Merge branch '3.6' into 3.7-beta

This commit is contained in:
badlogic 2017-09-30 09:51:10 +02:00
commit c1764df4d2
20 changed files with 10439 additions and 10378 deletions

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@ -63,7 +63,7 @@
* Added support for clipping. * Added support for clipping.
* SkeletonRenderer now combines the displayed color of the Node (cascaded from all parents) with the skeleton color for tinting. * SkeletonRenderer now combines the displayed color of the Node (cascaded from all parents) with the skeleton color for tinting.
* Added support for vertex effects. See `RaptorExample.cpp`. * Added support for vertex effects. See `RaptorExample.cpp`.
* Added ETC1 support, thanks @halx99! * Added ETC1 alpha support, thanks @halx99! Does not work when two color tint is enabled.
### Cocos2d-Objc ### Cocos2d-Objc
* Fixed renderer to work with 3.6 changes * Fixed renderer to work with 3.6 changes

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@ -88,7 +88,7 @@ void main() {
vec4 texColor = texture2D(texture, v_texCoord); vec4 texColor = texture2D(texture, v_texCoord);
float alpha = texColor.a * v_light.a; float alpha = texColor.a * v_light.a;
gl_FragColor.a = alpha; gl_FragColor.a = alpha;
gl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark.rgb * alpha + texColor.rgb * v_light.rgb; gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
} }
); );

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@ -192,7 +192,7 @@ static bool handlerQueued = false;
unsigned short* triangles = 0; unsigned short* triangles = 0;
int trianglesCount = 0; int trianglesCount = 0;
float r = 0, g = 0, b = 0, a = 0; float r = 0, g = 0, b = 0, a = 0;
float dr = 0, dg = 0, db = 0; float dr = 0, dg = 0, db = 0, da = _premultipliedAlpha ? 1 : 0;
for (int i = 0, n = _skeleton->slotsCount; i < n; i++) { for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
spSlot* slot = _skeleton->drawOrder[i]; spSlot* slot = _skeleton->drawOrder[i];
if (!slot->attachment) continue; if (!slot->attachment) continue;
@ -336,7 +336,7 @@ static bool handlerQueued = false;
dark.r = dr; dark.r = dr;
dark.g = dg; dark.g = dg;
dark.b = db; dark.b = db;
dark.a = 1; dark.a = da;
for (int i = 0; i * 2 < verticesCount; i++, verts++) { for (int i = 0; i * 2 < verticesCount; i++, verts++) {
spColor lightCopy = light; spColor lightCopy = light;
spColor darkCopy = dark; spColor darkCopy = dark;
@ -353,7 +353,7 @@ static bool handlerQueued = false;
verts->z = vertex.position.z; verts->z = vertex.position.z;
verts->w = vertex.position.w; verts->w = vertex.position.w;
verts->color = ((unsigned short)(lightCopy.r * 255))| ((unsigned short)(lightCopy.g * 255)) << 8 | ((unsigned short)(lightCopy.b * 255)) <<16 | ((unsigned short)(lightCopy.a * 255)) << 24; verts->color = ((unsigned short)(lightCopy.r * 255))| ((unsigned short)(lightCopy.g * 255)) << 8 | ((unsigned short)(lightCopy.b * 255)) <<16 | ((unsigned short)(lightCopy.a * 255)) << 24;
verts->color2 = ((unsigned short)(darkCopy.r * 255)) | ((unsigned short)(darkCopy.g * 255)) << 8 | ((unsigned short)(darkCopy.b * 255)) << 16 | ((unsigned short)(255)) << 24; verts->color2 = ((unsigned short)(darkCopy.r * 255)) | ((unsigned short)(darkCopy.g * 255)) << 8 | ((unsigned short)(darkCopy.b * 255)) << 16 | ((unsigned short)(darkCopy.a * 255)) << 24;
} }
} else { } else {
@ -366,7 +366,7 @@ static bool handlerQueued = false;
verts->z = vertex.position.z; verts->z = vertex.position.z;
verts->w = vertex.position.w; verts->w = vertex.position.w;
verts->color = ((unsigned short)(r * 255))| ((unsigned short)(g * 255)) << 8 | ((unsigned short)(b * 255)) <<16 | ((unsigned short)(a * 255)) << 24; verts->color = ((unsigned short)(r * 255))| ((unsigned short)(g * 255)) << 8 | ((unsigned short)(b * 255)) <<16 | ((unsigned short)(a * 255)) << 24;
verts->color2 = ((unsigned short)(dr * 255)) | ((unsigned short)(dg * 255)) << 8 | ((unsigned short)(db * 255)) << 16 | ((unsigned short)(255)) << 24; verts->color2 = ((unsigned short)(dr * 255)) | ((unsigned short)(dg * 255)) << 8 | ((unsigned short)(db * 255)) << 16 | ((unsigned short)(da * 255)) << 24;
verts->u = uvs[i * 2]; verts->u = uvs[i * 2];
verts->v = 1 - uvs[i * 2 + 1]; verts->v = 1 - uvs[i * 2 + 1];
} }

