mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
Merge branch '3.6' into 3.7-beta
This commit is contained in:
commit
c1764df4d2
@ -63,7 +63,7 @@
|
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* Added support for clipping.
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* SkeletonRenderer now combines the displayed color of the Node (cascaded from all parents) with the skeleton color for tinting.
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* Added support for vertex effects. See `RaptorExample.cpp`.
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* Added ETC1 support, thanks @halx99!
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* Added ETC1 alpha support, thanks @halx99! Does not work when two color tint is enabled.
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### Cocos2d-Objc
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* Fixed renderer to work with 3.6 changes
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@ -88,7 +88,7 @@ void main() {
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vec4 texColor = texture2D(texture, v_texCoord);
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float alpha = texColor.a * v_light.a;
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gl_FragColor.a = alpha;
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gl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark.rgb * alpha + texColor.rgb * v_light.rgb;
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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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}
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);
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@ -192,7 +192,7 @@ static bool handlerQueued = false;
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unsigned short* triangles = 0;
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int trianglesCount = 0;
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float r = 0, g = 0, b = 0, a = 0;
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float dr = 0, dg = 0, db = 0;
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float dr = 0, dg = 0, db = 0, da = _premultipliedAlpha ? 1 : 0;
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for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
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spSlot* slot = _skeleton->drawOrder[i];
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if (!slot->attachment) continue;
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@ -336,7 +336,7 @@ static bool handlerQueued = false;
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dark.r = dr;
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dark.g = dg;
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dark.b = db;
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dark.a = 1;
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dark.a = da;
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for (int i = 0; i * 2 < verticesCount; i++, verts++) {
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spColor lightCopy = light;
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spColor darkCopy = dark;
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@ -353,7 +353,7 @@ static bool handlerQueued = false;
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verts->z = vertex.position.z;
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verts->w = vertex.position.w;
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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;
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verts->color2 = ((unsigned short)(darkCopy.r * 255)) | ((unsigned short)(darkCopy.g * 255)) << 8 | ((unsigned short)(darkCopy.b * 255)) << 16 | ((unsigned short)(255)) << 24;
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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;
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}
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} else {
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@ -366,7 +366,7 @@ static bool handlerQueued = false;
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verts->z = vertex.position.z;
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verts->w = vertex.position.w;
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verts->color = ((unsigned short)(r * 255))| ((unsigned short)(g * 255)) << 8 | ((unsigned short)(b * 255)) <<16 | ((unsigned short)(a * 255)) << 24;
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verts->color2 = ((unsigned short)(dr * 255)) | ((unsigned short)(dg * 255)) << 8 | ((unsigned short)(db * 255)) << 16 | ((unsigned short)(255)) << 24;
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verts->color2 = ((unsigned short)(dr * 255)) | ((unsigned short)(dg * 255)) << 8 | ((unsigned short)(db * 255)) << 16 | ((unsigned short)(da * 255)) << 24;
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verts->u = uvs[i * 2];
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verts->v = 1 - uvs[i * 2 + 1];
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}
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@ -68,10 +68,15 @@ void SkeletonRenderer::initialize () {
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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setOpacityModifyRGB(true);
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
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setupGLProgramState(false);
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}
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void SkeletonRenderer::setupGLProgramState (bool twoColorTintEnabled) {
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if (twoColorTintEnabled) {
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setGLProgramState(SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState());
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return;
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}
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void SkeletonRenderer::setupGLProgramState () {
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Texture2D *texture = nullptr;
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for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
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spSlot* slot = _skeleton->drawOrder[i];
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@ -95,7 +100,6 @@ void SkeletonRenderer::setupGLProgramState () {
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break;
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}
