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230 lines
8.1 KiB
230 lines
8.1 KiB
/****************************************************************************** |
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* Spine Runtimes License Agreement |
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* Last updated January 1, 2020. Replaces all prior versions. |
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* |
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* Copyright (c) 2013-2020, Esoteric Software LLC |
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* |
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* Integration of the Spine Runtimes into software or otherwise creating |
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* derivative works of the Spine Runtimes is permitted under the terms and |
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* conditions of Section 2 of the Spine Editor License Agreement: |
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* http://esotericsoftware.com/spine-editor-license |
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* |
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* Otherwise, it is permitted to integrate the Spine Runtimes into software |
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* or otherwise create derivative works of the Spine Runtimes (collectively, |
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* "Products"), provided that each user of the Products must obtain their own |
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* Spine Editor license and redistribution of the Products in any form must |
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* include this license and copyright notice. |
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* |
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY |
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY |
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, |
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND |
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*****************************************************************************/ |
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using System.Collections.Generic; |
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using UnityEngine; |
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using System; |
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namespace Spine.Unity.Deprecated { |
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/// <summary> |
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/// Deprecated. The spine-unity 3.7 runtime introduced SkeletonDataModifierAssets BlendModeMaterials which replaced SlotBlendModes. See the |
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/// <see href="http://esotericsoftware.com/spine-unity-skeletondatamodifierassets#BlendModeMaterials">SkeletonDataModifierAssets BlendModeMaterials documentation page</see> and |
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/// <see href="http://esotericsoftware.com/forum/Slot-blending-not-work-11281">this forum thread</see> for further information. |
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/// This class will be removed in the spine-unity 3.9 runtime. |
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/// </summary> |
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[Obsolete("The spine-unity 3.7 runtime introduced SkeletonDataModifierAssets BlendModeMaterials which replaced SlotBlendModes. Will be removed in spine-unity 3.9.", false)] |
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[DisallowMultipleComponent] |
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public class SlotBlendModes : MonoBehaviour { |
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#region Internal Material Dictionary |
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public struct MaterialTexturePair { |
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public Texture2D texture2D; |
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public Material material; |
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} |
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internal class MaterialWithRefcount { |
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public Material materialClone; |
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public int refcount = 1; |
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public MaterialWithRefcount(Material mat) { |
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this.materialClone = mat; |
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} |
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} |
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static Dictionary<MaterialTexturePair, MaterialWithRefcount> materialTable; |
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internal static Dictionary<MaterialTexturePair, MaterialWithRefcount> MaterialTable { |
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get { |
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if (materialTable == null) materialTable = new Dictionary<MaterialTexturePair, MaterialWithRefcount>(); |
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return materialTable; |
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} |
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} |
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internal struct SlotMaterialTextureTuple { |
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public Slot slot; |
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public Texture2D texture2D; |
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public Material material; |
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public SlotMaterialTextureTuple(Slot slot, Material material, Texture2D texture) { |
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this.slot = slot; |
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this.material = material; |
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this.texture2D = texture; |
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} |
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} |
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internal static Material GetOrAddMaterialFor(Material materialSource, Texture2D texture) { |
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if (materialSource == null || texture == null) return null; |
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var mt = SlotBlendModes.MaterialTable; |
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MaterialWithRefcount matWithRefcount; |
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var key = new MaterialTexturePair { material = materialSource, texture2D = texture }; |
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if (!mt.TryGetValue(key, out matWithRefcount)) { |
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matWithRefcount = new MaterialWithRefcount(new Material(materialSource)); |
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var m = matWithRefcount.materialClone; |
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m.name = "(Clone)" + texture.name + "-" + materialSource.name; |
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m.mainTexture = texture; |
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mt[key] = matWithRefcount; |
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} |
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else { |
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matWithRefcount.refcount++; |
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} |
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return matWithRefcount.materialClone; |
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} |
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internal static MaterialWithRefcount GetExistingMaterialFor(Material materialSource, Texture2D texture) |
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{ |
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if (materialSource == null || texture == null) return null; |
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var mt = SlotBlendModes.MaterialTable; |
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MaterialWithRefcount matWithRefcount; |
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var key = new MaterialTexturePair { material = materialSource, texture2D = texture }; |
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if (!mt.TryGetValue(key, out matWithRefcount)) { |
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return null; |
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} |
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return matWithRefcount; |
