mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 01:06:00 +08:00
411 lines
13 KiB
TypeScript
411 lines
13 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, 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 { BlendMode } from "@esotericsoftware/spine-core";
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import * as THREE from "three"
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import { SkeletonMesh } from "./SkeletonMesh.js";
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import { ThreeBlendOptions, ThreeJsTexture } from "./ThreeJsTexture.js";
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export type MaterialWithMap = THREE.Material & { map: THREE.Texture | null };
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export class MeshBatcher extends THREE.Mesh {
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public static MAX_VERTICES = 10920;
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private vertexSize = 9;
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private vertexBuffer: THREE.InterleavedBuffer;
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private vertices: Float32Array;
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private verticesLength = 0;
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private indices: Uint16Array;
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private indicesLength = 0;
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private materialGroups: [number, number, number][] = [];
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constructor (
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maxVertices: number = MeshBatcher.MAX_VERTICES,
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private materialFactory: (parameters: THREE.MaterialParameters) => MaterialWithMap,
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private twoColorTint = true,
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) {
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super();
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if (maxVertices > MeshBatcher.MAX_VERTICES) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
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if (twoColorTint) {
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this.vertexSize += 3;
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}
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this.vertices = new Float32Array(maxVertices * this.vertexSize);
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this.indices = new Uint16Array(maxVertices * 3);
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const normals = new Float32Array(maxVertices * 3);
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for (let i = 0; i < maxVertices * 3; i += 3) {
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normals[i] = 0;
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normals[i + 1] = 0;
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normals[i + 2] = -1;
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}
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const vertexBuffer = new THREE.InterleavedBuffer(this.vertices, this.vertexSize)
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this.vertexBuffer = vertexBuffer;
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this.vertexBuffer.usage = WebGLRenderingContext.DYNAMIC_DRAW;
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const geo = new THREE.BufferGeometry();
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geo.setAttribute("position", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0, false));
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geo.setAttribute("color", new THREE.InterleavedBufferAttribute(vertexBuffer, 4, 3, false));
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geo.setAttribute("uv", new THREE.InterleavedBufferAttribute(vertexBuffer, 2, 7, false));
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if (twoColorTint)
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geo.setAttribute("darkcolor", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 9, false));
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const normalBuffer = new THREE.BufferAttribute(normals, 3);
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normalBuffer.usage = WebGLRenderingContext.STATIC_DRAW;
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geo.setAttribute("normal", normalBuffer);
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const indexBuffer = new THREE.BufferAttribute(this.indices, 1);
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indexBuffer.usage = WebGLRenderingContext.DYNAMIC_DRAW;
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geo.setIndex(indexBuffer);
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geo.drawRange.start = 0;
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geo.drawRange.count = 0;
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this.geometry = geo;
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this.material = [];
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}
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dispose () {
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this.geometry.dispose();
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if (this.material instanceof THREE.Material)
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this.material.dispose();
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else if (this.material) {
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for (let i = 0; i < this.material.length; i++) {
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let material = this.material[i];
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if (material instanceof THREE.Material)
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material.dispose();
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}
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}
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}
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clear () {
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let geo = (<THREE.BufferGeometry>this.geometry);
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geo.drawRange.start = 0;
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geo.drawRange.count = 0;
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geo.clearGroups();
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this.materialGroups = [];
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if (this.material instanceof THREE.Material) {
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const meshMaterial = this.material as MaterialWithMap;
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meshMaterial.map = null;
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meshMaterial.blending = THREE.NormalBlending;
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} else if (Array.isArray(this.material)) {
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for (let i = 0; i < this.material.length; i++) {
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const meshMaterial = this.material[i] as MaterialWithMap;
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meshMaterial.map = null;
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meshMaterial.blending = THREE.NormalBlending;
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}
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}
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return this;
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}
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begin () {
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this.verticesLength = 0;
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this.indicesLength = 0;
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}
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canBatch (numVertices: number, numIndices: number) {
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if (this.indicesLength + numIndices >= this.indices.byteLength / 2) return false;
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if (this.verticesLength / this.vertexSize + numVertices >= (this.vertices.byteLength / 4) / this.vertexSize) return false;
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return true;
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}
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batch (vertices: ArrayLike<number>, verticesLength: number, indices: ArrayLike<number>, indicesLength: number, z: number = 0) {
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let indexStart = this.verticesLength / this.vertexSize;
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let vertexBuffer = this.vertices;
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let i = this.verticesLength;
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let j = 0;
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if (this.twoColorTint) {
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for (; j < verticesLength;) {
