Merge remote-tracking branch 'origin/3.6' into 3.7-beta

This commit is contained in:
NathanSweet 2017-06-21 16:19:22 +02:00
commit bd209b77d6
10 changed files with 490 additions and 55 deletions

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@ -862,6 +862,8 @@ public class Animation {
/** Changes a slot's {@link Slot#getAttachmentVertices()} to deform a {@link VertexAttachment}. */ /** Changes a slot's {@link Slot#getAttachmentVertices()} to deform a {@link VertexAttachment}. */
static public class DeformTimeline extends CurveTimeline { static public class DeformTimeline extends CurveTimeline {
static private float[] zeros = new float[64];
int slotIndex; int slotIndex;
VertexAttachment attachment; VertexAttachment attachment;
private final float[] frames; // time, ... private final float[] frames; // time, ...
@ -923,20 +925,43 @@ public class Animation {
FloatArray verticesArray = slot.getAttachmentVertices(); FloatArray verticesArray = slot.getAttachmentVertices();
float[][] frameVertices = this.frameVertices; float[][] frameVertices = this.frameVertices;
int vertexCount = frameVertices[0].length; int vertexCount = frameVertices[0].length;
if (verticesArray.size != vertexCount && pose != setup) alpha = 1; // Don't mix from uninitialized slot vertices.
float[] vertices = verticesArray.setSize(vertexCount); float[] vertices = verticesArray.setSize(vertexCount);
float[] frames = this.frames; float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame. if (time < frames[0]) { // Time is before first frame.
VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
switch (pose) { switch (pose) {
case setup: case setup:
verticesArray.size = 0; break;
return;
case current: case current:
alpha = 1 - alpha; if (alpha == 1) break;
for (int i = 0; i < vertexCount; i++) if (vertexAttachment.getBones() == null) {
vertices[i] *= alpha; // Unweighted vertex positions.
float[] setupVertices = vertexAttachment.getVertices();
for (int i = 0; i < vertexCount; i++)
vertices[i] += (setupVertices[i] - vertices[i]) * alpha;
} else {
// Weighted deform offsets.
alpha = 1 - alpha;
for (int i = 0; i < vertexCount; i++)
vertices[i] *= alpha;
}
// Fall thru.
default:
return;
} }
float[] zeroVertices;
if (vertexAttachment.getBones() == null) {
// Unweighted vertex positions (setup pose).
zeroVertices = vertexAttachment.getVertices();
} else {
// Weighted deform offsets (zeros).
zeroVertices = zeros;
if (zeroVertices.length < vertexCount) zeros = zeroVertices = new float[vertexCount];
}
System.arraycopy(zeroVertices, 0, vertices, 0, vertexCount);
return; return;
} }

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@ -962,6 +962,8 @@ declare module spine {
static signum(value: number): number; static signum(value: number): number;
static toInt(x: number): number; static toInt(x: number): number;
static cbrt(x: number): number; static cbrt(x: number): number;
static randomTriangular(min: number, max: number): number;
static randomTriangularWith(min: number, max: number, mode: number): number;
} }
class Utils { class Utils {
static SUPPORTS_TYPED_ARRAYS: boolean; static SUPPORTS_TYPED_ARRAYS: boolean;
@ -1022,8 +1024,8 @@ declare module spine {
declare module spine { declare module spine {
interface VertexEffect { interface VertexEffect {
begin(skeleton: Skeleton): void; begin(skeleton: Skeleton): void;
transform(): any; transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void;
end(): any; end(): void;
} }
} }
declare module spine { declare module spine {
@ -1176,6 +1178,30 @@ declare module spine {
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void; computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
} }
} }
declare module spine {
class JitterEffect implements VertexEffect {
jitterX: number;
jitterY: number;
constructor(jitterX: number, jitterY: number);
begin(skeleton: Skeleton): void;
transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void;
end(): void;
}
}
declare module spine {
class SwirlEffect implements VertexEffect {
centerX: number;
centerY: number;
radius: number;
angle: number;
private worldX;
private worldY;
constructor(radius: number);
begin(skeleton: Skeleton): void;
transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void;
end(): void;
}
}
declare module spine.webgl { declare module spine.webgl {
class AssetManager extends spine.AssetManager { class AssetManager extends spine.AssetManager {
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, pathPrefix?: string); constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, pathPrefix?: string);
@ -1547,6 +1573,7 @@ declare module spine.webgl {
class SkeletonRenderer { class SkeletonRenderer {
static QUAD_TRIANGLES: number[]; static QUAD_TRIANGLES: number[];
premultipliedAlpha: boolean; premultipliedAlpha: boolean;
vertexEffect: VertexEffect;
private tempColor; private tempColor;
private tempColor2; private tempColor2;
private vertices; private vertices;
@ -1554,6 +1581,10 @@ declare module spine.webgl {
private twoColorTint; private twoColorTint;
private renderable; private renderable;
private clipper; private clipper;
private temp;
private temp2;
private temp3;
private temp4;
constructor(context: ManagedWebGLRenderingContext, twoColorTint?: boolean); constructor(context: ManagedWebGLRenderingContext, twoColorTint?: boolean);
draw(batcher: PolygonBatcher, skeleton: Skeleton): void; draw(batcher: PolygonBatcher, skeleton: Skeleton): void;
} }

