三国卡牌客户端基础资源仓库
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2025-06-24 7f957ecb475adb30eb692884d22412b765fa1a7d
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/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2023, 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.
 *****************************************************************************/
 
#if UNITY_2017_2_OR_NEWER
#define HAS_VECTOR2INT
#endif
 
using System;
using UnityEngine;
using UnityEngine.Rendering;
 
namespace Spine.Unity.Examples {
 
    public abstract class SkeletonRenderTextureBase : MonoBehaviour {
#if HAS_VECTOR2INT
        public Color color = Color.white;
        public int maxRenderTextureSize = 1024;
        public GameObject quad;
        public Material quadMaterial;
        protected Mesh quadMesh;
        public RenderTexture renderTexture;
        public Camera targetCamera;
        [Tooltip("Shader passes to render to the RenderTexture. E.g. set the first element " +
            "to -1 to render all shader passes, or set it to 0 to only render the first " +
            "shader pass, which may be required when using URP or shadow-casting shaders.")]
        public int[] shaderPasses = new int[1] { 0 };
 
        protected CommandBuffer commandBuffer;
        protected Vector2Int screenSize;
        protected Vector2Int usedRenderTextureSize;
        protected Vector2Int allocatedRenderTextureSize;
        protected Vector2 downScaleFactor = Vector2.one;
 
        protected Vector3 worldCornerNoDistortion0;
        protected Vector3 worldCornerNoDistortion1;
        protected Vector3 worldCornerNoDistortion2;
        protected Vector3 worldCornerNoDistortion3;
        protected Vector2 uvCorner0;
        protected Vector2 uvCorner1;
        protected Vector2 uvCorner2;
        protected Vector2 uvCorner3;
 
        protected virtual void Awake () {
            commandBuffer = new CommandBuffer();
        }
 
        void OnDestroy () {
            if (renderTexture)
                RenderTexture.ReleaseTemporary(renderTexture);
        }
 
        protected void PrepareTextureMapping (out Vector3 screenSpaceMin, out Vector3 screenSpaceMax,
            Vector3 screenCorner0, Vector3 screenCorner1, Vector3 screenCorner2, Vector3 screenCorner3) {
 
            screenSpaceMin =
                Vector3.Min(screenCorner0, Vector3.Min(screenCorner1,
                Vector3.Min(screenCorner2, screenCorner3)));
            screenSpaceMax =
                Vector3.Max(screenCorner0, Vector3.Max(screenCorner1,
                Vector3.Max(screenCorner2, screenCorner3)));
            // ensure we are on whole pixel borders
            screenSpaceMin.x = Mathf.Floor(screenSpaceMin.x);
            screenSpaceMin.y = Mathf.Floor(screenSpaceMin.y);
            screenSpaceMax.x = Mathf.Ceil(screenSpaceMax.x);
            screenSpaceMax.y = Mathf.Ceil(screenSpaceMax.y);
 
            // inverse-map screenCornerN to screenSpaceMin/screenSpaceMax area to get UV coordinates
            uvCorner0 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner0);
            uvCorner1 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner1);
            uvCorner2 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner2);
            uvCorner3 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner3);
 
            screenSize = new Vector2Int(Math.Abs((int)screenSpaceMax.x - (int)screenSpaceMin.x),
                                        Math.Abs((int)screenSpaceMax.y - (int)screenSpaceMin.y));
            usedRenderTextureSize = new Vector2Int(
                Math.Min(maxRenderTextureSize, screenSize.x),
                Math.Min(maxRenderTextureSize, screenSize.y));
            downScaleFactor = new Vector2(
                (float)usedRenderTextureSize.x / (float)screenSize.x,
                (float)usedRenderTextureSize.y / (float)screenSize.y);
 
            PrepareRenderTexture();
        }
 
        protected void PrepareRenderTexture () {
            Vector2Int textureSize = new Vector2Int(
                Mathf.NextPowerOfTwo(usedRenderTextureSize.x),
                Mathf.NextPowerOfTwo(usedRenderTextureSize.y));
 
            if (textureSize != allocatedRenderTextureSize) {
                if (renderTexture)
                    RenderTexture.ReleaseTemporary(renderTexture);
                renderTexture = RenderTexture.GetTemporary(textureSize.x, textureSize.y);
                renderTexture.filterMode = FilterMode.Point;
                allocatedRenderTextureSize = textureSize;
            }
        }
 
        protected Matrix4x4 CalculateProjectionMatrix (Camera targetCamera,
            Vector3 screenSpaceMin, Vector3 screenSpaceMax, Vector2 fullSizePixels) {
            if (targetCamera.orthographic)
                return CalculateOrthoMatrix(targetCamera, screenSpaceMin, screenSpaceMax, fullSizePixels);
            else
                return CalculatePerspectiveMatrix(targetCamera, screenSpaceMin, screenSpaceMax, fullSizePixels);
        }
 
        protected Matrix4x4 CalculateOrthoMatrix (Camera targetCamera,
            Vector3 screenSpaceMin, Vector3 screenSpaceMax, Vector2 fullSizePixels) {
 
