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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
[ts][webgl] Closes #1976, PolygonBatcher disables CULL_FACE and restores the previous setting on end()
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@ -976,6 +976,7 @@ This will automatically:
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* Support for audio events, see `audioPath`, `volume` and `balance` fields on event (data).
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* `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).
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* Added `AssetManager#setRawDataURI(path, data)`. Allows to set raw data URIs for a specific path, which in turn enables embedding assets into JavaScript/HTML.
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* `PolygonBatcher` will now disable `CULL_FACE` and restore the state as it was before rendering.
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### WebGL backend
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* 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 @@
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</center>
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<script>
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var canvas;
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var gl;
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var shader;
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var batcher;
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var mvp = new spine.Matrix4();
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var skeletonRenderer;
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var assetManager;
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let canvas;
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let ctx;
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let shader;
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let batcher;
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let mvp = new spine.Matrix4();
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let skeletonRenderer;
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let assetManager;
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var debugRenderer;
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var shapes;
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let debugRenderer;
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let shapes;
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var lastFrameTime;
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var skeletons = {};
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var format = "JSON";
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var activeSkeleton = "spineboy";
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var pow2 = new spine.Pow(2);
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var swirlEffect = new spine.SwirlEffect(0);
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var jitterEffect = new spine.JitterEffect(20, 20);
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var swirlTime = 0;
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let lastFrameTime;
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let skeletons = {};
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let format = "JSON";
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let activeSkeleton = "spineboy";
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let pow2 = new spine.Pow(2);
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let swirlEffect = new spine.SwirlEffect(0);
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let jitterEffect = new spine.JitterEffect(20, 20);
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let swirlTime = 0;
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function init() {
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// Setup canvas and WebGL context. We pass alpha: false to canvas.getContext() so we don't use premultiplied alpha when
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// loading textures. That is handled separately by PolygonBatcher.
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// Create the managed WebGL context. Managed contexts will restore resources like shaders
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// and buffers automatically if the WebGL context is lost.
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canvas = document.getElementById("canvas");
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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var config = { alpha: false };
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gl = canvas.getContext("webgl", config) || canvas.getContext("experimental-webgl", config);
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if (!gl) {
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let config = { alpha: false };
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ctx = new spine.ManagedWebGLRenderingContext(canvas, config);
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if (!ctx.gl) {
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alert('WebGL is unavailable.');
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return;
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}
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// Create a simple shader, mesh, model-view-projection matrix, SkeletonRenderer, and AssetManager.
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shader = spine.Shader.newTwoColoredTextured(gl);
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batcher = new spine.PolygonBatcher(gl);
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shader = spine.Shader.newTwoColoredTextured(ctx);
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batcher = new spine.PolygonBatcher(ctx);
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mvp.ortho2d(0, 0, canvas.width - 1, canvas.height - 1);
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skeletonRenderer = new spine.SkeletonRenderer(gl);
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assetManager = new spine.AssetManager(gl, "assets/");
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skeletonRenderer = new spine.SkeletonRenderer(ctx);
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assetManager = new spine.AssetManager(ctx, "assets/");
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// Create a debug renderer and the ShapeRenderer it needs to render lines.
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debugRenderer = new spine.SkeletonDebugRenderer(gl);
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debugRenderer = new spine.SkeletonDebugRenderer(ctx);
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debugRenderer.drawRegionAttachments = true;
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debugRenderer.drawBoundingBoxes = true;
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debugRenderer.drawMeshHull = true;
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debugRenderer.drawMeshTriangles = true;
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debugRenderer.drawPaths = true;
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debugShader = spine.Shader.newColored(gl);
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shapes = new spine.ShapeRenderer(gl);
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debugShader = spine.Shader.newColored(ctx);
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shapes = new spine.ShapeRenderer(ctx);
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// Tell AssetManager to load the resources for each skeleton, including the exported data file, the .atlas file and the .png
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// file for the atlas. We then wait until all resources are loaded in the load() method.