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@ -68,10 +68,15 @@ void SkeletonRenderer::initialize () {
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED; _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
setOpacityModifyRGB(true); setOpacityModifyRGB(true);
setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP)); setupGLProgramState(false);
} }
void SkeletonRenderer::setupGLProgramState () { void SkeletonRenderer::setupGLProgramState (bool twoColorTintEnabled) {
if (twoColorTintEnabled) {
setGLProgramState(SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState());
return;
}
Texture2D *texture = nullptr; Texture2D *texture = nullptr;
for (int i = 0, n = _skeleton->slotsCount; i < n; i++) { for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
spSlot* slot = _skeleton->drawOrder[i]; spSlot* slot = _skeleton->drawOrder[i];
@ -95,7 +100,6 @@ void SkeletonRenderer::setupGLProgramState () {
break; break;
} }
} }
setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP, texture)); setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP, texture));
} }
@ -223,6 +227,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
Color4F color; Color4F color;
Color4F darkColor; Color4F darkColor;
float darkPremultipliedAlpha = _premultipliedAlpha ? 255 : 0;
AttachmentVertices* attachmentVertices = nullptr; AttachmentVertices* attachmentVertices = nullptr;
TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr; TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) { for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
@ -313,6 +318,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
darkColor.g = 0; darkColor.g = 0;
darkColor.b = 0; darkColor.b = 0;
} }
darkColor.a = darkPremultipliedAlpha;
color.a *= nodeColor.a * _skeleton->color.a * slot->color.a * 255; color.a *= nodeColor.a * _skeleton->color.a * slot->color.a * 255;
// skip rendering if the color of this attachment is 0 // skip rendering if the color of this attachment is 0
@ -478,7 +484,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
vertex->color2.r = (GLubyte)(darkCopy.r * 255); vertex->color2.r = (GLubyte)(darkCopy.r * 255);
vertex->color2.g = (GLubyte)(darkCopy.g * 255); vertex->color2.g = (GLubyte)(darkCopy.g * 255);
vertex->color2.b = (GLubyte)(darkCopy.b * 255); vertex->color2.b = (GLubyte)(darkCopy.b * 255);
vertex->color2.a = 1; vertex->color2.a = (GLubyte)darkColor.a;
} }
} else { } else {
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) { for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
@ -494,7 +500,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
vertex->color2.r = (GLubyte)darkColor.r; vertex->color2.r = (GLubyte)darkColor.r;
vertex->color2.g = (GLubyte)darkColor.g; vertex->color2.g = (GLubyte)darkColor.g;
vertex->color2.b = (GLubyte)darkColor.b; vertex->color2.b = (GLubyte)darkColor.b;
vertex->color2.a = 1; vertex->color2.a = (GLubyte)darkColor.a;
} }
} }
} else { } else {
@ -524,7 +530,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
vertex->color2.r = (GLubyte)(darkCopy.r * 255); vertex->color2.r = (GLubyte)(darkCopy.r * 255);
vertex->color2.g = (GLubyte)(darkCopy.g * 255); vertex->color2.g = (GLubyte)(darkCopy.g * 255);
vertex->color2.b = (GLubyte)(darkCopy.b * 255); vertex->color2.b = (GLubyte)(darkCopy.b * 255);
vertex->color2.a = 1; vertex->color2.a = (GLubyte)darkColor.a;
} }
} else { } else {
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) { for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
@ -536,7 +542,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
vertex->color2.r = (GLubyte)darkColor.r; vertex->color2.r = (GLubyte)darkColor.r;
vertex->color2.g = (GLubyte)darkColor.g; vertex->color2.g = (GLubyte)darkColor.g;
vertex->color2.b = (GLubyte)darkColor.b; vertex->color2.b = (GLubyte)darkColor.b;
vertex->color2.a = 1; vertex->color2.a = (GLubyte)darkColor.a;
} }
} }
} }
@ -737,10 +743,7 @@ bool SkeletonRenderer::setAttachment (const std::string& slotName, const char* a
} }
void SkeletonRenderer::setTwoColorTint(bool enabled) { void SkeletonRenderer::setTwoColorTint(bool enabled) {
if (enabled) setupGLProgramState(enabled);
setGLProgramState(SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState());
else
setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
} }
bool SkeletonRenderer::isTwoColorTint() { bool SkeletonRenderer::isTwoColorTint() {

