[ts] poc wegl overlay

This commit is contained in:
Davide Tantillo 2024-07-23 14:31:17 +02:00
parent aa932c6507
commit 09ea76aa14
4 changed files with 577 additions and 7 deletions

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@ -0,0 +1,380 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>OverlayCanvas Example</title>
<style>
body {
font-family: Arial, sans-serif;
margin: 0;
padding: 0;
}
.content {
margin: 0 auto;
}
.spine-div {
border: 1px solid black;
padding: 20px;
margin-bottom: 20px;
}
.spacer {
height: 250px;
}
#canvas {
will-change: transform;
}
</style>
<script src="../dist/iife/spine-webgl.js"></script>
</head>
<body>
<canvas id="canvas" style="display: none;"></canvas>
<div class="content">
<h1>OverlayCanvas Example</h1>
<p>Scroll down to div.</p>
<div class="spacer"></div>
<div class="spine-div" div-spine>
<h2>Spine Box 1</h2>
</div>
<div class="spacer"></div>
<div id="spineboy2" class="spine-div" style="width: 50%; margin-left: 50%;" div-spine>
<h2>Spine Box 2</h2>
</div>
<div class="spacer"></div>
<div id="raptor" class="spine-div" style="width: 50%; margin-left: 50%; transition: transform 1s linear;" div-raptor>
<h2>Raptor Box</h2>
</div>
<div class="spacer"></div>
<div class="spine-div" style="width: 50%; margin-left: 20%;" div-celeste>
<h2>Celeste Box</h2>
</div>
<p>End of content.</p>
</div>
<script>
class App {
constructor() {
const selectors = ['div-spine', 'div-raptor', 'div-celeste'];
this.selectorToDiv = selectors.reduce((acc, next) => {
const divs = document.querySelectorAll(`[${next}]`);
acc[next] = {
divs: [...document.querySelectorAll(`[${next}]`)].map(div => {
const position = {};
return { div, position };
}),
skeleton: null,
};
return acc;
}, {})
let divs = Array.from(document.querySelectorAll('[div-spine]'));
let divRaptor = Array.from(document.querySelectorAll('[div-raptor]'))[0];
let scrolling = false;
}
loadAssets(canvas) {
canvas.assetManager.loadBinary("assets/spineboy-pro.skel");
canvas.assetManager.loadTextureAtlas("assets/spineboy-pma.atlas");
canvas.assetManager.loadBinary("assets/raptor-pro.skel");
canvas.assetManager.loadTextureAtlas("assets/raptor-pma.atlas");
canvas.assetManager.loadBinary("assets/celestial-circus-pro.skel");
canvas.assetManager.loadTextureAtlas("assets/celestial-circus-pma.atlas");
}
initialize(canvas) {
let assetManager = canvas.assetManager;
this.selectorToDiv['div-spine'].skeleton = initializeSkeleton(assetManager, "assets/spineboy-pma.atlas", "assets/spineboy-pro.skel", .5, "walk");
this.selectorToDiv['div-raptor'].skeleton = initializeSkeleton(assetManager, "assets/raptor-pma.atlas", "assets/raptor-pro.skel", .5, "walk");
this.selectorToDiv['div-celeste'].skeleton = initializeSkeleton(assetManager, "assets/celestial-circus-pma.atlas", "assets/celestial-circus-pro.skel", .2, "swing");
window.addEventListener('scroll', () => {
// console.log("canceling: " + canvas.reqAnimationFrameId);
// cancelAnimationFrame(canvas.reqAnimationFrameId);
// canvas.loop();
this.render(canvas, true)
});
window.addEventListener('resize', () => {
canvas.renderer.resize(spine.ResizeMode.Expand);
