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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_2017_2_OR_NEWER
#define HAS_VECTOR2INT
#endif
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UI;
namespace Spine.Unity.Examples {
/// <summary>
/// When enabled, this component renders a skeleton to a RenderTexture and
/// then draws this RenderTexture at a UI SkeletonSubmeshGraphic quad of the same size.
/// This allows changing transparency at a single quad, which produces a more
/// natural fadeout effect.
/// Note: It is recommended to keep this component disabled as much as possible
/// because of the additional rendering overhead. Only enable it when alpha blending is required.
/// </summary>
[RequireComponent(typeof(SkeletonGraphic))]
public class SkeletonGraphicRenderTexture : SkeletonRenderTextureBase {
#if HAS_VECTOR2INT
[System.Serializable]
public struct TextureMaterialPair {
public Texture texture;
public Material material;
public TextureMaterialPair (Texture texture, Material material) {
this.texture = texture;
this.material = material;
}
}
public RectTransform customRenderRect;
protected SkeletonGraphic skeletonGraphic;
public List<TextureMaterialPair> meshRendererMaterialForTexture = new List<TextureMaterialPair>();
protected CanvasRenderer quadCanvasRenderer;
protected SkeletonSubmeshGraphic quadMaskableGraphic;
protected readonly Vector3[] worldCorners = new Vector3[4];
public void ResetMeshRendererMaterials () {
meshRendererMaterialForTexture.Clear();
AtlasAssetBase[] atlasAssets = skeletonGraphic.SkeletonDataAsset.atlasAssets;
for (int i = 0; i < atlasAssets.Length; ++i) {
foreach (Material material in atlasAssets[i].Materials) {
if (material.mainTexture != null) {
meshRendererMaterialForTexture.Add(
new TextureMaterialPair(material.mainTexture, material));
}
}
}
}
protected override void Awake () {
base.Awake();
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
if (targetCamera == null) {
targetCamera = skeletonGraphic.canvas.worldCamera;
if (targetCamera == null)
targetCamera = Camera.main;
}
CreateQuadChild();
}
void CreateQuadChild () {
quad = new GameObject(this.name + " RenderTexture", typeof(CanvasRenderer), typeof(SkeletonSubmeshGraphic));
quad.transform.SetParent(this.transform.parent, false);
quadCanvasRenderer = quad.GetComponent<CanvasRenderer>();
quadMaskableGraphic = quad.GetComponent<SkeletonSubmeshGraphic>();
quadMesh = new Mesh();
quadMesh.MarkDynamic();
quadMesh.name = "RenderTexture Quad";
quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
if (quadMaterial == null) {
quadMaterial = new Material(Shader.Find("Spine/SkeletonGraphic"));
quadMaterial.EnableKeyword("_CANVAS_GROUP_COMPATIBLE");
}
}
void Reset () {
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
ResetMeshRendererMaterials();
#if UNITY_EDITOR
string[] assets = UnityEditor.AssetDatabase.FindAssets("t:material RenderQuadGraphicMaterial");
if (assets.Length > 0) {
string materialPath = UnityEditor.AssetDatabase.GUIDToAssetPath(assets[0]);
quadMaterial = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(materialPath);
}
#endif
}
void OnEnable () {
skeletonGraphic.OnInstructionsPrepared += PrepareQuad;
skeletonGraphic.AssignMeshOverrideSingleRenderer += RenderSingleMeshToRenderTexture;
skeletonGraphic.AssignMeshOverrideMultipleRenderers += RenderMultipleMeshesToRenderTexture;
skeletonGraphic.disableMeshAssignmentOnOverride = true;
skeletonGraphic.OnMeshAndMaterialsUpdated += RenderOntoQuad;
skeletonGraphic.OnAnimationRebuild += OnRebuild;
List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
for (int i = 0; i < canvasRenderers.Count; ++i)
canvasRenderers[i].cull = true;
if (quadCanvasRenderer)
quadCanvasRenderer.gameObject.SetActive(true);
}
void OnDisable () {
skeletonGraphic.OnInstructionsPrepared -= PrepareQuad;
skeletonGraphic.AssignMeshOverrideSingleRenderer -= RenderSingleMeshToRenderTexture;
skeletonGraphic.AssignMeshOverrideMultipleRenderers -= RenderMultipleMeshesToRenderTexture;
skeletonGraphic.disableMeshAssignmentOnOverride = false;
skeletonGraphic.OnMeshAndMaterialsUpdated -= RenderOntoQuad;
skeletonGraphic.OnAnimationRebuild -= OnRebuild;
List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
for (int i = 0; i < canvasRenderers.Count; ++i)
canvasRenderers[i].cull = false;
if (quadCanvasRenderer)
quadCanvasRenderer.gameObject.SetActive(false);
if (renderTexture)
RenderTexture.ReleaseTemporary(renderTexture);
allocatedRenderTextureSize = Vector2Int.zero;
}
void PrepareQuad (SkeletonRendererInstruction instruction) {
PrepareForMesh();
SetupQuad();
}
void RenderOntoQuad (SkeletonGraphic skeletonRenderer) {
AssignAtQuad();
}
void OnRebuild (ISkeletonAnimation skeletonGraphic) {
ResetMeshRendererMaterials();
}
protected void PrepareForMesh () {
// We need to get the min/max of all four corners, rotation of the skeleton
// in combination with perspective projection otherwise might lead to incorrect
// screen space min/max.
RectTransform rectTransform = customRenderRect ? customRenderRect : skeletonGraphic.rectTransform;
rectTransform.GetWorldCorners(worldCorners);
RenderMode canvasRenderMode = skeletonGraphic.canvas.renderMode;
Vector3 screenCorner0, screenCorner1, screenCorner2, screenCorner3;
// note: world corners are ordered bottom left, top left, top right, bottom right.
