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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;
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;
public Material quadMaterial;
protected Mesh quadMesh;
public RenderTexture renderTexture;
public Camera targetCamera;
[Tooltip("Shader passes to render to the RenderTexture. E.g. set the first element " +
"to -1 to render all shader passes, or set it to 0 to only render the first " +
"shader pass, which may be required when using URP or shadow-casting shaders.")]
public int[] shaderPasses = new int[1] { 0 };
protected CommandBuffer commandBuffer;
protected Vector2Int screenSize;
protected Vector2Int usedRenderTextureSize;
protected Vector2Int allocatedRenderTextureSize;
protected Vector2 downScaleFactor = Vector2.one;
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);
screenSize = new Vector2Int(Math.Abs((int)screenSpaceMax.x - (int)screenSpaceMin.x),
Math.Abs((int)screenSpaceMax.y - (int)screenSpaceMin.y));
usedRenderTextureSize = new Vector2Int(
Math.Min(maxRenderTextureSize, screenSize.x),
Math.Min(maxRenderTextureSize, screenSize.y));
downScaleFactor = new Vector2(
(float)usedRenderTextureSize.x / (float)screenSize.x,
(float)usedRenderTextureSize.y / (float)screenSize.y);
PrepareRenderTexture();
}
protected void PrepareRenderTexture () {
Vector2Int textureSize = new Vector2Int(
Mathf.NextPowerOfTwo(usedRenderTextureSize.x),
Mathf.NextPowerOfTwo(usedRenderTextureSize.y));
if (textureSize != allocatedRenderTextureSize) {
if (renderTexture)
RenderTexture.ReleaseTemporary(renderTexture);
renderTexture = RenderTexture.GetTemporary(textureSize.x, textureSize.y);
renderTexture.filterMode = FilterMode.Point;
allocatedRenderTextureSize = textureSize;
}
}
protected Matrix4x4 CalculateProjectionMatrix (Camera targetCamera,
Vector3 screenSpaceMin, Vector3 screenSpaceMax, Vector2 fullSizePixels) {
if (targetCamera.orthographic)
return CalculateOrthoMatrix(targetCamera, screenSpaceMin, screenSpaceMax, fullSizePixels);
else
return CalculatePerspectiveMatrix(targetCamera, screenSpaceMin, screenSpaceMax, fullSizePixels);
}
protected Matrix4x4 CalculateOrthoMatrix (Camera targetCamera,
Vector3 screenSpaceMin, Vector3 screenSpaceMax, Vector2 fullSizePixels) {
Vector2 cameraSize = new Vector2(
targetCamera.orthographicSize * 2.0f * targetCamera.aspect,
targetCamera.orthographicSize * 2.0f);
Vector2 min = new Vector2(screenSpaceMin.x, screenSpaceMin.y) / fullSizePixels;
Vector2 max = new Vector2(screenSpaceMax.x, screenSpaceMax.y) / fullSizePixels;
Vector2 centerOffset = new Vector2(-0.5f, -0.5f);
min = (min + centerOffset) * cameraSize;
max = (max + centerOffset) * cameraSize;
return Matrix4x4.Ortho(min.x, max.x, min.y, max.y, float.MinValue, float.MaxValue);
}
protected Matrix4x4 CalculatePerspectiveMatrix (Camera targetCamera,
Vector3 screenSpaceMin, Vector3 screenSpaceMax, Vector2 fullSizePixels) {
FrustumPlanes frustumPlanes = targetCamera.projectionMatrix.decomposeProjection;
Vector2 planesSize = new Vector2(
frustumPlanes.right - frustumPlanes.left,
frustumPlanes.top - frustumPlanes.bottom);
Vector2 min = new Vector2(screenSpaceMin.x, screenSpaceMin.y) / fullSizePixels * planesSize;
Vector2 max = new Vector2(screenSpaceMax.x, screenSpaceMax.y) / fullSizePixels * planesSize;
frustumPlanes.right = frustumPlanes.left + max.x;
frustumPlanes.top = frustumPlanes.bottom + max.y;
frustumPlanes.left += min.x;
frustumPlanes.bottom += min.y;
return Matrix4x4.Frustum(frustumPlanes);
}
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)usedRenderTextureSize.x / (float)allocatedRenderTextureSize.x;
float maxV = (float)usedRenderTextureSize.y / (float)allocatedRenderTextureSize.y;
if (downScaleFactor.x < 1 || downScaleFactor.y < 1) {
maxU = downScaleFactor.x * (float)screenSize.x / (float)allocatedRenderTextureSize.x;
maxV = downScaleFactor.y * (float)screenSize.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
}
}