mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
[webgl] Updated pma tint black demo to include Ivan's shader from #993.
This commit is contained in:
parent
1b9762a54f
commit
7652eb47ba
336
spine-ts/build/spine-webgl.d.ts
vendored
336
spine-ts/build/spine-webgl.d.ts
vendored
@ -399,156 +399,6 @@ declare module spine {
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newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
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}
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}
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declare module spine {
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abstract class Attachment {
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name: string;
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constructor(name: string);
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}
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abstract class VertexAttachment extends Attachment {
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private static nextID;
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id: number;
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bones: Array<number>;
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vertices: ArrayLike<number>;
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worldVerticesLength: number;
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constructor(name: string);
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computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
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applyDeform(sourceAttachment: VertexAttachment): boolean;
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}
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}
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declare module spine {
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interface AttachmentLoader {
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newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
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newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
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newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
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newPathAttachment(skin: Skin, name: string): PathAttachment;
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newPointAttachment(skin: Skin, name: string): PointAttachment;
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newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
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}
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}
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declare module spine {
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enum AttachmentType {
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Region = 0,
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BoundingBox = 1,
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Mesh = 2,
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LinkedMesh = 3,
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Path = 4,
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Point = 5,
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}
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}
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declare module spine {
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class BoundingBoxAttachment extends VertexAttachment {
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color: Color;
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constructor(name: string);
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}
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}
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declare module spine {
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class ClippingAttachment extends VertexAttachment {
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endSlot: SlotData;
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color: Color;
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constructor(name: string);
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}
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}
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declare module spine {
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class MeshAttachment extends VertexAttachment {
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region: TextureRegion;
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path: string;
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regionUVs: ArrayLike<number>;
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uvs: ArrayLike<number>;
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triangles: Array<number>;
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color: Color;
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hullLength: number;
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private parentMesh;
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inheritDeform: boolean;
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tempColor: Color;
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constructor(name: string);
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updateUVs(): void;
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applyDeform(sourceAttachment: VertexAttachment): boolean;
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getParentMesh(): MeshAttachment;
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setParentMesh(parentMesh: MeshAttachment): void;
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}
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}
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declare module spine {
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class PathAttachment extends VertexAttachment {
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lengths: Array<number>;
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closed: boolean;
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constantSpeed: boolean;
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color: Color;
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constructor(name: string);
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}
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}
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declare module spine {
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class PointAttachment extends VertexAttachment {
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x: number;
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y: number;
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rotation: number;
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color: Color;
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constructor(name: string);
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computeWorldPosition(bone: Bone, point: Vector2): Vector2;
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computeWorldRotation(bone: Bone): number;
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}
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}
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declare module spine {
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class RegionAttachment extends Attachment {
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static OX1: number;
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static OY1: number;
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static OX2: number;
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static OY2: number;
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static OX3: number;
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static OY3: number;
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static OX4: number;
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static OY4: number;
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static X1: number;
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static Y1: number;
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static C1R: number;
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static C1G: number;
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static C1B: number;
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static C1A: number;
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static U1: number;
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static V1: number;
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static X2: number;
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static Y2: number;
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static C2R: number;
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static C2G: number;
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static C2B: number;
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static C2A: number;
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static U2: number;
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static V2: number;
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static X3: number;
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static Y3: number;
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static C3R: number;
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static C3G: number;
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static C3B: number;