            Vector2 cameraSize = new Vector2(
                    targetCamera.orthographicSize * 2.0f * targetCamera.aspect,
                    targetCamera.orthographicSize * 2.0f);
            Vector2 min = new Vector2(screenSpaceMin.x, screenSpaceMin.y) / fullSizePixels;
            Vector2 max = new Vector2(screenSpaceMax.x, screenSpaceMax.y) / fullSizePixels;
            Vector2 centerOffset = new Vector2(-0.5f, -0.5f);
            min = (min + centerOffset) * cameraSize;
            max = (max + centerOffset) * cameraSize;
 
            return Matrix4x4.Ortho(min.x, max.x, min.y, max.y, float.MinValue, float.MaxValue);
        }
 
        protected Matrix4x4 CalculatePerspectiveMatrix (Camera targetCamera,
            Vector3 screenSpaceMin, Vector3 screenSpaceMax, Vector2 fullSizePixels) {
 
            FrustumPlanes frustumPlanes = targetCamera.projectionMatrix.decomposeProjection;
            Vector2 planesSize = new Vector2(
                frustumPlanes.right - frustumPlanes.left,
                frustumPlanes.top - frustumPlanes.bottom);
            Vector2 min = new Vector2(screenSpaceMin.x, screenSpaceMin.y) / fullSizePixels * planesSize;
            Vector2 max = new Vector2(screenSpaceMax.x, screenSpaceMax.y) / fullSizePixels * planesSize;
            frustumPlanes.right = frustumPlanes.left + max.x;
            frustumPlanes.top = frustumPlanes.bottom + max.y;
            frustumPlanes.left += min.x;
            frustumPlanes.bottom += min.y;
            return Matrix4x4.Frustum(frustumPlanes);
        }
 
        protected void AssignAtQuad () {
            Transform quadTransform = quad.transform;
            quadTransform.position = this.transform.position;
            quadTransform.rotation = this.transform.rotation;
            quadTransform.localScale = this.transform.localScale;
 
            Vector3 v0 = quadTransform.InverseTransformPoint(worldCornerNoDistortion0);
            Vector3 v1 = quadTransform.InverseTransformPoint(worldCornerNoDistortion1);
            Vector3 v2 = quadTransform.InverseTransformPoint(worldCornerNoDistortion2);
            Vector3 v3 = quadTransform.InverseTransformPoint(worldCornerNoDistortion3);
            Vector3[] vertices = new Vector3[4] { v0, v1, v2, v3 };
 
            quadMesh.vertices = vertices;
 
            int[] indices = new int[6] { 0, 1, 2, 2, 1, 3 };
            quadMesh.triangles = indices;
 
            Vector3[] normals = new Vector3[4] {
                -Vector3.forward,
                -Vector3.forward,
                -Vector3.forward,
                -Vector3.forward
            };
            quadMesh.normals = normals;
 
            float maxU = (float)usedRenderTextureSize.x / (float)allocatedRenderTextureSize.x;
            float maxV = (float)usedRenderTextureSize.y / (float)allocatedRenderTextureSize.y;
            if (downScaleFactor.x < 1 || downScaleFactor.y < 1) {
                maxU = downScaleFactor.x * (float)screenSize.x / (float)allocatedRenderTextureSize.x;
                maxV = downScaleFactor.y * (float)screenSize.y / (float)allocatedRenderTextureSize.y;
            }
            Vector2[] uv = new Vector2[4] {
                new Vector2(uvCorner0.x * maxU, uvCorner0.y * maxV),
                new Vector2(uvCorner1.x * maxU, uvCorner1.y * maxV),
                new Vector2(uvCorner2.x * maxU, uvCorner2.y * maxV),
                new Vector2(uvCorner3.x * maxU, uvCorner3.y * maxV),
            };
            quadMesh.uv = uv;
            AssignMeshAtRenderer();
        }
 
        protected abstract void AssignMeshAtRenderer ();
#endif // HAS_VECTOR2INT
    }
}