count;
- MeshGenerator.SolveTangents2DTriangles(this.tempTanBuffer, submesh, triangleCount, vbi, ubi, vertexCount);
- }
- MeshGenerator.SolveTangents2DBuffer(this.tangents, this.tempTanBuffer, vertexCount);
- mesh.tangents = this.tangents;
- }
- }
- public void FillTriangles (Mesh mesh) {
- int submeshCount = submeshes.Count;
- ExposedList<int>[] submeshesItems = submeshes.Items;
- mesh.subMeshCount = submeshCount;
- for (int i = 0; i < submeshCount; i++)
- #if MESH_SET_TRIANGLES_PROVIDES_LENGTH_PARAM
- mesh.SetTriangles(submeshesItems[i].Items, 0, submeshesItems[i].Count, i, false);
- #else
- mesh.SetTriangles(submeshesItems[i].Items, i, false);
- #endif
- }
- #endregion
- public void EnsureVertexCapacity (int minimumVertexCount, bool inlcudeTintBlack = false, bool includeTangents = false, bool includeNormals = false) {
- if (minimumVertexCount > vertexBuffer.Items.Length) {
- Array.Resize(ref vertexBuffer.Items, minimumVertexCount);
- Array.Resize(ref uvBuffer.Items, minimumVertexCount);
- Array.Resize(ref colorBuffer.Items, minimumVertexCount);
- if (inlcudeTintBlack) {
- if (uv2 == null) {
- uv2 = new ExposedList<Vector2>(minimumVertexCount);
- uv3 = new ExposedList<Vector2>(minimumVertexCount);
- }
- uv2.Resize(minimumVertexCount);
- uv3.Resize(minimumVertexCount);
- }
- if (includeNormals) {
- if (normals == null)
- normals = new Vector3[minimumVertexCount];
- else
- Array.Resize(ref normals, minimumVertexCount);
- }
- if (includeTangents) {
- if (tangents == null)
- tangents = new Vector4[minimumVertexCount];
- else
- Array.Resize(ref tangents, minimumVertexCount);
- }
- }
- }
- /// <summary>Trims internal buffers to reduce the resulting mesh data stream size.</summary>
- public void TrimExcess () {
- vertexBuffer.TrimExcess();
- uvBuffer.TrimExcess();
- colorBuffer.TrimExcess();
- if (uv2 != null) uv2.TrimExcess();
- if (uv3 != null) uv3.TrimExcess();
- int vbiLength = vertexBuffer.Items.Length;
- if (normals != null) Array.Resize(ref normals, vbiLength);
- if (tangents != null) Array.Resize(ref tangents, vbiLength);
- }
- #region TangentSolver2D
- // Thanks to contributions from forum user ToddRivers
- /// <summary>Step 1 of solving tangents. Ensure you have buffers of the correct size.</summary>
- /// <param name="tangentBuffer">Eventual Vector4[] tangent buffer to assign to Mesh.tangents.</param>
- /// <param name="tempTanBuffer">Temporary Vector2 buffer for calculating directions.</param>
- /// <param name="vertexCount">Number of vertices that require tangents (or the size of the vertex array)</param>
- internal static void SolveTangents2DEnsureSize (ref Vector4[] tangentBuffer, ref Vector2[] tempTanBuffer, int vertexCount, int vertexBufferLength) {
- if (tangentBuffer == null || tangentBuffer.Length != vertexBufferLength)
- tangentBuffer = new Vector4[vertexBufferLength];
- if (tempTanBuffer == null || tempTanBuffer.Length < vertexCount * 2)
- tempTanBuffer = new Vector2[vertexCount * 2]; // two arrays in one.
