mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
164 lines
6.6 KiB
TypeScript
164 lines
6.6 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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module spine.webgl {
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export class SkeletonRenderer {
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static VERTEX_SIZE = 2 + 2 + 4;
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static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
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premultipliedAlpha = false;
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private gl: WebGLRenderingContext;
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private tempColor = new Color();
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private vertices = Utils.newFloatArray(SkeletonRenderer.VERTEX_SIZE * 1024);
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constructor (gl: WebGLRenderingContext) {
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this.gl = gl;
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}
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draw (batcher: PolygonBatcher, skeleton: Skeleton) {
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let premultipliedAlpha = this.premultipliedAlpha;
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let blendMode: BlendMode = null;
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let vertices: ArrayLike<number> = null;
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let triangles: Array<number> = null;
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let drawOrder = skeleton.drawOrder;
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for (let i = 0, n = drawOrder.length; i < n; i++) {
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let slot = drawOrder[i];
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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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vertices = this.computeRegionVertices(slot, region, premultipliedAlpha);
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triangles = SkeletonRenderer.QUAD_TRIANGLES;
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texture = <GLTexture>(<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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vertices = this.computeMeshVertices(slot, mesh, premultipliedAlpha);
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triangles = mesh.triangles;
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texture = <GLTexture>(<TextureAtlasRegion>mesh.region.renderObject).texture;
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} else continue;
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if (texture != null) {
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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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batcher.draw(texture, vertices, triangles);
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}
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}
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}
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computeRegionVertices(slot: Slot, region: RegionAttachment, pma: boolean) {
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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 regionColor = region.color;
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let alpha = skeletonColor.a * slotColor.a * regionColor.a;
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let multiplier = pma ? alpha : 1;
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let color = this.tempColor;
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color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier,
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skeletonColor.g * slotColor.g * regionColor.g * multiplier,
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skeletonColor.b * slotColor.b * regionColor.b * multiplier,
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alpha);
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region.computeWorldVertices(slot.bone, this.vertices, 0, SkeletonRenderer.VERTEX_SIZE);
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let vertices = this.vertices;
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let uvs = region.uvs;
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vertices[RegionAttachment.C1R] = color.r;
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vertices[RegionAttachment.C1G] = color.g;
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vertices[RegionAttachment.C1B] = color.b;
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vertices[RegionAttachment.C1A] = color.a;
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vertices[RegionAttachment.U1] = uvs[0];
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vertices[RegionAttachment.V1] = uvs[1];
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vertices[RegionAttachment.C2R] = color.r;
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vertices[RegionAttachment.C2G] = color.g;
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vertices[RegionAttachment.C2B] = color.b;
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vertices[RegionAttachment.C2A] = color.a;
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vertices[RegionAttachment.U2] = uvs[2];
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vertices[RegionAttachment.V2] = uvs[3];
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vertices[RegionAttachment.C3R] = color.r;
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vertices[RegionAttachment.C3G] = color.g;
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vertices[RegionAttachment.C3B] = color.b;
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vertices[RegionAttachment.C3A] = color.a;
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vertices[RegionAttachment.U3] = uvs[4];
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vertices[RegionAttachment.V3] = uvs[5];
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vertices[RegionAttachment.C4R] = color.r;
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vertices[RegionAttachment.C4G] = color.g;
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vertices[RegionAttachment.C4B] = color.b;
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vertices[RegionAttachment.C4A] = color.a;
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vertices[RegionAttachment.U4] = uvs[6];
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vertices[RegionAttachment.V4] = uvs[7];
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return vertices;
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}
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computeMeshVertices(slot: Slot, mesh: MeshAttachment, pma: boolean) {
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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 regionColor = mesh.color;
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let alpha = skeletonColor.a * slotColor.a * regionColor.a;
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let multiplier = pma ? alpha : 1;
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let color = this.tempColor;
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color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier,
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skeletonColor.g * slotColor.g * regionColor.g * multiplier,
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skeletonColor.b * slotColor.b * regionColor.b * multiplier,
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alpha);
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let numVertices = mesh.worldVerticesLength / 2;
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if (this.vertices.length < mesh.worldVerticesLength) {
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this.vertices = Utils.newFloatArray(mesh.worldVerticesLength);
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}
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let vertices = this.vertices;
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mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, SkeletonRenderer.VERTEX_SIZE);
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let uvs = mesh.uvs;
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for (let i = 0, n = numVertices, u = 0, v = 2; i < n; i++) {
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vertices[v++] = color.r;
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vertices[v++] = color.g;
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vertices[v++] = color.b;
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vertices[v++] = color.a;
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vertices[v++] = uvs[u++];
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vertices[v++] = uvs[u++];
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v += 2;
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}
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return vertices;
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}
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}
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}
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