mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
[ts][canvaskit] Properly fix vertices info misalignment that led to crash when clipping (0b426772).
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@ -37,27 +37,20 @@ import {
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ClippingAttachment,
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Color,
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MeshAttachment,
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NumberArrayLike,
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type NumberArrayLike,
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Physics,
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RegionAttachment,
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Skeleton,
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SkeletonBinary,
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SkeletonClipping,
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SkeletonData,
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type SkeletonData,
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SkeletonJson,
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Texture,
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TextureAtlas,
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TextureFilter,
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TextureWrap,
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Utils,
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} from "@esotericsoftware/spine-core";
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import {
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Canvas,
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CanvasKit,
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Image,
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Paint,
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Shader,
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} from "canvaskit-wasm";
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import type { Canvas, CanvasKit, Image, Paint, Shader } from "canvaskit-wasm";
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Skeleton.yDown = true;
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@ -83,7 +76,7 @@ function toCkBlendMode (ck: CanvasKit, blendMode: BlendMode) {
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}
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}
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function bufferToUtf8String (buffer: any) {
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function bufferToUtf8String (buffer: ArrayBuffer | Buffer) {
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if (typeof Buffer !== "undefined") {
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return buffer.toString("utf-8");
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} else if (typeof TextDecoder !== "undefined") {
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@ -98,9 +91,9 @@ class CanvasKitTexture extends Texture {
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return this._image;
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}
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setFilters (minFilter: TextureFilter, magFilter: TextureFilter): void { }
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setFilters (): void { }
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setWraps (uWrap: TextureWrap, vWrap: TextureWrap): void { }
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setWraps (): void { }
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dispose (): void {
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const data: CanvasKitImage = this._image;
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@ -117,7 +110,7 @@ class CanvasKitTexture extends Texture {
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static async fromFile (
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ck: CanvasKit,
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path: string,
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readFile: (path: string) => Promise<any>
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readFile: (path: string) => Promise<ArrayBuffer | Buffer>
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): Promise<CanvasKitTexture> {
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const imgData = await readFile(path);
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if (!imgData) throw new Error(`Could not load image ${path}`);
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@ -154,7 +147,7 @@ class CanvasKitTexture extends Texture {
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export async function loadTextureAtlas (
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ck: CanvasKit,
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atlasFile: string,
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readFile: (path: string) => Promise<Buffer>
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readFile: (path: string) => Promise<ArrayBuffer | Buffer>
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): Promise<TextureAtlas> {
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const atlas = new TextureAtlas(bufferToUtf8String(await readFile(atlasFile)));
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const slashIndex = atlasFile.lastIndexOf("/");
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@ -178,7 +171,7 @@ export async function loadTextureAtlas (
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export async function loadSkeletonData (
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skeletonFile: string,
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atlas: TextureAtlas,
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readFile: (path: string) => Promise<Buffer>,
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readFile: (path: string) => Promise<ArrayBuffer | Buffer>,
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scale = 1
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): Promise<SkeletonData> {
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const attachmentLoader = new AtlasAttachmentLoader(atlas);
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@ -186,12 +179,11 @@ export async function loadSkeletonData (
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? new SkeletonJson(attachmentLoader)
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: new SkeletonBinary(attachmentLoader);
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loader.scale = scale;
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let data = await readFile(skeletonFile);
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if (skeletonFile.endsWith(".json")) {
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data = bufferToUtf8String(data);
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const data = await readFile(skeletonFile);
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if (loader instanceof SkeletonJson) {
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return loader.readSkeletonData(bufferToUtf8String(data))
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}
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const skeletonData = loader.readSkeletonData(data);
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return skeletonData;
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return loader.readSkeletonData(data);
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}
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/**
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@ -252,18 +244,18 @@ export class SkeletonRenderer {
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*/
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render (canvas: Canvas, skeleton: Skeleton | SkeletonDrawable) {
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if (skeleton instanceof SkeletonDrawable) skeleton = skeleton.skeleton;
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let clipper = this.clipper;
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let drawOrder = skeleton.drawOrder;
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let skeletonColor = skeleton.color;
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const clipper = this.clipper;
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const drawOrder = skeleton.drawOrder;
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const skeletonColor = skeleton.color;
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for (let i = 0, n = drawOrder.length; i < n; i++) {
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let slot = drawOrder[i];
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const slot = drawOrder[i];
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if (!slot.bone.active) {
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clipper.clipEndWithSlot(slot);
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continue;
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}
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let attachment = slot.getAttachment();
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const attachment = slot.getAttachment();
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let positions = this.scratchPositions;
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let colors = this.scratchColors;
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let uvs: NumberArrayLike;
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@ -272,18 +264,19 @@ export class SkeletonRenderer {
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let attachmentColor: Color;
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let numVertices = 0;
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if (attachment instanceof RegionAttachment) {
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let region = attachment as RegionAttachment;
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if (positions.length < 8) this.scratchPositions = positions = Utils.newFloatArray(8);
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const region = attachment;
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numVertices = 4;
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region.computeWorldVertices(slot, positions, 0, 2);
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triangles = SkeletonRenderer.QUAD_TRIANGLES;
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uvs = region.uvs as Float32Array;
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texture = region.region?.texture as CanvasKitTexture;
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texture = region.region ?.texture as CanvasKitTexture;