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@ -124,11 +124,12 @@ CC_CONSTRUCTOR_ACCESS:
void initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1); void initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
virtual void initialize (); virtual void initialize ();
void setupGLProgramState();
protected: protected:
void setSkeletonData (spSkeletonData* skeletonData, bool ownsSkeletonData); void setSkeletonData (spSkeletonData* skeletonData, bool ownsSkeletonData);
virtual AttachmentVertices* getAttachmentVertices (spRegionAttachment* attachment) const; virtual AttachmentVertices* getAttachmentVertices (spRegionAttachment* attachment) const;
virtual AttachmentVertices* getAttachmentVertices (spMeshAttachment* attachment) const; virtual AttachmentVertices* getAttachmentVertices (spMeshAttachment* attachment) const;
void setupGLProgramState(bool twoColorTintEnabled);
bool _ownsSkeletonData; bool _ownsSkeletonData;
spAtlas* _atlas; spAtlas* _atlas;

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@ -144,7 +144,7 @@ void main() {
vec4 texColor = texture2D(CC_Texture0, v_texCoord); vec4 texColor = texture2D(CC_Texture0, v_texCoord);
float alpha = texColor.a * v_light.a; float alpha = texColor.a * v_light.a;
gl_FragColor.a = alpha; gl_FragColor.a = alpha;
gl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark.rgb * alpha + texColor.rgb * v_light.rgb; gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
} }
); );

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@ -66,6 +66,7 @@ namespace Spine {
translateMix = data.translateMix; translateMix = data.translateMix;
} }
/// <summary>Applies the constraint to the constrained bones.</summary>
public void Apply () { public void Apply () {
Update(); Update();
} }
@ -95,8 +96,8 @@ namespace Spine {
if (setupLength == 0) setupLength = 0.000000001f; if (setupLength == 0) setupLength = 0.000000001f;
float x = setupLength * bone.a, y = setupLength * bone.c; float x = setupLength * bone.a, y = setupLength * bone.c;
float length = (float)Math.Sqrt(x * x + y * y); float length = (float)Math.Sqrt(x * x + y * y);
if (scale) lengths.Items[i] = setupLength; if (scale) lengths.Items[i] = length;
spaces.Items[++i] = (lengthSpacing ? Math.Max(0, setupLength + spacing) : spacing) * length / setupLength; spaces.Items[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length / setupLength;
} }
} else { } else {
for (int i = 1; i < spacesCount; i++) for (int i = 1; i < spacesCount; i++)

