mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
304 lines
12 KiB
TypeScript
304 lines
12 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import { NumberArrayLike, VertexEffect, Color, SkeletonClipping, Vector2, Utils, Skeleton, BlendMode, RegionAttachment, TextureAtlasRegion, MeshAttachment, ClippingAttachment } from "@esotericsoftware/spine-core";
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import { GLTexture } from "./GLTexture";
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import { PolygonBatcher } from "./PolygonBatcher";
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import { ManagedWebGLRenderingContext, WebGLBlendModeConverter } from "./WebGL";
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class Renderable {
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constructor (public vertices: NumberArrayLike, public numVertices: number, public numFloats: number) { }
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};
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export class SkeletonRenderer {
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static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
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premultipliedAlpha = false;
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vertexEffect: VertexEffect = null;
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private tempColor = new Color();
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private tempColor2 = new Color();
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private vertices: NumberArrayLike;
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private vertexSize = 2 + 2 + 4;
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private twoColorTint = false;
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private renderable: Renderable = new Renderable(null, 0, 0);
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private clipper: SkeletonClipping = new SkeletonClipping();
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private temp = new Vector2();
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private temp2 = new Vector2();
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private temp3 = new Color();
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private temp4 = new Color();
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constructor (context: ManagedWebGLRenderingContext, twoColorTint: boolean = true) {
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this.twoColorTint = twoColorTint;
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if (twoColorTint)
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this.vertexSize += 4;
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this.vertices = Utils.newFloatArray(this.vertexSize * 1024);
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}
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draw (batcher: PolygonBatcher, skeleton: Skeleton, slotRangeStart: number = -1, slotRangeEnd: number = -1) {
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let clipper = this.clipper;
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let premultipliedAlpha = this.premultipliedAlpha;
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let twoColorTint = this.twoColorTint;
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let blendMode: BlendMode = null;
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let tempPos = this.temp;
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let tempUv = this.temp2;
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let tempLight = this.temp3;
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let tempDark = this.temp4;
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let renderable: Renderable = this.renderable;
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let uvs: NumberArrayLike = null;
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let triangles: Array<number> = null;
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let drawOrder = skeleton.drawOrder;
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let attachmentColor: Color = null;
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let skeletonColor = skeleton.color;
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let vertexSize = twoColorTint ? 12 : 8;
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let inRange = false;
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if (slotRangeStart == -1) inRange = true;
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for (let i = 0, n = drawOrder.length; i < n; i++) {
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let clippedVertexSize = clipper.isClipping() ? 2 : vertexSize;
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let slot = drawOrder[i];
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if (!slot.bone.active) {
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clipper.clipEndWithSlot(slot);
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continue;
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}
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if (slotRangeStart >= 0 && slotRangeStart == slot.data.index) {
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inRange = true;
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}
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if (!inRange) {
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clipper.clipEndWithSlot(slot);
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continue;
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}
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if (slotRangeEnd >= 0 && slotRangeEnd == slot.data.index) {
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inRange = false;
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}
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let attachment = slot.getAttachment();
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let texture: GLTexture = null;
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if (attachment instanceof RegionAttachment) {
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let region = <RegionAttachment>attachment;
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renderable.vertices = this.vertices;
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renderable.numVertices = 4;
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renderable.numFloats = clippedVertexSize << 2;
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region.computeWorldVertices(slot.bone, renderable.vertices, 0, clippedVertexSize);
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triangles = SkeletonRenderer.QUAD_TRIANGLES;
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uvs = region.uvs;
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texture = <GLTexture>(<TextureAtlasRegion>region.region.renderObject).page.texture;
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attachmentColor = region.color;
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} else if (attachment instanceof MeshAttachment) {
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let mesh = <MeshAttachment>attachment;
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renderable.vertices = this.vertices;
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renderable.numVertices = (mesh.worldVerticesLength >> 1);
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renderable.numFloats = renderable.numVertices * clippedVertexSize;
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if (renderable.numFloats > renderable.vertices.length) {
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renderable.vertices = this.vertices = Utils.newFloatArray(renderable.numFloats);
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}
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mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, renderable.vertices, 0, clippedVertexSize);
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triangles = mesh.triangles;
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texture = <GLTexture>(<TextureAtlasRegion>mesh.region.renderObject).page.texture;
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uvs = mesh.uvs;
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attachmentColor = mesh.color;
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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 {
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clipper.clipEndWithSlot(slot);
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continue;
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}
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if (texture) {
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let slotColor = slot.color;
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let finalColor = this.tempColor;
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finalColor.r = skeletonColor.r * slotColor.r * attachmentColor.r;