});
canvas.renderer.resize(spine.ResizeMode.Expand);
}
update(canvas, delta) {
for (let { skeleton: { skeleton, state } } of Object.values(this.selectorToDiv)) {
state.update(delta);
state.apply(skeleton);
skeleton.update(delta);
skeleton.updateWorldTransform(spine.Physics.update);
}
}
render(canvas, scroll) {
let renderer = canvas.renderer;
// renderer.resize(spine.ResizeMode.Expand);
canvas.clear(0, 0, 0, 0);
renderer.begin();
// webgl canvas center
const vec3 = new spine.Vector3(0, 0);
renderer.camera.worldToScreen(vec3, canvas.htmlCanvas.clientWidth, canvas.htmlCanvas.clientHeight);
// loop over the skeleton/div comination
for (const { divs, skeleton } of Object.values(this.selectorToDiv)) {
// loop over each div where to render the current skeleton
for (const { position, div } of divs) {
// let rect = position;
// const rect = div.getBoundingClientRect();
// rect.x *= window.devicePixelRatio;
// rect.y *= window.devicePixelRatio;
const { x, y } = div.getBoundingClientRect();
const scrollTop = window.pageYOffset || document.documentElement.scrollTop;
const scrollLeft = window.pageXOffset || document.documentElement.scrollLeft;
position.x = (x + scrollLeft) * window.devicePixelRatio;
position.y = (y + scrollTop) * window.devicePixelRatio;
const rect = { x: position.x, y: position.y };
// if (rect.bottom > 0 && rect.top < window.innerHeight) {
// renderer.drawSkeleton(skeleton.skeleton, true, -1, -1, (vertices, size, vertexSize) => {
// for (let i = 0; i < size; i+=vertexSize) {
// vertices[i] = vertices[i] + rect.x - vec3.x * window.devicePixelRatio;
// vertices[i+1] = vertices[i+1] - rect.y + vec3.y * window.devicePixelRatio;
// }
// });
// if (position.x == rect.x && position.y == rect.y) {
// renderer.drawSkeleton(skeleton.skeleton, true);
// } else {
// renderer.drawSkeleton(skeleton.skeleton, true, -1, -1, (vertices, size, vertexSize) => {
// for (let i = 0; i < size; i+=vertexSize) {
// vertices[i] = vertices[i] + rect.x - vec3.x * window.devicePixelRatio;
// vertices[i+1] = vertices[i+1] - rect.y + vec3.y * window.devicePixelRatio;
// }
// });
// position.x = rect.x;
// position.y = rect.y;
// }
skeleton.skeleton.x = ;
renderer.drawSkeleton(skeleton.skeleton, true);
// show center
const root = skeleton.skeleton.getRootBone();
const vec3Root = new spine.Vector3(root.x, root.y);
renderer.camera.worldToScreen(vec3Root, canvas.htmlCanvas.clientWidth, canvas.htmlCanvas.clientHeight);
renderer.circle(
true,
rect.x - vec3.x * window.devicePixelRatio,
-rect.y + vec3.y * window.devicePixelRatio,
20,
{ r: 1, g: 0, b: 0, a: 1 }
);
// if (position.x == rect.x && position.y == rect.y) {
// renderer.circle(
// true,
// position.x - vec3.x * window.devicePixelRatio,
// -position.y + vec3.y * window.devicePixelRatio,
// 20,
// { r: 1, g: 0, b: 0, a: .5 }
// );
// } else {
// renderer.circle(
// true,
// rect.x - vec3.x * window.devicePixelRatio,
// -rect.y + vec3.y * window.devicePixelRatio,
// 20,
// { r: 1, g: 0, b: 0, a: .5 }
// );
// position.x = rect.x;
// position.y = rect.y;
// }
// }
}
}
// Complete rendering.