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static C3A: number;
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static U3: number;
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static V3: number;
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static X4: number;
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static Y4: number;
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static C4R: number;
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static C4G: number;
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static C4B: number;
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static C4A: number;
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static U4: number;
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static V4: number;
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x: number;
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y: number;
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scaleX: number;
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scaleY: number;
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rotation: number;
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width: number;
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height: number;
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color: Color;
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path: string;
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rendererObject: any;
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region: TextureRegion;
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offset: ArrayLike<number>;
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uvs: ArrayLike<number>;
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tempColor: Color;
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constructor(name: string);
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updateOffset(): void;
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setRegion(region: TextureRegion): void;
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computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
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}
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}
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declare module spine {
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enum BlendMode {
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Normal = 0,
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@ -1195,6 +1045,156 @@ declare module spine {
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end(): void;
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}
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}
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declare module spine {
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abstract class Attachment {
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name: string;
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constructor(name: string);
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}
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abstract class VertexAttachment extends Attachment {
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private static nextID;
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id: number;
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bones: Array<number>;
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vertices: ArrayLike<number>;
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worldVerticesLength: number;
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constructor(name: string);
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computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
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applyDeform(sourceAttachment: VertexAttachment): boolean;
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}
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}
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declare module spine {
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interface AttachmentLoader {
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newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
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newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
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newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
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newPathAttachment(skin: Skin, name: string): PathAttachment;
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newPointAttachment(skin: Skin, name: string): PointAttachment;
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newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
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}
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}
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declare module spine {
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enum AttachmentType {
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Region = 0,
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BoundingBox = 1,
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Mesh = 2,
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LinkedMesh = 3,
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Path = 4,
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Point = 5,
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}
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}
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declare module spine {
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class BoundingBoxAttachment extends VertexAttachment {
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color: Color;
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constructor(name: string);
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}
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}
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declare module spine {
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class ClippingAttachment extends VertexAttachment {
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endSlot: SlotData;
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color: Color;
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constructor(name: string);
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}
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}
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declare module spine {
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class MeshAttachment extends VertexAttachment {
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region: TextureRegion;
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path: string;
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regionUVs: ArrayLike<number>;
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uvs: ArrayLike<number>;
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triangles: Array<number>;
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color: Color;
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hullLength: number;
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private parentMesh;
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inheritDeform: boolean;
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tempColor: Color;
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constructor(name: string);
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updateUVs(): void;
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applyDeform(sourceAttachment: VertexAttachment): boolean;
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getParentMesh(): MeshAttachment;
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setParentMesh(parentMesh: MeshAttachment): void;
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}
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}
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declare module spine {
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class PathAttachment extends VertexAttachment {
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lengths: Array<number>;
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closed: boolean;
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constantSpeed: boolean;
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color: Color;
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constructor(name: string);
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}
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}
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declare module spine {
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class PointAttachment extends VertexAttachment {
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x: number;
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y: number;
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rotation: number;
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color: Color;
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constructor(name: string);
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computeWorldPosition(bone: Bone, point: Vector2): Vector2;
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computeWorldRotation(bone: Bone): number;
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}
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}
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declare module spine {
