/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*****************************************************************************/
using System.Collections.Generic;
using UnityEngine;
using System;
namespace Spine.Unity.Deprecated {
///
/// Deprecated. The spine-unity 3.7 runtime introduced SkeletonDataModifierAssets BlendModeMaterials which replaced SlotBlendModes. See the
/// SkeletonDataModifierAssets BlendModeMaterials documentation page and
/// this forum thread for further information.
/// This class will be removed in the spine-unity 3.9 runtime.
///
[Obsolete("The spine-unity 3.7 runtime introduced SkeletonDataModifierAssets BlendModeMaterials which replaced SlotBlendModes. Will be removed in spine-unity 3.9.", false)]
[DisallowMultipleComponent]
public class SlotBlendModes : MonoBehaviour {
#region Internal Material Dictionary
public struct MaterialTexturePair {
public Texture2D texture2D;
public Material material;
}
internal class MaterialWithRefcount {
public Material materialClone;
public int refcount = 1;
public MaterialWithRefcount(Material mat) {
this.materialClone = mat;
}
}
static Dictionary materialTable;
internal static Dictionary MaterialTable {
get {
if (materialTable == null) materialTable = new Dictionary();
return materialTable;
}
}
internal struct SlotMaterialTextureTuple {
public Slot slot;
public Texture2D texture2D;
public Material material;
public SlotMaterialTextureTuple(Slot slot, Material material, Texture2D texture) {
this.slot = slot;
this.material = material;
this.texture2D = texture;
}
}
internal static Material GetOrAddMaterialFor(Material materialSource, Texture2D texture) {
if (materialSource == null || texture == null) return null;
var mt = SlotBlendModes.MaterialTable;
MaterialWithRefcount matWithRefcount;
var key = new MaterialTexturePair { material = materialSource, texture2D = texture };
if (!mt.TryGetValue(key, out matWithRefcount)) {
matWithRefcount = new MaterialWithRefcount(new Material(materialSource));
var m = matWithRefcount.materialClone;
m.name = "(Clone)" + texture.name + "-" + materialSource.name;
m.mainTexture = texture;
mt[key] = matWithRefcount;
}
else {
matWithRefcount.refcount++;
}
return matWithRefcount.materialClone;
}
internal static MaterialWithRefcount GetExistingMaterialFor(Material materialSource, Texture2D texture)
{
if (materialSource == null || texture == null) return null;
var mt = SlotBlendModes.MaterialTable;
MaterialWithRefcount matWithRefcount;
var key = new MaterialTexturePair { material = materialSource, texture2D = texture };
if (!mt.TryGetValue(key, out matWithRefcount)) {
return null;
}
return matWithRefcount;
}
internal static void RemoveMaterialFromTable(Material materialSource, Texture2D texture) {
var mt = SlotBlendModes.MaterialTable;
var key = new MaterialTexturePair { material = materialSource, texture2D = texture };
mt.Remove(key);
}
#endregion
#region Inspector
public Material multiplyMaterialSource;
public Material screenMaterialSource;
Texture2D texture;
#endregion
SlotMaterialTextureTuple[] slotsWithCustomMaterial = new SlotMaterialTextureTuple[0];
public bool Applied { get; private set; }
void Start() {
if (!Applied) Apply();
}
void OnDestroy() {
if (Applied) Remove();
}
public void Apply() {
GetTexture();
if (texture == null) return;
var skeletonRenderer = GetComponent();
if (skeletonRenderer == null) return;
var slotMaterials = skeletonRenderer.CustomSlotMaterials;
int numSlotsWithCustomMaterial = 0;
foreach (var s in skeletonRenderer.Skeleton.Slots) {
switch (s.data.blendMode) {
case BlendMode.Multiply:
if (multiplyMaterialSource != null) {
slotMaterials[s] = GetOrAddMaterialFor(multiplyMaterialSource, texture);
++numSlotsWithCustomMaterial;
}
break;
case BlendMode.Screen:
if (screenMaterialSource != null) {
slotMaterials[s] = GetOrAddMaterialFor(screenMaterialSource, texture);
++numSlotsWithCustomMaterial;
}
break;
}
}
slotsWithCustomMaterial = new SlotMaterialTextureTuple[numSlotsWithCustomMaterial];
int storedSlotIndex = 0;
foreach (var s in skeletonRenderer.Skeleton.Slots) {
switch (s.data.blendMode) {
case BlendMode.Multiply:
if (multiplyMaterialSource != null) {
slotsWithCustomMaterial[storedSlotIndex++] = new SlotMaterialTextureTuple(s, multiplyMaterialSource, texture);
}
break;
case BlendMode.Screen:
if (screenMaterialSource != null) {
slotsWithCustomMaterial[storedSlotIndex++] = new SlotMaterialTextureTuple(s, screenMaterialSource, texture);
}
break;
}
}
Applied = true;
skeletonRenderer.LateUpdate();
}
public void Remove() {
GetTexture();
if (texture == null) return;
var skeletonRenderer = GetComponent();
if (skeletonRenderer == null) return;
var slotMaterials = skeletonRenderer.CustomSlotMaterials;
foreach (var slotWithCustomMat in slotsWithCustomMaterial) {
Slot s = slotWithCustomMat.slot;
Material storedMaterialSource = slotWithCustomMat.material;
Texture2D storedTexture = slotWithCustomMat.texture2D;
var matWithRefcount = GetExistingMaterialFor(storedMaterialSource, storedTexture);
if (--matWithRefcount.refcount == 0) {
RemoveMaterialFromTable(storedMaterialSource, storedTexture);
}
// we don't want to remove slotMaterials[s] if it has been changed in the meantime.
Material m;
if (slotMaterials.TryGetValue(s, out m)) {
var existingMat = matWithRefcount == null ? null : matWithRefcount.materialClone;
if (Material.ReferenceEquals(m, existingMat)) {
slotMaterials.Remove(s);
}
}
}
slotsWithCustomMaterial = null;
Applied = false;
if (skeletonRenderer.valid) skeletonRenderer.LateUpdate();
}
public void GetTexture() {
if (texture == null) {
var sr = GetComponent(); if (sr == null) return;
var sda = sr.skeletonDataAsset; if (sda == null) return;
var aa = sda.atlasAssets[0]; if (aa == null) return;
var am = aa.PrimaryMaterial; if (am == null) return;
texture = am.mainTexture as Texture2D;
}
}
}
}