public void RenderParts(ExposedList <SubmeshInstruction> instructions, int startSubmesh, int endSubmesh) { LazyIntialize(); // STEP 1: Create instruction var smartMesh = buffers.GetNextMesh(); currentInstructions.SetWithSubset(instructions, startSubmesh, endSubmesh); bool updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, smartMesh.instructionUsed); // STEP 2: Generate mesh buffers. var currentInstructionsSubmeshesItems = currentInstructions.submeshInstructions.Items; meshGenerator.Begin(); if (currentInstructions.hasActiveClipping) { for (int i = 0; i < currentInstructions.submeshInstructions.Count; i++) { meshGenerator.AddSubmesh(currentInstructionsSubmeshesItems[i], updateTriangles); } } else { meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles); } buffers.UpdateSharedMaterials(currentInstructions.submeshInstructions); // STEP 3: modify mesh. var mesh = smartMesh.mesh; if (meshGenerator.VertexCount <= 0) // Clear an empty mesh { updateTriangles = false; mesh.Clear(); } else { meshGenerator.FillVertexData(mesh); if (updateTriangles) { meshGenerator.FillTriangles(mesh); meshRenderer.sharedMaterials = buffers.GetUpdatedSharedMaterialsArray(); } else if (buffers.MaterialsChangedInLastUpdate()) { meshRenderer.sharedMaterials = buffers.GetUpdatedSharedMaterialsArray(); } meshGenerator.FillLateVertexData(mesh); } meshFilter.sharedMesh = mesh; smartMesh.instructionUsed.Set(currentInstructions); if (OnMeshAndMaterialsUpdated != null) { OnMeshAndMaterialsUpdated(this); } }
/// <summary> /// Generates a new UnityEngine.Mesh from the internal Skeleton.</summary> public virtual void LateUpdate() { if (!valid) { return; } #if UNITY_EDITOR && NEW_PREFAB_SYSTEM // Don't store mesh or material at the prefab, otherwise it will permanently reload var prefabType = UnityEditor.PrefabUtility.GetPrefabAssetType(this); if (UnityEditor.PrefabUtility.IsPartOfPrefabAsset(this) && (prefabType == UnityEditor.PrefabAssetType.Regular || prefabType == UnityEditor.PrefabAssetType.Variant)) { return; } #endif if (updateMode != UpdateMode.FullUpdate) { 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].PrimaryMaterial); // 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); bool materialsChanged = rendererBuffers.MaterialsChangedInLastUpdate(); if (updateTriangles) // Check if the triangles should also be updated. { meshGenerator.FillTriangles(currentMesh); meshRenderer.sharedMaterials = rendererBuffers.GetUpdatedSharedMaterialsArray(); } else if (materialsChanged) { meshRenderer.sharedMaterials = rendererBuffers.GetUpdatedSharedMaterialsArray(); } if (materialsChanged && (this.maskMaterials.AnyMaterialCreated)) { this.maskMaterials = new SpriteMaskInteractionMaterials(); } meshGenerator.FillLateVertexData(currentMesh); // 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); #if BUILT_IN_SPRITE_MASK_COMPONENT if (meshRenderer != null) { AssignSpriteMaskMaterials(); } #endif #if PER_MATERIAL_PROPERTY_BLOCKS if (fixDrawOrder && meshRenderer.sharedMaterials.Length > 2) { SetMaterialSettingsToFixDrawOrder(); } #endif if (OnMeshAndMaterialsUpdated != null) { OnMeshAndMaterialsUpdated(this); } }
/// <summary> /// Generates a new UnityEngine.Mesh from the internal Skeleton.</summary> 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.GetUpdatedSharedMaterialsArray(); } else if (rendererBuffers.MaterialsChangedInLastUpdate()) { meshRenderer.sharedMaterials = rendererBuffers.GetUpdatedSharedMaterialsArray(); } // 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); }