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}
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP, texture));
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}
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@ -223,6 +227,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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Color4F color;
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Color4F darkColor;
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float darkPremultipliedAlpha = _premultipliedAlpha ? 255 : 0;
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AttachmentVertices* attachmentVertices = nullptr;
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TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
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for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
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@ -313,6 +318,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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darkColor.g = 0;
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darkColor.b = 0;
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}
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darkColor.a = darkPremultipliedAlpha;
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color.a *= nodeColor.a * _skeleton->color.a * slot->color.a * 255;
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// skip rendering if the color of this attachment is 0
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@ -478,7 +484,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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vertex->color2.r = (GLubyte)(darkCopy.r * 255);
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vertex->color2.g = (GLubyte)(darkCopy.g * 255);
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vertex->color2.b = (GLubyte)(darkCopy.b * 255);
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vertex->color2.a = 1;
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vertex->color2.a = (GLubyte)darkColor.a;
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}
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} else {
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
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@ -494,7 +500,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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vertex->color2.r = (GLubyte)darkColor.r;
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vertex->color2.g = (GLubyte)darkColor.g;
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vertex->color2.b = (GLubyte)darkColor.b;
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vertex->color2.a = 1;
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vertex->color2.a = (GLubyte)darkColor.a;
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}
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}
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} else {
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@ -524,7 +530,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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vertex->color2.r = (GLubyte)(darkCopy.r * 255);
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vertex->color2.g = (GLubyte)(darkCopy.g * 255);
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vertex->color2.b = (GLubyte)(darkCopy.b * 255);
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vertex->color2.a = 1;
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vertex->color2.a = (GLubyte)darkColor.a;
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}
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} else {
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
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@ -536,7 +542,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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vertex->color2.r = (GLubyte)darkColor.r;
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vertex->color2.g = (GLubyte)darkColor.g;
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vertex->color2.b = (GLubyte)darkColor.b;
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vertex->color2.a = 1;
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vertex->color2.a = (GLubyte)darkColor.a;
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}
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}
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}
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@ -737,10 +743,7 @@ bool SkeletonRenderer::setAttachment (const std::string& slotName, const char* a
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}
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void SkeletonRenderer::setTwoColorTint(bool enabled) {
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if (enabled)
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setGLProgramState(SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState());
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else
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
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setupGLProgramState(enabled);
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}
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bool SkeletonRenderer::isTwoColorTint() {
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@ -124,11 +124,12 @@ CC_CONSTRUCTOR_ACCESS:
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void initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
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virtual void initialize ();
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void setupGLProgramState();
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protected:
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void setSkeletonData (spSkeletonData* skeletonData, bool ownsSkeletonData);
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virtual AttachmentVertices* getAttachmentVertices (spRegionAttachment* attachment) const;
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virtual AttachmentVertices* getAttachmentVertices (spMeshAttachment* attachment) const;
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void setupGLProgramState(bool twoColorTintEnabled);
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bool _ownsSkeletonData;
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spAtlas* _atlas;
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@ -144,7 +144,7 @@ void main() {