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finalColor.g = skeletonColor.g * slotColor.g * attachmentColor.g;
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finalColor.b = skeletonColor.b * slotColor.b * attachmentColor.b;
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finalColor.a = skeletonColor.a * slotColor.a * attachmentColor.a;
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if (premultipliedAlpha) {
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finalColor.r *= finalColor.a;
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finalColor.g *= finalColor.a;
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finalColor.b *= finalColor.a;
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}
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let darkColor = this.tempColor2;
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if (!slot.darkColor)
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darkColor.set(0, 0, 0, 1.0);
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else {
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if (premultipliedAlpha) {
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darkColor.r = slot.darkColor.r * finalColor.a;
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darkColor.g = slot.darkColor.g * finalColor.a;
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darkColor.b = slot.darkColor.b * finalColor.a;
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} else {
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darkColor.setFromColor(slot.darkColor);
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}
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darkColor.a = premultipliedAlpha ? 1.0 : 0.0;
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}
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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(
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WebGLBlendModeConverter.getSourceColorGLBlendMode(blendMode, premultipliedAlpha),
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WebGLBlendModeConverter.getSourceAlphaGLBlendMode(blendMode),
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WebGLBlendModeConverter.getDestGLBlendMode(blendMode));
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}
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if (clipper.isClipping()) {
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clipper.clipTriangles(renderable.vertices, renderable.numFloats, triangles, triangles.length, uvs, finalColor, darkColor, twoColorTint);
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let clippedVertices = new Float32Array(clipper.clippedVertices);
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let clippedTriangles = clipper.clippedTriangles;
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if (this.vertexEffect) {
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let vertexEffect = this.vertexEffect;
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let verts = clippedVertices;
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if (!twoColorTint) {
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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.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]);
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tempUv.x = verts[v + 6];
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tempUv.y = verts[v + 7];
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tempDark.set(0, 0, 0, 0);
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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 = 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.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]);
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tempUv.x = verts[v + 6];
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tempUv.y = verts[v + 7];
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tempDark.set(verts[v + 8], verts[v + 9], verts[v + 10], verts[v + 11]);
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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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verts[v + 8] = tempDark.r;
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verts[v + 9] = tempDark.g;
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verts[v + 10] = tempDark.b;
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verts[v + 11] = tempDark.a;
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}
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}
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}
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batcher.draw(texture, clippedVertices, clippedTriangles);
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} else {
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let verts = renderable.vertices;
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if (this.vertexEffect) {
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let vertexEffect = this.vertexEffect;
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if (!twoColorTint) {
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for (let v = 0, u = 0, n = renderable.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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tempUv.x = uvs[u];
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tempUv.y = uvs[u + 1]
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tempLight.setFromColor(finalColor);
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tempDark.set(0, 0, 0, 0);
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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 = 0, u = 0, n = renderable.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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tempUv.x = uvs[u];
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tempUv.y = uvs[u + 1]
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tempLight.setFromColor(finalColor);
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tempDark.setFromColor(darkColor);
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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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verts[v + 8] = tempDark.r;
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verts[v + 9] = tempDark.g;
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verts[v + 10] = tempDark.b;
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verts[v + 11] = tempDark.a;
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}
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}
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} else {
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if (!twoColorTint) {
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for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
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verts[v] = finalColor.r;
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verts[v + 1] = finalColor.g;
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verts[v + 2] = finalColor.b;
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verts[v + 3] = finalColor.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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} else {
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for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
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verts[v] = finalColor.r;
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verts[v + 1] = finalColor.g;
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verts[v + 2] = finalColor.b;
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verts[v + 3] = finalColor.a;
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verts[v + 4] = uvs[u];
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verts[v + 5] = uvs[u + 1];
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verts[v + 6] = darkColor.r;
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verts[v + 7] = darkColor.g;
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verts[v + 8] = darkColor.b;
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verts[v + 9] = darkColor.a;
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}
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}
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}
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let view = (renderable.vertices as Float32Array).subarray(0, renderable.numFloats);
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batcher.draw(texture, view, triangles);
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}
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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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}
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}
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