Mario Zechner 78e8f637bb Merge branch '4.0' into 4.1-beta
# Conflicts:
#	spine-ts/package-lock.json
#	spine-ts/package.json
#	spine-ts/spine-canvas/package.json
#	spine-ts/spine-core/package.json
#	spine-ts/spine-player/package.json
#	spine-ts/spine-threejs/package.json
#	spine-ts/spine-webgl/package.json
2022-03-21 19:32:37 +01:00

321 lines
11 KiB
TypeScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, 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 { AnimationState, AnimationStateData, BlendMode, ClippingAttachment, Color, MeshAttachment, NumberArrayLike, RegionAttachment, Skeleton, SkeletonClipping, SkeletonData, TextureAtlasRegion, Utils, Vector2, VertexEffect } from "@esotericsoftware/spine-core";
import { MeshBatcher } from "./MeshBatcher";
import * as THREE from "three";
import { ThreeJsTexture } from "./ThreeJsTexture";
export type SkeletonMeshMaterialParametersCustomizer = (materialParameters: THREE.ShaderMaterialParameters) => void;
export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
constructor (customizer: SkeletonMeshMaterialParametersCustomizer) {
let vertexShader = `
attribute vec4 color;
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 parameters: THREE.ShaderMaterialParameters = {
uniforms: {
map: { value: null },
},
vertexShader: vertexShader,
fragmentShader: fragmentShader,
side: THREE.DoubleSide,
transparent: true,
depthWrite: false,
alphaTest: 0.0
};
customizer(parameters);
if (parameters.alphaTest > 0) {
parameters.defines = { "USE_SPINE_ALPHATEST": 1 };
parameters.uniforms["alphaTest"] = { value: parameters.alphaTest };
}
super(parameters);
};
}
export class SkeletonMesh extends THREE.Object3D {
tempPos: Vector2 = new Vector2();
tempUv: Vector2 = new Vector2();
tempLight = new Color();
tempDark = new Color();
skeleton: Skeleton;
state: AnimationState;
zOffset: number = 0.1;
vertexEffect: VertexEffect;
private batches = new Array<MeshBatcher>();
private nextBatchIndex = 0;
private clipper: SkeletonClipping = new SkeletonClipping();
static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
static VERTEX_SIZE = 2 + 2 + 4;
private vertices = Utils.newFloatArray(1024);
private tempColor = new Color();
constructor (skeletonData: SkeletonData, private materialCustomerizer: SkeletonMeshMaterialParametersCustomizer = (material) => { }) {
super();
this.skeleton = new Skeleton(skeletonData);
let animData = new AnimationStateData(skeletonData);
this.state = new AnimationState(animData);
}
update (deltaTime: number) {
let state = this.state;
let skeleton = this.skeleton;
state.update(deltaTime);
state.apply(skeleton);
skeleton.updateWorldTransform();
this.updateGeometry();
}
dispose () {
for (var i = 0; i < this.batches.length; i++) {
this.batches[i].dispose();
}
}
private clearBatches () {
for (var i = 0; i < this.batches.length; i++) {
this.batches[i].clear();
this.batches[i].visible = false;
}
this.nextBatchIndex = 0;
}
private nextBatch () {
if (this.batches.length == this.nextBatchIndex) {
let batch = new MeshBatcher(10920, this.materialCustomerizer);
this.add(batch);
this.batches.push(batch);
}
let batch = this.batches[this.nextBatchIndex++];
batch.visible = true;
return batch;
}
private updateGeometry () {
this.clearBatches();
let tempPos = this.tempPos;
let tempUv = this.tempUv;
let tempLight = this.tempLight;
let tempDark = this.tempDark;
var numVertices = 0;
var verticesLength = 0;
var indicesLength = 0;
let blendMode: BlendMode = null;
let clipper = this.clipper;
let vertices: NumberArrayLike = this.vertices;
let triangles: Array<number> = null;
let uvs: NumberArrayLike = null;
let drawOrder = this.skeleton.drawOrder;
let batch = this.nextBatch();
batch.begin();