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@ -78,10 +78,11 @@ public class SkeletonRenderer {
region.computeWorldVertices(slot.getBone(), vertices, 0, 5); region.computeWorldVertices(slot.getBone(), vertices, 0, 5);
Color color = region.getColor(), slotColor = slot.getColor(); Color color = region.getColor(), slotColor = slot.getColor();
float alpha = a * slotColor.a * color.a * 255; float alpha = a * slotColor.a * color.a * 255;
float multiplier = premultipliedAlpha ? alpha : 255;
float c = NumberUtils.intToFloatColor(((int)alpha << 24) // float c = NumberUtils.intToFloatColor(((int)alpha << 24) //
| ((int)(b * slotColor.b * color.b * alpha) << 16) // | ((int)(b * slotColor.b * color.b * multiplier) << 16) //
| ((int)(g * slotColor.g * color.g * alpha) << 8) // | ((int)(g * slotColor.g * color.g * multiplier) << 8) //
| (int)(r * slotColor.r * color.r * alpha)); | (int)(r * slotColor.r * color.r * multiplier));
float[] uvs = region.getUVs(); float[] uvs = region.getUVs();
for (int u = 0, v = 2; u < 8; u += 2, v += 5) { for (int u = 0, v = 2; u < 8; u += 2, v += 5) {
vertices[v] = c; vertices[v] = c;
@ -173,10 +174,11 @@ public class SkeletonRenderer {
if (texture != null) { if (texture != null) {
Color slotColor = slot.getColor(); Color slotColor = slot.getColor();
float alpha = a * slotColor.a * color.a * 255; float alpha = a * slotColor.a * color.a * 255;
float multiplier = premultipliedAlpha ? alpha : 255;
float c = NumberUtils.intToFloatColor(((int)alpha << 24) // float c = NumberUtils.intToFloatColor(((int)alpha << 24) //
| ((int)(b * slotColor.b * color.b * alpha) << 16) // | ((int)(b * slotColor.b * color.b * multiplier) << 16) //
| ((int)(g * slotColor.g * color.g * alpha) << 8) // | ((int)(g * slotColor.g * color.g * multiplier) << 8) //
| (int)(r * slotColor.r * color.r * alpha)); | (int)(r * slotColor.r * color.r * multiplier));
BlendMode slotBlendMode = slot.data.getBlendMode(); BlendMode slotBlendMode = slot.data.getBlendMode();
if (slotBlendMode != blendMode) { if (slotBlendMode != blendMode) {
@ -238,6 +240,7 @@ public class SkeletonRenderer {
if (vertexEffect != null) vertexEffect.begin(skeleton); if (vertexEffect != null) vertexEffect.begin(skeleton);
boolean premultipliedAlpha = this.premultipliedAlpha; boolean premultipliedAlpha = this.premultipliedAlpha;
int darkPremultipliedAlpha = (premultipliedAlpha ? 255 : 0) << 24;
BlendMode blendMode = null; BlendMode blendMode = null;
int verticesLength = 0; int verticesLength = 0;
float[] vertices = null, uvs = null; float[] vertices = null, uvs = null;
@ -284,16 +287,17 @@ public class SkeletonRenderer {
if (texture != null) { if (texture != null) {
Color lightColor = slot.getColor(); Color lightColor = slot.getColor();
float alpha = a * lightColor.a * color.a * 255; float alpha = a * lightColor.a * color.a * 255;
float multiplier = premultipliedAlpha ? alpha : 255;
float light = NumberUtils.intToFloatColor(((int)alpha << 24) // float light = NumberUtils.intToFloatColor(((int)alpha << 24) //
| ((int)(b * lightColor.b * color.b * alpha) << 16) // | ((int)(b * lightColor.b * color.b * multiplier) << 16) //
| ((int)(g * lightColor.g * color.g * alpha) << 8) // | ((int)(g * lightColor.g * color.g * multiplier) << 8) //
| (int)(r * lightColor.r * color.r * alpha)); | (int)(r * lightColor.r * color.r * multiplier));
Color darkColor = slot.getDarkColor(); Color darkColor = slot.getDarkColor();
if (darkColor == null) darkColor = Color.BLACK; if (darkColor == null) darkColor = Color.BLACK;
float dark = NumberUtils.intToFloatColor( // float dark = darkColor == null ? 0 : NumberUtils.intToFloatColor(darkPremultipliedAlpha //
((int)(b * darkColor.b * color.b * 255) << 16) // | (int)(b * darkColor.b * color.b * multiplier) << 16 //
| ((int)(g * darkColor.g * color.g * 255) << 8) // | (int)(g * darkColor.g * color.g * multiplier) << 8 //
| (int)(r * darkColor.r * color.r * 255)); | (int)(r * darkColor.r * color.r * multiplier));
BlendMode slotBlendMode = slot.data.getBlendMode(); BlendMode slotBlendMode = slot.data.getBlendMode();
if (slotBlendMode != blendMode) { if (slotBlendMode != blendMode) {

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@ -219,7 +219,7 @@ public class TwoColorPolygonBatch {
+ "{\n" // + "{\n" //
+ " vec4 texColor = texture2D(u_texture, v_texCoords);\n" // + " vec4 texColor = texture2D(u_texture, v_texCoords);\n" //
+ " gl_FragColor.a = texColor.a * v_light.a;\n" // + " gl_FragColor.a = texColor.a * v_light.a;\n" //
+ " gl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark * gl_FragColor.a + texColor.rgb * v_light.rgb;\n" // + " gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n" //
+ "}"; + "}";
ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader); ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader);

