[ts] Added SpineCanvas, a simpler way to render via spine-webgl

Rewrote mix-and-match example as well as barebones example to illustrate usage.
This commit is contained in:
badlogic 2021-09-07 00:57:52 +02:00
parent 386f847667
commit 91a8b6a100
10 changed files with 345 additions and 333 deletions

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@ -216,6 +216,7 @@
* `AssetManager` constructor now takes an option `Downloader` instance. Used to download assets only once and share them between `AssetManager` instances.
* Added web worker support to `AssetManager`.
* Added various default parameters to `AnimationState` methods for ease of use.
* Added `SpineCanvas`, a simpler way to render a scene via spine-webgl. See `spine-ts/spine-webgl/examples/barebones.html` and `spine-ts/spine-webgl/examples/mix-and-match.html`.
### WebGL backend
* **Breaking change:** removed `SharedAssetManager`. Use `AssetManager` with a shared `Downloader` instance instead.

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@ -26,6 +26,7 @@
<ul>
<li><a href="/spine-webgl/example">Example</a></li>
<li><a href="/spine-webgl/example/barebones.html">Barebones</a></li>
<li><a href="/spine-webgl/example/mix-and-match.html">Mix &amp; match</a></li>
<li><a href="/spine-webgl/demos/additiveblending.html">Additive blending</a></li>
<li><a href="/spine-webgl/demos/clipping.html">Clipping</a></li>
<li><a href="/spine-webgl/demos/hoverboard.html">Hoverboard</a></li>

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@ -1,12 +1,12 @@
{
"name": "@esotericsoftware/spine-ts",
"version": "4.0.2",
"version": "4.0.4",
"lockfileVersion": 2,
"requires": true,
"packages": {
"": {
"name": "@esotericsoftware/spine-ts",
"version": "4.0.2",
"version": "4.0.4",
"license": "LicenseRef-LICENSE",
"workspaces": [
"spine-core",
@ -8251,6 +8251,11 @@
"@esotericsoftware/spine-core": "4.0.2"
}
},
"spine-canvas/node_modules/@esotericsoftware/spine-core": {
"version": "4.0.2",
"resolved": "https://registry.npmjs.org/@esotericsoftware/spine-core/-/spine-core-4.0.2.tgz",
"integrity": "sha512-tkHGEt0NyC/UuHPJtPSmD2YK5D3Z8Yp0OqKhKeH298aRJTIYfsmlgpupgraUqxaacEv9IatIC79pLATtlEsz7A=="
},
"spine-core": {
"name": "@esotericsoftware/spine-core",
"version": "4.0.4",
@ -8270,6 +8275,14 @@
"resolved": "https://registry.npmjs.org/@esotericsoftware/spine-core/-/spine-core-4.0.2.tgz",
"integrity": "sha512-tkHGEt0NyC/UuHPJtPSmD2YK5D3Z8Yp0OqKhKeH298aRJTIYfsmlgpupgraUqxaacEv9IatIC79pLATtlEsz7A=="
},
"spine-player/node_modules/@esotericsoftware/spine-webgl": {
"version": "4.0.2",
"resolved": "https://registry.npmjs.org/@esotericsoftware/spine-webgl/-/spine-webgl-4.0.2.tgz",
"integrity": "sha512-hSiMZ62g73td5qS5whRb6XtHlTCPYSsVCKHPmrTG4PSxIj0VYWh4ByOZvTcA9mTXZuV8kAZhdqNVc2AXmAe++A==",
"dependencies": {
"@esotericsoftware/spine-core": "4.0.2"
}
},
"spine-threejs": {
"name": "@esotericsoftware/spine-threejs",
"version": "4.0.4",
@ -8330,6 +8343,13 @@
"version": "file:spine-canvas",
"requires": {
"@esotericsoftware/spine-core": "4.0.2"
},
"dependencies": {
"@esotericsoftware/spine-core": {
"version": "4.0.2",
"resolved": "https://registry.npmjs.org/@esotericsoftware/spine-core/-/spine-core-4.0.2.tgz",
"integrity": "sha512-tkHGEt0NyC/UuHPJtPSmD2YK5D3Z8Yp0OqKhKeH298aRJTIYfsmlgpupgraUqxaacEv9IatIC79pLATtlEsz7A=="
}
}
},
"@esotericsoftware/spine-core": {
@ -8346,6 +8366,14 @@
"version": "4.0.2",
"resolved": "https://registry.npmjs.org/@esotericsoftware/spine-core/-/spine-core-4.0.2.tgz",
"integrity": "sha512-tkHGEt0NyC/UuHPJtPSmD2YK5D3Z8Yp0OqKhKeH298aRJTIYfsmlgpupgraUqxaacEv9IatIC79pLATtlEsz7A=="
},
"@esotericsoftware/spine-webgl": {
"version": "4.0.2",
"resolved": "https://registry.npmjs.org/@esotericsoftware/spine-webgl/-/spine-webgl-4.0.2.tgz",
"integrity": "sha512-hSiMZ62g73td5qS5whRb6XtHlTCPYSsVCKHPmrTG4PSxIj0VYWh4ByOZvTcA9mTXZuV8kAZhdqNVc2AXmAe++A==",
"requires": {
"@esotericsoftware/spine-core": "4.0.2"
}
}
}
},

