[canvaskit] HDPI support, fix blending, physics example

This commit is contained in:
Mario Zechner 2024-07-09 11:41:48 +02:00
parent cc965237b3
commit 81312c8983
8 changed files with 150 additions and 9 deletions

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@ -26,6 +26,7 @@
<li><a href="/spine-canvaskit/example/animation-state-events.html">Animation State Events</a></li>
<li><a href="/spine-canvaskit/example/mix-and-match.html">Skins Mix &amp; Match</a></li>
<li><a href="/spine-canvaskit/example/ik-following.html">IK Following</a></li>
<li><a href="/spine-canvaskit/example/physics.html">Physics</a></li>
<li><a href="/spine-canvaskit/example/micro-benchmark.html">Micro Benchmark</a></li>
</ul>
<li>Pixi</li>

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@ -18,7 +18,7 @@
<body class="p-4 flex flex-col items-center">
<h1>Animation State Events</h1>
<p class="mb-4">Open the console in the developer tools to view events logs.</p>
<canvas id=foo width=600 height=400 style="margin: 0 auto;"></canvas>
<canvas id=foo style="margin: 0 auto; width: 600px; height: 400px;"></canvas>
</body>
<script type="module">
@ -28,8 +28,14 @@
return await response.arrayBuffer();
}
const canvasElement = document.querySelector("#foo");
const dpr = window.devicePixelRatio || 1;
canvasElement.width = canvasElement.clientWidth * dpr;
canvasElement.height = canvasElement.clientHeight * dpr;
const ck = await CanvasKitInit();
const surface = ck.MakeCanvasSurface('foo');
surface.getCanvas().scale(dpr, dpr);
const atlas = await spine.loadTextureAtlas(ck, "assets/spineboy.atlas", readFile);
const skeletonData = await spine.loadSkeletonData("assets/spineboy-pro.skel", atlas, readFile);

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@ -18,7 +18,7 @@
<body class="p-4 flex flex-col items-center">
<h1>IK Following</h1>
<p class="mb-4">Click/touch to set the aim</p>
<canvas id=foo width=600 height=400 style="margin: 0 auto;"></canvas>
<canvas id=foo style="margin: 0 auto; width: 600px; height: 400px;"></canvas>
</body>
<script type="module">
@ -28,8 +28,14 @@
return await response.arrayBuffer();
}
const canvasElement = document.querySelector("#foo");
const dpr = window.devicePixelRatio || 1;
canvasElement.width = canvasElement.clientWidth * dpr;
canvasElement.height = canvasElement.clientHeight * dpr;
const ck = await CanvasKitInit();
const surface = ck.MakeCanvasSurface('foo');
surface.getCanvas().scale(dpr, dpr);
const atlas = await spine.loadTextureAtlas(ck, "assets/spineboy.atlas", readFile);
const skeletonData = await spine.loadSkeletonData("assets/spineboy-pro.skel", atlas, readFile);
@ -65,7 +71,6 @@
const clientRect = canvasElement.getBoundingClientRect();
let x = touchX - clientRect.left;
let y = touchY - clientRect.top;
console.log(`${x}, ${y}`);
// Transform the touch/mouse position to the crosshair
// bone's parent bone coordinate system

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@ -17,7 +17,7 @@
<body class="p-4 flex flex-col items-center">
<h1>CanvasKit Example</h1>
<canvas id=foo width=600 height=400 style="margin: 0 auto;"></canvas>
<canvas id=foo style="margin: 0 auto; width: 600px; height: 400px;"></canvas>
</body>
<script type="module">
@ -28,11 +28,20 @@
return await response.arrayBuffer();
}
// Ensure we render at full DPI.
const canvasElement = document.querySelector("#foo");
const dpr = window.devicePixelRatio || 1;
canvasElement.width = canvasElement.clientWidth * dpr;
canvasElement.height = canvasElement.clientHeight * dpr;
// Initialize CanvasKit and create a surface from the Canvas element to draw to
const ck = await CanvasKitInit();
const surface = ck.MakeCanvasSurface('foo');
// Scale the CanvasKit coordinate system
surface.getCanvas().scale(dpr, dpr);
// Load the texture atlas
const atlas = await spine.loadTextureAtlas(ck, "assets/spineboy.atlas", readFile);
@ -54,6 +63,7 @@
let lastTime = performance.now();
// Rendering loop
function drawFrame(canvas) {
// Clear the canvas
canvas.clear(ck.Color(52, 52, 54, 1));
// Calculate the time that's passed between now and the last frame

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@ -18,7 +18,7 @@
<body class="p-4 flex flex-col items-center">
<h1>Micro Benchmark</h1>
<div id="timing"></div>
<canvas id=foo width=600 height=400 style="margin: 0 auto;"></canvas>
<canvas id=foo style="margin: 0 auto; width: 600px; height: 400px;"></canvas>
</body>
<script type="module">
@ -28,13 +28,19 @@
return await response.arrayBuffer();
}
const canvasElement = document.querySelector("#foo");
const dpr = window.devicePixelRatio || 1;
canvasElement.width = canvasElement.clientWidth * dpr;
canvasElement.height = canvasElement.clientHeight * dpr;
const ck = await CanvasKitInit();
const surface = ck.MakeCanvasSurface('foo');
surface.getCanvas().scale(dpr, dpr);
const atlas = await spine.loadTextureAtlas(ck, "assets/spineboy.atlas", readFile);
const skeletonData = await spine.loadSkeletonData("assets/spineboy-pro.skel", atlas, readFile);
// Instantiate 100 skeletons, randomly placed and scaled.
// Instantiate 100 drawables, randomly placed and scaled.
const drawables = [];
for (let i = 0; i < 100; i++) {
const drawable = new spine.SkeletonDrawable(skeletonData);