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@ -1517,7 +1517,9 @@ declare module spine.webgl {
static SAMPLER: string; static SAMPLER: string;
private context; private context;
private vs; private vs;
private vsSource;
private fs; private fs;
private fsSource;
private program; private program;
private tmp2x2; private tmp2x2;
private tmp3x3; private tmp3x3;
@ -1525,6 +1527,8 @@ declare module spine.webgl {
getProgram(): WebGLProgram; getProgram(): WebGLProgram;
getVertexShader(): string; getVertexShader(): string;
getFragmentShader(): string; getFragmentShader(): string;
getVertexShaderSource(): string;
getFragmentSource(): string;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, vertexShader: string, fragmentShader: string); constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, vertexShader: string, fragmentShader: string);
private compile(); private compile();
private compileShader(type, source); private compileShader(type, source);

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@ -8136,6 +8136,8 @@ var spine;
this.tmp2x2 = new Float32Array(2 * 2); this.tmp2x2 = new Float32Array(2 * 2);
this.tmp3x3 = new Float32Array(3 * 3); this.tmp3x3 = new Float32Array(3 * 3);
this.tmp4x4 = new Float32Array(4 * 4); this.tmp4x4 = new Float32Array(4 * 4);
this.vsSource = vertexShader;
this.fsSource = fragmentShader;
this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context); this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
this.context.addRestorable(this); this.context.addRestorable(this);
this.compile(); this.compile();
@ -8143,6 +8145,8 @@ var spine;
Shader.prototype.getProgram = function () { return this.program; }; Shader.prototype.getProgram = function () { return this.program; };
Shader.prototype.getVertexShader = function () { return this.vertexShader; }; Shader.prototype.getVertexShader = function () { return this.vertexShader; };
Shader.prototype.getFragmentShader = function () { return this.fragmentShader; }; Shader.prototype.getFragmentShader = function () { return this.fragmentShader; };
Shader.prototype.getVertexShaderSource = function () { return this.vsSource; };
Shader.prototype.getFragmentSource = function () { return this.fsSource; };
Shader.prototype.compile = function () { Shader.prototype.compile = function () {
var gl = this.context.gl; var gl = this.context.gl;
try { try {
@ -8258,7 +8262,7 @@ var spine;
}; };
Shader.newTwoColoredTextured = function (context) { Shader.newTwoColoredTextured = function (context) {
var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR2 + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_light;\n\t\t\t\tvarying vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_light = " + Shader.COLOR + ";\n\t\t\t\t\tv_dark = " + Shader.COLOR2 + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t"; var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR2 + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_light;\n\t\t\t\tvarying vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_light = " + Shader.COLOR + ";\n\t\t\t\t\tv_dark = " + Shader.COLOR2 + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t";
var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_light;\n\t\t\t\tvarying LOWP vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tvec4 texColor = texture2D(u_texture, v_texCoords);\n\t\t\t\t\tfloat alpha = texColor.a * v_light.a;\n\t\t\t\t\tgl_FragColor.a = alpha;\n\t\t\t\t\tgl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark.rgb * alpha + texColor.rgb * v_light.rgb;\n\t\t\t\t}\n\t\t\t"; var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_light;\n\t\t\t\tvarying LOWP vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tvec4 texColor = texture2D(u_texture, v_texCoords);\n\t\t\t\t\tgl_FragColor.a = texColor.a * v_light.a;\n\t\t\t\t\tgl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n\t\t\t\t}\n\t\t\t";
return new Shader(context, vs, fs); return new Shader(context, vs, fs);
}; };
Shader.newColored = function (context) { Shader.newColored = function (context) {
@ -8893,9 +8897,18 @@ var spine;
} }
var darkColor = this.tempColor2; var darkColor = this.tempColor2;
if (slot.darkColor == null) if (slot.darkColor == null)
darkColor.set(0, 0, 0, 1); darkColor.set(0, 0, 0, 1.0);
else else {
if (premultipliedAlpha) {
darkColor.r = slot.darkColor.r * finalColor.a;
darkColor.g = slot.darkColor.g * finalColor.a;
darkColor.b = slot.darkColor.b * finalColor.a;
}
else {
darkColor.setFromColor(slot.darkColor); darkColor.setFromColor(slot.darkColor);
}
darkColor.a = premultipliedAlpha ? 1.0 : 0.0;
}
var slotBlendMode = slot.data.blendMode; var slotBlendMode = slot.data.blendMode;
if (slotBlendMode != blendMode) { if (slotBlendMode != blendMode) {
blendMode = slotBlendMode; blendMode = slotBlendMode;

