mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
|threejs] Add logarithmic depth buffer example.
This commit is contained in:
parent
c9fb1c372c
commit
8e84ad990d
@ -1,79 +1,158 @@
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8" />
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<meta http-equiv="X-UA-Compatible" content="IE=edge" />
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<title>spine-ts Examples</title>
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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</head>
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<head>
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<meta charset='utf-8'>
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<meta http-equiv='X-UA-Compatible' content='IE=edge'>
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<title>spine-ts Examples</title>
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<meta name='viewport' content='width=device-width, initial-scale=1'>
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</head>
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<body>
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<h1>spine-ts Examples</h1>
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<ul>
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<li>Canvas</li>
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<ul>
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<li><a href="/spine-canvas/example">Example</a></li>
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<li><a href="/spine-canvas/example/mouse-click.html">Mouse click</a></li>
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</ul>
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<li>Pixi</li>
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<ul>
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<li><a href="/spine-pixi/example/index.html">Basic example</a></li>
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<li><a href="/spine-pixi/example/events-example.html">Events example</a></li>
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</ul>
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<li>Phaser</li>
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<ul>
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<li><a href="/spine-phaser/example/basic-example.html">Basic example</a></li>
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<li><a href="/spine-phaser/example/events-example.html">Events example</a></li>
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<li><a href="/spine-phaser/example/mix-and-match-example.html">Mix and match example</a></li>
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<li><a href="/spine-phaser/example/arcade-physics-example.html">Arcade physics example</a></li>
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<li><a href="/spine-phaser/example/control-bones-example.html">Control bones example</a></li>
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<li><a href="/spine-phaser/example/batching-test.html">Batching test</a></li>
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<li><a href="/spine-phaser/example/multi-scene-test.html">Multi-scene test</a></li>
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<li><a href="/spine-phaser/example/bounds-test.html">Bounds test</a></li>
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<li><a href="/spine-phaser/example/visibility-test.html">Visibility test</a></li>
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<li><a href="/spine-phaser/example/blend-test.html">Blend test</a></li>
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<li><a href="/spine-phaser/example/camera-pipeline-test.html">Camera pipeline test</a></li>
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<li><a href="/spine-phaser/example/extended-class-test.html">Extended class</a></li>
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<li><a href="/spine-phaser/example/canvas-test.html">Canvas test</a></li>
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<li><a href="/spine-phaser/example/depth-test.html">Depth test</a></li>
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<li><a href="/spine-phaser/example/render-to-texture-test.html">Render to texture test</a></li>
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</ul>
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<li>Player</li>
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<ul>
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<li><a href="/spine-player/example/example.html">Example</a></li>
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<li><a href="/spine-player/example/embedding-binary-example.html">Embedding binary</a></li>
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<li><a href="/spine-player/example/embedding-json-example.html">Embedding JSON</a></li>
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<li><a href="/spine-player/example/dispose.html">Disposing a player</a></li>
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</ul>
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<li>WebGL</li>
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<ul>
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<li><a href="/spine-webgl/example">Example</a></li>
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<li><a href="/spine-webgl/example/barebones.html">Barebones</a></li>
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<li><a href="/spine-webgl/example/mix-and-match.html">Mix & match</a></li>
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<li><a href="/spine-webgl/example/custom-attachment.html">Custom attachment</a></li>
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<li><a href="/spine-webgl/example/drag-and-drop.html">Drag & drop</a></li>
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<li><a href="/spine-webgl/example/dress-up.html">Dress-up</a></li>
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<li><a href="/spine-webgl/example/bone-dragging.html">Bone dragging</a></li>
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<li><a href="/spine-webgl/demos/additiveblending.html">Additive blending</a></li>
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<li><a href="/spine-webgl/demos/clipping.html">Clipping</a></li>
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<li><a href="/spine-webgl/demos/hoverboard.html">Hoverboard</a></li>
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<li><a href="/spine-webgl/demos/imagechanges.html">Image changes</a></li>
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<li><a href="/spine-webgl/demos/meshes.html">Meshes</a></li>
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<li><a href="/spine-webgl/demos/skins.html">Skins</a></li>
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<li><a href="/spine-webgl/demos/spritesheets.html">Spritesheets</a></li>
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<li><a href="/spine-webgl/demos/stretchyman.html">Stretchyman</a></li>
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<li><a href="/spine-webgl/demos/tank.html">Tank</a></li>
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<li><a href="/spine-webgl/demos/transforms.html">Transforms</a></li>
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<li><a href="/spine-webgl/demos/transitions.html">Transitions</a></li>
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<li><a href="/spine-webgl/demos/vine.html">Vine</a></li>
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</ul>
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<li>THREE.JS</li>
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<ul>
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<li><a href="/spine-threejs/example/index.html">Example</a></li>
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<li><a href="/spine-threejs/example/coordinate-transform.html">Coordinate transform</a></li>
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</ul>
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</ul>
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</body>
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</html>
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<body>
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<h1>spine-ts Examples</h1>
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<ul>
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<li>Canvas</li>
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<ul>
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<li><a href="/spine-canvas/example">Example</a></li>
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<li>
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<a href="/spine-canvas/example/mouse-click.html">Mouse click</a>
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</li>
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</ul>
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<li>Pixi</li>
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<ul>
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<li><a href="/spine-pixi/example/index.html">Basic example</a></li>
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<li>
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<a href="/spine-pixi/example/events-example.html">Events example</a>
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</li>
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</ul>
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<li>Phaser</li>
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<ul>
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<li>
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<a href="/spine-phaser/example/basic-example.html">Basic example</a>
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</li>
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<li>
