/****************************************************************************** * Spine Runtimes License Agreement * Last updated September 24, 2021. Replaces all prior versions. * * Copyright (c) 2013-2021, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ import { SkeletonMeshMaterial, SkeletonMeshMaterialParametersCustomizer } from "./SkeletonMesh"; import * as THREE from "three" import { ThreeJsTexture } from "./ThreeJsTexture"; import { BlendMode } from "@esotericsoftware/spine-core"; export class MeshBatcher extends THREE.Mesh { private static VERTEX_SIZE = 9; private vertexBuffer: THREE.InterleavedBuffer; private vertices: Float32Array; private verticesLength = 0; private indices: Uint16Array; private indicesLength = 0; private materialGroups: [number, number, number][] = []; constructor (maxVertices: number = 10920, private materialCustomizer: SkeletonMeshMaterialParametersCustomizer = (parameters) => { }) { super(); if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices); let vertices = this.vertices = new Float32Array(maxVertices * MeshBatcher.VERTEX_SIZE); let indices = this.indices = new Uint16Array(maxVertices * 3); let geo = new THREE.BufferGeometry(); let vertexBuffer = this.vertexBuffer = new THREE.InterleavedBuffer(vertices, MeshBatcher.VERTEX_SIZE); vertexBuffer.usage = WebGLRenderingContext.DYNAMIC_DRAW; geo.setAttribute("position", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0, false)); geo.setAttribute("color", new THREE.InterleavedBufferAttribute(vertexBuffer, 4, 3, false)); geo.setAttribute("uv", new THREE.InterleavedBufferAttribute(vertexBuffer, 2, 7, false)); geo.setIndex(new THREE.BufferAttribute(indices, 1)); geo.getIndex()!.usage = WebGLRenderingContext.DYNAMIC_DRAW; geo.drawRange.start = 0; geo.drawRange.count = 0; this.geometry = geo; this.material = [new SkeletonMeshMaterial(materialCustomizer)]; } dispose () { this.geometry.dispose(); if (this.material instanceof THREE.Material) this.material.dispose(); else if (this.material) { for (let i = 0; i < this.material.length; i++) { let material = this.material[i]; if (material instanceof THREE.Material) material.dispose(); } } } clear () { let geo = (this.geometry); geo.drawRange.start = 0; geo.drawRange.count = 0; geo.clearGroups(); this.materialGroups = []; if (this.material instanceof THREE.Material) { const meshMaterial = this.material as SkeletonMeshMaterial; meshMaterial.uniforms.map.value = null; meshMaterial.blending = THREE.NormalBlending; } else if (Array.isArray(this.material)) { for (let i = 0; i < this.material.length; i++) { const meshMaterial = this.material[i] as SkeletonMeshMaterial; meshMaterial.uniforms.map.value = null; meshMaterial.blending = THREE.NormalBlending; } } return this; } begin () { this.verticesLength = 0; this.indicesLength = 0; } canBatch (numVertices: number, numIndices: number) { if (this.indicesLength + numIndices >= this.indices.byteLength / 2) return false; if (this.verticesLength / MeshBatcher.VERTEX_SIZE + numVertices >= (this.vertices.byteLength / 4) / MeshBatcher.VERTEX_SIZE) return false; return true; } batch (vertices: ArrayLike, verticesLength: number, indices: ArrayLike, indicesLength: number, z: number = 0) { let indexStart = this.verticesLength / MeshBatcher.VERTEX_SIZE; let vertexBuffer = this.vertices; let i = this.verticesLength; let j = 0; for (; j < verticesLength;) { vertexBuffer[i++] = vertices[j++]; vertexBuffer[i++] = vertices[j++]; vertexBuffer[i++] = z; vertexBuffer[i++] = vertices[j++]; vertexBuffer[i++] = vertices[j++]; vertexBuffer[i++] = vertices[j++]; vertexBuffer[i++] = vertices[j++]; vertexBuffer[i++] = vertices[j++]; vertexBuffer[i++] = vertices[j++]; } this.verticesLength = i; let indicesArray = this.indices; for (i = this.indicesLength, j = 0; j < indicesLength; i++, j++) indicesArray[i] = indices[j] + indexStart; this.indicesLength += indicesLength; } end () { this.vertexBuffer.needsUpdate = this.verticesLength > 0; this.vertexBuffer.updateRange.offset = 0; this.vertexBuffer.updateRange.count = this.verticesLength; let geo = (this.geometry); this.closeMaterialGroups(); let index = geo.getIndex(); if (!index) throw new Error("BufferAttribute must not be null."); index.needsUpdate = this.indicesLength > 0; index.updateRange.offset = 0; index.updateRange.count = this.indicesLength; geo.drawRange.start = 0; geo.drawRange.count = this.indicesLength; } addMaterialGroup (indicesLength: number, materialGroup: number) { const currentGroup = this.materialGroups[this.materialGroups.length - 1]; if (currentGroup === undefined || currentGroup[2] !== materialGroup) { this.materialGroups.push([this.indicesLength, indicesLength, materialGroup]); } else { currentGroup[1] += indicesLength; } } private closeMaterialGroups () { const geometry = this.geometry as THREE.BufferGeometry; for (let i = 0; i < this.materialGroups.length; i++) { const [startIndex, count, materialGroup] = this.materialGroups[i]; geometry.addGroup(startIndex, count, materialGroup); } } findMaterialGroup (slotTexture: THREE.Texture, slotBlendMode: BlendMode) { const blending = ThreeJsTexture.toThreeJsBlending(slotBlendMode); let group = -1; if (Array.isArray(this.material)) { for (let i = 0; i < this.material.length; i++) { const meshMaterial = this.material[i] as SkeletonMeshMaterial; if (!meshMaterial.uniforms.map.value) { updateMeshMaterial(meshMaterial, slotTexture, blending); return i; } if (meshMaterial.uniforms.map.value === slotTexture && meshMaterial.blending === blending) { return i; } } const meshMaterial = new SkeletonMeshMaterial(this.materialCustomizer); updateMeshMaterial(meshMaterial, slotTexture, blending); this.material.push(meshMaterial); group = this.material.length - 1; } else { throw new Error("MeshBatcher.material needs to be an array for geometry groups to work"); } return group; } } function updateMeshMaterial (meshMaterial: SkeletonMeshMaterial, slotTexture: THREE.Texture, blending: THREE.Blending) { meshMaterial.uniforms.map.value = slotTexture; meshMaterial.blending = blending; meshMaterial.blendDst = blending === THREE.CustomBlending ? THREE.OneMinusSrcColorFactor : THREE.OneMinusSrcAlphaFactor; meshMaterial.blendSrc = blending === THREE.CustomBlending ? THREE.OneFactor : THREE.SrcAlphaFactor; meshMaterial.needsUpdate = true; }