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@ -8007,7 +8007,7 @@ var spine;
}; };
Shader.newTwoColoredTextured = function (context) { Shader.newTwoColoredTextured = function (context) {
var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR2 + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_light;\n\t\t\t\tvarying vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_light = " + Shader.COLOR + ";\n\t\t\t\t\tv_dark = " + Shader.COLOR2 + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t"; var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR2 + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_light;\n\t\t\t\tvarying vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_light = " + Shader.COLOR + ";\n\t\t\t\t\tv_dark = " + Shader.COLOR2 + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t";
var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_light;\n\t\t\t\tvarying LOWP vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tvec4 texColor = texture2D(u_texture, v_texCoords);\n\t\t\t\t\tfloat alpha = texColor.a * v_light.a;\n\t\t\t\t\tgl_FragColor.a = alpha;\n\t\t\t\t\tgl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark.rgb * alpha + texColor.rgb * v_light.rgb;\n\t\t\t\t}\n\t\t\t"; var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_light;\n\t\t\t\tvarying LOWP vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tvec4 texColor = texture2D(u_texture, v_texCoords);\n\t\t\t\t\tgl_FragColor.a = texColor.a * v_light.a;\n\t\t\t\t\tgl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n\t\t\t\t}\n\t\t\t";
return new Shader(context, vs, fs); return new Shader(context, vs, fs);
}; };
Shader.newColored = function (context) { Shader.newColored = function (context) {
@ -8642,9 +8642,18 @@ var spine;
} }
var darkColor = this.tempColor2; var darkColor = this.tempColor2;
if (slot.darkColor == null) if (slot.darkColor == null)
darkColor.set(0, 0, 0, 1); darkColor.set(0, 0, 0, 1.0);
else else {
if (premultipliedAlpha) {
darkColor.r = slot.darkColor.r * finalColor.a;
darkColor.g = slot.darkColor.g * finalColor.a;
darkColor.b = slot.darkColor.b * finalColor.a;
}
else {
darkColor.setFromColor(slot.darkColor); darkColor.setFromColor(slot.darkColor);
}
darkColor.a = premultipliedAlpha ? 1.0 : 0.0;
}
var slotBlendMode = slot.data.blendMode; var slotBlendMode = slot.data.blendMode;
if (slotBlendMode != blendMode) { if (slotBlendMode != blendMode) {
blendMode = slotBlendMode; blendMode = slotBlendMode;

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@ -1486,7 +1486,9 @@ declare module spine.webgl {
static SAMPLER: string; static SAMPLER: string;
private context; private context;
private vs; private vs;
private vsSource;
private fs; private fs;
private fsSource;
private program; private program;
private tmp2x2; private tmp2x2;
private tmp3x3; private tmp3x3;
@ -1494,6 +1496,8 @@ declare module spine.webgl {
getProgram(): WebGLProgram; getProgram(): WebGLProgram;
getVertexShader(): string; getVertexShader(): string;
getFragmentShader(): string; getFragmentShader(): string;
getVertexShaderSource(): string;
getFragmentSource(): string;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, vertexShader: string, fragmentShader: string); constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, vertexShader: string, fragmentShader: string);
private compile(); private compile();
private compileShader(type, source); private compileShader(type, source);

