[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

View File

@ -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>

View File

@ -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"
}
}
}
},

View File

@ -40,36 +40,36 @@ export class AssetManagerBase implements Disposable {
private toLoad = 0;
private loaded = 0;
constructor (textureLoader: (image: HTMLImageElement | ImageBitmap) => Texture, pathPrefix: string = "", downloader: Downloader = null) {
constructor(textureLoader: (image: HTMLImageElement | ImageBitmap) => Texture, pathPrefix: string = "", downloader: Downloader = null) {
this.textureLoader = textureLoader;
this.pathPrefix = pathPrefix;
this.downloader = downloader || new Downloader();
}
private start (path: string): string {
private start(path: string): string {
this.toLoad++;
return this.pathPrefix + path;
}
private success (callback: (path: string, data: any) => void, path: string, asset: any) {
private success(callback: (path: string, data: any) => void, path: string, asset: any) {
this.toLoad--;
this.loaded++;
this.assets[path] = asset;
if (callback) callback(path, asset);
}
private error (callback: (path: string, message: string) => void, path: string, message: string) {
private error(callback: (path: string, message: string) => void, path: string, message: string) {
this.toLoad--;
this.loaded++;
this.errors[path] = message;
if (callback) callback(path, message);
}
setRawDataURI (path: string, data: string) {
setRawDataURI(path: string, data: string) {
this.downloader.rawDataUris[this.pathPrefix + path] = data;
}
loadBinary (path: string,
loadBinary(path: string,
success: (path: string, binary: Uint8Array) => void = null,
error: (path: string, message: string) => void = null) {
path = this.start(path);
@ -81,7 +81,7 @@ export class AssetManagerBase implements Disposable {
});
}
loadText (path: string,
loadText(path: string,
success: (path: string, text: string) => void = null,
error: (path: string, message: string) => void = null) {
path = this.start(path);
@ -93,7 +93,7 @@ export class AssetManagerBase implements Disposable {
});
}
loadJson (path: string,
loadJson(path: string,
success: (path: string, object: object) => void = null,
error: (path: string, message: string) => void = null) {
path = this.start(path);
@ -105,7 +105,7 @@ export class AssetManagerBase implements Disposable {
});
}
loadTexture (path: string,
loadTexture(path: string,
success: (path: string, texture: Texture) => void = null,
error: (path: string, message: string) => void = null) {
path = this.start(path);
@ -136,7 +136,7 @@ export class AssetManagerBase implements Disposable {
}
}
loadTextureAtlas (path: string,
loadTextureAtlas(path: string,
success: (path: string, atlas: TextureAtlas) => void = null,
error: (path: string, message: string) => void = null
) {
@ -170,11 +170,11 @@ export class AssetManagerBase implements Disposable {
});
}
get (path: string) {
get(path: string) {
return this.assets[this.pathPrefix + path];
}
require (path: string) {
require(path: string) {
path = this.pathPrefix + path;
let asset = this.assets[path];
if (asset) return asset;
@ -182,7 +182,7 @@ export class AssetManagerBase implements Disposable {
throw Error("Asset not found: " + path + (error ? "\n" + error : ""));
}
remove (path: string) {
remove(path: string) {
path = this.pathPrefix + path;
let asset = this.assets[path];
if ((<any>asset).dispose) (<any>asset).dispose();
@ -190,7 +190,7 @@ export class AssetManagerBase implements Disposable {
return asset;
}
removeAll () {
removeAll() {
for (let key in this.assets) {
let asset = this.assets[key];
if ((<any>asset).dispose) (<any>asset).dispose();
@ -198,27 +198,27 @@ export class AssetManagerBase implements Disposable {
this.assets = {};
}
isLoadingComplete (): boolean {
isLoadingComplete(): boolean {
return this.toLoad == 0;
}
getToLoad (): number {
getToLoad(): number {
return this.toLoad;
}
getLoaded (): number {
getLoaded(): number {
return this.loaded;
}
dispose () {
dispose() {
this.removeAll();
}
hasErrors () {
hasErrors() {
return Object.keys(this.errors).length > 0;
}
getErrors () {
getErrors() {
return this.errors;
}
}
@ -227,7 +227,7 @@ export class Downloader {
private callbacks: StringMap<Array<Function>> = {};
rawDataUris: StringMap<string> = {};
downloadText (url: string, success: (data: string) => void, error: (status: number, responseText: string) => void) {
downloadText(url: string, success: (data: string) => void, error: (status: number, responseText: string) => void) {
if (this.rawDataUris[url]) url = this.rawDataUris[url];
if (this.start(url, success, error)) return;
let request = new XMLHttpRequest();
@ -241,20 +241,20 @@ export class Downloader {
request.send();
}
downloadJson (url: string, success: (data: object) => void, error: (status: number, responseText: string) => void) {
downloadJson(url: string, success: (data: object) => void, error: (status: number, responseText: string) => void) {
this.downloadText(url, (data: string): void => {
success(JSON.parse(data));
}, error);
}
downloadBinary (url: string, success: (data: Uint8Array) => void, error: (status: number, responseText: string) => void) {
downloadBinary(url: string, success: (data: Uint8Array) => void, error: (status: number, responseText: string) => void) {
if (this.rawDataUris[url]) url = this.rawDataUris[url];
if (this.start(url, success, error)) return;
let request = new XMLHttpRequest();
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)
@ -266,7 +266,7 @@ export class Downloader {
request.send();
}
private start (url: string, success: any, error: any) {
private start(url: string, success: any, error: any) {
let callbacks = this.callbacks[url];
try {
if (callbacks) return true;
@ -276,7 +276,7 @@ export class Downloader {
}
}
private finish (url: string, status: number, data: any) {
private finish(url: string, status: number, data: any) {
let callbacks = this.callbacks[url];
delete this.callbacks[url];
let args = status == 200 ? [data] : [status, data];