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@ -160,30 +160,30 @@
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if (skin === undefined) skin = "default";
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// Load the texture atlas using name.atlas from the AssetManager.
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var atlas = assetManager.require(name.replace(/(?:-ess|-pro)\.(skel|json)/, "") + (premultipliedAlpha ? "-pma" : "") + ".atlas");
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let atlas = assetManager.require(name.replace(/(?:-ess|-pro)\.(skel|json)/, "") + (premultipliedAlpha ? "-pma" : "") + ".atlas");
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// Create an AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
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var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
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let atlasLoader = new spine.AtlasAttachmentLoader(atlas);
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// Create a skeleton loader instance for parsing the skeleton data file.
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var skeletonLoader = name.endsWith(".skel") ? new spine.SkeletonBinary(atlasLoader) : new spine.SkeletonJson(atlasLoader);
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let skeletonLoader = name.endsWith(".skel") ? new spine.SkeletonBinary(atlasLoader) : new spine.SkeletonJson(atlasLoader);
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// Set the scale to apply during parsing, parse the file, and create a new skeleton.
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skeletonLoader.scale = 1;
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var skeletonData = skeletonLoader.readSkeletonData(assetManager.require(name));
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var skeleton = new spine.Skeleton(skeletonData);
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let skeletonData = skeletonLoader.readSkeletonData(assetManager.require(name));
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let skeleton = new spine.Skeleton(skeletonData);
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skeleton.setSkinByName(skin);
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var bounds = calculateSetupPoseBounds(skeleton);
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let bounds = calculateSetupPoseBounds(skeleton);
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// Create an AnimationState, and set the initial animation in looping mode.
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var animationStateData = new spine.AnimationStateData(skeleton.data);
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var animationState = new spine.AnimationState(animationStateData);
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let animationStateData = new spine.AnimationStateData(skeleton.data);
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let animationState = new spine.AnimationState(animationStateData);
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if (name == "spineboy-pro.skel" || name == "spineboy-pro.json") {
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animationStateData.setMix("walk", "run", 1.5)
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animationStateData.setMix("run", "jump", 0.2)
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animationStateData.setMix("jump", "run", 0.4);
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animationState.setEmptyAnimation(0, 0);
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var entry = animationState.addAnimation(0, "walk", true, 0);
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let entry = animationState.addAnimation(0, "walk", true, 0);
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entry.mixDuration = 1;
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animationState.addAnimation(0, "run", true, 1.5);
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animationState.addAnimation(0, "jump", false, 2);
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@ -225,70 +225,70 @@
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function calculateSetupPoseBounds(skeleton) {
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skeleton.setToSetupPose();
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skeleton.updateWorldTransform();
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var offset = new spine.Vector2();
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var size = new spine.Vector2();
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let offset = new spine.Vector2();
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let size = new spine.Vector2();
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skeleton.getBounds(offset, size, []);
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return { offset: offset, size: size };
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}
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function setupUI() {
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var formatList = $("#formatList");
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let formatList = $("#formatList");
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formatList.append($("<option>Binary</option>"));
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formatList.append($("<option>JSON</option>"));
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var skeletonList = $("#skeletonList");
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for (var skeletonName in skeletons) {
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var option = $("<option></option>");
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let skeletonList = $("#skeletonList");
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for (let skeletonName in skeletons) {
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let option = $("<option></option>");
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option.attr("value", skeletonName).text(skeletonName);
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if (skeletonName === activeSkeleton) option.attr("selected", "selected");
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skeletonList.append(option);
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}
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var effectList = $("#effectList");
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var effects = ["None", "Swirl", "Jitter"];
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for (var effect in effects) {
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var effectName = effects[effect];
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var option = $("<option></option>");
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let effectList = $("#effectList");
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let effects = ["None", "Swirl", "Jitter"];
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for (let effect in effects) {
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let effectName = effects[effect];
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let option = $("<option></option>");
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option.attr("value", effectName).text(effectName);
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effectList.append(option);
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}
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var setupAnimationUI = function () {
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var animationList = $("#animationList");
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let setupAnimationUI = function () {