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class RegionAttachment extends Attachment {
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static OX1: number;
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static OY1: number;
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static OX2: number;
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static OY2: number;
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static OX3: number;
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static OY3: number;
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static OX4: number;
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static OY4: number;
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static X1: number;
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static Y1: number;
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static C1R: number;
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static C1G: number;
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static C1B: number;
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static C1A: number;
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static U1: number;
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static V1: number;
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static X2: number;
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static Y2: number;
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static C2R: number;
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static C2G: number;
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static C2B: number;
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static C2A: number;
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static U2: number;
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static V2: number;
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static X3: number;
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static Y3: number;
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static C3R: number;
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static C3G: number;
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static C3B: number;
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static C3A: number;
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static U3: number;
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static V3: number;
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static X4: number;
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static Y4: number;
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static C4R: number;
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static C4G: number;
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static C4B: number;
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static C4A: number;
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static U4: number;
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static V4: number;
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x: number;
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y: number;
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scaleX: number;
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scaleY: number;
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rotation: number;
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width: number;
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height: number;
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color: Color;
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path: string;
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rendererObject: any;
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region: TextureRegion;
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offset: ArrayLike<number>;
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uvs: ArrayLike<number>;
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tempColor: Color;
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constructor(name: string);
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updateOffset(): void;
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setRegion(region: TextureRegion): void;
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computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
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}
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}
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declare module spine {
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class JitterEffect implements VertexEffect {
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jitterX: number;
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@ -1311,22 +1311,22 @@ declare module spine.webgl {
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}
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}
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declare module spine.webgl {
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const M00: number;
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const M01: number;
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const M02: number;
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const M03: number;
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const M10: number;
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const M11: number;
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const M12: number;
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const M13: number;
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const M20: number;
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const M21: number;
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const M22: number;
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const M23: number;
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const M30: number;
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const M31: number;
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const M32: number;
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const M33: number;
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const M00 = 0;
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const M01 = 4;
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const M02 = 8;
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const M03 = 12;
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const M10 = 1;
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const M11 = 5;
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const M12 = 9;
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const M13 = 13;
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const M20 = 2;
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const M21 = 6;
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const M22 = 10;
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const M23 = 14;
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const M30 = 3;
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const M31 = 7;
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const M32 = 11;
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const M33 = 15;
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class Matrix4 {
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temp: Float32Array;
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values: Float32Array;
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@ -1486,7 +1486,9 @@ declare module spine.webgl {
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static SAMPLER: string;
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private context;
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private vs;
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private vsSource;
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private fs;
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private fsSource;
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private program;
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private tmp2x2;
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private tmp3x3;
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@ -1494,6 +1496,8 @@ declare module spine.webgl {
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getProgram(): WebGLProgram;
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getVertexShader(): string;
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getFragmentShader(): string;
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getVertexShaderSource(): string;
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getFragmentSource(): string;
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constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, vertexShader: string, fragmentShader: string);
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private compile();
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private compileShader(type, source);
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File diff suppressed because it is too large
Load Diff
File diff suppressed because one or more lines are too long
@ -12,39 +12,61 @@
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<div><label>Light: </label><input type="text" value="ffffffff" id="light"></div>
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<div><label>Dark: </label><input type="text" value="000000" id="dark"></div>
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<div><label>PMA blend:</label><input type="checkbox" id="pmaBlend"></div>