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@ -254,7 +254,7 @@ export class Downloader {
request.open("GET", url, true);
request.responseType = "arraybuffer";
let onerror = () => {
this.finish(url, request.status, request.responseText);
this.finish(url, request.status, request.response);
};
request.onload = () => {
if (request.status == 200)

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@ -5,74 +5,26 @@
margin: 0;
padding: 0;
}
body,
html {
height: 100%
}
canvas {
position: absolute;
width: 100%;
height: 100%;
}
</style>
<body>
<canvas id="canvas"></canvas>
<canvas id="canvas" style="position: absolute; width: 100%; height: 100%;"></canvas>
<script>
class App {
skeleton;
animationState;
var canvas;
var gl;
var shader;
var batcher;
var mvp = new spine.Matrix4();
var assetManager;
var skeletonRenderer;
var lastFrameTime;
var spineboy;
function init() {
// Setup canvas and WebGL context. We pass alpha: false to canvas.getContext() so we don't use premultiplied alpha when
// loading textures. That is handled separately by PolygonBatcher.
canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var config = { alpha: false };
gl = canvas.getContext("webgl", config) || canvas.getContext("experimental-webgl", config);
if (!gl) {
alert('WebGL is unavailable.');
return;
loadAssets(canvas) {
// Load the skeleton file.
canvas.assetManager.loadBinary("assets/spineboy-pro.skel");
// Load the atlas and its pages.
canvas.assetManager.loadTextureAtlas("assets/spineboy-pma.atlas");
}
// Create a simple shader, mesh, model-view-projection matrix, SkeletonRenderer, and AssetManager.
shader = spine.Shader.newTwoColoredTextured(gl);
batcher = new spine.PolygonBatcher(gl);
mvp.ortho2d(0, 0, canvas.width - 1, canvas.height - 1);
skeletonRenderer = new spine.SkeletonRenderer(gl);
assetManager = new spine.AssetManager(gl);
initialize(canvas) {
let assetManager = canvas.assetManager;
// Tell AssetManager to load the resources for each skeleton, including the exported .skel file, the .atlas file and the .png
// file for the atlas. We then wait until all resources are loaded in the load() method.
assetManager.loadBinary("assets/spineboy-pro.skel");
assetManager.loadTextureAtlas("assets/spineboy-pma.atlas");
requestAnimationFrame(load);
}
function load() {
// Wait until the AssetManager has loaded all resources, then load the skeletons.
if (assetManager.isLoadingComplete()) {
spineboy = loadSpineboy("run", true);
lastFrameTime = Date.now() / 1000;
requestAnimationFrame(render); // Loading is done, call render every frame.
} else {
requestAnimationFrame(load);
}
}
function loadSpineboy(initialAnimation, premultipliedAlpha) {
// Load the texture atlas from the AssetManager.
// Create the texture atlas.
var atlas = assetManager.require("assets/spineboy-pma.atlas");
// Create a AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
@ -84,87 +36,43 @@
// Set the scale to apply during parsing, parse the file, and create a new skeleton.
skeletonBinary.scale = 1;
var skeletonData = skeletonBinary.readSkeletonData(assetManager.require("assets/spineboy-pro.skel"));
var skeleton = new spine.Skeleton(skeletonData);
var bounds = calculateSetupPoseBounds(skeleton);
this.skeleton = new spine.Skeleton(skeletonData);
// Create an AnimationState, and set the initial animation in looping mode.
var animationStateData = new spine.AnimationStateData(skeleton.data);
var animationState = new spine.AnimationState(animationStateData);
animationState.setAnimation(0, initialAnimation, true);
// Pack everything up and return to caller.
return { skeleton: skeleton, state: animationState, bounds: bounds, premultipliedAlpha: premultipliedAlpha };
// Create an AnimationState, and set the "run" animation in looping mode.
var animationStateData = new spine.AnimationStateData(skeletonData);
this.animationState = new spine.AnimationState(animationStateData);
this.animationState.setAnimation(0, "run", true);
}
function calculateSetupPoseBounds(skeleton) {
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
var offset = new spine.Vector2();
var size = new spine.Vector2();
skeleton.getBounds(offset, size, []);
return { offset: offset, size: size };
update(canvas, delta) {
// Update the animation state using the delta time.
this.animationState.update(delta);
// Apply the animation state to the skeleton.
this.animationState.apply(this.skeleton);
// Let the skeleton update the transforms of its bones.
this.skeleton.updateWorldTransform();
}
function render() {
var now = Date.now() / 1000;
var delta = now - lastFrameTime;
lastFrameTime = now;
render(canvas) {
let renderer = canvas.renderer;
// Resize the viewport to the full canvas.
renderer.resize(spine.ResizeMode.Expand);
// Update the MVP matrix to adjust for canvas size changes
resize();
// Clear the canvas with a light gray color.
canvas.clear(0.2, 0.2, 0.2, 1);
gl.clearColor(0.3, 0.3, 0.3, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// Apply the animation state based on the delta time.
var skeleton = spineboy.skeleton;
var state = spineboy.state;
var premultipliedAlpha = spineboy.premultipliedAlpha;
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
// Bind the shader and set the texture and model-view-projection matrix.
shader.bind();
shader.setUniformi(spine.Shader.SAMPLER, 0);
shader.setUniform4x4f(spine.Shader.MVP_MATRIX, mvp.values);
// Start the batch and tell the SkeletonRenderer to render the active skeleton.
batcher.begin(shader);
skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
skeletonRenderer.draw(batcher, skeleton);
batcher.end();
shader.unbind();
requestAnimationFrame(render);
// Begin rendering.
renderer.begin();
// Draw the skeleton
renderer.drawSkeleton(this.skeleton, true);
// Complete rendering.
renderer.end();
}
}
function resize() {
var w = canvas.clientWidth;
var h = canvas.clientHeight;
if (canvas.width != w || canvas.height != h) {
canvas.width = w;
canvas.height = h;
}
// Calculations to center the skeleton in the canvas.
var bounds = spineboy.bounds;
var centerX = bounds.offset.x + bounds.size.x / 2;
var centerY = bounds.offset.y + bounds.size.y / 2;
var scaleX = bounds.size.x / canvas.width;
var scaleY = bounds.size.y / canvas.height;
var scale = Math.max(scaleX, scaleY) * 1.2;
if (scale < 1) scale = 1;
var width = canvas.width * scale;
var height = canvas.height * scale;
mvp.ortho2d(centerX - width / 2, centerY - height / 2, width, height);
gl.viewport(0, 0, canvas.width, canvas.height);
}
init();
new spine.SpineCanvas(document.getElementById("canvas"), {
app: new App()
})
</script>
</body>