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<a href="/spine-phaser/example/events-example.html">Events example</a>
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</li>
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<li>
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<a href="/spine-phaser/example/mix-and-match-example.html"
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>Mix and match example</a
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>
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</li>
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<li>
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<a href="/spine-phaser/example/arcade-physics-example.html"
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>Arcade physics example</a
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>
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</li>
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<li>
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<a href="/spine-phaser/example/control-bones-example.html"
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>Control bones example</a
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>
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</li>
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<li>
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<a href="/spine-phaser/example/batching-test.html">Batching test</a>
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</li>
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<li>
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<a href="/spine-phaser/example/multi-scene-test.html"
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>Multi-scene test</a
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>
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</li>
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<li>
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<a href="/spine-phaser/example/bounds-test.html">Bounds test</a>
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</li>
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<li>
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<a href="/spine-phaser/example/visibility-test.html"
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>Visibility test</a
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>
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</li>
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<li><a href="/spine-phaser/example/blend-test.html">Blend test</a></li>
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<li>
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<a href="/spine-phaser/example/camera-pipeline-test.html"
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>Camera pipeline test</a
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>
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</li>
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<li>
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<a href="/spine-phaser/example/extended-class-test.html"
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>Extended class</a
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>
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</li>
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<li>
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<a href="/spine-phaser/example/canvas-test.html">Canvas test</a>
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</li>
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<li><a href="/spine-phaser/example/depth-test.html">Depth test</a></li>
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<li>
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<a href="/spine-phaser/example/render-to-texture-test.html"
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>Render to texture test</a
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>
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</li>
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</ul>
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<li>Player</li>
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<ul>
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<li><a href="/spine-player/example/example.html">Example</a></li>
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<li>
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<a href="/spine-player/example/embedding-binary-example.html"
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>Embedding binary</a
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>
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</li>
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<li>
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<a href="/spine-player/example/embedding-json-example.html"
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>Embedding JSON</a
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>
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</li>
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<li>
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<a href="/spine-player/example/dispose.html">Disposing a player</a>
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</li>
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</ul>
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<li>WebGL</li>
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<ul>
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<li><a href="/spine-webgl/example">Example</a></li>
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<li><a href="/spine-webgl/example/barebones.html">Barebones</a></li>
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<li>
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<a href="/spine-webgl/example/mix-and-match.html">Mix & match</a>
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</li>
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<li>
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<a href="/spine-webgl/example/custom-attachment.html"
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>Custom attachment</a
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>
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</li>
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<li>
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<a href="/spine-webgl/example/drag-and-drop.html">Drag & drop</a>
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</li>
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<li><a href="/spine-webgl/example/dress-up.html">Dress-up</a></li>
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<li>
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<a href="/spine-webgl/example/bone-dragging.html">Bone dragging</a>
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</li>
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<li>
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<a href="/spine-webgl/demos/additiveblending.html"
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>Additive blending</a
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>
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</li>
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<li><a href="/spine-webgl/demos/clipping.html">Clipping</a></li>
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<li><a href="/spine-webgl/demos/hoverboard.html">Hoverboard</a></li>
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<li>
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<a href="/spine-webgl/demos/imagechanges.html">Image changes</a>
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</li>
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<li><a href="/spine-webgl/demos/meshes.html">Meshes</a></li>
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<li><a href="/spine-webgl/demos/skins.html">Skins</a></li>
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<li><a href="/spine-webgl/demos/spritesheets.html">Spritesheets</a></li>
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<li><a href="/spine-webgl/demos/stretchyman.html">Stretchyman</a></li>
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<li><a href="/spine-webgl/demos/tank.html">Tank</a></li>
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<li><a href="/spine-webgl/demos/transforms.html">Transforms</a></li>
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<li><a href="/spine-webgl/demos/transitions.html">Transitions</a></li>
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<li><a href="/spine-webgl/demos/vine.html">Vine</a></li>
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</ul>
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<li>THREE.JS</li>
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<ul>
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<li><a href="/spine-threejs/example/index.html">Example</a></li>
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<li>
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<a href="/spine-threejs/example/coordinate-transform.html"
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>Coordinate transform</a
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>
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</li>
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<li>
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<a href="/spine-threejs/example/logarithmic-depth-buffer.html"
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>Logarithmic depth buffer</a
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>
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</li>
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</ul>
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</ul>
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</body>
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</html>