View File

@ -5747,6 +5747,16 @@ var spine;
var y = Math.pow(Math.abs(x), 1 / 3); var y = Math.pow(Math.abs(x), 1 / 3);
return x < 0 ? -y : y; return x < 0 ? -y : y;
}; };
MathUtils.randomTriangular = function (min, max) {
return MathUtils.randomTriangularWith(min, max, (min + max) * 0.5);
};
MathUtils.randomTriangularWith = function (min, max, mode) {
var u = Math.random();
var d = max - min;
if (u <= (mode - min) / d)
return min + Math.sqrt(u * d * (mode - min));
return max - Math.sqrt((1 - u) * d * (max - mode));
};
return MathUtils; return MathUtils;
}()); }());
MathUtils.PI = 3.1415927; MathUtils.PI = 3.1415927;
@ -6317,6 +6327,62 @@ var spine;
spine.RegionAttachment = RegionAttachment; spine.RegionAttachment = RegionAttachment;
})(spine || (spine = {})); })(spine || (spine = {}));
var spine; var spine;
(function (spine) {
var JitterEffect = (function () {
function JitterEffect(jitterX, jitterY) {
this.jitterX = 0;
this.jitterY = 0;
this.jitterX = jitterX;
this.jitterY = jitterY;
}
JitterEffect.prototype.begin = function (skeleton) {
};
JitterEffect.prototype.transform = function (position, uv, light, dark) {
position.x += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY);
position.y += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY);
};
JitterEffect.prototype.end = function () {
};
return JitterEffect;
}());
spine.JitterEffect = JitterEffect;
})(spine || (spine = {}));
var spine;
(function (spine) {
var SwirlEffect = (function () {
function SwirlEffect(radius) {
this.centerX = 0;
this.centerY = 0;
this.radius = 0;
this.angle = 0;
this.worldX = 0;
this.worldY = 0;
this.radius = radius;
}
SwirlEffect.prototype.begin = function (skeleton) {
this.worldX = skeleton.x + this.centerX;
this.worldY = skeleton.y + this.centerY;
};
SwirlEffect.prototype.transform = function (position, uv, light, dark) {
var radAngle = this.angle * spine.MathUtils.degreesToRadians;
var x = position.x - this.worldX;
var y = position.y - this.worldY;
var dist = Math.sqrt(x * x + y * y);
if (dist < this.radius) {
var theta = radAngle * (Math.pow(((this.radius - dist) / this.radius) - 1, 2) * (2 % 2 == 0 ? -1 : 1) + 1);
var cos = Math.cos(theta);
var sin = Math.sin(theta);
position.x = cos * x - sin * y + this.worldX;
position.y = sin * x + cos * y + this.worldY;
}
};
SwirlEffect.prototype.end = function () {
};
return SwirlEffect;
}());
spine.SwirlEffect = SwirlEffect;
})(spine || (spine = {}));
var spine;
(function (spine) { (function (spine) {
var webgl; var webgl;
(function (webgl) { (function (webgl) {
@ -8420,12 +8486,17 @@ var spine;
function SkeletonRenderer(context, twoColorTint) { function SkeletonRenderer(context, twoColorTint) {
if (twoColorTint === void 0) { twoColorTint = true; } if (twoColorTint === void 0) { twoColorTint = true; }
this.premultipliedAlpha = false; this.premultipliedAlpha = false;
this.vertexEffect = null;
this.tempColor = new spine.Color(); this.tempColor = new spine.Color();
this.tempColor2 = new spine.Color(); this.tempColor2 = new spine.Color();
this.vertexSize = 2 + 2 + 4; this.vertexSize = 2 + 2 + 4;
this.twoColorTint = false; this.twoColorTint = false;
this.renderable = new Renderable(null, 0, 0); this.renderable = new Renderable(null, 0, 0);
this.clipper = new spine.SkeletonClipping(); this.clipper = new spine.SkeletonClipping();
this.temp = new spine.Vector2();
this.temp2 = new spine.Vector2();
this.temp3 = new spine.Color();
this.temp4 = new spine.Color();