- }
- /// <summary>Step 2 of solving tangents. Fills (part of) a temporary tangent-solution buffer based on the vertices and uvs defined by a submesh's triangle buffer. Only needs to be called once for single-submesh meshes.</summary>
- /// <param name="tempTanBuffer">A temporary Vector3[] for calculating tangents.</param>
- /// <param name="vertices">The mesh's current vertex position buffer.</param>
- /// <param name="triangles">The mesh's current triangles buffer.</param>
- /// <param name="uvs">The mesh's current uvs buffer.</param>
- /// <param name="vertexCount">Number of vertices that require tangents (or the size of the vertex array)</param>
- /// <param name = "triangleCount">The number of triangle indexes in the triangle array to be used.</param>
- internal static void SolveTangents2DTriangles (Vector2[] tempTanBuffer, int[] triangles, int triangleCount, Vector3[] vertices, Vector2[] uvs, int vertexCount) {
- Vector2 sdir;
- Vector2 tdir;
- for (int t = 0; t < triangleCount; t += 3) {
- int i1 = triangles[t + 0];
- int i2 = triangles[t + 1];
- int i3 = triangles[t + 2];
- Vector3 v1 = vertices[i1];
- Vector3 v2 = vertices[i2];
- Vector3 v3 = vertices[i3];
- Vector2 w1 = uvs[i1];
- Vector2 w2 = uvs[i2];
- Vector2 w3 = uvs[i3];
- float x1 = v2.x - v1.x;
- float x2 = v3.x - v1.x;
- float y1 = v2.y - v1.y;
- float y2 = v3.y - v1.y;
- float s1 = w2.x - w1.x;
- float s2 = w3.x - w1.x;
- float t1 = w2.y - w1.y;
- float t2 = w3.y - w1.y;
- float div = s1 * t2 - s2 * t1;
- float r = (div == 0f) ? 0f : 1f / div;
- sdir.x = (t2 * x1 - t1 * x2) * r;
- sdir.y = (t2 * y1 - t1 * y2) * r;
- tempTanBuffer[i1] = tempTanBuffer[i2] = tempTanBuffer[i3] = sdir;
- tdir.x = (s1 * x2 - s2 * x1) * r;
- tdir.y = (s1 * y2 - s2 * y1) * r;
- tempTanBuffer[vertexCount + i1] = tempTanBuffer[vertexCount + i2] = tempTanBuffer[vertexCount + i3] = tdir;
- }
- }
- /// <summary>Step 3 of solving tangents. Fills a Vector4[] tangents array according to values calculated in step 2.</summary>
- /// <param name="tangents">A Vector4[] that will eventually be used to set Mesh.tangents</param>
- /// <param name="tempTanBuffer">A temporary Vector3[] for calculating tangents.</param>
- /// <param name="vertexCount">Number of vertices that require tangents (or the size of the vertex array)</param>
- internal static void SolveTangents2DBuffer (Vector4[] tangents, Vector2[] tempTanBuffer, int vertexCount) {
- Vector4 tangent;
- tangent.z = 0;
- for (int i = 0; i < vertexCount; ++i) {
- Vector2 t = tempTanBuffer[i];
- // t.Normalize() (aggressively inlined). Even better if offloaded to GPU via vertex shader.
- float magnitude = Mathf.Sqrt(t.x * t.x + t.y * t.y);
- if (magnitude > 1E-05) {
- float reciprocalMagnitude = 1f / magnitude;
- t.x *= reciprocalMagnitude;
- t.y *= reciprocalMagnitude;
- }
- Vector2 t2 = tempTanBuffer[vertexCount + i];
- tangent.x = t.x;
- tangent.y = t.y;
- //tangent.z = 0;
- tangent.w = (t.y * t2.x > t.x * t2.y) ? 1 : -1; // 2D direction calculation. Used for binormals.