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@ -1,141 +1,150 @@
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<html>
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<head>
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<meta charset="UTF-8" />
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<title>spine-threejs</title>
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<script src="https://unpkg.com/three@0.141.0/build/three.js"></script>
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<script src="../dist/iife/spine-threejs.js"></script>
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<script src="./OrbitalControls.js"></script>
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</head>
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<style>
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* {
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margin: 0;
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padding: 0;
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}
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<head>
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<meta charset="UTF-8">
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<title>spine-threejs</title>
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<script src="https://unpkg.com/three@0.141.0/build/three.js"></script>
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<script src="../dist/iife/spine-threejs.js"></script>
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<script src="./OrbitalControls.js"></script>
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</head>
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<style>
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* {
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margin: 0;
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padding: 0;
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}
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body,
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html {
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height: 100%;
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}
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body,
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html {
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height: 100%
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}
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canvas {
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position: absolute;
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width: 100%;
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height: 100%;
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}
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</style>
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canvas {
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position: absolute;
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width: 100%;
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height: 100%;
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}
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</style>
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<body>
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<script>
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(function () {
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let scene, camera, renderer;
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let geometry, material, mesh, skeletonMesh;
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let assetManager;
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let canvas;
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let controls;
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let lastFrameTime = Date.now() / 1000;
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<body>
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<script>
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(function () {
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let scene, camera, renderer;
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let geometry, material, mesh, skeletonMesh;
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let assetManager;
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let canvas;
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let controls;
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let lastFrameTime = Date.now() / 1000;
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let baseUrl = "assets/";
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let skeletonFile = "raptor-pro.json";
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let atlasFile = skeletonFile
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.replace("-pro", "")
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.replace("-ess", "")
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.replace(".json", ".atlas");
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let animation = "walk";
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let baseUrl = "assets/";
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let skeletonFile = "raptor-pro.json";
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let atlasFile = skeletonFile.replace("-pro", "").replace("-ess", "").replace(".json", ".atlas");
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let animation = "walk";
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function init() {
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// create the THREE.JS camera, scene and renderer (WebGL)
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let width = window.innerWidth,
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height = window.innerHeight;
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camera = new THREE.PerspectiveCamera(75, width / height, 1, 3000);
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camera.position.y = 100;
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camera.position.z = 400;
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scene = new THREE.Scene();
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renderer = new THREE.WebGLRenderer();
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renderer.setSize(width, height);
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document.body.appendChild(renderer.domElement);
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canvas = renderer.domElement;
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controls = new OrbitControls(camera, renderer.domElement);
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function init() {
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// create the THREE.JS camera, scene and renderer (WebGL)
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let width = window.innerWidth, height = window.innerHeight;
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camera = new THREE.PerspectiveCamera(75, width / height, 1, 3000);
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camera.position.y = 100;
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camera.position.z = 400;
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scene = new THREE.Scene();
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renderer = new THREE.WebGLRenderer();
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renderer.setSize(width, height);
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document.body.appendChild(renderer.domElement);
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canvas = renderer.domElement;
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controls = new OrbitControls(camera, renderer.domElement);
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// load the assets required to display the Raptor model
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assetManager = new spine.AssetManager(baseUrl);
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assetManager.loadText(skeletonFile);
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assetManager.loadTextureAtlas(atlasFile);
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// load the assets required to display the Raptor model
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assetManager = new spine.AssetManager(baseUrl);
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assetManager.loadText(skeletonFile);
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assetManager.loadTextureAtlas(atlasFile);
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requestAnimationFrame(load);
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}
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requestAnimationFrame(load);
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}
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function load(name, scale) {
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if (assetManager.isLoadingComplete()) {
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// Add a box to the scene to which we attach the skeleton mesh
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geometry = new THREE.BoxGeometry(200, 200, 200);
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material = new THREE.MeshBasicMaterial({
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color: 0xff0000,
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wireframe: true,
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});
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mesh = new THREE.Mesh(geometry, material);
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scene.add(mesh);
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function load(name, scale) {
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if (assetManager.isLoadingComplete()) {
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// Add a box to the scene to which we attach the skeleton mesh