this.twoColorTint = twoColorTint; this.twoColorTint = twoColorTint;
if (twoColorTint) if (twoColorTint)
this.vertexSize += 4; this.vertexSize += 4;
@ -8436,6 +8507,10 @@ var spine;
var premultipliedAlpha = this.premultipliedAlpha; var premultipliedAlpha = this.premultipliedAlpha;
var twoColorTint = this.twoColorTint; var twoColorTint = this.twoColorTint;
var blendMode = null; var blendMode = null;
var tempPos = this.temp;
var tempUv = this.temp2;
var tempLight = this.temp3;
var tempDark = this.temp4;
var renderable = this.renderable; var renderable = this.renderable;
var uvs = null; var uvs = null;
var triangles = null; var triangles = null;
@ -8510,28 +8585,75 @@ var spine;
} }
else { else {
var verts = renderable.vertices; var verts = renderable.vertices;
if (!twoColorTint) { if (this.vertexEffect != null) {
for (var v = 2, u = 0, n_3 = renderable.numFloats; v < n_3; v += vertexSize, u += 2) { var vertexEffect = this.vertexEffect;
verts[v] = finalColor.r; if (!twoColorTint) {
verts[v + 1] = finalColor.g; for (var v = 0, u = 0, n_3 = renderable.numFloats; v < n_3; v += vertexSize, u += 2) {
verts[v + 2] = finalColor.b; tempPos.x = verts[v];
verts[v + 3] = finalColor.a; tempPos.y = verts[v + 1];
verts[v + 4] = uvs[u]; tempUv.x = uvs[u];
verts[v + 5] = uvs[u + 1]; tempUv.y = uvs[u + 1];
tempLight.setFromColor(finalColor);
tempDark.set(0, 0, 0, 0);
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
verts[v] = tempPos.x;
verts[v + 1] = tempPos.y;
verts[v + 2] = tempLight.r;
verts[v + 3] = tempLight.g;
verts[v + 4] = tempLight.b;
verts[v + 5] = tempLight.a;
verts[v + 6] = tempUv.x;
verts[v + 7] = tempUv.y;
}
}
else {
for (var v = 0, u = 0, n_4 = renderable.numFloats; v < n_4; v += vertexSize, u += 2) {
tempPos.x = verts[v];
tempPos.y = verts[v + 1];
tempUv.x = uvs[u];
tempUv.y = uvs[u + 1];
tempLight.setFromColor(finalColor);
tempDark.setFromColor(darkColor);
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
verts[v] = tempPos.x;
verts[v + 1] = tempPos.y;
verts[v + 2] = tempLight.r;
verts[v + 3] = tempLight.g;
verts[v + 4] = tempLight.b;
verts[v + 5] = tempLight.a;
verts[v + 6] = tempUv.x;
verts[v + 7] = tempUv.y;
verts[v + 8] = tempDark.r;
verts[v + 9] = tempDark.g;
verts[v + 10] = tempDark.b;
verts[v + 11] = tempDark.a;
}
} }
} }
else { else {
for (var v = 2, u = 0, n_4 = renderable.numFloats; v < n_4; v += vertexSize, u += 2) { if (!twoColorTint) {
verts[v] = finalColor.r; for (var v = 2, u = 0, n_5 = renderable.numFloats; v < n_5; v += vertexSize, u += 2) {
verts[v + 1] = finalColor.g; verts[v] = finalColor.r;
verts[v + 2] = finalColor.b; verts[v + 1] = finalColor.g;
verts[v + 3] = finalColor.a; verts[v + 2] = finalColor.b;
verts[v + 4] = uvs[u]; verts[v + 3] = finalColor.a;
verts[v + 5] = uvs[u + 1]; verts[v + 4] = uvs[u];
verts[v + 6] = darkColor.r; verts[v + 5] = uvs[u + 1];
verts[v + 7] = darkColor.g; }
verts[v + 8] = darkColor.b; }
verts[v + 9] = darkColor.a; else {
for (var v = 2, u = 0, n_6 = renderable.numFloats; v < n_6; v += vertexSize, u += 2) {
verts[v] = finalColor.r;
verts[v + 1] = finalColor.g;
verts[v + 2] = finalColor.b;
verts[v + 3] = finalColor.a;
verts[v + 4] = uvs[u];
verts[v + 5] = uvs[u + 1];
verts[v + 6] = darkColor.r;
verts[v + 7] = darkColor.g;
verts[v + 8] = darkColor.b;
verts[v + 9] = darkColor.a;
}
} }
} }
var view = renderable.vertices.subarray(0, renderable.numFloats); var view = renderable.vertices.subarray(0, renderable.numFloats);

