mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
311 lines
11 KiB
TypeScript
311 lines
11 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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module spine.threejs {
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export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
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constructor () {
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let vertexShader = `
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attribute vec4 color;
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varying vec2 vUv;
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varying vec4 vColor;
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void main() {
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vUv = uv;
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vColor = color;
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gl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.0);
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}
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`;
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let fragmentShader = `
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uniform sampler2D map;
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varying vec2 vUv;
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varying vec4 vColor;
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void main(void) {
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gl_FragColor = texture2D(map, vUv)*vColor;
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}
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`;
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let parameters: THREE.ShaderMaterialParameters = {
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uniforms: {
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map: { type: "t", value: null }
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},
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vertexShader: vertexShader,
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fragmentShader: fragmentShader,
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side: THREE.DoubleSide,
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transparent: true,
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alphaTest: 0.5
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};
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super(parameters);
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};
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}
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export class SkeletonMesh extends THREE.Object3D {
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tempPos: Vector2 = new Vector2();
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tempUv: Vector2 = new Vector2();
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tempLight = new Color();
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tempDark = new Color();
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skeleton: Skeleton;
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state: AnimationState;
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zOffset: number = 0.1;
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vertexEffect: VertexEffect;
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private batches = new Array<MeshBatcher>();
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private nextBatchIndex = 0;
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private clipper: SkeletonClipping = new SkeletonClipping();
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static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
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static VERTEX_SIZE = 2 + 2 + 4;
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private vertices = Utils.newFloatArray(1024);
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private tempColor = new Color();
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constructor (skeletonData: SkeletonData) {
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super();
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this.skeleton = new Skeleton(skeletonData);
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let animData = new AnimationStateData(skeletonData);
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this.state = new AnimationState(animData);
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}
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update(deltaTime: number) {
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let state = this.state;
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let skeleton = this.skeleton;
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state.update(deltaTime);
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state.apply(skeleton);
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skeleton.updateWorldTransform();
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this.updateGeometry();
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}
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dispose () {
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for (var i = 0; i < this.batches.length; i++) {
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this.batches[i].dispose();
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}
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}
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private clearBatches () {
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for (var i = 0; i < this.batches.length; i++) {
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this.batches[i].clear();
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this.batches[i].visible = false;
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}
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this.nextBatchIndex = 0;
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}
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private nextBatch () {
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if (this.batches.length == this.nextBatchIndex) {
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let batch = new MeshBatcher();
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this.add(batch);
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this.batches.push(batch);
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}
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let batch = this.batches[this.nextBatchIndex++];
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batch.visible = true;
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return batch;
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}
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private updateGeometry() {
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this.clearBatches();
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let tempPos = this.tempPos;
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let tempUv = this.tempUv;
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let tempLight = this.tempLight;
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let tempDark = this.tempDark;
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var numVertices = 0;
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var verticesLength = 0;
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var indicesLength = 0;
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let blendMode: BlendMode = null;
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let clipper = this.clipper;
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let vertices: ArrayLike<number> = this.vertices;
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let triangles: Array<number> = null;
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let uvs: ArrayLike<number> = null;
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let drawOrder = this.skeleton.drawOrder;
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let batch = this.nextBatch();
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batch.begin();
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let z = 0;
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let zOffset = this.zOffset;
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for (let i = 0, n = drawOrder.length; i < n; i++) {
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let vertexSize = clipper.isClipping() ? 2 : SkeletonMesh.VERTEX_SIZE;
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let slot = drawOrder[i];
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if (!slot.bone.active) continue;
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let attachment = slot.getAttachment();
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let attachmentColor: Color = null;
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let texture: ThreeJsTexture = null;
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let numFloats = 0;
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if (attachment instanceof RegionAttachment) {
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let region = <RegionAttachment>attachment;
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attachmentColor = region.color;
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vertices = this.vertices;
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numFloats = vertexSize * 4;
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region.computeWorldVertices(slot.bone, vertices, 0, vertexSize);
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triangles = SkeletonMesh.QUAD_TRIANGLES;
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uvs = region.uvs;
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texture = <ThreeJsTexture>(<TextureAtlasRegion>region.region.renderObject).texture;
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} else if (attachment instanceof MeshAttachment) {
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let mesh = <MeshAttachment>attachment;
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attachmentColor = mesh.color;
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vertices = this.vertices;
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numFloats = (mesh.worldVerticesLength >> 1) * vertexSize;
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if (numFloats > vertices.length) {
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vertices = this.vertices = spine.Utils.newFloatArray(numFloats);