renderer.end();
}
}
const htmlCanvas = document.getElementById("canvas");
function updateCanvasSize(htmlCanvas) {
htmlCanvas.style.position = 'absolute';
htmlCanvas.style.top = '0';
htmlCanvas.style.left = '0';
const pageSize = getPageSize();
htmlCanvas.style.width = pageSize.width + 'px';
htmlCanvas.style.height = pageSize.height + 'px';
htmlCanvas.style.display = 'inline';
htmlCanvas.style["pointer-events"] = 'none';
}
new spine.SpineCanvas(htmlCanvas, {
app: new App()
})
function initializeSkeleton(assetManager, atlas, skeletonFile, scale, animation) {
var atlas = assetManager.require(atlas);
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
var skeletonBinary = new spine.SkeletonBinary(atlasLoader);
skeletonBinary.scale = scale;
var skeletonData = skeletonBinary.readSkeletonData(assetManager.require(skeletonFile));
const skeleton = new spine.Skeleton(skeletonData);
var animationStateData = new spine.AnimationStateData(skeletonData);
const animationState = new spine.AnimationState(animationStateData);
animationState.setAnimation(0, animation, true);
return { skeleton, state: animationState }
}
function getPageSize() {
const width = Math.max(
document.body.scrollWidth,
document.documentElement.scrollWidth,
document.body.offsetWidth,
document.documentElement.offsetWidth,
document.documentElement.clientWidth
);
const height = Math.max(
document.body.scrollHeight,
document.documentElement.scrollHeight,
document.body.offsetHeight,
document.documentElement.offsetHeight,
document.documentElement.clientHeight
);
return { width, height };
}
const canvasXY = htmlCanvas.getBoundingClientRect()
const resizeObserver = new ResizeObserver(() => {
updateCanvasSize(htmlCanvas);
});
resizeObserver.observe(document.body);
//////////
//////////
//////////
//////////
//////////
function addRandomDiv() {
const div = document.createElement('div');
div.style.width = Math.floor(Math.random() * 200 + 100) + 'px';
div.style.height = Math.floor(Math.random() * 100 + 50) + 'px';
div.style.backgroundColor = getRandomColor();
div.style.margin = '10px';
div.textContent = 'New Div ' + (document.getElementsByTagName('div').length + 1);
document.body.appendChild(div);
}
function getRandomColor() {
const letters = '0123456789ABCDEF';
let color = '#';
for (let i = 0; i < 6; i++) {
color += letters[Math.floor(Math.random() * 16)];
}
return color;
}
// Add a button to trigger new div creation
const addDivButton = document.createElement('button');
addDivButton.textContent = 'Add New Div';
addDivButton.style.position = 'fixed';
addDivButton.style.top = '10px';
addDivButton.style.left = '10px';
addDivButton.style.zIndex = '1000';
addDivButton.addEventListener('click', addRandomDiv);
document.body.appendChild(addDivButton);
//////
//////
//////
//////
//////
let isMovingRight = true;
setInterval(() => {
const div = document.getElementById('raptor');
let position = isMovingRight ? 50 : -50;
isMovingRight = !isMovingRight;
div.style.transform = `translateX(${position}px)`;
}, 1000)
function makeDraggable(element) {
let isDragging = false;
let startX, startY;
let originalX, originalY;
element.addEventListener('mousedown', startDragging);
document.addEventListener('mousemove', drag);
document.addEventListener('mouseup', stopDragging);
function startDragging(e) {
isDragging = true;
startX = e.clientX;
startY = e.clientY;
originalX = element.offsetLeft;
originalY = element.offsetTop;
// Prevent text selection during drag
e.preventDefault();
}
function drag(e) {
if (!isDragging) return;
const deltaX = e.clientX - startX;
const deltaY = e.clientY - startY;
// element.style.left = originalX + deltaX + 'px';
// element.style.top = originalY + deltaY + 'px';
