130 lines
5.2 KiB
C#
130 lines
5.2 KiB
C#
/******************************************************************************
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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;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Spine;
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using Spine.Unity;
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namespace Spine.Unity {
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[CreateAssetMenu(menuName = "Spine/SkeletonData Modifiers/Blend Mode Materials", order = 200)]
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public class BlendModeMaterialsAsset : SkeletonDataModifierAsset {
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public Material multiplyMaterialTemplate;
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public Material screenMaterialTemplate;
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public Material additiveMaterialTemplate;
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public bool applyAdditiveMaterial = true;
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public override void Apply (SkeletonData skeletonData) {
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ApplyMaterials(skeletonData, multiplyMaterialTemplate, screenMaterialTemplate, additiveMaterialTemplate, applyAdditiveMaterial);
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}
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public static void ApplyMaterials (SkeletonData skeletonData, Material multiplyTemplate, Material screenTemplate, Material additiveTemplate, bool includeAdditiveSlots) {
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if (skeletonData == null) throw new ArgumentNullException("skeletonData");
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using (var materialCache = new AtlasMaterialCache()) {
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var entryBuffer = new List<Skin.SkinEntry>();
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var slotsItems = skeletonData.Slots.Items;
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for (int slotIndex = 0, slotCount = skeletonData.Slots.Count; slotIndex < slotCount; slotIndex++) {
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var slot = slotsItems[slotIndex];
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if (slot.blendMode == BlendMode.Normal) continue;
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if (!includeAdditiveSlots && slot.blendMode == BlendMode.Additive) continue;
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entryBuffer.Clear();
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foreach (var skin in skeletonData.Skins)
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skin.GetAttachments(slotIndex, entryBuffer);
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Material templateMaterial = null;
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switch (slot.blendMode) {
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case BlendMode.Multiply:
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templateMaterial = multiplyTemplate;
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break;
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case BlendMode.Screen:
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templateMaterial = screenTemplate;
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break;
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case BlendMode.Additive:
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templateMaterial = additiveTemplate;
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break;
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}
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if (templateMaterial == null) continue;
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foreach (var entry in entryBuffer) {
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var renderableAttachment = entry.Attachment as IHasRendererObject;
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if (renderableAttachment != null) {
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renderableAttachment.RendererObject = materialCache.CloneAtlasRegionWithMaterial((AtlasRegion)renderableAttachment.RendererObject, templateMaterial);
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}
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}
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}
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}
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//attachmentBuffer.Clear();
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}
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class AtlasMaterialCache : IDisposable {
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readonly Dictionary<KeyValuePair<AtlasPage, Material>, AtlasPage> cache = new Dictionary<KeyValuePair<AtlasPage, Material>, AtlasPage>();
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/// <summary>Creates a clone of an AtlasRegion that uses different Material settings, while retaining the original texture.</summary>
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public AtlasRegion CloneAtlasRegionWithMaterial (AtlasRegion originalRegion, Material materialTemplate) {
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var newRegion = originalRegion.Clone();
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newRegion.page = GetAtlasPageWithMaterial(originalRegion.page, materialTemplate);
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return newRegion;
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}
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AtlasPage GetAtlasPageWithMaterial (AtlasPage originalPage, Material materialTemplate) {
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if (originalPage == null) throw new ArgumentNullException("originalPage");
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AtlasPage newPage = null;
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var key = new KeyValuePair<AtlasPage, Material>(originalPage, materialTemplate);
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cache.TryGetValue(key, out newPage);
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if (newPage == null) {
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newPage = originalPage.Clone();
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var originalMaterial = originalPage.rendererObject as Material;
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newPage.rendererObject = new Material(materialTemplate) {
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name = originalMaterial.name + " " + materialTemplate.name,
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mainTexture = originalMaterial.mainTexture
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};
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cache.Add(key, newPage);
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}
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return newPage;
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}
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public void Dispose () {
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cache.Clear();
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}
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}
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}
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}
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