mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
[starling] Closes #1078, breaking change. If a skeleton requires two color tinting, you have to enable it manually via SKeletonSprite.twoColorTint = true. Skeletons with two color tinting enabled use TwoColorMeshStyle, which has a different vertex layout and shader compared to the default layout and shaders used by Starling and the spine-starling runtime. This will break your batch and add additional draw calls, use with care.
This commit is contained in:
parent
d27a9a3d87
commit
7a10d04e61
@ -26,6 +26,7 @@
|
||||
* Added support for rotated regions in texture atlas loaded via StarlingAtlasAttachmentLoader.
|
||||
* Added support for vertex effects. See `RaptorExample.as`
|
||||
* Added 'getTexture()' method to 'StarlingTextureAtlasAttachmentLoader'
|
||||
* Breaking change: if a skeleton requires two color tinting, you have to enable it via `SkeletonSprite.twoColorTint = true`. In this case the skeleton will use the `TwoColorMeshStyle`, which internally uses a different vertex layout and shader. This means that skeletons with two color tinting enabled will break batching and hence increase the number of draw calls in your app.
|
||||
|
||||
## C
|
||||
* **Breaking changes**
|
||||
|
||||
@ -1,11 +1,4 @@
|
||||
eclipse.preferences.version=1
|
||||
encoding//src/spine/examples/TankExample.as=UTF-8
|
||||
encoding//src/spine/examples/TwoColorExample.as=UTF-8
|
||||
encoding//src/spine/starling/SkeletonAnimation.as=UTF-8
|
||||
encoding//src/spine/starling/SkeletonMesh.as=UTF-8
|
||||
encoding//src/spine/starling/SkeletonSprite.as=UTF-8
|
||||
encoding//src/spine/starling/StarlingAtlasAttachmentLoader.as=UTF-8
|
||||
encoding//src/spine/starling/StarlingTextureLoader.as=UTF-8
|
||||
encoding//src/spine/starling/TwoColorEffect.as=UTF-8
|
||||
encoding//src/spine/starling/TwoColorMeshStyle.as=UTF-8
|
||||
encoding/<project>=UTF-8
|
||||
|
||||
Binary file not shown.
@ -72,6 +72,11 @@ package spine.examples {
|
||||
skeleton.state.timeScale = 0.5;
|
||||
skeleton.state.update(0.25);
|
||||
skeleton.state.apply(skeleton.skeleton);
|
||||
|
||||
// enable two color tinting, which breaks batching between this skeleton
|
||||
// and other Starling objects.
|
||||
skeleton.twoColorTint = true;
|
||||
|
||||
skeleton.skeleton.updateWorldTransform();
|
||||
|
||||
addChild(skeleton);
|
||||
|
||||
@ -59,9 +59,9 @@ package spine.starling {
|
||||
static private var _tempMatrix : Matrix = new Matrix();
|
||||
static private var _tempVertices : Vector.<Number> = new Vector.<Number>(8);
|
||||
static internal var blendModes : Vector.<String> = new <String>[BlendMode.NORMAL, BlendMode.ADD, BlendMode.MULTIPLY, BlendMode.SCREEN];
|
||||
private var _skeleton : Skeleton;
|
||||
public var batchable : Boolean = true;
|
||||
private var _skeleton : Skeleton;
|
||||
private var _smoothing : String = "bilinear";
|
||||
private var _twoColorTint : Boolean = false;
|
||||
private static var clipper: SkeletonClipping = new SkeletonClipping();
|
||||
private static var QUAD_INDICES : Vector.<uint> = new <uint>[0, 1, 2, 2, 3, 0];
|
||||
|
||||
@ -112,7 +112,7 @@ package spine.starling {
|
||||
region.rendererObject = mesh = new SkeletonMesh(Image(region.rendererObject).texture);
|
||||
if (region.rendererObject is AtlasRegion)
|
||||
region.rendererObject = mesh = new SkeletonMesh(Image(AtlasRegion(region.rendererObject).rendererObject).texture);
|
||||
mesh.setStyle(new TwoColorMeshStyle());
|
||||
if (_twoColorTint) mesh.setStyle(new TwoColorMeshStyle());
|
||||
indexData = mesh.getIndexData();
|
||||
for (ii = 0; ii < indices.length; ii++)
|
||||
indexData.setIndex(ii, indices[ii]);
|
||||
@ -136,7 +136,7 @@ package spine.starling {
|
||||
meshAttachment.rendererObject = mesh = new SkeletonMesh(Image(meshAttachment.rendererObject).texture);
|
||||
if (meshAttachment.rendererObject is AtlasRegion)
|
||||
meshAttachment.rendererObject = mesh = new SkeletonMesh(Image(AtlasRegion(meshAttachment.rendererObject).rendererObject).texture);
|
||||
mesh.setStyle(new TwoColorMeshStyle());
|
||||
if (_twoColorTint) mesh.setStyle(new TwoColorMeshStyle());
|
||||
|
||||
indexData = mesh.getIndexData();
|
||||
indicesLength = meshAttachment.triangles.length;
|
||||
@ -198,13 +198,13 @@ package spine.starling {
|
||||
tempVertex.dark.setFromColor(tempDark);
|
||||
vertexEffect.transform(tempVertex);
|
||||
vertexData.colorize("color", Color.rgb(tempVertex.light.r * 255, tempVertex.light.g * 255, tempVertex.light.b * 255), tempVertex.light.a, ii, 1);
|
||||
vertexData.colorize("color2", Color.rgb(tempVertex.dark.r * 255, tempVertex.dark.g * 255, tempVertex.dark.b * 255), a, ii, 1);
|
||||
if (_twoColorTint) vertexData.colorize("color2", Color.rgb(tempVertex.dark.r * 255, tempVertex.dark.g * 255, tempVertex.dark.b * 255), a, ii, 1);
|
||||
mesh.setVertexPosition(ii, tempVertex.x, tempVertex.y);
|
||||
mesh.setTexCoords(ii, tempVertex.u, tempVertex.v);
|
||||
}
|
||||
} else {
|
||||
vertexData.colorize("color", rgb, a);
|
||||
vertexData.colorize("color2", dark);
|
||||
if (_twoColorTint) vertexData.colorize("color2", dark);
|
||||
for (ii = 0, iii = 0; ii < verticesCount; ii++, iii += 2) {
|
||||
mesh.setVertexPosition(ii, worldVertices[iii], worldVertices[iii + 1]);
|
||||
mesh.setTexCoords(ii, uvs[iii], uvs[iii + 1]);
|
||||
@ -303,5 +303,13 @@ package spine.starling {
|
||||
public function set smoothing(smoothing : String) : void {
|
||||
_smoothing = smoothing;
|
||||
}
|
||||
|
||||
public function get twoColorTint() : Boolean {
|
||||
return _twoColorTint;
|
||||
}
|
||||
|
||||
public function set twoColorTint(tint : Boolean) : void {
|
||||
_twoColorTint = tint;
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user