console.log(deltaX)
element.style.transform = `translate(${deltaX}px, ${deltaY}px)`;
}
function stopDragging() {
isDragging = false;
}
}
const draggableDiv = document.getElementById('spineboy2');
makeDraggable(draggableDiv);
</script>
</body>
</html>

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@ -0,0 +1,187 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>OverlayCanvas Example</title>
<style>
body {
font-family: Arial, sans-serif;
margin: 0;
padding: 0;
}
.content {
margin: 0 auto;
}
.spine-div {
border: 1px solid black;
padding: 20px;
margin-bottom: 20px;
}
.spacer {
height: 250px;
}
</style>
<script src="./spine-webgl.min.js"></script>
<!-- <script src="../dist/iife/spine-webgl.min.js"></script> -->
</head>
<body>
<canvas id="canvas" style="position: fixed; width: 100%; height: 100%; top: 0; left: 0; pointer-events: none;"></canvas>
<div class="content">
<h1>OverlayCanvas Example</h1>
<p>Scroll down to div.</p>
<div class="spacer"></div>
<div class="spine-div" div-spine>
<h2>Spine Box 1</h2>
</div>
<div class="spacer"></div>
<div class="spine-div" div-spine>
<h2>Spine Box 2</h2>
</div>
<div class="spacer"></div>
<div class="spine-div" style="width: 50%; margin-left: 50%;" div-spine>
<h2>Spine Box 3</h2>
</div>
<div class="spacer"></div>
<div class="spine-div" style="width: 50%; margin-left: 50%;" div-raptor>
<h2>Raptor Box</h2>
</div>
<div class="spacer"></div>
<div class="spine-div" style="width: 50%; margin-left: 20%;" div-celeste>
<h2>Celeste Box</h2>
</div>
<p>End of content.</p>
</div>
<script>
class App {
constructor() {
const selectors = ['div-spine', 'div-raptor', 'div-celeste'];
this.selectorToDiv = selectors.reduce((acc, next) => {
acc[next] = {
divs: document.querySelectorAll(`[${next}]`),
skeleton: null,
};
return acc;
}, {})
let divs = Array.from(document.querySelectorAll('[div-spine]'));
let divRaptor = Array.from(document.querySelectorAll('[div-raptor]'))[0];
console.log(this.selectorToDiv)
}
loadAssets(canvas) {
canvas.assetManager.loadBinary("assets/spineboy-pro.skel");
canvas.assetManager.loadTextureAtlas("assets/spineboy-pma.atlas");
canvas.assetManager.loadBinary("assets/raptor-pro.skel");
canvas.assetManager.loadTextureAtlas("assets/raptor-pma.atlas");
canvas.assetManager.loadBinary("assets/celestial-circus-pro.skel");
canvas.assetManager.loadTextureAtlas("assets/celestial-circus-pma.atlas");
}
initialize(canvas) {
let assetManager = canvas.assetManager;
this.selectorToDiv['div-spine'].skeleton = initializeSkeleton(assetManager, "assets/spineboy-pma.atlas", "assets/spineboy-pro.skel", .5, "walk");
this.selectorToDiv['div-raptor'].skeleton = initializeSkeleton(assetManager, "assets/raptor-pma.atlas", "assets/raptor-pro.skel", .5, "walk");
this.selectorToDiv['div-celeste'].skeleton = initializeSkeleton(assetManager, "assets/celestial-circus-pma.atlas", "assets/celestial-circus-pro.skel", .2, "swing");
}
update(canvas, delta) {
for (let { skeleton: { skeleton, state } } of Object.values(this.selectorToDiv)) {
state.update(delta);
state.apply(skeleton);
skeleton.update(delta);
skeleton.updateWorldTransform(spine.Physics.update);
}
}
render(canvas) {
let renderer = canvas.renderer;
renderer.resize(spine.ResizeMode.Expand);
canvas.clear(0, 0, 0, 0);
// webgl canvas center
const vec3 = new spine.Vector3(0, 0);
renderer.camera.worldToScreen(vec3, canvas.htmlCanvas.clientWidth, canvas.htmlCanvas.clientHeight);
// loop over the skeleton/div comination
for (let { divs, skeleton } of Object.values(this.selectorToDiv)) {
// loop over each div where to render the current skeleton
for (let div of divs) {
const rect = div.getBoundingClientRect();
