411 lines
13 KiB
TypeScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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 { BlendMode } from "@esotericsoftware/spine-core";
import * as THREE from "three"
import { SkeletonMesh } from "./SkeletonMesh.js";
import { ThreeBlendOptions, ThreeJsTexture } from "./ThreeJsTexture.js";
export type MaterialWithMap = THREE.Material & { map: THREE.Texture | null };
export class MeshBatcher extends THREE.Mesh {
public static MAX_VERTICES = 10920;
private vertexSize = 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 = MeshBatcher.MAX_VERTICES,
private materialFactory: (parameters: THREE.MaterialParameters) => MaterialWithMap,
private twoColorTint = true,
) {
super();
if (maxVertices > MeshBatcher.MAX_VERTICES) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
if (twoColorTint) {
this.vertexSize += 3;
}
this.vertices = new Float32Array(maxVertices * this.vertexSize);
this.indices = new Uint16Array(maxVertices * 3);
const normals = new Float32Array(maxVertices * 3);
for (let i = 0; i < maxVertices * 3; i += 3) {
normals[i] = 0;
normals[i + 1] = 0;
normals[i + 2] = -1;
}
const vertexBuffer = new THREE.InterleavedBuffer(this.vertices, this.vertexSize)
this.vertexBuffer = vertexBuffer;
this.vertexBuffer.usage = WebGLRenderingContext.DYNAMIC_DRAW;
const geo = new THREE.BufferGeometry();
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));
if (twoColorTint)
geo.setAttribute("darkcolor", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 9, false));
const normalBuffer = new THREE.BufferAttribute(normals, 3);
normalBuffer.usage = WebGLRenderingContext.STATIC_DRAW;
geo.setAttribute("normal", normalBuffer);
const indexBuffer = new THREE.BufferAttribute(this.indices, 1);
indexBuffer.usage = WebGLRenderingContext.DYNAMIC_DRAW;
geo.setIndex(indexBuffer);
geo.drawRange.start = 0;
geo.drawRange.count = 0;
this.geometry = geo;
this.material = [];
}
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 = (<THREE.BufferGeometry>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 MaterialWithMap;
meshMaterial.map = 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 MaterialWithMap;
meshMaterial.map = 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 / this.vertexSize + numVertices >= (this.vertices.byteLength / 4) / this.vertexSize) return false;
return true;
}
batch (vertices: ArrayLike<number>, verticesLength: number, indices: ArrayLike<number>, indicesLength: number, z: number = 0) {
let indexStart = this.verticesLength / this.vertexSize;
let vertexBuffer = this.vertices;
let i = this.verticesLength;
let j = 0;
if (this.twoColorTint) {
for (; j < verticesLength;) {
vertexBuffer[i++] = vertices[j++]; // x
vertexBuffer[i++] = vertices[j++]; // y
vertexBuffer[i++] = z; // z
vertexBuffer[i++] = vertices[j++]; // r
vertexBuffer[i++] = vertices[j++]; // g
vertexBuffer[i++] = vertices[j++]; // b
vertexBuffer[i++] = vertices[j++]; // a
vertexBuffer[i++] = vertices[j++]; // u
vertexBuffer[i++] = vertices[j++]; // v
vertexBuffer[i++] = vertices[j++]; // dark r
vertexBuffer[i++] = vertices[j++]; // dark g
vertexBuffer[i++] = vertices[j++]; // dark b
j++;
}
} else {
for (; j < verticesLength;) {
vertexBuffer[i++] = vertices[j++]; // x
vertexBuffer[i++] = vertices[j++]; // y
vertexBuffer[i++] = z; // z
vertexBuffer[i++] = vertices[j++]; // r
vertexBuffer[i++] = vertices[j++]; // g
vertexBuffer[i++] = vertices[j++]; // b
vertexBuffer[i++] = vertices[j++]; // a
vertexBuffer[i++] = vertices[j++]; // u
vertexBuffer[i++] = vertices[j++]; // v
}
}
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.addUpdateRange(0, this.verticesLength);
const geo = (<THREE.BufferGeometry>this.geometry);
this.closeMaterialGroups();
const index = geo.getIndex();
if (!index) throw new Error("BufferAttribute must not be null.");
index.needsUpdate = this.indicesLength > 0;
index.addUpdateRange(0, 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 blendingObject = 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 MaterialWithMap;
if (!meshMaterial.map) {
updateMeshMaterial(meshMaterial, slotTexture, blendingObject);
return i;
}
if (meshMaterial.map === slotTexture
&& blendingObject.blending === meshMaterial.blending
&& (blendingObject.blendSrc === undefined || blendingObject.blendSrc === meshMaterial.blendSrc)
&& (blendingObject.blendDst === undefined || blendingObject.blendDst === meshMaterial.blendDst)