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}
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mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, vertexSize);
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triangles = mesh.triangles;
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uvs = mesh.uvs;
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texture = <ThreeJsTexture>(<TextureAtlasRegion>mesh.region.renderObject).texture;
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} else if (attachment instanceof ClippingAttachment) {
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let clip = <ClippingAttachment>(attachment);
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clipper.clipStart(slot, clip);
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continue;
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} else continue;
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if (texture != null) {
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let skeleton = slot.bone.skeleton;
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let skeletonColor = skeleton.color;
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let slotColor = slot.color;
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let alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
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let color = this.tempColor;
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color.set(skeletonColor.r * slotColor.r * attachmentColor.r,
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skeletonColor.g * slotColor.g * attachmentColor.g,
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skeletonColor.b * slotColor.b * attachmentColor.b,
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alpha);
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let finalVertices: ArrayLike<number>;
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let finalVerticesLength: number;
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let finalIndices: ArrayLike<number>;
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let finalIndicesLength: number;
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if (clipper.isClipping()) {
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clipper.clipTriangles(vertices, numFloats, triangles, triangles.length, uvs, color, null, false);
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let clippedVertices = clipper.clippedVertices;
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let clippedTriangles = clipper.clippedTriangles;
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if (this.vertexEffect != null) {
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let vertexEffect = this.vertexEffect;
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let verts = clippedVertices;
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for (let v = 0, n = clippedVertices.length; v < n; v += vertexSize) {
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tempPos.x = verts[v];
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tempPos.y = verts[v + 1];
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tempLight.setFromColor(color);
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tempDark.set(0, 0, 0, 0);
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tempUv.x = verts[v + 6];
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tempUv.y = verts[v + 7];
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vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
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verts[v] = tempPos.x;
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verts[v + 1] = tempPos.y;
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verts[v + 2] = tempLight.r;
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verts[v + 3] = tempLight.g;
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verts[v + 4] = tempLight.b;
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verts[v + 5] = tempLight.a;
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verts[v + 6] = tempUv.x;
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verts[v + 7] = tempUv.y;
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}
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}
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finalVertices = clippedVertices;
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finalVerticesLength = clippedVertices.length;
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finalIndices = clippedTriangles;
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finalIndicesLength = clippedTriangles.length;
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} else {
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let verts = vertices;
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if (this.vertexEffect != null) {
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let vertexEffect = this.vertexEffect;
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for (let v = 0, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
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tempPos.x = verts[v];
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tempPos.y = verts[v + 1];
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tempLight.setFromColor(color);
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tempDark.set(0, 0, 0, 0);
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tempUv.x = uvs[u];
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tempUv.y = uvs[u + 1];
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vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
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verts[v] = tempPos.x;
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verts[v + 1] = tempPos.y;
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verts[v + 2] = tempLight.r;
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verts[v + 3] = tempLight.g;
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verts[v + 4] = tempLight.b;
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verts[v + 5] = tempLight.a;
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verts[v + 6] = tempUv.x;
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verts[v + 7] = tempUv.y;
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}
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} else {
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for (let v = 2, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
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verts[v] = color.r;
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verts[v + 1] = color.g;
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verts[v + 2] = color.b;
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verts[v + 3] = color.a;
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verts[v + 4] = uvs[u];
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verts[v + 5] = uvs[u + 1];
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}
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}
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finalVertices = vertices;
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finalVerticesLength = numFloats;
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finalIndices = triangles;
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finalIndicesLength = triangles.length;
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}
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if (finalVerticesLength == 0 || finalIndicesLength == 0)
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continue;
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// Start new batch if this one can't hold vertices/indices
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if (!batch.canBatch(finalVerticesLength, finalIndicesLength)) {
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batch.end();
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batch = this.nextBatch();
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batch.begin();
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}
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// FIXME per slot blending would require multiple material support
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//let slotBlendMode = slot.data.blendMode;
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//if (slotBlendMode != blendMode) {
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// blendMode = slotBlendMode;
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// batcher.setBlendMode(getSourceGLBlendMode(this._gl, blendMode, premultipliedAlpha), getDestGLBlendMode(this._gl, blendMode));
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//}
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let batchMaterial = <SkeletonMeshMaterial>batch.material;
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if (batchMaterial.uniforms.map.value == null) {
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batchMaterial.uniforms.map.value = texture.texture;
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}
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if (batchMaterial.uniforms.map.value != texture.texture) {
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batch.end();
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batch = this.nextBatch();
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batch.begin();
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batchMaterial = <SkeletonMeshMaterial>batch.material;
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batchMaterial.uniforms.map.value = texture.texture;
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}
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batchMaterial.needsUpdate = true;
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batch.batch(finalVertices, finalVerticesLength, finalIndices, finalIndicesLength, z);
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z += zOffset;
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}
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clipper.clipEndWithSlot(slot);
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}
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clipper.clipEnd();
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batch.end();
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}
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}
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}
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