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@ -0,0 +1,84 @@
<html>
<script src="../dist/iife/spine-webgl.js"></script>
<style>
html,
body {
margin: 0;
padding: 0;
}
</style>
<body>
<canvas id="canvas" style="position: absolute; width: 100%; height: 100%;"></canvas>
</body>
<script>
// Define the class running in the Spine canvas
class App {
skeleton;
state;
loadAssets(canvas) {
canvas.assetManager.AnimationState
canvas.assetManager.loadTextureAtlas("mix-and-match-pma.atlas");
canvas.assetManager.loadBinary("mix-and-match-pro.skel");
}
initialize(canvas) {
let assetManager = canvas.assetManager;
// Create the atlas
let atlas = canvas.assetManager.get("mix-and-match-pma.atlas");
let atlasLoader = new spine.AtlasAttachmentLoader(atlas);
// Create the skeleton
let skeletonBinary = new spine.SkeletonBinary(atlasLoader);
skeletonBinary.scale = 0.5;
let skeletonData = skeletonBinary.readSkeletonData(assetManager.get("mix-and-match-pro.skel"));
this.skeleton = new spine.Skeleton(skeletonData);
// Create the animation state
let stateData = new spine.AnimationStateData(skeletonData);
this.state = new spine.AnimationState(stateData);
this.state.setAnimation(0, "dance", true);
// Create a new skin, by mixing and matching other skins
// that fit together. Items making up the girl are individual
// skins. Using the skin API, a new skin is created which is
// a combination of all these individual item skins.
let mixAndMatchSkin = new spine.Skin("custom-girl");
mixAndMatchSkin.addSkin(skeletonData.findSkin("skin-base"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("nose/short"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("eyelids/girly"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("eyes/violet"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("hair/brown"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("clothes/hoodie-orange"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("legs/pants-jeans"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/bag"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/hat-red-yellow"));
this.skeleton.setSkin(mixAndMatchSkin);
}
update(canvas, delta) {
this.state.update(delta);
this.state.apply(this.skeleton);
this.skeleton.updateWorldTransform();
}
render(canvas) {
let renderer = canvas.renderer;
renderer.resize(spine.ResizeMode.Expand);
canvas.clear(0.2, 0.2, 0.2, 1);
renderer.begin();
renderer.drawSkeleton(this.skeleton, true);
renderer.end();
}
}
// Create the Spine canvas which runs the app
new spine.SpineCanvas(document.getElementById("canvas"), {
pathPrefix: "assets/",
app: new App()
});
</script>
</html>