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geometry = new THREE.BoxGeometry(200, 200, 200);
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material = new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true });
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mesh = new THREE.Mesh(geometry, material);
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scene.add(mesh);
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// Load the texture atlas using name.atlas and name.png from the AssetManager.
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// The function passed to TextureAtlas is used to resolve relative paths.
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atlas = assetManager.require(atlasFile);
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// Load the texture atlas using name.atlas and name.png from the AssetManager.
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// The function passed to TextureAtlas is used to resolve relative paths.
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atlas = assetManager.require(atlasFile);
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// Create a AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
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atlasLoader = new spine.AtlasAttachmentLoader(atlas);
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// Create a AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
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atlasLoader = new spine.AtlasAttachmentLoader(atlas);
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// Create a SkeletonJson instance for parsing the .json file.
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let skeletonJson = new spine.SkeletonJson(atlasLoader);
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// Create a SkeletonJson instance for parsing the .json file.
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let skeletonJson = new spine.SkeletonJson(atlasLoader);
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// Set the scale to apply during parsing, parse the file, and create a new skeleton.
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skeletonJson.scale = 0.4;
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let skeletonData = skeletonJson.readSkeletonData(
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assetManager.require(skeletonFile)
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);
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// Set the scale to apply during parsing, parse the file, and create a new skeleton.
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skeletonJson.scale = 0.4;
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let skeletonData = skeletonJson.readSkeletonData(assetManager.require(skeletonFile));
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// Create a SkeletonMesh from the data and attach it to the scene
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skeletonMesh = new spine.SkeletonMesh(
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skeletonData,
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(parameters) => {
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parameters.depthTest = true;
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parameters.depthWrite = true;
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parameters.alphaTest = 0.001;
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}
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);
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skeletonMesh.state.setAnimation(0, animation, true);
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mesh.add(skeletonMesh);
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// Create a SkeletonMesh from the data and attach it to the scene
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skeletonMesh = new spine.SkeletonMesh(skeletonData, (parameters) => {
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parameters.depthTest = true;
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parameters.depthWrite = true;
|
||||
parameters.alphaTest = 0.001;
|
||||
});
|
||||
skeletonMesh.state.setAnimation(0, animation, true);
|
||||
mesh.add(skeletonMesh);
|
||||
requestAnimationFrame(render);
|
||||
} else requestAnimationFrame(load);
|
||||
}
|
||||
|
||||
let lastTime = Date.now();
|
||||
function render() {
|
||||
// calculate delta time for animation purposes
|
||||
let now = Date.now() / 1000;
|
||||
let delta = now - lastFrameTime;
|
||||
lastFrameTime = now;
|
||||
|
||||
requestAnimationFrame(render);
|
||||
} else requestAnimationFrame(load);
|
||||
}
|
||||
// resize canvas to use full page, adjust camera/renderer
|
||||
resize();
|
||||
|
||||
let lastTime = Date.now();
|
||||
function render() {
|
||||
// calculate delta time for animation purposes
|
||||
let now = Date.now() / 1000;
|
||||
let delta = now - lastFrameTime;
|
||||
lastFrameTime = now;
|
||||
// Update orbital controls
|
||||
controls.update();
|
||||
|
||||
// resize canvas to use full page, adjust camera/renderer
|
||||
resize();
|
||||
// update the animation
|
||||
skeletonMesh.update(delta);
|
||||
|
||||
// Update orbital controls
|
||||
controls.update();
|
||||
// render the scene
|
||||
renderer.render(scene, camera);
|
||||
|
||||
// update the animation
|
||||
skeletonMesh.update(delta);
|
||||
requestAnimationFrame(render);
|
||||
}
|
||||
|
||||
// render the scene
|
||||
renderer.render(scene, camera);
|
||||
function resize() {
|
||||
let w = window.innerWidth;
|
||||
let h = window.innerHeight;
|
||||
if (canvas.width != w || canvas.height != h) {
|
||||
canvas.width = w;
|
||||
canvas.height = h;
|
||||
}
|
||||
|
||||
requestAnimationFrame(render);
|
||||
}
|
||||
camera.aspect = w / h;
|
||||
camera.updateProjectionMatrix();
|
||||
|
||||
function resize() {
|
||||
let w = window.innerWidth;
|
||||
let h = window.innerHeight;
|
||||
if (canvas.width != w || canvas.height != h) {
|
||||
canvas.width = w;
|
||||
canvas.height = h;
|
||||
}
|
||||
renderer.setSize(w, h);
|
||||
}
|
||||
|
||||
camera.aspect = w / h;
|
||||
camera.updateProjectionMatrix();
|
||||
|
||||
renderer.setSize(w, h);
|
||||
}
|
||||
|
||||
init();
|
||||
}());
|
||||
</script>
|
||||
</body>
|
||||
|
||||
</html>
|
||||
init();
|
||||
})();
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
186
spine-ts/spine-threejs/example/logarithmic-depth-buffer.html
Normal file
186
spine-ts/spine-threejs/example/logarithmic-depth-buffer.html
Normal file
@ -0,0 +1,186 @@
|
||||
<html>
|
||||
<head>
|
||||
<meta charset="UTF-8" />
|
||||
<title>spine-threejs</title>
|
||||
<script src="https://unpkg.com/three@0.141.0/build/three.js"></script>
|
||||
<script src="../dist/iife/spine-threejs.js"></script>
|
||||
<script src="./OrbitalControls.js"></script>
|
||||
</head>
|
||||
<style>
|
||||
* {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
body,
|
||||
html {
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
canvas {
|
||||
position: absolute;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
}
|
||||
</style>
|
||||
|
||||
<body>
|
||||
<script>
|
||||
(function () {
|
||||
let scene, camera, renderer;
|
||||
let geometry, material, mesh, skeletonMesh;
|
||||
let assetManager;
|
||||
let canvas;
|
||||
let controls;
|
||||
let lastFrameTime = Date.now() / 1000;
|
||||
|
||||
let baseUrl = "assets/";
|
||||
let skeletonFile = "raptor-pro.json";
|
||||
let atlasFile = skeletonFile
|
||||
.replace("-pro", "")
|
||||
.replace("-ess", "")
|
||||
.replace(".json", ".atlas");
|
||||
let animation = "walk";
|
||||
|
||||
function init() {
|
||||
// create the THREE.JS camera, scene and renderer (WebGL)
|
||||
let width = window.innerWidth,
|
||||
height = window.innerHeight;
|
||||
camera = new THREE.PerspectiveCamera(75, width / height, 1, 3000);
|
||||
camera.position.y = 100;
|
||||
camera.position.z = 400;
|
||||
scene = new THREE.Scene();
|
||||
renderer = new THREE.WebGLRenderer({ logarithmicDepthBuffer: true });
|
||||
renderer.setSize(width, height);
|
||||
document.body.appendChild(renderer.domElement);
|
||||
canvas = renderer.domElement;
|
||||
controls = new OrbitControls(camera, renderer.domElement);
|
||||
|
||||
// load the assets required to display the Raptor model
|
||||
assetManager = new spine.AssetManager(baseUrl);
|
||||
assetManager.loadText(skeletonFile);
|
||||
assetManager.loadTextureAtlas(atlasFile);
|
||||
|
||||
requestAnimationFrame(load);
|
||||
}
|
||||
|
||||
function load(name, scale) {
|
||||
if (assetManager.isLoadingComplete()) {
|
||||
// Add a box to the scene to which we attach the skeleton mesh
|
||||
geometry = new THREE.BoxGeometry(200, 200, 200);
|
||||
material = new THREE.MeshBasicMaterial({
|
||||
color: 0xff0000,
|
||||
wireframe: true,
|
||||
});
|
||||
mesh = new THREE.Mesh(geometry, material);
|
||||
scene.add(mesh);
|
||||
|
||||
// Load the texture atlas using name.atlas and name.png from the AssetManager.
|
||||
// The function passed to TextureAtlas is used to resolve relative paths.
|
||||
atlas = assetManager.require(atlasFile);
|
||||
|
||||
// Create a AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
|
||||
atlasLoader = new spine.AtlasAttachmentLoader(atlas);
|
||||
|
||||
// Create a SkeletonJson instance for parsing the .json file.
|
||||
let skeletonJson = new spine.SkeletonJson(atlasLoader);
|
||||
|
||||
// Set the scale to apply during parsing, parse the file, and create a new skeleton.
|
||||
skeletonJson.scale = 0.4;
|
||||
let skeletonData = skeletonJson.readSkeletonData(
|
||||
assetManager.require(skeletonFile)
|
||||
);
|
||||
|
||||
// Create a SkeletonMesh from the data and attach it to the scene
|
||||
// Provide a custom vertex/fragment shader pair that supports
|
||||
// the logarithmic depth buffer.