// This corresponds to 0, 3, 1, 2 in our desired order.
if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
screenCorner0 = worldCorners[0];
screenCorner1 = worldCorners[3];
screenCorner2 = worldCorners[1];
screenCorner3 = worldCorners[2];
} else {
screenCorner0 = targetCamera.WorldToScreenPoint(worldCorners[0]);
screenCorner1 = targetCamera.WorldToScreenPoint(worldCorners[3]);
screenCorner2 = targetCamera.WorldToScreenPoint(worldCorners[1]);
screenCorner3 = targetCamera.WorldToScreenPoint(worldCorners[2]);
}
// To avoid perspective distortion when rotated, we project all vertices
// onto a plane parallel to the view frustum near plane.
// Avoids the requirement of 'noperspective' vertex attribute interpolation modifier in shaders.
float averageScreenDepth = (screenCorner0.z + screenCorner1.z + screenCorner2.z + screenCorner3.z) / 4.0f;
screenCorner0.z = screenCorner1.z = screenCorner2.z = screenCorner3.z = averageScreenDepth;
if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
worldCornerNoDistortion0 = screenCorner0;
worldCornerNoDistortion1 = screenCorner1;
worldCornerNoDistortion2 = screenCorner2;
worldCornerNoDistortion3 = screenCorner3;
} else {
worldCornerNoDistortion0 = targetCamera.ScreenToWorldPoint(screenCorner0);
worldCornerNoDistortion1 = targetCamera.ScreenToWorldPoint(screenCorner1);
worldCornerNoDistortion2 = targetCamera.ScreenToWorldPoint(screenCorner2);
worldCornerNoDistortion3 = targetCamera.ScreenToWorldPoint(screenCorner3);
}
Vector3 screenSpaceMin, screenSpaceMax;
PrepareTextureMapping(out screenSpaceMin, out screenSpaceMax,
screenCorner0, screenCorner1, screenCorner2, screenCorner3);
PrepareCommandBuffer(targetCamera, screenSpaceMin, screenSpaceMax);
}
protected Material MeshRendererMaterialForTexture (Texture texture) {
return meshRendererMaterialForTexture.Find(x => x.texture == texture).material;
}
protected void RenderSingleMeshToRenderTexture (Mesh mesh, Material graphicMaterial, Texture texture) {
if (mesh.subMeshCount == 0) return;
Material meshRendererMaterial = MeshRendererMaterialForTexture(texture);
foreach (int shaderPass in shaderPasses)
commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, shaderPass);
Graphics.ExecuteCommandBuffer(commandBuffer);
}
protected void RenderMultipleMeshesToRenderTexture (int meshCount,
Mesh[] meshes, Material[] graphicMaterials, Texture[] textures) {
for (int i = 0; i < meshCount; ++i) {
Mesh mesh = meshes[i];
if (mesh.subMeshCount == 0) continue;
Material meshRendererMaterial = MeshRendererMaterialForTexture(textures[i]);
foreach (int shaderPass in shaderPasses)
commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, shaderPass);
}
Graphics.ExecuteCommandBuffer(commandBuffer);
}
protected void SetupQuad () {
quadCanvasRenderer.SetMaterial(quadMaterial, this.renderTexture);
quadMaskableGraphic.color = color;
quadCanvasRenderer.SetColor(color);
RectTransform srcRectTransform = skeletonGraphic.rectTransform;
RectTransform dstRectTransform = quadMaskableGraphic.rectTransform;
dstRectTransform.anchorMin = srcRectTransform.anchorMin;
dstRectTransform.anchorMax = srcRectTransform.anchorMax;
dstRectTransform.anchoredPosition = srcRectTransform.anchoredPosition;
dstRectTransform.pivot = srcRectTransform.pivot;
dstRectTransform.localScale = srcRectTransform.localScale;
dstRectTransform.sizeDelta = srcRectTransform.sizeDelta;
dstRectTransform.rotation = srcRectTransform.rotation;
}
protected void PrepareCommandBuffer (Camera targetCamera, Vector3 screenSpaceMin, Vector3 screenSpaceMax) {
commandBuffer.Clear();
commandBuffer.SetRenderTarget(renderTexture);
commandBuffer.ClearRenderTarget(true, true, Color.clear);
Vector2 targetViewportSize = new Vector2(
screenSpaceMax.x - screenSpaceMin.x,
screenSpaceMax.y - screenSpaceMin.y);
RenderMode canvasRenderMode = skeletonGraphic.canvas.renderMode;
if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
Rect canvasRect = skeletonGraphic.canvas.pixelRect;
canvasRect.x += screenSpaceMin.x;
canvasRect.y += screenSpaceMin.y;
canvasRect.width = targetViewportSize.x;
canvasRect.height = targetViewportSize.y;
Matrix4x4 projectionMatrix = Matrix4x4.Ortho(
canvasRect.x, canvasRect.x + canvasRect.width,
canvasRect.y, canvasRect.y + canvasRect.height,
float.MinValue, float.MaxValue);
commandBuffer.SetViewMatrix(Matrix4x4.identity);
commandBuffer.SetProjectionMatrix(projectionMatrix);
} else {
commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
Matrix4x4 projectionMatrix = CalculateProjectionMatrix(targetCamera,
screenSpaceMin, screenSpaceMax, skeletonGraphic.canvas.pixelRect.size);
commandBuffer.SetProjectionMatrix(projectionMatrix);
}
Rect viewportRect = new Rect(Vector2.zero, targetViewportSize * downScaleFactor);
commandBuffer.SetViewport(viewportRect);
}
protected override void AssignMeshAtRenderer () {
quadCanvasRenderer.SetMesh(quadMesh);
}
#endif // HAS_VECTOR2INT
}
}