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vertexBuffer[i++] = vertices[j++]; // x
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vertexBuffer[i++] = vertices[j++]; // y
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vertexBuffer[i++] = z; // z
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vertexBuffer[i++] = vertices[j++]; // r
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vertexBuffer[i++] = vertices[j++]; // g
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vertexBuffer[i++] = vertices[j++]; // b
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vertexBuffer[i++] = vertices[j++]; // a
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vertexBuffer[i++] = vertices[j++]; // u
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vertexBuffer[i++] = vertices[j++]; // v
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vertexBuffer[i++] = vertices[j++]; // dark r
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vertexBuffer[i++] = vertices[j++]; // dark g
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vertexBuffer[i++] = vertices[j++]; // dark b
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j++;
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}
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} else {
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for (; j < verticesLength;) {
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vertexBuffer[i++] = vertices[j++]; // x
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vertexBuffer[i++] = vertices[j++]; // y
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vertexBuffer[i++] = z; // z
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vertexBuffer[i++] = vertices[j++]; // r
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vertexBuffer[i++] = vertices[j++]; // g
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vertexBuffer[i++] = vertices[j++]; // b
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vertexBuffer[i++] = vertices[j++]; // a
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vertexBuffer[i++] = vertices[j++]; // u
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vertexBuffer[i++] = vertices[j++]; // v
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}
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}
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this.verticesLength = i;
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let indicesArray = this.indices;
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for (i = this.indicesLength, j = 0; j < indicesLength; i++, j++)
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indicesArray[i] = indices[j] + indexStart;
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this.indicesLength += indicesLength;
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}
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end () {
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this.vertexBuffer.needsUpdate = this.verticesLength > 0;
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this.vertexBuffer.addUpdateRange(0, this.verticesLength);
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const geo = (<THREE.BufferGeometry>this.geometry);
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this.closeMaterialGroups();
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const index = geo.getIndex();
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if (!index) throw new Error("BufferAttribute must not be null.");
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index.needsUpdate = this.indicesLength > 0;
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index.addUpdateRange(0, this.indicesLength);
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geo.drawRange.start = 0;
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geo.drawRange.count = this.indicesLength;
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}
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addMaterialGroup (indicesLength: number, materialGroup: number) {
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const currentGroup = this.materialGroups[this.materialGroups.length - 1];
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if (currentGroup === undefined || currentGroup[2] !== materialGroup) {
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this.materialGroups.push([this.indicesLength, indicesLength, materialGroup]);
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} else {
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currentGroup[1] += indicesLength;
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}
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}
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private closeMaterialGroups () {
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const geometry = this.geometry as THREE.BufferGeometry;
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for (let i = 0; i < this.materialGroups.length; i++) {
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const [startIndex, count, materialGroup] = this.materialGroups[i];
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geometry.addGroup(startIndex, count, materialGroup);
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}
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}
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findMaterialGroup (slotTexture: THREE.Texture, slotBlendMode: BlendMode) {
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const blendingObject = ThreeJsTexture.toThreeJsBlending(slotBlendMode);
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let group = -1;
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if (Array.isArray(this.material)) {
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for (let i = 0; i < this.material.length; i++) {
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const meshMaterial = this.material[i] as MaterialWithMap;
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if (!meshMaterial.map) {
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updateMeshMaterial(meshMaterial, slotTexture, blendingObject);
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return i;
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}
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if (meshMaterial.map === slotTexture
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&& blendingObject.blending === meshMaterial.blending
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&& (blendingObject.blendSrc === undefined || blendingObject.blendSrc === meshMaterial.blendSrc)
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&& (blendingObject.blendDst === undefined || blendingObject.blendDst === meshMaterial.blendDst)
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&& (blendingObject.blendSrcAlpha === undefined || blendingObject.blendSrcAlpha === meshMaterial.blendSrcAlpha)
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&& (blendingObject.blendDstAlpha === undefined || blendingObject.blendDstAlpha === meshMaterial.blendDstAlpha)
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) {
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return i;
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}
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}
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const meshMaterial = this.newMaterial();
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updateMeshMaterial(meshMaterial as MaterialWithMap, slotTexture, blendingObject);
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this.material.push(meshMaterial);
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group = this.material.length - 1;
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} else {
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throw new Error("MeshBatcher.material needs to be an array for geometry groups to work");
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}
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return group;
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}
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private newMaterial (): MaterialWithMap {
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const meshMaterial = this.materialFactory(SkeletonMesh.DEFAULT_MATERIAL_PARAMETERS);
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if (!('map' in meshMaterial)) {
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throw new Error("The material factory must return a material having the map property for the texture.");
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}
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if (meshMaterial instanceof SkeletonMeshMaterial) {
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return meshMaterial;
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}
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if (this.twoColorTint) {
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meshMaterial.defines = {
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...meshMaterial.defines,