|
||||
// See https://discourse.threejs.org/t/shadermaterial-render-order-with-logarithmicdepthbuffer-is-wrong/49221/3
|
||||
skeletonMesh = new spine.SkeletonMesh(
|
||||
skeletonData,
|
||||
(materialParameters) => {
|
||||
materialParameters.vertexShader = `
|
||||
attribute vec4 color;
|
||||
varying vec2 vUv;
|
||||
varying vec4 vColor;
|
||||
|
||||
#include <common>
|
||||
#include <logdepthbuf_pars_vertex>
|
||||
|
||||
void main() {
|
||||
vUv = uv;
|
||||
vColor = color;
|
||||
gl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.0);
|
||||
#include <logdepthbuf_vertex>
|
||||
}
|
||||
`;
|
||||
|
||||
materialParameters.fragmentShader = `
|
||||
uniform sampler2D map;
|
||||
#ifdef USE_SPINE_ALPHATEST
|
||||
uniform float alphaTest;
|
||||
#endif
|
||||
varying vec2 vUv;
|
||||
varying vec4 vColor;
|
||||
|
||||
#include <common>
|
||||
#include <logdepthbuf_pars_fragment>
|
||||
|
||||
void main(void) {
|
||||
#include <logdepthbuf_fragment>
|
||||
|
||||
gl_FragColor = vec4(1, 0, 1, 1); // texture2D(map, vUv)*vColor;
|
||||
#ifdef USE_SPINE_ALPHATEST
|
||||
if (gl_FragColor.a < alphaTest) discard;
|
||||
#endif
|
||||
}
|
||||
`;
|
||||
}
|
||||
);
|
||||
skeletonMesh.state.setAnimation(0, animation, true);
|
||||
mesh.add(skeletonMesh);
|
||||
|
||||
requestAnimationFrame(render);
|
||||
} else requestAnimationFrame(load);
|
||||
}
|
||||
|
||||
let lastTime = Date.now();
|
||||
function render() {
|
||||
// calculate delta time for animation purposes
|
||||
let now = Date.now() / 1000;
|
||||
let delta = now - lastFrameTime;
|
||||
lastFrameTime = now;
|
||||
|
||||
// resize canvas to use full page, adjust camera/renderer
|
||||
resize();
|
||||
|
||||
// Update orbital controls
|
||||
controls.update();
|
||||
|
||||
// update the animation
|
||||
skeletonMesh.update(delta);
|
||||
|
||||
// render the scene
|
||||
renderer.render(scene, camera);
|
||||
|
||||
requestAnimationFrame(render);
|
||||
}
|
||||
|
||||
function resize() {
|
||||
let w = window.innerWidth;
|
||||
let h = window.innerHeight;
|
||||
if (canvas.width != w || canvas.height != h) {
|
||||
canvas.width = w;
|
||||
canvas.height = h;
|
||||
}
|
||||
|
||||
camera.aspect = w / h;
|
||||
camera.updateProjectionMatrix();
|
||||
|
||||
renderer.setSize(w, h);
|
||||
}
|
||||
|
||||
init();
|
||||
})();
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
@ -27,16 +27,33 @@
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
import { AnimationState, AnimationStateData, BlendMode, ClippingAttachment, Color, MeshAttachment, NumberArrayLike, RegionAttachment, Skeleton, SkeletonClipping, SkeletonData, TextureAtlasRegion, Utils, Vector2 } from "@esotericsoftware/spine-core";
|
||||
import {
|
||||
AnimationState,
|
||||
AnimationStateData,
|
||||
BlendMode,
|
||||
ClippingAttachment,
|
||||
Color,
|
||||
MeshAttachment,
|
||||
NumberArrayLike,
|
||||
RegionAttachment,
|
||||
Skeleton,
|
||||
SkeletonClipping,
|
||||
SkeletonData,
|
||||
TextureAtlasRegion,
|
||||
Utils,
|
||||
Vector2,
|
||||
} from "@esotericsoftware/spine-core";
|
||||
import { MeshBatcher } from "./MeshBatcher";
|
||||
import * as THREE from "three";
|
||||
import { ThreeJsTexture } from "./ThreeJsTexture";
|
||||
|
||||
export type SkeletonMeshMaterialParametersCustomizer = (materialParameters: THREE.ShaderMaterialParameters) => void;
|
||||
export type SkeletonMeshMaterialParametersCustomizer = (
|
||||
materialParameters: THREE.ShaderMaterialParameters
|
||||
) => void;
|
||||
|
||||
export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
|
||||
constructor (customizer: SkeletonMeshMaterialParametersCustomizer) {
|
||||
let vertexShader = `
|
||||
constructor(customizer: SkeletonMeshMaterialParametersCustomizer) {
|
||||
let vertexShader = `
|
||||
attribute vec4 color;
|
||||
varying vec2 vUv;
|
||||
varying vec4 vColor;
|
||||
@ -46,7 +63,7 @@ export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
|
||||
gl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.0);
|
||||
}
|
||||
`;
|
||||
let fragmentShader = `
|
||||
let fragmentShader = `
|
||||
uniform sampler2D map;
|
||||
#ifdef USE_SPINE_ALPHATEST
|
||||
uniform float alphaTest;
|
||||
@ -61,212 +78,253 @@ export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
|
||||
}
|
||||
`;
|
||||
|
||||
let parameters: THREE.ShaderMaterialParameters = {
|
||||
uniforms: {
|
||||
map: { value: null },
|
||||
},
|
||||
vertexShader: vertexShader,
|
||||
fragmentShader: fragmentShader,
|
||||
side: THREE.DoubleSide,
|
||||
transparent: true,
|
||||
depthWrite: false,
|
||||
alphaTest: 0.0
|
||||
};
|
||||
customizer(parameters);
|
||||
if (parameters.alphaTest && parameters.alphaTest > 0) {
|
||||
