[ts][webgl] Closes #1976, PolygonBatcher disables CULL_FACE and restores the previous setting on end()

This commit is contained in:
Mario Zechner 2022-03-20 15:06:49 +01:00
parent f7aaa25ee1
commit 1fb3b53c5b
3 changed files with 96 additions and 89 deletions

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@ -976,6 +976,7 @@ This will automatically:
* Support for audio events, see `audioPath`, `volume` and `balance` fields on event (data).
* `TrackEntry` has an additional field called `holdPrevious`. It can be used to counter act a limitation of `AnimationState` resulting in "dipping" of parts of the animation. For a full discussion of the problem and the solution we've implemented, see this [forum thread](http://esotericsoftware.com/forum/Probably-Easy-Animation-mixing-with-multiple-tracks-10682?p=48130&hilit=holdprevious#p48130).
* Added `AssetManager#setRawDataURI(path, data)`. Allows to set raw data URIs for a specific path, which in turn enables embedding assets into JavaScript/HTML.
* `PolygonBatcher` will now disable `CULL_FACE` and restore the state as it was before rendering.
### WebGL backend
* Added `VertexEffect` interface, instances of which can be set on `SkeletonRenderer`. Allows to modify vertices before submitting them to GPU. See `SwirlEffect`, `JitterEffect`, and the example which allows to set effects.

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@ -33,55 +33,55 @@
</center>
<script>
var canvas;
var gl;
var shader;
var batcher;
var mvp = new spine.Matrix4();
var skeletonRenderer;
var assetManager;
let canvas;
let ctx;
let shader;
let batcher;
let mvp = new spine.Matrix4();
let skeletonRenderer;
let assetManager;
var debugRenderer;
var shapes;
let debugRenderer;
let shapes;
var lastFrameTime;
var skeletons = {};
var format = "JSON";
var activeSkeleton = "spineboy";
var pow2 = new spine.Pow(2);
var swirlEffect = new spine.SwirlEffect(0);
var jitterEffect = new spine.JitterEffect(20, 20);
var swirlTime = 0;
let lastFrameTime;
let skeletons = {};
let format = "JSON";
let activeSkeleton = "spineboy";
let pow2 = new spine.Pow(2);
let swirlEffect = new spine.SwirlEffect(0);
let jitterEffect = new spine.JitterEffect(20, 20);
let swirlTime = 0;
function init() {
// Setup canvas and WebGL context. We pass alpha: false to canvas.getContext() so we don't use premultiplied alpha when
// loading textures. That is handled separately by PolygonBatcher.
// Create the managed WebGL context. Managed contexts will restore resources like shaders
// and buffers automatically if the WebGL context is lost.
canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var config = { alpha: false };
gl = canvas.getContext("webgl", config) || canvas.getContext("experimental-webgl", config);
if (!gl) {
let config = { alpha: false };
ctx = new spine.ManagedWebGLRenderingContext(canvas, config);
if (!ctx.gl) {
alert('WebGL is unavailable.');
return;
}
// Create a simple shader, mesh, model-view-projection matrix, SkeletonRenderer, and AssetManager.
shader = spine.Shader.newTwoColoredTextured(gl);
batcher = new spine.PolygonBatcher(gl);
shader = spine.Shader.newTwoColoredTextured(ctx);
batcher = new spine.PolygonBatcher(ctx);
mvp.ortho2d(0, 0, canvas.width - 1, canvas.height - 1);
skeletonRenderer = new spine.SkeletonRenderer(gl);
assetManager = new spine.AssetManager(gl, "assets/");
skeletonRenderer = new spine.SkeletonRenderer(ctx);
assetManager = new spine.AssetManager(ctx, "assets/");
// Create a debug renderer and the ShapeRenderer it needs to render lines.
debugRenderer = new spine.SkeletonDebugRenderer(gl);
debugRenderer = new spine.SkeletonDebugRenderer(ctx);
debugRenderer.drawRegionAttachments = true;
debugRenderer.drawBoundingBoxes = true;
debugRenderer.drawMeshHull = true;
debugRenderer.drawMeshTriangles = true;
debugRenderer.drawPaths = true;
debugShader = spine.Shader.newColored(gl);
shapes = new spine.ShapeRenderer(gl);
debugShader = spine.Shader.newColored(ctx);
shapes = new spine.ShapeRenderer(ctx);
// Tell AssetManager to load the resources for each skeleton, including the exported data file, the .atlas file and the .png
// file for the atlas. We then wait until all resources are loaded in the load() method.