- tangents[i] = tangent;
- }
- }
- #endregion
- #region AttachmentRendering
- static List<Vector3> AttachmentVerts = new List<Vector3>();
- static List<Vector2> AttachmentUVs = new List<Vector2>();
- static List<Color32> AttachmentColors32 = new List<Color32>();
- static List<int> AttachmentIndices = new List<int>();
- /// <summary>Fills mesh vertex data to render a RegionAttachment.</summary>
- public static void FillMeshLocal (Mesh mesh, RegionAttachment regionAttachment) {
- if (mesh == null) return;
- if (regionAttachment == null) return;
- AttachmentVerts.Clear();
- float[] offsets = regionAttachment.Offset;
- AttachmentVerts.Add(new Vector3(offsets[RegionAttachment.BLX], offsets[RegionAttachment.BLY]));
- AttachmentVerts.Add(new Vector3(offsets[RegionAttachment.ULX], offsets[RegionAttachment.ULY]));
- AttachmentVerts.Add(new Vector3(offsets[RegionAttachment.URX], offsets[RegionAttachment.URY]));
- AttachmentVerts.Add(new Vector3(offsets[RegionAttachment.BRX], offsets[RegionAttachment.BRY]));
- AttachmentUVs.Clear();
- float[] uvs = regionAttachment.UVs;
- AttachmentUVs.Add(new Vector2(uvs[RegionAttachment.ULX], uvs[RegionAttachment.ULY]));
- AttachmentUVs.Add(new Vector2(uvs[RegionAttachment.URX], uvs[RegionAttachment.URY]));
- AttachmentUVs.Add(new Vector2(uvs[RegionAttachment.BRX], uvs[RegionAttachment.BRY]));
- AttachmentUVs.Add(new Vector2(uvs[RegionAttachment.BLX], uvs[RegionAttachment.BLY]));
- AttachmentColors32.Clear();
- Color32 c = (Color32)(new Color(regionAttachment.R, regionAttachment.G, regionAttachment.B, regionAttachment.A));
- for (int i = 0; i < 4; i++)
- AttachmentColors32.Add(c);
- AttachmentIndices.Clear();
- AttachmentIndices.AddRange(new[] { 0, 2, 1, 0, 3, 2 });
- mesh.Clear();
- mesh.name = regionAttachment.Name;
- mesh.SetVertices(AttachmentVerts);
- mesh.SetUVs(0, AttachmentUVs);
- mesh.SetColors(AttachmentColors32);
- mesh.SetTriangles(AttachmentIndices, 0);
- mesh.RecalculateBounds();
- AttachmentVerts.Clear();
- AttachmentUVs.Clear();
- AttachmentColors32.Clear();
- AttachmentIndices.Clear();
- }
- public static void FillMeshLocal (Mesh mesh, MeshAttachment meshAttachment, SkeletonData skeletonData) {
- if (mesh == null) return;
- if (meshAttachment == null) return;
- int vertexCount = meshAttachment.WorldVerticesLength / 2;
- AttachmentVerts.Clear();
- if (meshAttachment.IsWeighted()) {
- int count = meshAttachment.WorldVerticesLength;
- int[] meshAttachmentBones = meshAttachment.Bones;
- int v = 0;
- float[] vertices = meshAttachment.Vertices;
- for (int w = 0, b = 0; w < count; w += 2) {
- float wx = 0, wy = 0;
- int n = meshAttachmentBones[v++];
- n += v;
- for (; v < n; v++, b += 3) {
- BoneMatrix bm = BoneMatrix.CalculateSetupWorld(skeletonData.Bones.Items[meshAttachmentBones[v]]);
- float vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
- wx += (vx * bm.a + vy * bm.b + bm.x) * weight;
- wy += (vx * bm.c + vy * bm.d + bm.y) * weight;
- }
- AttachmentVerts.Add(new Vector3(wx, wy));
- }
- } else {
- float[] localVerts = meshAttachment.Vertices;
- Vector3 pos = default(Vector3);
- for (int i = 0; i < vertexCount; i++) {
- int ii = i * 2;
- pos.x = localVerts[ii];
- pos.y = localVerts[ii + 1];
- AttachmentVerts.Add(pos);
- }
- }
- float[] uvs = meshAttachment.UVs;
- Vector2 uv = default(Vector2);
- Color32 c = (Color32)(new Color(meshAttachment.R, meshAttachment.G, meshAttachment.B, meshAttachment.A));
- AttachmentUVs.Clear();
- AttachmentColors32.Clear();
- for (int i = 0; i < vertexCount; i++) {
- int ii = i * 2;
- uv.x = uvs[ii];
- uv.y = uvs[ii + 1];
- AttachmentUVs.Add(uv);
- AttachmentColors32.Add(c);
- }
- AttachmentIndices.Clear();
- AttachmentIndices.AddRange(meshAttachment.Triangles);
- mesh.Clear();
- mesh.name = meshAttachment.Name;
- mesh.SetVertices(AttachmentVerts);
- mesh.SetUVs(0, AttachmentUVs);
- mesh.SetColors(AttachmentColors32);
- mesh.SetTriangles(AttachmentIndices, 0);
- mesh.RecalculateBounds();
- AttachmentVerts.Clear();
- AttachmentUVs.Clear();
- AttachmentColors32.Clear();
- AttachmentIndices.Clear();
- }
- #endregion
- }
- }
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