parameters.defines = { "USE_SPINE_ALPHATEST": 1 };
|
||||
if (!parameters.uniforms) parameters.uniforms = {};
|
||||
parameters.uniforms["alphaTest"] = { value: parameters.alphaTest };
|
||||
}
|
||||
super(parameters);
|
||||
};
|
||||
let parameters: THREE.ShaderMaterialParameters = {
|
||||
uniforms: {
|
||||
map: { value: null },
|
||||
},
|
||||
vertexShader: vertexShader,
|
||||
fragmentShader: fragmentShader,
|
||||
side: THREE.DoubleSide,
|
||||
transparent: true,
|
||||
depthWrite: true,
|
||||
alphaTest: 0.0,
|
||||
};
|
||||
customizer(parameters);
|
||||
if (parameters.alphaTest && parameters.alphaTest > 0) {
|
||||
parameters.defines = { USE_SPINE_ALPHATEST: 1 };
|
||||
if (!parameters.uniforms) parameters.uniforms = {};
|
||||
parameters.uniforms["alphaTest"] = { value: parameters.alphaTest };
|
||||
}
|
||||
super(parameters);
|
||||
}
|
||||
}
|
||||
|
||||
export class SkeletonMesh extends THREE.Object3D {
|
||||
tempPos: Vector2 = new Vector2();
|
||||
tempUv: Vector2 = new Vector2();
|
||||
tempLight = new Color();
|
||||
tempDark = new Color();
|
||||
skeleton: Skeleton;
|
||||
state: AnimationState;
|
||||
zOffset: number = 0.1;
|
||||
tempPos: Vector2 = new Vector2();
|
||||
tempUv: Vector2 = new Vector2();
|
||||
tempLight = new Color();
|
||||
tempDark = new Color();
|
||||
skeleton: Skeleton;
|
||||
state: AnimationState;
|
||||
zOffset: number = 0.1;
|
||||
|
||||
private batches = new Array<MeshBatcher>();
|
||||
private nextBatchIndex = 0;
|
||||
private clipper: SkeletonClipping = new SkeletonClipping();
|
||||
private batches = new Array<MeshBatcher>();
|
||||
private nextBatchIndex = 0;
|
||||
private clipper: SkeletonClipping = new SkeletonClipping();
|
||||
|
||||
static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
|
||||
static VERTEX_SIZE = 2 + 2 + 4;
|
||||
static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
|
||||
static VERTEX_SIZE = 2 + 2 + 4;
|
||||
|
||||
private vertices = Utils.newFloatArray(1024);
|
||||
private tempColor = new Color();
|
||||
private vertices = Utils.newFloatArray(1024);
|
||||
private tempColor = new Color();
|
||||
|
||||
constructor (skeletonData: SkeletonData, private materialCustomerizer: SkeletonMeshMaterialParametersCustomizer = (material) => { }) {
|
||||
super();
|
||||
constructor(
|
||||
skeletonData: SkeletonData,
|
||||
private materialCustomerizer: SkeletonMeshMaterialParametersCustomizer = (
|
||||
material
|
||||
) => {}
|
||||
) {
|
||||
super();
|
||||
|
||||
this.skeleton = new Skeleton(skeletonData);
|
||||
let animData = new AnimationStateData(skeletonData);
|
||||
this.state = new AnimationState(animData);
|
||||
}
|
||||
this.skeleton = new Skeleton(skeletonData);
|
||||
let animData = new AnimationStateData(skeletonData);
|
||||
this.state = new AnimationState(animData);
|
||||
}
|
||||
|
||||
update (deltaTime: number) {
|
||||
let state = this.state;
|
||||
let skeleton = this.skeleton;
|
||||
update(deltaTime: number) {
|
||||
let state = this.state;
|
||||
let skeleton = this.skeleton;
|
||||
|
||||
state.update(deltaTime);
|
||||
state.apply(skeleton);
|
||||
skeleton.updateWorldTransform();
|
||||
state.update(deltaTime);
|
||||
state.apply(skeleton);
|
||||
skeleton.updateWorldTransform();
|
||||
|
||||
this.updateGeometry();
|
||||
}
|
||||
this.updateGeometry();
|
||||
}
|
||||
|
||||
dispose () {
|
||||
for (var i = 0; i < this.batches.length; i++) {
|
||||
this.batches[i].dispose();
|
||||
}
|
||||
}
|
||||
dispose() {
|
||||
for (var i = 0; i < this.batches.length; i++) {
|
||||
this.batches[i].dispose();
|
||||
}
|
||||
}
|
||||
|
||||
private clearBatches () {
|
||||
for (var i = 0; i < this.batches.length; i++) {
|
||||
this.batches[i].clear();
|
||||
this.batches[i].visible = false;
|
||||
}
|
||||
this.nextBatchIndex = 0;
|
||||
}
|
||||
private clearBatches() {
|
||||
for (var i = 0; i < this.batches.length; i++) {
|
||||
this.batches[i].clear();
|
||||
this.batches[i].visible = false;
|
||||
}
|
||||
this.nextBatchIndex = 0;
|
||||
}
|
||||
|
||||
private nextBatch () {
|
||||
if (this.batches.length == this.nextBatchIndex) {
|
||||
let batch = new MeshBatcher(10920, this.materialCustomerizer);
|
||||
this.add(batch);
|
||||
this.batches.push(batch);
|
||||
}
|
||||
let batch = this.batches[this.nextBatchIndex++];
|
||||
batch.visible = true;
|
||||
return batch;
|
||||
}
|
||||
private nextBatch() {
|
||||
if (this.batches.length == this.nextBatchIndex) {
|
||||
let batch = new MeshBatcher(10920, this.materialCustomerizer);
|
||||
this.add(batch);
|
||||
this.batches.push(batch);
|
||||
}
|
||||
let batch = this.batches[this.nextBatchIndex++];
|
||||
batch.visible = true;
|
||||
return batch;