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vec4 texColor = texture2D(CC_Texture0, v_texCoord);
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float alpha = texColor.a * v_light.a;
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gl_FragColor.a = alpha;
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gl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark.rgb * alpha + texColor.rgb * v_light.rgb;
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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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}
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);
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@ -66,6 +66,7 @@ namespace Spine {
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translateMix = data.translateMix;
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}
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/// <summary>Applies the constraint to the constrained bones.</summary>
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public void Apply () {
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Update();
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}
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@ -95,8 +96,8 @@ namespace Spine {
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if (setupLength == 0) setupLength = 0.000000001f;
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float x = setupLength * bone.a, y = setupLength * bone.c;
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float length = (float)Math.Sqrt(x * x + y * y);
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if (scale) lengths.Items[i] = setupLength;
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spaces.Items[++i] = (lengthSpacing ? Math.Max(0, setupLength + spacing) : spacing) * length / setupLength;
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if (scale) lengths.Items[i] = length;
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spaces.Items[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length / setupLength;
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}
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} else {
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for (int i = 1; i < spacesCount; i++)
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@ -78,10 +78,11 @@ public class SkeletonRenderer {
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region.computeWorldVertices(slot.getBone(), vertices, 0, 5);
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Color color = region.getColor(), slotColor = slot.getColor();
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float alpha = a * slotColor.a * color.a * 255;
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float multiplier = premultipliedAlpha ? alpha : 255;
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float c = NumberUtils.intToFloatColor(((int)alpha << 24) //
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| ((int)(b * slotColor.b * color.b * alpha) << 16) //
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| ((int)(g * slotColor.g * color.g * alpha) << 8) //
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| (int)(r * slotColor.r * color.r * alpha));
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| ((int)(b * slotColor.b * color.b * multiplier) << 16) //
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| ((int)(g * slotColor.g * color.g * multiplier) << 8) //
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| (int)(r * slotColor.r * color.r * multiplier));
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float[] uvs = region.getUVs();
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for (int u = 0, v = 2; u < 8; u += 2, v += 5) {
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vertices[v] = c;
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@ -173,10 +174,11 @@ public class SkeletonRenderer {
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if (texture != null) {
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Color slotColor = slot.getColor();
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float alpha = a * slotColor.a * color.a * 255;
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float multiplier = premultipliedAlpha ? alpha : 255;
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float c = NumberUtils.intToFloatColor(((int)alpha << 24) //
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| ((int)(b * slotColor.b * color.b * alpha) << 16) //
|
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| ((int)(g * slotColor.g * color.g * alpha) << 8) //
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||||
| (int)(r * slotColor.r * color.r * alpha));
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||||
| ((int)(b * slotColor.b * color.b * multiplier) << 16) //
|
||||
| ((int)(g * slotColor.g * color.g * multiplier) << 8) //
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||||
| (int)(r * slotColor.r * color.r * multiplier));
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||||
|
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BlendMode slotBlendMode = slot.data.getBlendMode();
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if (slotBlendMode != blendMode) {
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@ -238,6 +240,7 @@ public class SkeletonRenderer {
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if (vertexEffect != null) vertexEffect.begin(skeleton);
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|
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boolean premultipliedAlpha = this.premultipliedAlpha;
|
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int darkPremultipliedAlpha = (premultipliedAlpha ? 255 : 0) << 24;
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BlendMode blendMode = null;
|
||||
int verticesLength = 0;
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||||
float[] vertices = null, uvs = null;
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@ -284,16 +287,17 @@ public class SkeletonRenderer {
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if (texture != null) {
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Color lightColor = slot.getColor();
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||||
float alpha = a * lightColor.a * color.a * 255;
|
||||
float multiplier = premultipliedAlpha ? alpha : 255;
|
||||
float light = NumberUtils.intToFloatColor(((int)alpha << 24) //
|
||||
| ((int)(b * lightColor.b * color.b * alpha) << 16) //
|
||||
| ((int)(g * lightColor.g * color.g * alpha) << 8) //
|
||||
| (int)(r * lightColor.r * color.r * alpha));
|