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@ -158,6 +158,17 @@ module spine {
var y = Math.pow(Math.abs(x), 1/3); var y = Math.pow(Math.abs(x), 1/3);
return x < 0 ? -y : y; return x < 0 ? -y : y;
} }
static randomTriangular (min: number, max: number): number {
return MathUtils.randomTriangularWith(min, max, (min + max) * 0.5);
}
static randomTriangularWith (min: number, max: number, mode: number): number {
let u = Math.random();
let d = max - min;
if (u <= (mode - min) / d) return min + Math.sqrt(u * d * (mode - min));
return max - Math.sqrt((1 - u) * d * (max - mode));
}
} }
export class Utils { export class Utils {

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@ -0,0 +1,37 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
module spine {
export interface VertexEffect {
begin(skeleton: Skeleton): void;
transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void;
end(): void;
}
}

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@ -0,0 +1,52 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
module spine {
export class JitterEffect implements VertexEffect {
jitterX = 0;
jitterY = 0;
constructor (jitterX: number, jitterY: number) {
this.jitterX = jitterX;
this.jitterY = jitterY;
}
begin(skeleton: Skeleton): void {
}
transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void {
position.x += MathUtils.randomTriangular(-this.jitterX, this.jitterY);
position.y += MathUtils.randomTriangular(-this.jitterX, this.jitterY);
}
end(): void {
}
}
}

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@ -0,0 +1,67 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
module spine {
export class SwirlEffect implements VertexEffect {
centerX = 0;
centerY = 0;
radius = 0;
angle = 0;
private worldX = 0;
private worldY = 0;
constructor (radius: number) {
this.radius = radius;
}
begin(skeleton: Skeleton): void {
this.worldX = skeleton.x + this.centerX;
this.worldY = skeleton.y + this.centerY;
}
transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void {
let radAngle = this.angle * MathUtils.degreesToRadians;
let x = position.x - this.worldX;
let y = position.y - this.worldY;
let dist = Math.sqrt(x * x + y * y);
if (dist < this.radius) {
let theta = radAngle * (Math.pow(((this.radius - dist) / this.radius) - 1, 2) * (2 % 2 == 0 ? -1 : 1) + 1);
let cos = Math.cos(theta);
let sin = Math.sin(theta);
position.x = cos * x - sin * y + this.worldX;
position.y = sin * x + cos * y + this.worldY;
}
}
end(): void {
}
}
}