|
||||
}
|
||||
|
||||
private updateGeometry () {
|
||||
this.clearBatches();
|
||||
private updateGeometry() {
|
||||
this.clearBatches();
|
||||
|
||||
let tempPos = this.tempPos;
|
||||
let tempUv = this.tempUv;
|
||||
let tempLight = this.tempLight;
|
||||
let tempDark = this.tempDark;
|
||||
let clipper = this.clipper;
|
||||
let tempPos = this.tempPos;
|
||||
let tempUv = this.tempUv;
|
||||
let tempLight = this.tempLight;
|
||||
let tempDark = this.tempDark;
|
||||
let clipper = this.clipper;
|
||||
|
||||
let vertices: NumberArrayLike = this.vertices;
|
||||
let triangles: Array<number> | null = null;
|
||||
let uvs: NumberArrayLike | null = null;
|
||||
let drawOrder = this.skeleton.drawOrder;
|
||||
let batch = this.nextBatch();
|
||||
batch.begin();
|
||||
let z = 0;
|
||||
let zOffset = this.zOffset;
|
||||
for (let i = 0, n = drawOrder.length; i < n; i++) {
|
||||
let vertexSize = clipper.isClipping() ? 2 : SkeletonMesh.VERTEX_SIZE;
|
||||
let slot = drawOrder[i];
|
||||
if (!slot.bone.active) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
let attachment = slot.getAttachment();
|
||||
let attachmentColor: Color | null;
|
||||
let texture: ThreeJsTexture | null;
|
||||
let numFloats = 0;
|
||||
if (attachment instanceof RegionAttachment) {
|
||||
let region = <RegionAttachment>attachment;
|
||||
attachmentColor = region.color;
|
||||
vertices = this.vertices;
|
||||
numFloats = vertexSize * 4;
|
||||
region.computeWorldVertices(slot, vertices, 0, vertexSize);
|
||||
triangles = SkeletonMesh.QUAD_TRIANGLES;
|
||||
uvs = region.uvs;
|
||||
texture = <ThreeJsTexture>region.region!.texture;
|
||||
} else if (attachment instanceof MeshAttachment) {
|
||||
let mesh = <MeshAttachment>attachment;
|
||||
attachmentColor = mesh.color;
|
||||
vertices = this.vertices;
|
||||
numFloats = (mesh.worldVerticesLength >> 1) * vertexSize;
|
||||
if (numFloats > vertices.length) {
|
||||
vertices = this.vertices = Utils.newFloatArray(numFloats);
|
||||
}
|
||||
mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, vertexSize);
|
||||
triangles = mesh.triangles;
|
||||
uvs = mesh.uvs;
|
||||
texture = <ThreeJsTexture>mesh.region!.texture;
|
||||
} else if (attachment instanceof ClippingAttachment) {
|
||||
let clip = <ClippingAttachment>(attachment);
|
||||
clipper.clipStart(slot, clip);
|
||||
continue;
|
||||
} else {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
let vertices: NumberArrayLike = this.vertices;
|
||||
let triangles: Array<number> | null = null;
|
||||
let uvs: NumberArrayLike | null = null;
|
||||
let drawOrder = this.skeleton.drawOrder;
|
||||
let batch = this.nextBatch();
|
||||
batch.begin();
|
||||
let z = 0;
|
||||
let zOffset = this.zOffset;
|
||||
for (let i = 0, n = drawOrder.length; i < n; i++) {
|
||||
let vertexSize = clipper.isClipping() ? 2 : SkeletonMesh.VERTEX_SIZE;
|
||||
let slot = drawOrder[i];
|
||||
if (!slot.bone.active) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
let attachment = slot.getAttachment();
|
||||
let attachmentColor: Color | null;
|
||||
let texture: ThreeJsTexture | null;
|
||||
let numFloats = 0;
|
||||
if (attachment instanceof RegionAttachment) {
|
||||
let region = <RegionAttachment>attachment;
|
||||
attachmentColor = region.color;
|
||||
vertices = this.vertices;
|
||||
numFloats = vertexSize * 4;
|
||||
region.computeWorldVertices(slot, vertices, 0, vertexSize);
|
||||
triangles = SkeletonMesh.QUAD_TRIANGLES;
|
||||
uvs = region.uvs;
|
||||
texture = <ThreeJsTexture>region.region!.texture;
|
||||
} else if (attachment instanceof MeshAttachment) {
|
||||
let mesh = <MeshAttachment>attachment;
|
||||
attachmentColor = mesh.color;
|
||||
vertices = this.vertices;
|
||||
numFloats = (mesh.worldVerticesLength >> 1) * vertexSize;
|
||||
if (numFloats > vertices.length) {
|
||||
vertices = this.vertices = Utils.newFloatArray(numFloats);
|
||||
}
|
||||
mesh.computeWorldVertices(
|
||||
slot,
|
||||
0,
|
||||
mesh.worldVerticesLength,
|
||||
vertices,
|
||||
0,
|
||||
vertexSize
|
||||
);
|
||||
triangles = mesh.triangles;
|
||||
uvs = mesh.uvs;
|
||||
texture = <ThreeJsTexture>mesh.region!.texture;
|
||||
} else if (attachment instanceof ClippingAttachment) {
|
||||
let clip = <ClippingAttachment>attachment;
|
||||
clipper.clipStart(slot, clip);
|
||||
continue;
|
||||
} else {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (texture != null) {
|
||||
let skeleton = slot.bone.skeleton;
|
||||
let skeletonColor = skeleton.color;
|
||||
let slotColor = slot.color;
|
||||
let alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
|
||||
let color = this.tempColor;
|
||||
color.set(skeletonColor.r * slotColor.r * attachmentColor.r,
|