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<div><label>PMA texture:</label><input type="checkbox" id="pmaTexture"></div>
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<div><label>Ivan's shader:</label><input type="checkbox" id="ivan"></div>
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</div>
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</body>
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<script>
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$("#light").change(function() {
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setColors();
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});
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$("#dark").change(function() {
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setColors();
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});
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$("#pmaBlend").change(function() {
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setColors();
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});
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function setColors() {
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var light = $("#light").val();
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var r = parseInt(light.substr(0,2),16) / 255;
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var g = parseInt(light.substr(2,2),16) / 255;
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var b = parseInt(light.substr(4,2),16) / 255;
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var a = parseInt(light.substr(6,2),16) / 255;
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for (var i = 0, j = 2; i < 4; i++, j+=12) {
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var dark = $("#dark").val();
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var dr = parseInt(dark.substr(0,2),16) / 255;
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var dg = parseInt(dark.substr(2,2),16) / 255;
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var db = parseInt(dark.substr(4,2),16) / 255;
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var pma = $("#pmaBlend").prop("checked");
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if (pma) {
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r *= a;
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g *= a;
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b *= a;
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dr *= a;
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dg *= a;
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db *= a;
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da = 1;
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} else {
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da = 0;
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}
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for (var i = 0, j = 2, k = 8; i < 4; i++, j+=12, k+=12) {
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vertices[j] = r;
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vertices[j+1] = g;
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vertices[j+2] = b;
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vertices[j+3] = a;
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}
|
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})
|
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$("#dark").change(function() {
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var dark = $("#dark").val();
|
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var r = parseInt(dark.substr(0,2),16) / 255;
|
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var g = parseInt(dark.substr(2,2),16) / 255;
|
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var b = parseInt(dark.substr(4,2),16) / 255;
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for (var i = 0, j = 8; i < 4; i++, j+=12) {
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vertices[j] = r;
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vertices[j+1] = g;
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vertices[j+2] = b;
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vertices[k] = dr;
|
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vertices[k+1] = dg;
|
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vertices[k+2] = db;
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vertices[k+3] = da;
|
||||
}
|
||||
})
|
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}
|
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|
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var canvas = document.getElementById("canvas");
|
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canvas.width = canvas.clientWidth;
|
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@ -59,6 +81,7 @@
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var indices = [ 0, 1, 2, 2, 3, 0 ];
|
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|
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var shader = spine.webgl.Shader.newTwoColoredTextured(context);
|
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var ivanShader = loadIvanShader(context, shader);
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var assetManager = new spine.webgl.AssetManager(context);
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assetManager.loadTexture("assets/spineboy.png");
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@ -82,17 +105,45 @@
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gl.clearColor(1, 0, 1, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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shader.bind();
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shader.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, camMatrix.values);
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shader.setUniformi("u_texture", 0);
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var pma = $("#pmaBlend").prop("checked");
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var ivan = $("#ivan").prop("checked")
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var s = ivan ? ivanShader : shader;
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s.bind();
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s.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, camMatrix.values);
|
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s.setUniformi("u_texture", 0);
|
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if (texture != null) {
|
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batcher.setBlendMode($("#pmaBlend").prop("checked") ? context.gl.ONE : context.gl.SRC_ALPHA, context.gl.ONE_MINUS_SRC_ALPHA)
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batcher.begin(shader);
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batcher.draw($("#pmaTexture").prop("checked") ? texturePma : texture, vertices, indices);
|
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batcher.setBlendMode(pma ? context.gl.ONE : context.gl.SRC_ALPHA, context.gl.ONE_MINUS_SRC_ALPHA)
|
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batcher.begin(s);
|
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batcher.draw(pma ? texturePma : texture, vertices, indices);
|
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batcher.end();
|
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}
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shader.unbind();
|
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s.unbind();
|
||||
|
||||
requestAnimationFrame(render);
|
||||
}
|
||||
|
||||
function loadIvanShader (context, shader) {
|
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var vs = shader.getVertexShaderSource();
|
||||
|
||||
let fs = `
|
||||
#ifdef GL_ES
|
||||
#define LOWP lowp
|
||||
precision mediump float;
|
||||
#else
|
||||
#define LOWP
|
||||
#endif
|
||||
varying LOWP vec4 v_light;
|
||||
varying LOWP vec4 v_dark;
|
||||
varying vec2 v_texCoords;
|
||||
uniform sampler2D u_texture;
|
||||
void main () {
|
||||
vec4 texColor = texture2D(u_texture, v_texCoords);
|
||||
gl_FragColor.a = texColor.a * v_light.a;
|
||||
gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
|
||||
}
|
||||
`;
|
||||
|
||||
return new spine.webgl.Shader(context, vs, fs);
|
||||
}
|
||||
</script>
|
||||
@ -39,7 +39,9 @@ module spine.webgl {
|
||||
|
||||
private context: ManagedWebGLRenderingContext;
|
||||
private vs: WebGLShader = null;
|
||||
private vsSource: string;
|
||||
private fs: WebGLShader = null;
|
||||
private fsSource: string;
|
||||
private program: WebGLProgram = null;
|
||||
private tmp2x2: Float32Array = new Float32Array(2 * 2);
|
||||
private tmp3x3: Float32Array = new Float32Array(3 * 3);
|
||||
@ -48,8 +50,12 @@ module spine.webgl {
|
||||
public getProgram () { return this.program; }
|
||||
public getVertexShader () { return this.vertexShader; }
|
||||
public getFragmentShader () { return this.fragmentShader; }
|
||||
public getVertexShaderSource () { return this.vsSource; }
|
||||
public getFragmentSource () { return this.fsSource; }
|
||||
|
||||
constructor (context: ManagedWebGLRenderingContext | WebGLRenderingContext, private vertexShader: string, private fragmentShader: string) {
|
||||
this.vsSource = vertexShader;
|
||||
this.fsSource = fragmentShader;
|
||||
this.context = context instanceof ManagedWebGLRenderingContext? context : new ManagedWebGLRenderingContext(context);
|
||||
this.context.addRestorable(this);
|
||||
this.compile();
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user