View File

@ -13,6 +13,8 @@
<span>Skeleton:</span><select id="skeletonList"></select> <span>Skeleton:</span><select id="skeletonList"></select>
<span>Animation:</span><select id="animationList"></select> <span>Animation:</span><select id="animationList"></select>
<span>Skin:</span><select id="skinList"></select> <span>Skin:</span><select id="skinList"></select>
<span>Vertex Effect:</span><select id="effectList"></select>
<span>Debug:</span><input type="checkbox" id="debug">
<div> <div>
</center> </center>
</body> </body>
@ -29,7 +31,10 @@ var skeletonRenderer;
var debugRenderer; var debugRenderer;
var shapes; var shapes;
var skeletons = {}; var skeletons = {};
var activeSkeleton = "vine"; var activeSkeleton = "spineboy";
var swirlEffect = new spine.SwirlEffect(0);
var jitterEffect = new spine.JitterEffect(20, 20);
var swirlTime = 0;
function init () { function init () {
// Setup canvas and WebGL context. We pass alpha: false to canvas.getContext() so we don't use premultiplied alpha when // Setup canvas and WebGL context. We pass alpha: false to canvas.getContext() so we don't use premultiplied alpha when
@ -177,6 +182,14 @@ function setupUI () {
if (skeletonName === activeSkeleton) option.attr("selected", "selected"); if (skeletonName === activeSkeleton) option.attr("selected", "selected");
skeletonList.append(option); skeletonList.append(option);
} }
var effectList = $("#effectList");
var effects = ["None", "Swirl", "Jitter"];
for (var effect in effects) {
var effectName = effects[effect];
var option = $("<option></option>");
option.attr("value", effectName).text(effectName);
effectList.append(option);
}
var setupAnimationUI = function() { var setupAnimationUI = function() {
var animationList = $("#animationList"); var animationList = $("#animationList");
animationList.empty(); animationList.empty();
@ -244,6 +257,7 @@ function render () {
// Apply the animation state based on the delta time. // Apply the animation state based on the delta time.
var state = skeletons[activeSkeleton].state; var state = skeletons[activeSkeleton].state;
var skeleton = skeletons[activeSkeleton].skeleton; var skeleton = skeletons[activeSkeleton].skeleton;
var bounds = skeletons[activeSkeleton].bounds;
var premultipliedAlpha = skeletons[activeSkeleton].premultipliedAlpha; var premultipliedAlpha = skeletons[activeSkeleton].premultipliedAlpha;
state.update(delta); state.update(delta);
state.apply(skeleton); state.apply(skeleton);
@ -256,6 +270,24 @@ function render () {
// Start the batch and tell the SkeletonRenderer to render the active skeleton. // Start the batch and tell the SkeletonRenderer to render the active skeleton.
batcher.begin(shader); batcher.begin(shader);
var effect = $("#effectList option:selected").text();
if (effect == "None") {
skeletonRenderer.vertexEffect = null;
} else if (effect == "Swirl") {
swirlTime += delta;
var percent = swirlTime % 2;
if (percent > 1) percent = 1 - (percent -1 );
// swirlEffect.angle = -60 + 120 * (perecent < 0.5 ? Math.pow(percent * 2, 2) / 2 : Math.pow((percent - 1) * 2, 2) / -2 + 1);
swirlEffect.angle = 360 * percent;
swirlEffect.centerX = 200; //bounds.offset.x + bounds.size.x / 2
swirlEffect.centerY = 200; //bounds.offset.y + bounds.size.y / 2
swirlEffect.radius = Math.sqrt(bounds.size.x * bounds.size.x + bounds.size.y * bounds.size.y);
skeletonRenderer.vertexEffect = swirlEffect;
} else if (effect == "Jitter") {
skeletonRenderer.vertexEffect = jitterEffect;
}
skeletonRenderer.premultipliedAlpha = premultipliedAlpha; skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
skeletonRenderer.draw(batcher, skeleton); skeletonRenderer.draw(batcher, skeleton);
batcher.end(); batcher.end();
@ -263,13 +295,16 @@ function render () {
shader.unbind(); shader.unbind();
// draw debug information // draw debug information
debugShader.bind(); var debug = $('#debug').is(':checked');
debugShader.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, mvp.values); if (debug) {
debugRenderer.premultipliedAlpha = premultipliedAlpha; debugShader.bind();
shapes.begin(debugShader); debugShader.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, mvp.values);
debugRenderer.draw(shapes, skeleton); debugRenderer.premultipliedAlpha = premultipliedAlpha;
shapes.end(); shapes.begin(debugShader);
debugShader.unbind(); debugRenderer.draw(shapes, skeleton);
shapes.end();
debugShader.unbind();
}
requestAnimationFrame(render); requestAnimationFrame(render);
} }