||||
| ((int)(b * lightColor.b * color.b * multiplier) << 16) //
|
||||
| ((int)(g * lightColor.g * color.g * multiplier) << 8) //
|
||||
| (int)(r * lightColor.r * color.r * multiplier));
|
||||
Color darkColor = slot.getDarkColor();
|
||||
if (darkColor == null) darkColor = Color.BLACK;
|
||||
float dark = NumberUtils.intToFloatColor( //
|
||||
((int)(b * darkColor.b * color.b * 255) << 16) //
|
||||
| ((int)(g * darkColor.g * color.g * 255) << 8) //
|
||||
| (int)(r * darkColor.r * color.r * 255));
|
||||
float dark = darkColor == null ? 0 : NumberUtils.intToFloatColor(darkPremultipliedAlpha //
|
||||
| (int)(b * darkColor.b * color.b * multiplier) << 16 //
|
||||
| (int)(g * darkColor.g * color.g * multiplier) << 8 //
|
||||
| (int)(r * darkColor.r * color.r * multiplier));
|
||||
|
||||
BlendMode slotBlendMode = slot.data.getBlendMode();
|
||||
if (slotBlendMode != blendMode) {
|
||||
|
||||
@ -219,7 +219,7 @@ public class TwoColorPolygonBatch {
|
||||
+ "{\n" //
|
||||
+ " vec4 texColor = texture2D(u_texture, v_texCoords);\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);
|
||||
|
||||
4
spine-ts/build/spine-all.d.ts
vendored
4
spine-ts/build/spine-all.d.ts
vendored
@ -1517,7 +1517,9 @@ declare module spine.webgl {
|
||||
static SAMPLER: string;
|
||||
private context;
|
||||
private vs;
|
||||
private vsSource;
|
||||
private fs;
|
||||
private fsSource;
|
||||
private program;
|
||||
private tmp2x2;
|
||||
private tmp3x3;
|
||||
@ -1525,6 +1527,8 @@ declare module spine.webgl {
|
||||
getProgram(): WebGLProgram;
|
||||
getVertexShader(): string;
|
||||
getFragmentShader(): string;
|
||||
getVertexShaderSource(): string;
|
||||
getFragmentSource(): string;
|
||||
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, vertexShader: string, fragmentShader: string);
|
||||
private compile();
|
||||
private compileShader(type, source);
|
||||
|
||||
@ -8136,6 +8136,8 @@ var spine;
|
||||
this.tmp2x2 = new Float32Array(2 * 2);
|
||||
this.tmp3x3 = new Float32Array(3 * 3);
|
||||
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.addRestorable(this);
|
||||
this.compile();
|
||||
@ -8143,6 +8145,8 @@ var spine;
|
||||
Shader.prototype.getProgram = function () { return this.program; };
|
||||
Shader.prototype.getVertexShader = function () { return this.vertexShader; };
|
||||
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 () {
|
||||
var gl = this.context.gl;
|
||||
try {
|
||||
@ -8258,7 +8262,7 @@ var spine;
|
||||
};
|
||||
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 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);
|
||||
};
|
||||
Shader.newColored = function (context) {
|
||||
@ -8893,9 +8897,18 @@ var spine;
|
||||
}
|
||||
var darkColor = this.tempColor2;
|
||||
if (slot.darkColor == null)
|
||||
darkColor.set(0, 0, 0, 1);
|
||||
else
|
||||
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;
|
||||
}
|
||||
var slotBlendMode = slot.data.blendMode;
|
||||
if (slotBlendMode != blendMode) {
|
||||
blendMode = slotBlendMode;
|
||||
|
||||
File diff suppressed because one or more lines are too long
@ -8007,7 +8007,7 @@ var spine;
|
||||
};
|
||||
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 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);
|
||||
};
|
||||
Shader.newColored = function (context) {
|
||||
@ -8642,9 +8642,18 @@ var spine;
|
||||
}
|
||||
var darkColor = this.tempColor2;
|
||||
if (slot.darkColor == null)
|
||||
darkColor.set(0, 0, 0, 1);
|
||||
else
|
||||
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;
|
||||
}
|
||||
var slotBlendMode = slot.data.blendMode;
|
||||
if (slotBlendMode != blendMode) {
|
||||
blendMode = slotBlendMode;
|
||||
|
||||
File diff suppressed because one or more lines are too long
4
spine-ts/build/spine-widget.d.ts
vendored
4
spine-ts/build/spine-widget.d.ts
vendored
@ -1486,7 +1486,9 @@ declare module spine.webgl {
|
||||
static SAMPLER: string;
|
||||
private context;
|
||||
private vs;
|
||||
private vsSource;
|
||||
private fs;
|
||||
private fsSource;
|
||||
private program;
|
||||
private tmp2x2;
|
||||
private tmp3x3;
|
||||
@ -1494,6 +1496,8 @@ declare module spine.webgl {
|
||||
getProgram(): WebGLProgram;
|
||||
getVertexShader(): string;
|
||||
getFragmentShader(): string;
|
||||
getVertexShaderSource(): string;
|
||||
getFragmentSource(): string;
|
||||
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, vertexShader: string, fragmentShader: string);
|
||||
private compile();
|
||||
private compileShader(type, source);
|
||||
|
||||
@ -7881,6 +7881,8 @@ var spine;
|
||||
this.tmp2x2 = new Float32Array(2 * 2);
|
||||
this.tmp3x3 = new Float32Array(3 * 3);
|
||||
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.addRestorable(this);
|
||||
this.compile();
|
||||
@ -7888,6 +7890,8 @@ var spine;
|
||||
Shader.prototype.getProgram = function () { return this.program; };
|
||||
Shader.prototype.getVertexShader = function () { return this.vertexShader; };
|
||||
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 () {
|
||||
var gl = this.context.gl;
|
||||
try {
|
||||
@ -8003,7 +8007,7 @@ var spine;
|
||||
};
|
||||
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 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);
|
||||
};
|
||||
Shader.newColored = function (context) {
|
||||
@ -8638,9 +8642,18 @@ var spine;
|
||||
}
|
||||
var darkColor = this.tempColor2;
|
||||
if (slot.darkColor == null)
|
||||
darkColor.set(0, 0, 0, 1);
|
||||
else
|
||||
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;
|
||||
}
|
||||
var slotBlendMode = slot.data.blendMode;
|
||||
if (slotBlendMode != blendMode) {
|
||||
blendMode = slotBlendMode;
|
||||
|
||||
File diff suppressed because one or more lines are too long
@ -253,9 +253,8 @@ module spine.webgl {
|
||||
|
||||
void main () {
|
||||
vec4 texColor = texture2D(u_texture, v_texCoords);
|
||||
float alpha = texColor.a * v_light.a;
|
||||
gl_FragColor.a = alpha;
|
||||
gl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark.rgb * alpha + texColor.rgb * v_light.rgb;
|
||||
gl_FragColor.a = texColor.a * v_light.a;
|
||||
gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
|
||||
}
|
||||
`;
|
||||
|
||||
|
||||
@ -122,8 +122,18 @@ module spine.webgl {
|
||||
finalColor.b *= finalColor.a;
|
||||
}
|
||||
let darkColor = this.tempColor2;
|
||||
if (slot.darkColor == null) darkColor.set(0, 0, 0, 1);
|
||||
else darkColor.setFromColor(slot.darkColor);
|
||||
if (slot.darkColor == null)
|
||||
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;
|
||||
if (slotBlendMode != blendMode) {
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user