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- /******************************************************************************
- * 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 {
- /// <summary>
- /// Deprecated. The spine-unity 3.7 runtime introduced SkeletonDataModifierAssets BlendModeMaterials which replaced SlotBlendModes. See the
- /// <see href="http://esotericsoftware.com/spine-unity-skeletondatamodifierassets#BlendModeMaterials">SkeletonDataModifierAssets BlendModeMaterials documentation page</see> and
- /// <see href="http://esotericsoftware.com/forum/Slot-blending-not-work-11281">this forum thread</see> for further information.
- /// This class will be removed in the spine-unity 3.9 runtime.
- /// </summary>
- [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<MaterialTexturePair, MaterialWithRefcount> materialTable;
- internal static Dictionary<MaterialTexturePair, MaterialWithRefcount> MaterialTable {
- get {
- if (materialTable == null) materialTable = new Dictionary<MaterialTexturePair, MaterialWithRefcount>();
- 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<SkeletonRenderer>();
- 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<SkeletonRenderer>();
- 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<SkeletonRenderer>(); 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;
- }
- }
- }
- }
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