View File

@ -37,6 +37,7 @@ module spine.webgl {
static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
premultipliedAlpha = false; premultipliedAlpha = false;
vertexEffect: VertexEffect = null;
private tempColor = new Color(); private tempColor = new Color();
private tempColor2 = new Color(); private tempColor2 = new Color();
private vertices:ArrayLike<number>; private vertices:ArrayLike<number>;
@ -44,6 +45,10 @@ module spine.webgl {
private twoColorTint = false; private twoColorTint = false;
private renderable: Renderable = new Renderable(null, 0, 0); private renderable: Renderable = new Renderable(null, 0, 0);
private clipper: SkeletonClipping = new SkeletonClipping(); private clipper: SkeletonClipping = new SkeletonClipping();
private temp = new Vector2();
private temp2 = new Vector2();
private temp3 = new Color();
private temp4 = new Color();
constructor (context: ManagedWebGLRenderingContext, twoColorTint: boolean = true) { constructor (context: ManagedWebGLRenderingContext, twoColorTint: boolean = true) {
this.twoColorTint = twoColorTint; this.twoColorTint = twoColorTint;
@ -58,6 +63,11 @@ module spine.webgl {
let twoColorTint = this.twoColorTint; let twoColorTint = this.twoColorTint;
let blendMode: BlendMode = null; let blendMode: BlendMode = null;
let tempPos = this.temp;
let tempUv = this.temp2;
let tempLight = this.temp3;
let tempDark = this.temp4;
let renderable: Renderable = this.renderable; let renderable: Renderable = this.renderable;
let uvs: ArrayLike<number> = null; let uvs: ArrayLike<number> = null;
let triangles: Array<number> = null; let triangles: Array<number> = null;
@ -128,27 +138,72 @@ module spine.webgl {
batcher.draw(texture, clippedVertices, clippedTriangles); batcher.draw(texture, clippedVertices, clippedTriangles);
} else { } else {
let verts = renderable.vertices; let verts = renderable.vertices;
if (!twoColorTint) { if (this.vertexEffect != null) {
for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) { let vertexEffect = this.vertexEffect;
verts[v] = finalColor.r; if (!twoColorTint) {
verts[v + 1] = finalColor.g; for (let v = 0, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
verts[v + 2] = finalColor.b; tempPos.x = verts[v];
verts[v + 3] = finalColor.a; tempPos.y = verts[v + 1];
verts[v + 4] = uvs[u]; tempUv.x = uvs[u];
verts[v + 5] = uvs[u + 1]; tempUv.y = uvs[u + 1]
tempLight.setFromColor(finalColor);
tempDark.set(0, 0, 0, 0);
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
verts[v] = tempPos.x;
verts[v + 1] = tempPos.y;
verts[v + 2] = tempLight.r;
verts[v + 3] = tempLight.g;
verts[v + 4] = tempLight.b;
verts[v + 5] = tempLight.a;
verts[v + 6] = tempUv.x;
verts[v + 7] = tempUv.y
}
} else {
for (let v = 0, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
tempPos.x = verts[v];
tempPos.y = verts[v + 1];
tempUv.x = uvs[u];
tempUv.y = uvs[u + 1]
tempLight.setFromColor(finalColor);
tempDark.setFromColor(darkColor);
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
verts[v] = tempPos.x;
verts[v + 1] = tempPos.y;
verts[v + 2] = tempLight.r;
verts[v + 3] = tempLight.g;
verts[v + 4] = tempLight.b;
verts[v + 5] = tempLight.a;
verts[v + 6] = tempUv.x;
verts[v + 7] = tempUv.y
verts[v + 8] = tempDark.r;
verts[v + 9] = tempDark.g;
verts[v + 10] = tempDark.b;
verts[v + 11] = tempDark.a;
}
} }
} else { } else {
for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) { if (!twoColorTint) {
verts[v] = finalColor.r; for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
verts[v + 1] = finalColor.g; verts[v] = finalColor.r;
verts[v + 2] = finalColor.b; verts[v + 1] = finalColor.g;
verts[v + 3] = finalColor.a; verts[v + 2] = finalColor.b;
verts[v + 4] = uvs[u]; verts[v + 3] = finalColor.a;
verts[v + 5] = uvs[u + 1]; verts[v + 4] = uvs[u];
verts[v + 6] = darkColor.r; verts[v + 5] = uvs[u + 1];
verts[v + 7] = darkColor.g; }
verts[v + 8] = darkColor.b; } else {
verts[v + 9] = darkColor.a; for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
verts[v] = finalColor.r;
verts[v + 1] = finalColor.g;
verts[v + 2] = finalColor.b;
verts[v + 3] = finalColor.a;
verts[v + 4] = uvs[u];
verts[v + 5] = uvs[u + 1];
verts[v + 6] = darkColor.r;
verts[v + 7] = darkColor.g;
verts[v + 8] = darkColor.b;
verts[v + 9] = darkColor.a;
}
} }
} }
let view = (renderable.vertices as Float32Array).subarray(0, renderable.numFloats); let view = (renderable.vertices as Float32Array).subarray(0, renderable.numFloats);