/****************************************************************************** * 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.canvas { export class SkeletonRenderer { static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; static VERTEX_SIZE = 2 + 2 + 4; private ctx: CanvasRenderingContext2D; public triangleRendering = false; public debugRendering = false; private vertices = Utils.newFloatArray(8 * 1024); private tempColor = new Color(); constructor (context: CanvasRenderingContext2D) { this.ctx = context; } draw (skeleton: Skeleton) { if (this.triangleRendering) this.drawTriangles(skeleton); else this.drawImages(skeleton); } private drawImages (skeleton: Skeleton) { let ctx = this.ctx; let drawOrder = skeleton.drawOrder; if (this.debugRendering) ctx.strokeStyle = "green"; ctx.save(); for (let i = 0, n = drawOrder.length; i < n; i++) { let slot = drawOrder[i]; let attachment = slot.getAttachment(); let regionAttachment: RegionAttachment = null; let region: TextureAtlasRegion = null; let image: HTMLImageElement = null; if (attachment instanceof RegionAttachment) { regionAttachment = attachment; region = regionAttachment.region; image = (region.texture).getImage(); } else continue; let skeleton = slot.bone.skeleton; let skeletonColor = skeleton.color; let slotColor = slot.color; let regionColor = regionAttachment.color; let alpha = skeletonColor.a * slotColor.a * regionColor.a; let color = this.tempColor; color.set(skeletonColor.r * slotColor.r * regionColor.r, skeletonColor.g * slotColor.g * regionColor.g, skeletonColor.b * slotColor.b * regionColor.b, alpha); let att = attachment; let bone = slot.bone; let w = region.width; let h = region.height; ctx.save(); ctx.transform(bone.a, bone.c, bone.b, bone.d, bone.worldX, bone.worldY); ctx.translate(attachment.offset[0], attachment.offset[1]); ctx.rotate(attachment.rotation * Math.PI / 180); let atlasScale = att.width / w; ctx.scale(atlasScale * attachment.scaleX, atlasScale * attachment.scaleY); ctx.translate(w / 2, h / 2); if (attachment.region.rotate) { let t = w; w = h; h = t; ctx.rotate(-Math.PI / 2); } ctx.scale(1, -1); ctx.translate(-w / 2, -h / 2); if (color.r != 1 || color.g != 1 || color.b != 1 || color.a != 1) { ctx.globalAlpha = color.a; // experimental tinting via compositing, doesn't work // ctx.globalCompositeOperation = "source-atop"; // ctx.fillStyle = "rgba(" + (color.r * 255 | 0) + ", " + (color.g * 255 | 0) + ", " + (color.b * 255 | 0) + ", " + color.a + ")"; // ctx.fillRect(0, 0, w, h); } ctx.drawImage(image, region.x, region.y, w, h, 0, 0, w, h); if (this.debugRendering) ctx.strokeRect(0, 0, w, h); ctx.restore(); } ctx.restore(); } private drawTriangles (skeleton: Skeleton) { let blendMode: BlendMode = null; let vertices: ArrayLike = this.vertices; let triangles: Array = null; let drawOrder = skeleton.drawOrder; for (let i = 0, n = drawOrder.length; i < n; i++) { let slot = drawOrder[i]; let attachment = slot.getAttachment(); let texture: HTMLImageElement = null; let region: TextureAtlasRegion = null; if (attachment instanceof RegionAttachment) { let regionAttachment = attachment; vertices = this.computeRegionVertices(slot, regionAttachment, false); triangles = SkeletonRenderer.QUAD_TRIANGLES; region = regionAttachment.region; texture = (region.texture).getImage(); } else if (attachment instanceof MeshAttachment) { let mesh = attachment; vertices = this.computeMeshVertices(slot, mesh, false); triangles = mesh.triangles; texture = (mesh.region.renderObject).texture.getImage(); } else continue; if (texture != null) { let slotBlendMode = slot.data.blendMode; if (slotBlendMode != blendMode) { blendMode = slotBlendMode; } let ctx = this.ctx; for (var j = 0; j < triangles.length; j+=3) { let t1 = triangles[j] * 8, t2 = triangles[j+1] * 8, t3 = triangles[j+2] * 8; let x0 = vertices[t1], y0 = vertices[t1 + 1], u0 = vertices[t1 + 6], v0 = vertices[t1 + 7]; let x1 = vertices[t2], y1 = vertices[t2 + 1], u1 = vertices[t2 + 6], v1 = vertices[t2 + 7]; let x2 = vertices[t3], y2 = vertices[t3 + 1], u2 = vertices[t3 + 6], v2 = vertices[t3 + 7]; this.drawTriangle(texture, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2); if (this.debugRendering) { ctx.strokeStyle = "green"; ctx.beginPath(); ctx.moveTo(x0, y0); ctx.lineTo(x1, y1); ctx.lineTo(x2, y2); ctx.lineTo(x0, y0); ctx.stroke(); } } } } } // Adapted from http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 // Apache 2 licensed private drawTriangle(img: HTMLImageElement, x0: number, y0: number, u0: number, v0: number, x1: number, y1: number, u1: number, v1: number, x2: number, y2: number, u2: number, v2: number) { let ctx = this.ctx; u0 *= img.width; v0 *= img.height; u1 *= img.width; v1 *= img.height; u2 *= img.width; v2 *= img.height; ctx.beginPath(); ctx.moveTo(x0, y0); ctx.lineTo(x1, y1); ctx.lineTo(x2, y2); ctx.closePath(); x1 -= x0; y1 -= y0; x2 -= x0; y2 -= y0; u1 -= u0; v1 -= v0; u2 -= u0; v2 -= v0; var det = 1 / (u1*v2 - u2*v1), // linear transformation a = (v2*x1 - v1*x2) * det, b = (v2*y1 - v1*y2) * det, c = (u1*x2 - u2*x1) * det, d = (u1*y2 - u2*y1) * det, // translation e = x0 - a*u0 - c*v0, f = y0 - b*u0 - d*v0; ctx.save(); ctx.transform(a, b, c, d, e, f); ctx.clip(); ctx.drawImage(img, 0, 0); ctx.restore(); } private computeRegionVertices(slot: Slot, region: RegionAttachment, pma: boolean) { let skeleton = slot.bone.skeleton; let skeletonColor = skeleton.color; let slotColor = slot.color; let regionColor = region.color; let alpha = skeletonColor.a * slotColor.a * regionColor.a; let multiplier = pma ? alpha : 1; let color = this.tempColor; color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha); region.computeWorldVertices(slot.bone, this.vertices, 0, SkeletonRenderer.VERTEX_SIZE); let vertices = this.vertices; let uvs = region.uvs; vertices[RegionAttachment.C1R] = color.r; vertices[RegionAttachment.C1G] = color.g; vertices[RegionAttachment.C1B] = color.b; vertices[RegionAttachment.C1A] = color.a; vertices[RegionAttachment.U1] = uvs[0]; vertices[RegionAttachment.V1] = uvs[1]; vertices[RegionAttachment.C2R] = color.r; vertices[RegionAttachment.C2G] = color.g; vertices[RegionAttachment.C2B] = color.b; vertices[RegionAttachment.C2A] = color.a; vertices[RegionAttachment.U2] = uvs[2]; vertices[RegionAttachment.V2] = uvs[3]; vertices[RegionAttachment.C3R] = color.r; vertices[RegionAttachment.C3G] = color.g; vertices[RegionAttachment.C3B] = color.b; vertices[RegionAttachment.C3A] = color.a; vertices[RegionAttachment.U3] = uvs[4]; vertices[RegionAttachment.V3] = uvs[5]; vertices[RegionAttachment.C4R] = color.r; vertices[RegionAttachment.C4G] = color.g; vertices[RegionAttachment.C4B] = color.b; vertices[RegionAttachment.C4A] = color.a; vertices[RegionAttachment.U4] = uvs[6]; vertices[RegionAttachment.V4] = uvs[7]; return vertices; } private computeMeshVertices(slot: Slot, mesh: MeshAttachment, pma: boolean) { let skeleton = slot.bone.skeleton; let skeletonColor = skeleton.color; let slotColor = slot.color; let regionColor = mesh.color; let alpha = skeletonColor.a * slotColor.a * regionColor.a; let multiplier = pma ? alpha : 1; let color = this.tempColor; color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha); let numVertices = mesh.worldVerticesLength / 2; if (this.vertices.length < mesh.worldVerticesLength) { this.vertices = Utils.newFloatArray(mesh.worldVerticesLength); } let vertices = this.vertices; mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, SkeletonRenderer.VERTEX_SIZE); let uvs = mesh.uvs; for (let i = 0, n = numVertices, u = 0, v = 2; i < n; i++) { vertices[v++] = color.r; vertices[v++] = color.g; vertices[v++] = color.b; vertices[v++] = color.a; vertices[v++] = uvs[u++]; vertices[v++] = uvs[u++]; v += 2; } return vertices; } } }