@ -160,30 +160,30 @@
if (skin === undefined) skin = "default";
// Load the texture atlas using name.atlas from the AssetManager.
var atlas = assetManager.require(name.replace(/(?:-ess|-pro)\.(skel|json)/, "") + (premultipliedAlpha ? "-pma" : "") + ".atlas");
let atlas = assetManager.require(name.replace(/(?:-ess|-pro)\.(skel|json)/, "") + (premultipliedAlpha ? "-pma" : "") + ".atlas");
// Create an AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
let atlasLoader = new spine.AtlasAttachmentLoader(atlas);
// Create a skeleton loader instance for parsing the skeleton data file.
var skeletonLoader = name.endsWith(".skel") ? new spine.SkeletonBinary(atlasLoader) : new spine.SkeletonJson(atlasLoader);
let skeletonLoader = name.endsWith(".skel") ? new spine.SkeletonBinary(atlasLoader) : new spine.SkeletonJson(atlasLoader);
// Set the scale to apply during parsing, parse the file, and create a new skeleton.
skeletonLoader.scale = 1;
var skeletonData = skeletonLoader.readSkeletonData(assetManager.require(name));
var skeleton = new spine.Skeleton(skeletonData);
let skeletonData = skeletonLoader.readSkeletonData(assetManager.require(name));
let skeleton = new spine.Skeleton(skeletonData);
skeleton.setSkinByName(skin);
var bounds = calculateSetupPoseBounds(skeleton);
let bounds = calculateSetupPoseBounds(skeleton);
// Create an AnimationState, and set the initial animation in looping mode.
var animationStateData = new spine.AnimationStateData(skeleton.data);
var animationState = new spine.AnimationState(animationStateData);
let animationStateData = new spine.AnimationStateData(skeleton.data);
let animationState = new spine.AnimationState(animationStateData);
if (name == "spineboy-pro.skel" || name == "spineboy-pro.json") {
animationStateData.setMix("walk", "run", 1.5)
animationStateData.setMix("run", "jump", 0.2)
animationStateData.setMix("jump", "run", 0.4);
animationState.setEmptyAnimation(0, 0);
var entry = animationState.addAnimation(0, "walk", true, 0);
let entry = animationState.addAnimation(0, "walk", true, 0);
entry.mixDuration = 1;
animationState.addAnimation(0, "run", true, 1.5);
animationState.addAnimation(0, "jump", false, 2);
@ -225,70 +225,70 @@
function calculateSetupPoseBounds(skeleton) {
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
var offset = new spine.Vector2();
var size = new spine.Vector2();
let offset = new spine.Vector2();
let size = new spine.Vector2();
skeleton.getBounds(offset, size, []);
return { offset: offset, size: size };
}
function setupUI() {
var formatList = $("#formatList");
let formatList = $("#formatList");
formatList.append($("<option>Binary</option>"));
formatList.append($("<option>JSON</option>"));
var skeletonList = $("#skeletonList");
for (var skeletonName in skeletons) {
var option = $("<option></option>");
let skeletonList = $("#skeletonList");
for (let skeletonName in skeletons) {
let option = $("<option></option>");
option.attr("value", skeletonName).text(skeletonName);
if (skeletonName === activeSkeleton) option.attr("selected", "selected");
skeletonList.append(option);
}
var effectList = $("#effectList");
var effects = ["None", "Swirl", "Jitter"];
for (var effect in effects) {
var effectName = effects[effect];
var option = $("<option></option>");
let effectList = $("#effectList");
let effects = ["None", "Swirl", "Jitter"];
for (let effect in effects) {
let effectName = effects[effect];
let option = $("<option></option>");
option.attr("value", effectName).text(effectName);
effectList.append(option);
}
var setupAnimationUI = function () {
var animationList = $("#animationList");
let setupAnimationUI = function () {
let animationList = $("#animationList");
animationList.empty();
var skeleton = skeletons[activeSkeleton][format].skeleton;
var state = skeletons[activeSkeleton][format].state;
var activeAnimation = state.tracks[0].animation.name;
for (var i = 0; i < skeleton.data.animations.length; i++) {
var name = skeleton.data.animations[i].name;
var option = $("<option></option>");
let skeleton = skeletons[activeSkeleton][format].skeleton;
let state = skeletons[activeSkeleton][format].state;
let activeAnimation = state.tracks[0].animation.name;
for (let i = 0; i < skeleton.data.animations.length; i++) {
let name = skeleton.data.animations[i].name;
let option = $("<option></option>");
option.attr("value", name).text(name);
if (name === activeAnimation) option.attr("selected", "selected");
animationList.append(option);
}
animationList.change(function () {
var state = skeletons[activeSkeleton][format].state;
var skeleton = skeletons[activeSkeleton][format].skeleton;
var animationName = $("#animationList option:selected").text();
let state = skeletons[activeSkeleton][format].state;
let skeleton = skeletons[activeSkeleton][format].skeleton;
let animationName = $("#animationList option:selected").text();
skeleton.setToSetupPose();
state.setAnimation(0, animationName, true);
})
}
var setupSkinUI = function () {
var skinList = $("#skinList");
let setupSkinUI = function () {
let skinList = $("#skinList");
skinList.empty();
var skeleton = skeletons[activeSkeleton][format].skeleton;
var activeSkin = skeleton.skin == null ? "default" : skeleton.skin.name;
for (var i = 0; i < skeleton.data.skins.length; i++) {
var name = skeleton.data.skins[i].name;
var option = $("<option></option>");
let skeleton = skeletons[activeSkeleton][format].skeleton;
let activeSkin = skeleton.skin == null ? "default" : skeleton.skin.name;
for (let i = 0; i < skeleton.data.skins.length; i++) {
let name = skeleton.data.skins[i].name;
let option = $("<option></option>");
option.attr("value", name).text(name);
if (name === activeSkin) option.attr("selected", "selected");
skinList.append(option);
}
skinList.change(function () {
var skeleton = skeletons[activeSkeleton][format].skeleton;
var skinName = $("#skinList option:selected").text();
let skeleton = skeletons[activeSkeleton][format].skeleton;
let skinName = $("#skinList option:selected").text();
skeleton.setSkinByName(skinName);
skeleton.setSlotsToSetupPose();
})
@ -311,8 +311,9 @@
}
function render() {
var now = Date.now() / 1000;
var delta = now - lastFrameTime;
let gl = ctx.gl;
let now = Date.now() / 1000;
let delta = now - lastFrameTime;
lastFrameTime = now;
// Update the MVP matrix to adjust for canvas size changes
@ -322,10 +323,10 @@
gl.clear(gl.COLOR_BUFFER_BIT);
// Apply the animation state based on the delta time.