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@ -7881,6 +7881,8 @@ var spine;
this.tmp2x2 = new Float32Array(2 * 2); this.tmp2x2 = new Float32Array(2 * 2);
this.tmp3x3 = new Float32Array(3 * 3); this.tmp3x3 = new Float32Array(3 * 3);
this.tmp4x4 = new Float32Array(4 * 4); this.tmp4x4 = new Float32Array(4 * 4);
this.vsSource = vertexShader;
this.fsSource = fragmentShader;
this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context); this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
this.context.addRestorable(this); this.context.addRestorable(this);
this.compile(); this.compile();
@ -7888,6 +7890,8 @@ var spine;
Shader.prototype.getProgram = function () { return this.program; }; Shader.prototype.getProgram = function () { return this.program; };
Shader.prototype.getVertexShader = function () { return this.vertexShader; }; Shader.prototype.getVertexShader = function () { return this.vertexShader; };
Shader.prototype.getFragmentShader = function () { return this.fragmentShader; }; Shader.prototype.getFragmentShader = function () { return this.fragmentShader; };
Shader.prototype.getVertexShaderSource = function () { return this.vsSource; };
Shader.prototype.getFragmentSource = function () { return this.fsSource; };
Shader.prototype.compile = function () { Shader.prototype.compile = function () {
var gl = this.context.gl; var gl = this.context.gl;
try { try {
@ -8003,7 +8007,7 @@ var spine;
}; };
Shader.newTwoColoredTextured = function (context) { Shader.newTwoColoredTextured = function (context) {
var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR2 + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_light;\n\t\t\t\tvarying vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_light = " + Shader.COLOR + ";\n\t\t\t\t\tv_dark = " + Shader.COLOR2 + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t"; var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR2 + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_light;\n\t\t\t\tvarying vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_light = " + Shader.COLOR + ";\n\t\t\t\t\tv_dark = " + Shader.COLOR2 + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t";
var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_light;\n\t\t\t\tvarying LOWP vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tvec4 texColor = texture2D(u_texture, v_texCoords);\n\t\t\t\t\tfloat alpha = texColor.a * v_light.a;\n\t\t\t\t\tgl_FragColor.a = alpha;\n\t\t\t\t\tgl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark.rgb * alpha + texColor.rgb * v_light.rgb;\n\t\t\t\t}\n\t\t\t"; var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_light;\n\t\t\t\tvarying LOWP vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tvec4 texColor = texture2D(u_texture, v_texCoords);\n\t\t\t\t\tgl_FragColor.a = texColor.a * v_light.a;\n\t\t\t\t\tgl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n\t\t\t\t}\n\t\t\t";
return new Shader(context, vs, fs); return new Shader(context, vs, fs);
}; };
Shader.newColored = function (context) { Shader.newColored = function (context) {
@ -8638,9 +8642,18 @@ var spine;
} }
var darkColor = this.tempColor2; var darkColor = this.tempColor2;
if (slot.darkColor == null) if (slot.darkColor == null)
darkColor.set(0, 0, 0, 1); darkColor.set(0, 0, 0, 1.0);
else else {
if (premultipliedAlpha) {
darkColor.r = slot.darkColor.r * finalColor.a;
darkColor.g = slot.darkColor.g * finalColor.a;
darkColor.b = slot.darkColor.b * finalColor.a;
}
else {
darkColor.setFromColor(slot.darkColor); darkColor.setFromColor(slot.darkColor);
}
darkColor.a = premultipliedAlpha ? 1.0 : 0.0;
}
var slotBlendMode = slot.data.blendMode; var slotBlendMode = slot.data.blendMode;
if (slotBlendMode != blendMode) { if (slotBlendMode != blendMode) {
blendMode = slotBlendMode; blendMode = slotBlendMode;

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@ -253,9 +253,8 @@ module spine.webgl {
void main () { void main () {
vec4 texColor = texture2D(u_texture, v_texCoords); vec4 texColor = texture2D(u_texture, v_texCoords);
float alpha = texColor.a * v_light.a; gl_FragColor.a = texColor.a * v_light.a;
gl_FragColor.a = alpha; gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
gl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark.rgb * alpha + texColor.rgb * v_light.rgb;
} }
`; `;

View File

@ -122,8 +122,18 @@ module spine.webgl {
finalColor.b *= finalColor.a; finalColor.b *= finalColor.a;
} }
let darkColor = this.tempColor2; let darkColor = this.tempColor2;
if (slot.darkColor == null) darkColor.set(0, 0, 0, 1); if (slot.darkColor == null)
else darkColor.setFromColor(slot.darkColor); darkColor.set(0, 0, 0, 1.0);
else {
if (premultipliedAlpha) {
darkColor.r = slot.darkColor.r * finalColor.a;
darkColor.g = slot.darkColor.g * finalColor.a;
darkColor.b = slot.darkColor.b * finalColor.a;
} else {
darkColor.setFromColor(slot.darkColor);
}
darkColor.a = premultipliedAlpha ? 1.0 : 0.0;
}
let slotBlendMode = slot.data.blendMode; let slotBlendMode = slot.data.blendMode;
if (slotBlendMode != blendMode) { if (slotBlendMode != blendMode) {