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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>

View File

@ -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);
}
}

View File

@ -34,7 +34,7 @@ export class ManagedWebGLRenderingContext {
public gl: WebGLRenderingContext;
private restorables = new Array<Restorable>();
constructor (canvasOrContext: HTMLCanvasElement | WebGLRenderingContext | EventTarget, contextConfig: any = { alpha: "true" }) {
constructor(canvasOrContext: HTMLCanvasElement | WebGLRenderingContext | EventTarget, contextConfig: any = { alpha: "true" }) {
if (!((canvasOrContext instanceof WebGLRenderingContext) || (typeof WebGL2RenderingContext !== 'undefined' && canvasOrContext instanceof WebGL2RenderingContext)))
this.setupCanvas(canvasOrContext, contextConfig);
else {
@ -43,7 +43,7 @@ export class ManagedWebGLRenderingContext {
}
}
private setupCanvas (canvas: any, contextConfig: any) {
private setupCanvas(canvas: any, contextConfig: any) {
this.gl = <WebGLRenderingContext>(canvas.getContext("webgl2", contextConfig) || canvas.getContext("webgl", contextConfig));
this.canvas = canvas;
canvas.addEventListener("webglcontextlost", (e: any) => {
@ -57,11 +57,11 @@ export class ManagedWebGLRenderingContext {
});
}
addRestorable (restorable: Restorable) {
addRestorable(restorable: Restorable) {
this.restorables.push(restorable);
}
removeRestorable (restorable: Restorable) {
removeRestorable(restorable: Restorable) {
let index = this.restorables.indexOf(restorable);
if (index > -1) this.restorables.splice(index, 1);
}
@ -75,7 +75,7 @@ const ONE_MINUS_DST_ALPHA = 0x0305;
const DST_COLOR = 0x0306;
export class WebGLBlendModeConverter {
static getDestGLBlendMode (blendMode: BlendMode) {
static getDestGLBlendMode(blendMode: BlendMode) {
switch (blendMode) {
case BlendMode.Normal: return ONE_MINUS_SRC_ALPHA;
case BlendMode.Additive: return ONE;
@ -85,7 +85,7 @@ export class WebGLBlendModeConverter {
}
}
static getSourceColorGLBlendMode (blendMode: BlendMode, premultipliedAlpha: boolean = false) {
static getSourceColorGLBlendMode(blendMode: BlendMode, premultipliedAlpha: boolean = false) {
switch (blendMode) {
case BlendMode.Normal: return premultipliedAlpha ? ONE : SRC_ALPHA;
case BlendMode.Additive: return premultipliedAlpha ? ONE : SRC_ALPHA;
@ -95,7 +95,7 @@ export class WebGLBlendModeConverter {
}
}
static getSourceAlphaGLBlendMode (blendMode: BlendMode) {
static getSourceAlphaGLBlendMode(blendMode: BlendMode) {
switch (blendMode) {
case BlendMode.Normal: return ONE;
case BlendMode.Additive: return ONE;

View File

@ -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";

View File

@ -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>