rect.x *= window.devicePixelRatio;
rect.y *= window.devicePixelRatio;
// if (rect.bottom > 0 && rect.top < window.innerHeight) {
// renderer.drawSkeleton(skeleton.skeleton, true, -1, -1, (vertices, size, vertexSize) => {
// for (let i = 0; i < size; i+=vertexSize) {
// vertices[i] = vertices[i] + rect.x - vec3.x * window.devicePixelRatio;
// vertices[i+1] = vertices[i+1] - rect.y + vec3.y * window.devicePixelRatio;
// }
// });
renderer.begin();
skeleton.skeleton.x = rect.x - vec3.x * window.devicePixelRatio;
skeleton.skeleton.y = - rect.y + vec3.y * window.devicePixelRatio;
renderer.drawSkeleton(skeleton.skeleton, true);
// show center
const root = skeleton.skeleton.getRootBone();
const vec3Root = new spine.Vector3(root.x, root.y);
renderer.camera.worldToScreen(vec3Root, canvas.htmlCanvas.clientWidth, canvas.htmlCanvas.clientHeight);
renderer.circle(
true,
rect.x - vec3.x * window.devicePixelRatio,
-rect.y + vec3.y * window.devicePixelRatio,
20,
{ r: 1, g: 0, b: 0, a: .5 });
renderer.end();
// }
}
}
// Complete rendering.
}
}
const htmlCanvas = document.getElementById("canvas");
new spine.SpineCanvas(htmlCanvas, {
app: new App()
})
function initializeSkeleton(assetManager, atlas, skeletonFile, scale, animation) {
var atlas = assetManager.require(atlas);
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
var skeletonBinary = new spine.SkeletonBinary(atlasLoader);
skeletonBinary.scale = scale;
var skeletonData = skeletonBinary.readSkeletonData(assetManager.require(skeletonFile));
const skeleton = new spine.Skeleton(skeletonData);
var animationStateData = new spine.AnimationStateData(skeletonData);
const animationState = new spine.AnimationState(animationStateData);
animationState.setAnimation(0, animation, true);
return { skeleton, state: animationState }
}
</script>
</body>
</html>

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@ -82,7 +82,7 @@ export class SceneRenderer implements Disposable {
}
begin () {
this.camera.update();
// this.camera.update();
this.enableRenderer(this.batcher);
}

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@ -76,6 +76,9 @@ export class SpineCanvas {
/** The input processor used to listen to mouse, touch, and keyboard events. */
readonly input: Input;
public reqAnimationFrameId?:number;
public loop: FrameRequestCallback;
private disposed = false;
/** Constructs a new spine canvas, rendering to the provided HTML canvas. */
@ -93,16 +96,16 @@ export class SpineCanvas {
this.htmlCanvas = canvas;
this.context = new ManagedWebGLRenderingContext(canvas, config.webglConfig);
this.renderer = new SceneRenderer(canvas, this.context);
this.renderer = new SceneRenderer(canvas, this.context, false);
this.gl = this.context.gl;
this.assetManager = new AssetManager(this.context, config.pathPrefix);
this.input = new Input(canvas);
if (config.app.loadAssets) config.app.loadAssets(this);
let loop = () => {
this.loop = () => {
if (this.disposed) return;
requestAnimationFrame(loop);
this.reqAnimationFrameId = requestAnimationFrame(this.loop);
this.time.update();
if (config.app.update) config.app.update(this, this.time.delta);
if (config.app.render) config.app.render(this);
@ -115,13 +118,13 @@ export class SpineCanvas {
if (config.app.error) config.app.error(this, this.assetManager.getErrors());
} else {
if (config.app.initialize) config.app.initialize(this);
loop();
this.loop(0);
}
return;
}
requestAnimationFrame(waitForAssets);
this.reqAnimationFrameId = requestAnimationFrame(waitForAssets);
}
requestAnimationFrame(waitForAssets);
this.reqAnimationFrameId = requestAnimationFrame(waitForAssets);
}
/** Clears the canvas with the given color. The color values are given in the range [0,1]. */