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let animationList = $("#animationList");
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animationList.empty();
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var skeleton = skeletons[activeSkeleton][format].skeleton;
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var state = skeletons[activeSkeleton][format].state;
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var activeAnimation = state.tracks[0].animation.name;
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for (var i = 0; i < skeleton.data.animations.length; i++) {
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var name = skeleton.data.animations[i].name;
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var option = $("<option></option>");
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let skeleton = skeletons[activeSkeleton][format].skeleton;
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let state = skeletons[activeSkeleton][format].state;
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let activeAnimation = state.tracks[0].animation.name;
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for (let i = 0; i < skeleton.data.animations.length; i++) {
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let name = skeleton.data.animations[i].name;
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let option = $("<option></option>");
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option.attr("value", name).text(name);
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if (name === activeAnimation) option.attr("selected", "selected");
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animationList.append(option);
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}
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animationList.change(function () {
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var state = skeletons[activeSkeleton][format].state;
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var skeleton = skeletons[activeSkeleton][format].skeleton;
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var animationName = $("#animationList option:selected").text();
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let state = skeletons[activeSkeleton][format].state;
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let skeleton = skeletons[activeSkeleton][format].skeleton;
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let animationName = $("#animationList option:selected").text();
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skeleton.setToSetupPose();
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state.setAnimation(0, animationName, true);
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})
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}
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var setupSkinUI = function () {
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var skinList = $("#skinList");
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let setupSkinUI = function () {
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let skinList = $("#skinList");
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skinList.empty();
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var skeleton = skeletons[activeSkeleton][format].skeleton;
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var activeSkin = skeleton.skin == null ? "default" : skeleton.skin.name;
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for (var i = 0; i < skeleton.data.skins.length; i++) {
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var name = skeleton.data.skins[i].name;
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var option = $("<option></option>");
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let skeleton = skeletons[activeSkeleton][format].skeleton;
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let activeSkin = skeleton.skin == null ? "default" : skeleton.skin.name;
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for (let i = 0; i < skeleton.data.skins.length; i++) {
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let name = skeleton.data.skins[i].name;
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let option = $("<option></option>");
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option.attr("value", name).text(name);
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if (name === activeSkin) option.attr("selected", "selected");
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skinList.append(option);
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}
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skinList.change(function () {
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var skeleton = skeletons[activeSkeleton][format].skeleton;
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var skinName = $("#skinList option:selected").text();
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let skeleton = skeletons[activeSkeleton][format].skeleton;
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let skinName = $("#skinList option:selected").text();
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skeleton.setSkinByName(skinName);
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skeleton.setSlotsToSetupPose();
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})
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@ -311,8 +311,9 @@
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}
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function render() {
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var now = Date.now() / 1000;
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var delta = now - lastFrameTime;
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let gl = ctx.gl;
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let now = Date.now() / 1000;
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let delta = now - lastFrameTime;
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lastFrameTime = now;
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// Update the MVP matrix to adjust for canvas size changes
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@ -322,10 +323,10 @@
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Apply the animation state based on the delta time.
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var skeleton = skeletons[activeSkeleton][format].skeleton;
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var state = skeletons[activeSkeleton][format].state;
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var bounds = skeletons[activeSkeleton][format].bounds;
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var premultipliedAlpha = skeletons[activeSkeleton][format].premultipliedAlpha;
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let skeleton = skeletons[activeSkeleton][format].skeleton;
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let state = skeletons[activeSkeleton][format].state;
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let bounds = skeletons[activeSkeleton][format].bounds;
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let premultipliedAlpha = skeletons[activeSkeleton][format].premultipliedAlpha;
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state.update(delta);
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state.apply(skeleton);
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skeleton.updateWorldTransform();
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@ -338,12 +339,12 @@
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// Start the batch and tell the SkeletonRenderer to render the active skeleton.