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@ -17,7 +17,7 @@
<body class="p-4 flex flex-col items-center">
<h1>Skins Mix &amp; Match Example</h1>
<canvas id=foo width=600 height=400 style="margin: 0 auto;"></canvas>
<canvas id=foo style="margin: 0 auto; width: 600px; height: 400px;"></canvas>
</body>
<script type="module">
@ -27,8 +27,14 @@
return await response.arrayBuffer();
}
const canvasElement = document.querySelector("#foo");
const dpr = window.devicePixelRatio || 1;
canvasElement.width = canvasElement.clientWidth * dpr;
canvasElement.height = canvasElement.clientHeight * dpr;
const ck = await CanvasKitInit();
const surface = ck.MakeCanvasSurface('foo');
surface.getCanvas().scale(dpr, dpr);
const atlas = await spine.loadTextureAtlas(ck, "assets/mix-and-match.atlas", readFile);
const skeletonData = await spine.loadSkeletonData("assets/mix-and-match-pro.skel", atlas, readFile);

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@ -0,0 +1,103 @@
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" href="../../index.css">
<script src="https://unpkg.com/canvaskit-wasm@latest/bin/canvaskit.js"></script>
<script src="../dist/iife/spine-canvaskit.js"></script>
<style>
* {
margin: 0;
padding: 0;
}
</style>
</head>
<body class="p-4 flex flex-col items-center">
<h1>IK Following</h1>
<p class="mb-4">Drag anywhere</p>
<canvas id=foo style="margin: 0 auto; width: 600px; height: 400px;"></canvas>
</body>
<script type="module">
async function readFile(path) {
const response = await fetch(path);
if (!response.ok) throw new Error("Could not load file " + path);
return await response.arrayBuffer();
}
const canvasElement = document.querySelector("#foo");
const dpr = window.devicePixelRatio || 1;
canvasElement.width = canvasElement.clientWidth * dpr;
canvasElement.height = canvasElement.clientHeight * dpr;
const ck = await CanvasKitInit();
const surface = ck.MakeCanvasSurface('foo');
surface.getCanvas().scale(dpr, dpr);
const atlas = await spine.loadTextureAtlas(ck, "assets/celestial-circus.atlas", readFile);
const skeletonData = await spine.loadSkeletonData("assets/celestial-circus-pro.json", atlas, readFile);
const drawable = new spine.SkeletonDrawable(skeletonData);
drawable.skeleton.scaleX = drawable.skeleton.scaleY = 0.15;
drawable.skeleton.x = 300;
drawable.skeleton.y = 300;
// Set the blink animation on track 0
drawable.animationState.setAnimation(0, "eyeblink-long", true);
// Set up touch and mouse listeners on the canvas element
// and set the touch/mouse coordinate on the aim bone
let mouseDown = false;
let lastX = -1, lastY = -1;
canvasElement.addEventListener("touchmove", (ev) => drag(ev.changedTouches[0].clientX, ev.changedTouches[0].clientY));
canvasElement.addEventListener("mousedown", (ev) => {
mouseDown = true;
drag(ev.clientX, ev.clientY);
});
canvasElement.addEventListener("mouseup", () => {
mouseDown = false;
lastX = -1; lastY = -1;
})
canvasElement.addEventListener("mousemove", (ev) => {
if (mouseDown) drag(ev.clientX, ev.clientY);
})
// Move the skeleton around based on the distance between
// the last touch/mouse location and the current touch/mouse location.
const drag = (touchX, touchY) => {
const clientRect = canvasElement.getBoundingClientRect();
let x = touchX - clientRect.left;
let y = touchY - clientRect.top;
if (lastX == -1 && lastY == -1) {
lastX = x;
lastY = y;
return;
}
drawable.skeleton.x += (x - lastX);
drawable.skeleton.y += (y - lastY);
lastX = x;
lastY = y;
}
const renderer = new spine.SkeletonRenderer(ck);
let lastTime = performance.now();
function drawFrame(canvas) {
canvas.clear(ck.Color(52, 52, 54, 1));
const now = performance.now();
const deltaTime = (now - lastTime) / 1000;
lastTime = now;
drawable.update(deltaTime);
renderer.render(canvas, drawable);
surface.requestAnimationFrame(drawFrame);
}
surface.requestAnimationFrame(drawFrame);
</script>
</html>

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@ -12,7 +12,7 @@ function toCkBlendMode(ck: CanvasKit, blendMode: BlendMode) {
switch(blendMode) {
case BlendMode.Normal: return ck.BlendMode.SrcOver;
case BlendMode.Additive: return ck.BlendMode.Plus;
case BlendMode.Multiply: return ck.BlendMode.Modulate;
case BlendMode.Multiply: return ck.BlendMode.SrcOver;
case BlendMode.Screen: return ck.BlendMode.Screen;
default: return ck.BlendMode.SrcOver;
}
@ -92,7 +92,11 @@ export async function loadTextureAtlas(ck: CanvasKit, atlasFile: string, readFil
export async function loadSkeletonData(skeletonFile: string, atlas: TextureAtlas, readFile: (path: string) => Promise<Buffer>): Promise<SkeletonData> {
const attachmentLoader = new AtlasAttachmentLoader(atlas);
const loader = skeletonFile.endsWith(".json") ? new SkeletonJson(attachmentLoader) : new SkeletonBinary(attachmentLoader);
const skeletonData = loader.readSkeletonData(await readFile(skeletonFile));
let data = await readFile(skeletonFile);
if (skeletonFile.endsWith(".json")) {
data = bufferToUtf8String(data);
}
const skeletonData = loader.readSkeletonData(data);
return skeletonData;
}