var skeleton = skeletons[activeSkeleton][format].skeleton;
var state = skeletons[activeSkeleton][format].state;
var bounds = skeletons[activeSkeleton][format].bounds;
var premultipliedAlpha = skeletons[activeSkeleton][format].premultipliedAlpha;
let skeleton = skeletons[activeSkeleton][format].skeleton;
let state = skeletons[activeSkeleton][format].state;
let bounds = skeletons[activeSkeleton][format].bounds;
let premultipliedAlpha = skeletons[activeSkeleton][format].premultipliedAlpha;
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
@ -338,12 +339,12 @@
// Start the batch and tell the SkeletonRenderer to render the active skeleton.
batcher.begin(shader);
var effect = $("#effectList option:selected").text();
let effect = $("#effectList option:selected").text();
if (effect == "None") {
skeletonRenderer.vertexEffect = null;
} else if (effect == "Swirl") {
swirlTime += delta;
var percent = swirlTime % 2;
let percent = swirlTime % 2;
if (percent > 1) percent = 1 - (percent - 1);
swirlEffect.angle = pow2.apply(-60, 60, percent);
swirlEffect.centerX = bounds.offset.x + bounds.size.x / 2;
@ -360,7 +361,7 @@
shader.unbind();
// Draw debug information.
var debug = $('#debug').is(':checked');
let debug = $('#debug').is(':checked');
if (debug) {
debugShader.bind();
debugShader.setUniform4x4f(spine.Shader.MVP_MATRIX, mvp.values);
@ -375,26 +376,26 @@
}
function resize() {
var w = canvas.clientWidth;
var h = canvas.clientHeight;
let w = canvas.clientWidth;
let h = canvas.clientHeight;
if (canvas.width != w || canvas.height != h) {
canvas.width = w;
canvas.height = h;
}
// Calculations to center the skeleton in the canvas.
var bounds = skeletons[activeSkeleton][format].bounds;
var centerX = bounds.offset.x + bounds.size.x / 2;
var centerY = bounds.offset.y + bounds.size.y / 2;
var scaleX = bounds.size.x / canvas.width;
var scaleY = bounds.size.y / canvas.height;
var scale = Math.max(scaleX, scaleY) * 2;
let bounds = skeletons[activeSkeleton][format].bounds;
let centerX = bounds.offset.x + bounds.size.x / 2;
let centerY = bounds.offset.y + bounds.size.y / 2;
let scaleX = bounds.size.x / canvas.width;
let scaleY = bounds.size.y / canvas.height;
let scale = Math.max(scaleX, scaleY) * 2;
if (scale < 1) scale = 1;
var width = canvas.width * scale;
var height = canvas.height * scale;
let width = canvas.width * scale;
let height = canvas.height * scale;
mvp.ortho2d(centerX - width / 2, centerY - height / 2, width, height);
gl.viewport(0, 0, canvas.width, canvas.height);
ctx.gl.viewport(0, 0, canvas.width, canvas.height);
}
init();

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@ -45,6 +45,7 @@ export class PolygonBatcher implements Disposable {
private srcColorBlend: number;
private srcAlphaBlend: number;
private dstBlend: number;
private cullWasEnabled: boolean;
constructor (context: ManagedWebGLRenderingContext | WebGLRenderingContext, twoColorTint: boolean = true, maxVertices: number = 10920) {
if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
@ -69,6 +70,9 @@ export class PolygonBatcher implements Disposable {
let gl = this.context.gl;
gl.enable(gl.BLEND);
gl.blendFuncSeparate(this.srcColorBlend, this.dstBlend, this.srcAlphaBlend, this.dstBlend);
this.cullWasEnabled = gl.isEnabled(gl.CULL_FACE);
if (this.cullWasEnabled) gl.disable(gl.CULL_FACE);
}
setBlendMode (srcColorBlend: number, srcAlphaBlend: number, dstBlend: number) {
@ -126,6 +130,7 @@ export class PolygonBatcher implements Disposable {
let gl = this.context.gl;
gl.disable(gl.BLEND);
if (this.cullWasEnabled) gl.enable(gl.CULL_FACE);
}
getDrawCalls () {