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batcher.begin(shader);
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var effect = $("#effectList option:selected").text();
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let effect = $("#effectList option:selected").text();
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if (effect == "None") {
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skeletonRenderer.vertexEffect = null;
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} else if (effect == "Swirl") {
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swirlTime += delta;
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var percent = swirlTime % 2;
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let percent = swirlTime % 2;
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if (percent > 1) percent = 1 - (percent - 1);
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swirlEffect.angle = pow2.apply(-60, 60, percent);
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swirlEffect.centerX = bounds.offset.x + bounds.size.x / 2;
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@ -360,7 +361,7 @@
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shader.unbind();
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// Draw debug information.
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var debug = $('#debug').is(':checked');
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let debug = $('#debug').is(':checked');
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if (debug) {
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debugShader.bind();
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debugShader.setUniform4x4f(spine.Shader.MVP_MATRIX, mvp.values);
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@ -375,26 +376,26 @@
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}
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function resize() {
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var w = canvas.clientWidth;
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var h = canvas.clientHeight;
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let w = canvas.clientWidth;
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let h = canvas.clientHeight;
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if (canvas.width != w || canvas.height != h) {
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canvas.width = w;
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canvas.height = h;
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}
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// Calculations to center the skeleton in the canvas.
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var bounds = skeletons[activeSkeleton][format].bounds;
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var centerX = bounds.offset.x + bounds.size.x / 2;
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var centerY = bounds.offset.y + bounds.size.y / 2;
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var scaleX = bounds.size.x / canvas.width;
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var scaleY = bounds.size.y / canvas.height;
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var scale = Math.max(scaleX, scaleY) * 2;
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let bounds = skeletons[activeSkeleton][format].bounds;
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let centerX = bounds.offset.x + bounds.size.x / 2;
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let centerY = bounds.offset.y + bounds.size.y / 2;
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let scaleX = bounds.size.x / canvas.width;
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let scaleY = bounds.size.y / canvas.height;
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let scale = Math.max(scaleX, scaleY) * 2;
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if (scale < 1) scale = 1;
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var width = canvas.width * scale;
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var height = canvas.height * scale;
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let width = canvas.width * scale;
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let height = canvas.height * scale;
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mvp.ortho2d(centerX - width / 2, centerY - height / 2, width, height);
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gl.viewport(0, 0, canvas.width, canvas.height);
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ctx.gl.viewport(0, 0, canvas.width, canvas.height);
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}
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init();
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@ -45,6 +45,7 @@ export class PolygonBatcher implements Disposable {
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private srcColorBlend: number;
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private srcAlphaBlend: number;
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private dstBlend: number;
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private cullWasEnabled: boolean;
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constructor (context: ManagedWebGLRenderingContext | WebGLRenderingContext, twoColorTint: boolean = true, maxVertices: number = 10920) {
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if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
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@ -69,6 +70,9 @@ export class PolygonBatcher implements Disposable {
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let gl = this.context.gl;
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gl.enable(gl.BLEND);
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gl.blendFuncSeparate(this.srcColorBlend, this.dstBlend, this.srcAlphaBlend, this.dstBlend);
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this.cullWasEnabled = gl.isEnabled(gl.CULL_FACE);
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if (this.cullWasEnabled) gl.disable(gl.CULL_FACE);
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}
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setBlendMode (srcColorBlend: number, srcAlphaBlend: number, dstBlend: number) {
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@ -126,6 +130,7 @@ export class PolygonBatcher implements Disposable {
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let gl = this.context.gl;
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gl.disable(gl.BLEND);
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if (this.cullWasEnabled) gl.enable(gl.CULL_FACE);
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}
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getDrawCalls () {
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