||||
skeletonColor.g * slotColor.g * attachmentColor.g,
|
||||
skeletonColor.b * slotColor.b * attachmentColor.b,
|
||||
alpha);
|
||||
if (texture != null) {
|
||||
let skeleton = slot.bone.skeleton;
|
||||
let skeletonColor = skeleton.color;
|
||||
let slotColor = slot.color;
|
||||
let alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
|
||||
let color = this.tempColor;
|
||||
color.set(
|
||||
skeletonColor.r * slotColor.r * attachmentColor.r,
|
||||
skeletonColor.g * slotColor.g * attachmentColor.g,
|
||||
skeletonColor.b * slotColor.b * attachmentColor.b,
|
||||
alpha
|
||||
);
|
||||
|
||||
let finalVertices: NumberArrayLike;
|
||||
let finalVerticesLength: number;
|
||||
let finalIndices: NumberArrayLike;
|
||||
let finalIndicesLength: number;
|
||||
let finalVertices: NumberArrayLike;
|
||||
let finalVerticesLength: number;
|
||||
let finalIndices: NumberArrayLike;
|
||||
let finalIndicesLength: number;
|
||||
|
||||
if (clipper.isClipping()) {
|
||||
clipper.clipTriangles(vertices, numFloats, triangles, triangles.length, uvs, color, tempLight, false);
|
||||
let clippedVertices = clipper.clippedVertices;
|
||||
let clippedTriangles = clipper.clippedTriangles;
|
||||
finalVertices = clippedVertices;
|
||||
finalVerticesLength = clippedVertices.length;
|
||||
finalIndices = clippedTriangles;
|
||||
finalIndicesLength = clippedTriangles.length;
|
||||
} else {
|
||||
let verts = vertices;
|
||||
for (let v = 2, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
|
||||
verts[v] = color.r;
|
||||
verts[v + 1] = color.g;
|
||||
verts[v + 2] = color.b;
|
||||
verts[v + 3] = color.a;
|
||||
verts[v + 4] = uvs[u];
|
||||
verts[v + 5] = uvs[u + 1];
|
||||
}
|
||||
finalVertices = vertices;
|
||||
finalVerticesLength = numFloats;
|
||||
finalIndices = triangles;
|
||||
finalIndicesLength = triangles.length;
|
||||
}
|
||||
if (clipper.isClipping()) {
|
||||
clipper.clipTriangles(
|
||||
vertices,
|
||||
numFloats,
|
||||
triangles,
|
||||
triangles.length,
|
||||
uvs,
|
||||
color,
|
||||
tempLight,
|
||||
false
|
||||
);
|
||||
let clippedVertices = clipper.clippedVertices;
|
||||
let clippedTriangles = clipper.clippedTriangles;
|
||||
finalVertices = clippedVertices;
|
||||
finalVerticesLength = clippedVertices.length;
|
||||
finalIndices = clippedTriangles;
|
||||
finalIndicesLength = clippedTriangles.length;
|
||||
} else {
|
||||
let verts = vertices;
|
||||
for (
|
||||
let v = 2, u = 0, n = numFloats;
|
||||
v < n;
|
||||
v += vertexSize, u += 2
|
||||
) {
|
||||
verts[v] = color.r;
|
||||
verts[v + 1] = color.g;
|
||||
verts[v + 2] = color.b;
|
||||
verts[v + 3] = color.a;
|
||||
verts[v + 4] = uvs[u];
|
||||
verts[v + 5] = uvs[u + 1];
|
||||
}
|
||||
finalVertices = vertices;
|
||||
finalVerticesLength = numFloats;
|
||||
finalIndices = triangles;
|
||||
finalIndicesLength = triangles.length;
|
||||
}
|
||||
|
||||
if (finalVerticesLength == 0 || finalIndicesLength == 0) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
if (finalVerticesLength == 0 || finalIndicesLength == 0) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start new batch if this one can't hold vertices/indices
|
||||
if (!batch.canBatch(finalVerticesLength / SkeletonMesh.VERTEX_SIZE, finalIndicesLength)) {
|
||||
batch.end();
|
||||
batch = this.nextBatch();
|
||||
batch.begin();
|
||||
}
|
||||
// Start new batch if this one can't hold vertices/indices
|
||||
if (
|
||||
!batch.canBatch(
|
||||
finalVerticesLength / SkeletonMesh.VERTEX_SIZE,
|
||||
finalIndicesLength
|
||||
)
|
||||
) {
|
||||
batch.end();
|
||||
batch = this.nextBatch();
|
||||
batch.begin();
|
||||
}
|
||||
|
||||
const slotBlendMode = slot.data.blendMode;
|
||||
const slotTexture = texture.texture;
|
||||
const materialGroup = batch.findMaterialGroup(slotTexture, slotBlendMode);
|
||||
const slotBlendMode = slot.data.blendMode;
|
||||
const slotTexture = texture.texture;
|
||||
const materialGroup = batch.findMaterialGroup(
|
||||
slotTexture,
|
||||
slotBlendMode
|
||||
);
|
||||
|
||||
batch.addMaterialGroup(finalIndicesLength, materialGroup);
|
||||
batch.batch(finalVertices, finalVerticesLength, finalIndices, finalIndicesLength, z);
|
||||
z += zOffset;
|
||||
}
|
||||
batch.addMaterialGroup(finalIndicesLength, materialGroup);
|
||||
batch.batch(
|
||||
finalVertices,
|
||||
finalVerticesLength,
|
||||
finalIndices,
|
||||
finalIndicesLength,
|
||||
z
|
||||
);
|
||||
z += zOffset;
|
||||
}
|
||||
|
||||
clipper.clipEndWithSlot(slot);
|
||||
}
|
||||
clipper.clipEnd();
|
||||
batch.end();
|
||||
}
|
||||
clipper.clipEndWithSlot(slot);
|
||||
}
|
||||
clipper.clipEnd();
|
||||
batch.end();
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user