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@ -0,0 +1,121 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { TimeKeeper, AssetManager, ManagedWebGLRenderingContext, SceneRenderer, Input, StringMap } from "./";
/** An app running inside a {@link SpineCanvas}. The app life cycle
* is as follows:
*
* 1. `loadAssets()` is called. The app can queue assets for loading via {@link SpineCanvas#assetManager}.
* 2. `initialize()` is called when all assets are loaded. The app can setup anything it needs to enter the main application logic.
* 3. `update()` is called periodically at screen refresh rate. The app can update its state.
* 4. `render()` is called periodically at screen refresh rate. The app can render its state via {@link SpineCanvas#renderer} or directly via the WebGL context in {@link SpineCanvas.gl}`
*/
export interface SpineCanvasApp {
loadAssets?(canvas: SpineCanvas): void;
initialize?(canvas: SpineCanvas): void;
update?(canvas: SpineCanvas, delta: number): void;
render?(canvas: SpineCanvas): void;
error?(canvas: SpineCanvas, errors: StringMap<string>): void;
}
/** Configuration passed to the {@link SpineCanvas} constructor */
export interface SpineCanvasConfig {
/* The {@link SpineCanvasApp} to be run in the canvas. */
app: SpineCanvasApp;
/* The path prefix to be used by the {@link AssetManager}. */
pathPrefix: string;
}
/** Manages the life-cycle and WebGL context of a {@link SpineCanvasApp}. The app loads
* assets and initializes itself, then updates and renders its state at the screen refresh rate. */
export class SpineCanvas {
readonly context: ManagedWebGLRenderingContext;
/** Tracks the current time, delta, and other time related statistics. */
readonly time = new TimeKeeper();
/** The HTML canvas to render to. */
readonly htmlCanvas: HTMLCanvasElement;
/** The WebGL rendering context. */
readonly gl: WebGLRenderingContext;
/** The scene renderer for easy drawing of skeletons, shapes, and images. */
readonly renderer: SceneRenderer;
/** The asset manager to load assets with. */
readonly assetManager: AssetManager;
/** The input processor used to listen to mouse, touch, and keyboard events. */
readonly input: Input;
/** Constructs a new spine canvas, rendering to the provided HTML canvas. */
constructor(canvas: HTMLCanvasElement, config: SpineCanvasConfig) {
if (config.pathPrefix === undefined) config.pathPrefix = "";
if (config.app === undefined) config.app = {
loadAssets: () => { },
initialize: () => { },
update: () => { },
render: () => { },
error: () => { },
}
this.htmlCanvas = canvas;
this.context = new ManagedWebGLRenderingContext(canvas, { alpha: true });
this.renderer = new SceneRenderer(canvas, this.context);
this.gl = this.context.gl;
this.assetManager = new AssetManager(this.context, config.pathPrefix);
this.input = new Input(canvas);
config.app.loadAssets?.(this);
let loop = () => {
requestAnimationFrame(loop);
this.time.update();
config.app.update?.(this, this.time.delta);
config.app.render?.(this);
}
let waitForAssets = () => {
if (this.assetManager.isLoadingComplete()) {
if (this.assetManager.hasErrors()) {
config.app.error?.(this, this.assetManager.getErrors());
} else {
config.app.initialize?.(this);
loop();
}
return;
}
requestAnimationFrame(waitForAssets);
}
requestAnimationFrame(waitForAssets);
}
/** Clears the canvas with the given color. The color values are given in the range [0,1]. */
clear(r: number, g: number, b: number, a: number) {
this.gl.clearColor(r, g, b, a);
this.gl.clear(this.gl.COLOR_BUFFER_BIT);
}
}