&& (blendingObject.blendSrcAlpha === undefined || blendingObject.blendSrcAlpha === meshMaterial.blendSrcAlpha)
&& (blendingObject.blendDstAlpha === undefined || blendingObject.blendDstAlpha === meshMaterial.blendDstAlpha)
) {
return i;
}
}
const meshMaterial = this.newMaterial();
updateMeshMaterial(meshMaterial as MaterialWithMap, slotTexture, blendingObject);
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;
}
private newMaterial (): MaterialWithMap {
const meshMaterial = this.materialFactory(SkeletonMesh.DEFAULT_MATERIAL_PARAMETERS);
if (!('map' in meshMaterial)) {
throw new Error("The material factory must return a material having the map property for the texture.");
}
if (meshMaterial instanceof SkeletonMeshMaterial) {
return meshMaterial;
}
if (this.twoColorTint) {
meshMaterial.defines = {
...meshMaterial.defines,
USE_SPINE_DARK_TINT: 1,
}
}
meshMaterial.onBeforeCompile = spineOnBeforeCompile;
return meshMaterial;
}
}
const spineOnBeforeCompile = (shader: THREE.WebGLProgramParametersWithUniforms) => {
let code;
// VERTEX SHADER MODIFICATIONS
// Add dark color attribute
shader.vertexShader = `
#if defined( USE_SPINE_DARK_TINT )
attribute vec3 darkcolor;
#endif
` + shader.vertexShader;
// Add dark color attribute
code = `
#if defined( USE_SPINE_DARK_TINT )
varying vec3 v_dark;
#endif
`;
shader.vertexShader = insertAfterElementInShader(shader.vertexShader, '#include <color_pars_vertex>', code);
// Define v_dark varying
code = `
#if defined( USE_SPINE_DARK_TINT )
v_dark = vec3( 1.0 );
v_dark *= darkcolor;
#endif
`;
shader.vertexShader = insertAfterElementInShader(shader.vertexShader, '#include <color_vertex>', code);
// FRAGMENT SHADER MODIFICATIONS
// Define v_dark varying
code = `
#ifdef USE_SPINE_DARK_TINT
varying vec3 v_dark;
#endif
`;
shader.fragmentShader = insertAfterElementInShader(shader.fragmentShader, '#include <color_pars_fragment>', code);
// Replacing color_fragment with the addition of dark tint formula if twoColorTint is true
shader.fragmentShader = shader.fragmentShader.replace(
'#include <color_fragment>',
`
#ifdef USE_SPINE_DARK_TINT
#ifdef USE_COLOR_ALPHA
diffuseColor.a *= vColor.a;
diffuseColor.rgb = (diffuseColor.a - diffuseColor.rgb) * v_dark.rgb + diffuseColor.rgb * vColor.rgb;
#endif
#else
#ifdef USE_COLOR_ALPHA
diffuseColor *= vColor;
#endif
#endif
`
);
// We had to remove this because we need premultiplied blending modes, but our textures are already premultiplied
// We could actually create a custom blending mode for Normal and Additive too
shader.fragmentShader = shader.fragmentShader.replace('#include <premultiplied_alpha_fragment>', '');
// We had to remove this (and don't assign a color space to the texture) otherwise we would see artifacts on texture edges
shader.fragmentShader = shader.fragmentShader.replace('#include <colorspace_fragment>', '');
}
function insertAfterElementInShader (shader: string, elementToFind: string, codeToInsert: string) {
const index = shader.indexOf(elementToFind);
const beforeToken = shader.slice(0, index + elementToFind.length);
const afterToken = shader.slice(index + elementToFind.length);
return beforeToken + codeToInsert + afterToken;
}
function updateMeshMaterial (meshMaterial: MaterialWithMap, slotTexture: THREE.Texture, blending: ThreeBlendOptions) {
meshMaterial.map = slotTexture;
Object.assign(meshMaterial, blending);
meshMaterial.needsUpdate = true;
}
export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
public get map (): THREE.Texture | null {
return this.uniforms.map.value;
}
public set map (value: THREE.Texture | null) {
this.uniforms.map.value = value;
}
constructor (parameters: THREE.ShaderMaterialParameters) {
let vertexShader = `
varying vec2 vUv;
varying vec4 vColor;
void main() {
vUv = uv;
vColor = color;
gl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.0);
}
`;
let fragmentShader = `
uniform sampler2D map;
#ifdef USE_SPINE_ALPHATEST
uniform float alphaTest;
#endif
varying vec2 vUv;
varying vec4 vColor;
void main(void) {
gl_FragColor = texture2D(map, vUv)*vColor;
#ifdef USE_SPINE_ALPHATEST
if (gl_FragColor.a < alphaTest) discard;
#endif
}
`;
let uniforms = { map: { value: null } };
if (parameters.uniforms) {
uniforms = { ...parameters.uniforms, ...uniforms };
}
if (parameters.alphaTest && parameters.alphaTest > 0) {
parameters.defines = { USE_SPINE_ALPHATEST: 1 };
}
super({
vertexShader,
fragmentShader,
...parameters,
uniforms,
});
}
}