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USE_SPINE_DARK_TINT: 1,
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}
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}
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meshMaterial.onBeforeCompile = spineOnBeforeCompile;
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return meshMaterial;
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}
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}
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const spineOnBeforeCompile = (shader: THREE.WebGLProgramParametersWithUniforms) => {
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let code;
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// VERTEX SHADER MODIFICATIONS
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// Add dark color attribute
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shader.vertexShader = `
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#if defined( USE_SPINE_DARK_TINT )
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attribute vec3 darkcolor;
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#endif
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` + shader.vertexShader;
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// Add dark color attribute
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code = `
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#if defined( USE_SPINE_DARK_TINT )
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varying vec3 v_dark;
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#endif
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`;
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shader.vertexShader = insertAfterElementInShader(shader.vertexShader, '#include <color_pars_vertex>', code);
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// Define v_dark varying
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code = `
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#if defined( USE_SPINE_DARK_TINT )
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v_dark = vec3( 1.0 );
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v_dark *= darkcolor;
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#endif
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`;
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shader.vertexShader = insertAfterElementInShader(shader.vertexShader, '#include <color_vertex>', code);
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// FRAGMENT SHADER MODIFICATIONS
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// Define v_dark varying
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code = `
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#ifdef USE_SPINE_DARK_TINT
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varying vec3 v_dark;
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#endif
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`;
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shader.fragmentShader = insertAfterElementInShader(shader.fragmentShader, '#include <color_pars_fragment>', code);
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// Replacing color_fragment with the addition of dark tint formula if twoColorTint is true
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shader.fragmentShader = shader.fragmentShader.replace(
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'#include <color_fragment>',
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`
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#ifdef USE_SPINE_DARK_TINT
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#ifdef USE_COLOR_ALPHA
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diffuseColor.a *= vColor.a;
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diffuseColor.rgb = (diffuseColor.a - diffuseColor.rgb) * v_dark.rgb + diffuseColor.rgb * vColor.rgb;
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#endif
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#else
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#ifdef USE_COLOR_ALPHA
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diffuseColor *= vColor;
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#endif
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#endif
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`
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);
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// We had to remove this because we need premultiplied blending modes, but our textures are already premultiplied
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// We could actually create a custom blending mode for Normal and Additive too
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shader.fragmentShader = shader.fragmentShader.replace('#include <premultiplied_alpha_fragment>', '');
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// We had to remove this (and don't assign a color space to the texture) otherwise we would see artifacts on texture edges
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shader.fragmentShader = shader.fragmentShader.replace('#include <colorspace_fragment>', '');
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}
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function insertAfterElementInShader (shader: string, elementToFind: string, codeToInsert: string) {
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const index = shader.indexOf(elementToFind);
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const beforeToken = shader.slice(0, index + elementToFind.length);
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const afterToken = shader.slice(index + elementToFind.length);
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return beforeToken + codeToInsert + afterToken;
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}
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function updateMeshMaterial (meshMaterial: MaterialWithMap, slotTexture: THREE.Texture, blending: ThreeBlendOptions) {
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meshMaterial.map = slotTexture;
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Object.assign(meshMaterial, blending);
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meshMaterial.needsUpdate = true;
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}
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export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
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public get map (): THREE.Texture | null {
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return this.uniforms.map.value;
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}
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public set map (value: THREE.Texture | null) {
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this.uniforms.map.value = value;
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}
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constructor (parameters: THREE.ShaderMaterialParameters) {
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let vertexShader = `
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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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#ifdef USE_SPINE_ALPHATEST
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uniform float alphaTest;
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#endif
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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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#ifdef USE_SPINE_ALPHATEST
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if (gl_FragColor.a < alphaTest) discard;
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#endif
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}
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`;
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let uniforms = { map: { value: null } };
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if (parameters.uniforms) {
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uniforms = { ...parameters.uniforms, ...uniforms };
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}
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if (parameters.alphaTest && parameters.alphaTest > 0) {
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parameters.defines = { USE_SPINE_ALPHATEST: 1 };
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}
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super({
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vertexShader,
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fragmentShader,
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...parameters,
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uniforms,
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});
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}
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}
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