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@ -1,16 +1,17 @@
export * from './AssetManager';
export * from './Camera';
export * from './GLTexture';
export * from './Input';
export * from './LoadingScreen';
export * from './Matrix4';
export * from './Mesh';
export * from './PolygonBatcher';
export * from './SceneRenderer';
export * from './Shader';
export * from './ShapeRenderer';
export * from './SkeletonDebugRenderer';
export * from './SkeletonRenderer';
export * from './Vector3';
export * from './WebGL';
export * from "./AssetManager";
export * from "./Camera";
export * from "./GLTexture";
export * from "./Input";
export * from "./LoadingScreen";
export * from "./Matrix4";
export * from "./Mesh";
export * from "./PolygonBatcher";
export * from "./SceneRenderer";
export * from "./Shader";
export * from "./ShapeRenderer";
export * from "./SkeletonDebugRenderer";
export * from "./SkeletonRenderer";
export * from "./SpineCanvas";
export * from "./Vector3";
export * from "./WebGL";
export * from "@esotericsoftware/spine-core";

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@ -1,132 +0,0 @@
<html>
<script src="../dist/iife/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<style>
* {
margin: 0;
padding: 0;
}
body,
html {
height: 100%
}
canvas {
position: absolute;
width: 100%;
height: 100%;
}
</style>
<body>
<div id="label" style="position: absolute; top: 0; left: 0; color: #fff; z-index: 10"></div>
<canvas id="canvas" style="background: red;"></canvas>
</body>
<script>
var FILE = "mix-and-match-pro";
var ANIMATION = "dance";
var SCALE = 0.5;
var canvas, context, gl, renderer, input, assetManager;
var skeletons = [];
var timeKeeper;
var label = document.getElementById("label");
var updateMean = new spine.WindowedMean();
var renderMean = new spine.WindowedMean();
function init() {
canvas = document.getElementById("canvas");
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
context = new spine.ManagedWebGLRenderingContext(canvas, { alpha: false });
gl = context.gl;
renderer = new spine.SceneRenderer(canvas, context);
assetManager = new spine.AssetManager(context, "../example/assets/");
input = new spine.Input(canvas);
assetManager.loadTextureAtlas(FILE.replace("-pro", "").replace("-ess", "") + "-pma.atlas");
assetManager.loadBinary(FILE + ".skel");
timeKeeper = new spine.TimeKeeper();
requestAnimationFrame(load);
}
var run = true;
function load() {
timeKeeper.update();
if (assetManager.isLoadingComplete()) {
var atlas = assetManager.get(FILE.replace("-pro", "").replace("-ess", "") + "-pma.atlas");
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
var skeletonBinary = new spine.SkeletonBinary(atlasLoader);
skeletonBinary.scale = SCALE;
var skeletonData = skeletonBinary.readSkeletonData(assetManager.get(FILE + ".skel"));
skeleton = new spine.Skeleton(skeletonData);
var stateData = new spine.AnimationStateData(skeleton.data);
state = new spine.AnimationState(stateData);
stateData.defaultMix = 0;
// Create a new skin, by mixing and matching other skins
// that fit together. Items making up the girl are individual
// skins. Using the skin API, a new skin is created which is
// a combination of all these individual item skins.
var mixAndMatchSkin = new spine.Skin("custom-girl");
mixAndMatchSkin.addSkin(skeletonData.findSkin("skin-base"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("nose/short"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("eyelids/girly"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("eyes/violet"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("hair/brown"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("clothes/hoodie-orange"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("legs/pants-jeans"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/bag"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/hat-red-yellow"));
skeleton.setSkin(mixAndMatchSkin);
state.setAnimation(0, ANIMATION, true);
skeletons.push({ skeleton: skeleton, state: state });
requestAnimationFrame(render);
} else {
requestAnimationFrame(load);
}
}
function render() {
var start = Date.now()
timeKeeper.update();
var delta = timeKeeper.delta;
for (var i = 0; i < skeletons.length; i++) {
var state = skeletons[i].state;
var skeleton = skeletons[i].skeleton;
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
}
updateMean.addValue(Date.now() - start);
start = Date.now();
gl.clearColor(0.2, 0.2, 0.2, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
renderer.resize(spine.ResizeMode.Fit);
renderer.begin();
for (var i = 0; i < skeletons.length; i++) {
var skeleton = skeletons[i].skeleton;
renderer.drawSkeleton(skeleton, true);
}
renderer.end();
requestAnimationFrame(render)
renderMean.addValue(Date.now() - start);
label.innerHTML = ("Update time: " + Number(updateMean.getMean()).toFixed(2) + " ms\n" +
"Render time: " + Number(renderMean.getMean()).toFixed(2) + " ms\n");
}
init();
</script>
</html>