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attachmentColor = region.color;
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} else if (attachment instanceof MeshAttachment) {
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let mesh = attachment as MeshAttachment;
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if (positions.length < mesh.worldVerticesLength)
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this.scratchPositions = positions = Utils.newFloatArray(mesh.worldVerticesLength);
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const mesh = attachment as MeshAttachment;
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if (positions.length < mesh.worldVerticesLength) {
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this.scratchPositions = Utils.newFloatArray(mesh.worldVerticesLength);
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positions = this.scratchPositions;
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}
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numVertices = mesh.worldVerticesLength >> 1;
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mesh.computeWorldVertices(
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slot,
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@ -294,11 +287,11 @@ export class SkeletonRenderer {
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2
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);
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triangles = mesh.triangles;
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texture = mesh.region?.texture as CanvasKitTexture;
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texture = mesh.region ?.texture as CanvasKitTexture;
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uvs = mesh.uvs as Float32Array;
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attachmentColor = mesh.color;
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} else if (attachment instanceof ClippingAttachment) {
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let clip = attachment as ClippingAttachment;
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const clip = attachment as ClippingAttachment;
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clipper.clipStart(slot, clip);
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continue;
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} else {
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@ -307,41 +300,47 @@ export class SkeletonRenderer {
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}
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if (texture) {
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let scaledUvs: NumberArrayLike;
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if (clipper.isClipping()) {
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clipper.clipTrianglesUnpacked(
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positions,
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triangles,
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triangles.length,
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uvs
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);
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if (clipper.clippedVertices.length > 0) {
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// clipping eventually "erases" clippedVertices array (set length to 0 at next clip)
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// it's necessary to keep the array alive until canvaskit paints,
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// otherwise a memory access occurs
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if (positions.length < clipper.clippedVertices.length)
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this.scratchPositions = positions = Utils.newFloatArray(clipper.clippedVertices.length);
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numVertices = clipper.clippedVertices.length / 2;
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for (let i = 0; i < clipper.clippedVertices.length; i++)
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positions[i] = clipper.clippedVertices[i];
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uvs = clipper.clippedUVs;
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triangles = clipper.clippedTriangles;
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} else {
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clipper.clipTrianglesUnpacked(positions, triangles, triangles.length, uvs);
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if (clipper.clippedVertices.length <= 0) {
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clipper.clipEndWithSlot(slot);
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continue;
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}
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positions = clipper.clippedVertices;
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uvs = clipper.clippedUVs;
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scaledUvs = clipper.clippedUVs;
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triangles = clipper.clippedTriangles;
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numVertices = clipper.clippedVertices.length / 2;
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colors = Utils.newFloatArray(numVertices * 4);
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} else {
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scaledUvs = this.scratchUVs;
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if (this.scratchUVs.length < uvs.length) {
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this.scratchUVs = Utils.newFloatArray(uvs.length);
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scaledUvs = this.scratchUVs;
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}
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if (colors.length / 4 < numVertices) {
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this.scratchColors = Utils.newFloatArray(numVertices * 4);
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colors = this.scratchColors;
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}
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}
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let slotColor = slot.color;
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let finalColor = this.tempColor;
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const ckImage = texture.getImage();
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const image = ckImage.image;
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const width = image.width();
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const height = image.height();
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for (let i = 0; i < uvs.length; i += 2) {
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scaledUvs[i] = uvs[i] * width;
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scaledUvs[i + 1] = uvs[i + 1] * height;
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}
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const slotColor = slot.color;
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const finalColor = this.tempColor;
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finalColor.r = skeletonColor.r * slotColor.r * attachmentColor.r;
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finalColor.g = skeletonColor.g * slotColor.g * attachmentColor.g;
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finalColor.b = skeletonColor.b * slotColor.b * attachmentColor.b;
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finalColor.a = skeletonColor.a * slotColor.a * attachmentColor.a;
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if (colors.length / 4 < numVertices)
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this.scratchColors = colors = Utils.newFloatArray(numVertices * 4);
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for (let i = 0, n = numVertices * 4; i < n; i += 4) {
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colors[i] = finalColor.r;
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colors[i + 1] = finalColor.g;
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@ -349,17 +348,6 @@ export class SkeletonRenderer {
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colors[i + 3] = finalColor.a;
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}
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const scaledUvs = this.scratchUVs.length < uvs.length
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? (this.scratchUVs = Utils.newFloatArray(uvs.length))
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: this.scratchUVs;
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const width = texture.getImage().image.width();
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const height = texture.getImage().image.height();
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for (let i = 0; i < uvs.length; i += 2) {
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scaledUvs[i] = uvs[i] * width;
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scaledUvs[i + 1] = uvs[i + 1] * height;
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}
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const blendMode = slot.data.blendMode;
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const vertices = this.ck.MakeVertices(
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this.ck.VertexMode.Triangles,
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positions,
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@ -368,11 +356,8 @@ export class SkeletonRenderer {
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triangles,
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false
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);
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canvas.drawVertices(
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vertices,
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this.ck.BlendMode.Modulate,
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texture.getImage().paintPerBlendMode.get(blendMode)!
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);
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const ckPaint = ckImage.paintPerBlendMode.get(slot.data.blendMode);
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if (ckPaint) canvas.drawVertices(vertices, this.ck.BlendMode.Modulate, ckPaint);
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vertices.delete();
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}
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