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} |
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internal static void RemoveMaterialFromTable(Material materialSource, Texture2D texture) { |
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var mt = SlotBlendModes.MaterialTable; |
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var key = new MaterialTexturePair { material = materialSource, texture2D = texture }; |
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mt.Remove(key); |
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} |
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#endregion |
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#region Inspector |
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public Material multiplyMaterialSource; |
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public Material screenMaterialSource; |
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Texture2D texture; |
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#endregion |
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SlotMaterialTextureTuple[] slotsWithCustomMaterial = new SlotMaterialTextureTuple[0]; |
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public bool Applied { get; private set; } |
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void Start() { |
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if (!Applied) Apply(); |
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} |
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void OnDestroy() { |
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if (Applied) Remove(); |
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} |
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public void Apply() { |
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GetTexture(); |
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if (texture == null) return; |
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var skeletonRenderer = GetComponent<SkeletonRenderer>(); |
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if (skeletonRenderer == null) return; |
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var slotMaterials = skeletonRenderer.CustomSlotMaterials; |
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int numSlotsWithCustomMaterial = 0; |
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foreach (var s in skeletonRenderer.Skeleton.Slots) { |
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switch (s.data.blendMode) { |
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case BlendMode.Multiply: |
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if (multiplyMaterialSource != null) { |
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slotMaterials[s] = GetOrAddMaterialFor(multiplyMaterialSource, texture); |
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++numSlotsWithCustomMaterial; |
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} |
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break; |
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case BlendMode.Screen: |
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if (screenMaterialSource != null) { |
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slotMaterials[s] = GetOrAddMaterialFor(screenMaterialSource, texture); |
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++numSlotsWithCustomMaterial; |
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} |
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break; |
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} |
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} |
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slotsWithCustomMaterial = new SlotMaterialTextureTuple[numSlotsWithCustomMaterial]; |
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int storedSlotIndex = 0; |
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foreach (var s in skeletonRenderer.Skeleton.Slots) { |
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switch (s.data.blendMode) { |
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case BlendMode.Multiply: |
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if (multiplyMaterialSource != null) { |
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slotsWithCustomMaterial[storedSlotIndex++] = new SlotMaterialTextureTuple(s, multiplyMaterialSource, texture); |
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} |
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break; |
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case BlendMode.Screen: |
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if (screenMaterialSource != null) { |
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slotsWithCustomMaterial[storedSlotIndex++] = new SlotMaterialTextureTuple(s, screenMaterialSource, texture); |
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} |
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break; |
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} |
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} |
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Applied = true; |
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skeletonRenderer.LateUpdate(); |
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} |
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public void Remove() { |
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GetTexture(); |
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if (texture == null) return; |
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var skeletonRenderer = GetComponent<SkeletonRenderer>(); |
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if (skeletonRenderer == null) return; |
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var slotMaterials = skeletonRenderer.CustomSlotMaterials; |
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foreach (var slotWithCustomMat in slotsWithCustomMaterial) { |
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Slot s = slotWithCustomMat.slot; |
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Material storedMaterialSource = slotWithCustomMat.material; |
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Texture2D storedTexture = slotWithCustomMat.texture2D; |
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var matWithRefcount = GetExistingMaterialFor(storedMaterialSource, storedTexture); |
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if (--matWithRefcount.refcount == 0) { |
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RemoveMaterialFromTable(storedMaterialSource, storedTexture); |
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} |
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// we don't want to remove slotMaterials[s] if it has been changed in the meantime. |
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Material m; |
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if (slotMaterials.TryGetValue(s, out m)) { |
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var existingMat = matWithRefcount == null ? null : matWithRefcount.materialClone; |
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if (Material.ReferenceEquals(m, existingMat)) { |
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slotMaterials.Remove(s); |
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} |
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} |
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} |
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slotsWithCustomMaterial = null; |
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Applied = false; |
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if (skeletonRenderer.valid) skeletonRenderer.LateUpdate(); |
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} |
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public void GetTexture() { |
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if (texture == null) { |
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var sr = GetComponent<SkeletonRenderer>(); if (sr == null) return; |
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var sda = sr.skeletonDataAsset; if (sda == null) return; |
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var aa = sda.atlasAssets[0]; if (aa == null) return; |
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var am = aa.PrimaryMaterial; if (am == null) return; |
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texture = am.mainTexture as Texture2D; |
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} |
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} |
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} |
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}
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