public virtual void LateUpdate() { if (!valid) { return; } #if SPINE_OPTIONAL_RENDEROVERRIDE bool doMeshOverride = generateMeshOverride != null; if ((!meshRenderer.enabled) && !doMeshOverride) { return; } #else const bool doMeshOverride = false; if (!meshRenderer.enabled) { return; } #endif var currentInstructions = this.currentInstructions; var workingSubmeshInstructions = currentInstructions.submeshInstructions; var currentSmartMesh = rendererBuffers.GetNextMesh(); // Double-buffer for performance. bool updateTriangles; if (this.singleSubmesh) { // STEP 1. Determine a SmartMesh.Instruction. Split up instructions into submeshes. ============================================= MeshGenerator.GenerateSingleSubmeshInstruction(currentInstructions, skeleton, skeletonDataAsset.atlasAssets[0].materials[0]); // STEP 1.9. Post-process workingInstructions. ================================================================================== #if SPINE_OPTIONAL_MATERIALOVERRIDE if (customMaterialOverride.Count > 0) // isCustomMaterialOverridePopulated { MeshGenerator.TryReplaceMaterials(workingSubmeshInstructions, customMaterialOverride); } #endif // STEP 2. Update vertex buffer based on verts from the attachments. =========================================================== meshGenerator.settings = new MeshGenerator.Settings { pmaVertexColors = this.pmaVertexColors, zSpacing = this.zSpacing, useClipping = this.useClipping, tintBlack = this.tintBlack, calculateTangents = this.calculateTangents, addNormals = this.addNormals }; meshGenerator.Begin(); updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, currentSmartMesh.instructionUsed); if (currentInstructions.hasActiveClipping) { meshGenerator.AddSubmesh(workingSubmeshInstructions.Items[0], updateTriangles); } else { meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles); } } else { // STEP 1. Determine a SmartMesh.Instruction. Split up instructions into submeshes. ============================================= MeshGenerator.GenerateSkeletonRendererInstruction(currentInstructions, skeleton, customSlotMaterials, separatorSlots, doMeshOverride, this.immutableTriangles); // STEP 1.9. Post-process workingInstructions. ================================================================================== #if SPINE_OPTIONAL_MATERIALOVERRIDE if (customMaterialOverride.Count > 0) // isCustomMaterialOverridePopulated { MeshGenerator.TryReplaceMaterials(workingSubmeshInstructions, customMaterialOverride); } #endif #if SPINE_OPTIONAL_RENDEROVERRIDE if (doMeshOverride) { this.generateMeshOverride(currentInstructions); if (disableRenderingOnOverride) { return; } } #endif updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, currentSmartMesh.instructionUsed); // STEP 2. Update vertex buffer based on verts from the attachments. =========================================================== meshGenerator.settings = new MeshGenerator.Settings { pmaVertexColors = this.pmaVertexColors, zSpacing = this.zSpacing, useClipping = this.useClipping, tintBlack = this.tintBlack, calculateTangents = this.calculateTangents, addNormals = this.addNormals }; meshGenerator.Begin(); if (currentInstructions.hasActiveClipping) { meshGenerator.BuildMesh(currentInstructions, updateTriangles); } else { meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles); } } if (OnPostProcessVertices != null) { OnPostProcessVertices.Invoke(this.meshGenerator.Buffers); } // STEP 3. Move the mesh data into a UnityEngine.Mesh =========================================================================== var currentMesh = currentSmartMesh.mesh; meshGenerator.FillVertexData(currentMesh); rendererBuffers.UpdateSharedMaterials(workingSubmeshInstructions); if (updateTriangles) // Check if the triangles should also be updated. { meshGenerator.FillTriangles(currentMesh); meshRenderer.sharedMaterials = rendererBuffers.GetUpdatedShaderdMaterialsArray(); } else if (rendererBuffers.MaterialsChangedInLastUpdate()) { meshRenderer.sharedMaterials = rendererBuffers.GetUpdatedShaderdMaterialsArray(); } // STEP 4. The UnityEngine.Mesh is ready. Set it as the MeshFilter's mesh. Store the instructions used for that mesh. =========== meshFilter.sharedMesh = currentMesh; currentSmartMesh.instructionUsed.Set(currentInstructions); }
public virtual void LateUpdate() { if (!valid) { return; } bool flag = this.generateMeshOverride != null; if (!meshRenderer.enabled && !flag) { return; } SkeletonRendererInstruction skeletonRendererInstruction = currentInstructions; ExposedList <SubmeshInstruction> submeshInstructions = skeletonRendererInstruction.submeshInstructions; MeshRendererBuffers.SmartMesh nextMesh = rendererBuffers.GetNextMesh(); bool flag2; if (singleSubmesh) { MeshGenerator.GenerateSingleSubmeshInstruction(skeletonRendererInstruction, skeleton, skeletonDataAsset.atlasAssets[0].materials[0]); if (customMaterialOverride.Count > 0) { MeshGenerator.TryReplaceMaterials(submeshInstructions, customMaterialOverride); } meshGenerator.settings = new MeshGenerator.Settings { pmaVertexColors = pmaVertexColors, zSpacing = zSpacing, useClipping = useClipping, tintBlack = tintBlack, calculateTangents = calculateTangents, addNormals = addNormals }; meshGenerator.Begin(); flag2 = SkeletonRendererInstruction.GeometryNotEqual(skeletonRendererInstruction, nextMesh.instructionUsed); if (skeletonRendererInstruction.hasActiveClipping) { meshGenerator.AddSubmesh(submeshInstructions.Items[0], flag2); } else { meshGenerator.BuildMeshWithArrays(skeletonRendererInstruction, flag2); } } else { MeshGenerator.GenerateSkeletonRendererInstruction(skeletonRendererInstruction, skeleton, customSlotMaterials, separatorSlots, flag, immutableTriangles); if (customMaterialOverride.Count > 0) { MeshGenerator.TryReplaceMaterials(submeshInstructions, customMaterialOverride); } if (flag) { this.generateMeshOverride(skeletonRendererInstruction); if (disableRenderingOnOverride) { return; } } flag2 = SkeletonRendererInstruction.GeometryNotEqual(skeletonRendererInstruction, nextMesh.instructionUsed); meshGenerator.settings = new MeshGenerator.Settings { pmaVertexColors = pmaVertexColors, zSpacing = zSpacing, useClipping = useClipping, tintBlack = tintBlack, calculateTangents = calculateTangents, addNormals = addNormals }; meshGenerator.Begin(); if (skeletonRendererInstruction.hasActiveClipping) { meshGenerator.BuildMesh(skeletonRendererInstruction, flag2); } else { meshGenerator.BuildMeshWithArrays(skeletonRendererInstruction, flag2); } } if (this.OnPostProcessVertices != null) { this.OnPostProcessVertices(meshGenerator.Buffers); } Mesh mesh = nextMesh.mesh; meshGenerator.FillVertexData(mesh); rendererBuffers.UpdateSharedMaterials(submeshInstructions); if (flag2) { meshGenerator.FillTriangles(mesh); meshRenderer.sharedMaterials = rendererBuffers.GetUpdatedShaderdMaterialsArray(); } else if (rendererBuffers.MaterialsChangedInLastUpdate()) { meshRenderer.sharedMaterials = rendererBuffers.GetUpdatedShaderdMaterialsArray(); } meshFilter.sharedMesh = mesh; nextMesh.instructionUsed.Set(skeletonRendererInstruction); }