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https://github.com/EsotericSoftware/spine-runtimes.git
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[ts][threejs] Prefill normals at construction; they are always constant and perpendicular. See #2952.
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@ -57,19 +57,35 @@ export class MeshBatcher extends THREE.Mesh {
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this.vertexSize += 3;
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this.vertexSize += 3;
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}
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}
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let vertices = this.vertices = new Float32Array(maxVertices * this.vertexSize);
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this.vertices = new Float32Array(maxVertices * this.vertexSize);
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let indices = this.indices = new Uint16Array(maxVertices * 3);
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this.indices = new Uint16Array(maxVertices * 3);
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let geo = new THREE.BufferGeometry();
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let vertexBuffer = this.vertexBuffer = new THREE.InterleavedBuffer(vertices, this.vertexSize);
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const normals = new Float32Array(maxVertices * 3);
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vertexBuffer.usage = WebGLRenderingContext.DYNAMIC_DRAW;
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for (let i = 0; i < maxVertices * 3; i += 3) {
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normals[i] = 0;
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normals[i + 1] = 0;
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normals[i + 2] = -1;
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}
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const vertexBuffer = new THREE.InterleavedBuffer(this.vertices, this.vertexSize)
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this.vertexBuffer = vertexBuffer;
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this.vertexBuffer.usage = WebGLRenderingContext.DYNAMIC_DRAW;
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const geo = new THREE.BufferGeometry();
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geo.setAttribute("position", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0, false));
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geo.setAttribute("position", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0, false));
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geo.setAttribute("color", new THREE.InterleavedBufferAttribute(vertexBuffer, 4, 3, false));
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geo.setAttribute("color", new THREE.InterleavedBufferAttribute(vertexBuffer, 4, 3, false));
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geo.setAttribute("uv", new THREE.InterleavedBufferAttribute(vertexBuffer, 2, 7, false));
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geo.setAttribute("uv", new THREE.InterleavedBufferAttribute(vertexBuffer, 2, 7, false));
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if (twoColorTint) {
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if (twoColorTint)
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geo.setAttribute("darkcolor", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 9, false));
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geo.setAttribute("darkcolor", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 9, false));
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}
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geo.setIndex(new THREE.BufferAttribute(indices, 1));
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const normalBuffer = new THREE.BufferAttribute(normals, 3);
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geo.getIndex()!.usage = WebGLRenderingContext.DYNAMIC_DRAW;
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normalBuffer.usage = WebGLRenderingContext.STATIC_DRAW;
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geo.setAttribute("normal", normalBuffer);
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const indexBuffer = new THREE.BufferAttribute(this.indices, 1);
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indexBuffer.usage = WebGLRenderingContext.DYNAMIC_DRAW;
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geo.setIndex(indexBuffer);
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geo.drawRange.start = 0;
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geo.drawRange.start = 0;
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geo.drawRange.count = 0;
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geo.drawRange.count = 0;
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this.geometry = geo;
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this.geometry = geo;
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@ -167,7 +183,6 @@ export class MeshBatcher extends THREE.Mesh {
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this.indicesLength += indicesLength;
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this.indicesLength += indicesLength;
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}
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}
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private verticesMaxLength = -1;
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end () {
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end () {
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this.vertexBuffer.needsUpdate = this.verticesLength > 0;
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this.vertexBuffer.needsUpdate = this.verticesLength > 0;
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this.vertexBuffer.addUpdateRange(0, this.verticesLength);
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this.vertexBuffer.addUpdateRange(0, this.verticesLength);
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@ -179,11 +194,6 @@ export class MeshBatcher extends THREE.Mesh {
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index.addUpdateRange(0, this.indicesLength);
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index.addUpdateRange(0, this.indicesLength);
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geo.drawRange.start = 0;
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geo.drawRange.start = 0;
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geo.drawRange.count = this.indicesLength;
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geo.drawRange.count = this.indicesLength;
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if (this.verticesMaxLength < this.verticesLength) {
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this.verticesMaxLength = this.verticesLength;
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geo.computeVertexNormals();
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}
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}
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}
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addMaterialGroup (indicesLength: number, materialGroup: number) {
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addMaterialGroup (indicesLength: number, materialGroup: number) {
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