let z = 0;
let zOffset = this.zOffset;
for (let i = 0, n = drawOrder.length; i < n; i++) {
let vertexSize = clipper.isClipping() ? 2 : SkeletonMesh.VERTEX_SIZE;
let slot = drawOrder[i];
if (!slot.bone.active) {
clipper.clipEndWithSlot(slot);
continue;
}
let attachment = slot.getAttachment();
let attachmentColor: Color = null;
let texture: ThreeJsTexture = null;
let numFloats = 0;
if (attachment instanceof RegionAttachment) {
let region = <RegionAttachment>attachment;
attachmentColor = region.color;
vertices = this.vertices;
numFloats = vertexSize * 4;
region.computeWorldVertices(slot, vertices, 0, vertexSize);
triangles = SkeletonMesh.QUAD_TRIANGLES;
uvs = region.uvs;
texture = <ThreeJsTexture>(<TextureAtlasRegion>region.region.renderObject).page.texture;
} else if (attachment instanceof MeshAttachment) {
let mesh = <MeshAttachment>attachment;
attachmentColor = mesh.color;
vertices = this.vertices;
numFloats = (mesh.worldVerticesLength >> 1) * vertexSize;
if (numFloats > vertices.length) {
vertices = this.vertices = Utils.newFloatArray(numFloats);
}
mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, vertexSize);
triangles = mesh.triangles;
uvs = mesh.uvs;
texture = <ThreeJsTexture>(<TextureAtlasRegion>mesh.region.renderObject).page.texture;
} else if (attachment instanceof ClippingAttachment) {
let clip = <ClippingAttachment>(attachment);
clipper.clipStart(slot, clip);
continue;
} else {
clipper.clipEndWithSlot(slot);
continue;
}
if (texture != null) {
let skeleton = slot.bone.skeleton;
let skeletonColor = skeleton.color;
let slotColor = slot.color;
let alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
let color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * attachmentColor.r,
skeletonColor.g * slotColor.g * attachmentColor.g,
skeletonColor.b * slotColor.b * attachmentColor.b,
alpha);
let finalVertices: NumberArrayLike;
let finalVerticesLength: number;
let finalIndices: NumberArrayLike;
let finalIndicesLength: number;
if (clipper.isClipping()) {
clipper.clipTriangles(vertices, numFloats, triangles, triangles.length, uvs, color, null, false);
let clippedVertices = clipper.clippedVertices;
let clippedTriangles = clipper.clippedTriangles;
if (this.vertexEffect != null) {
let vertexEffect = this.vertexEffect;
let verts = clippedVertices;
for (let v = 0, n = clippedVertices.length; v < n; v += vertexSize) {
tempPos.x = verts[v];
tempPos.y = verts[v + 1];
tempLight.setFromColor(color);
tempDark.set(0, 0, 0, 0);
tempUv.x = verts[v + 6];
tempUv.y = verts[v + 7];
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
verts[v] = tempPos.x;
verts[v + 1] = tempPos.y;
verts[v + 2] = tempLight.r;
verts[v + 3] = tempLight.g;
verts[v + 4] = tempLight.b;
verts[v + 5] = tempLight.a;
verts[v + 6] = tempUv.x;
verts[v + 7] = tempUv.y;
}
}
finalVertices = clippedVertices;
finalVerticesLength = clippedVertices.length;
finalIndices = clippedTriangles;
finalIndicesLength = clippedTriangles.length;
} else {
let verts = vertices;
if (this.vertexEffect != null) {
let vertexEffect = this.vertexEffect;
for (let v = 0, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
tempPos.x = verts[v];
tempPos.y = verts[v + 1];
tempLight.setFromColor(color);
tempDark.set(0, 0, 0, 0);
tempUv.x = uvs[u];
tempUv.y = uvs[u + 1];
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
verts[v] = tempPos.x;
verts[v + 1] = tempPos.y;
verts[v + 2] = tempLight.r;
verts[v + 3] = tempLight.g;
verts[v + 4] = tempLight.b;
verts[v + 5] = tempLight.a;
verts[v + 6] = tempUv.x;
verts[v + 7] = tempUv.y;
}
} else {
for (let v = 2, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
verts[v] = color.r;
verts[v + 1] = color.g;
verts[v + 2] = color.b;
verts[v + 3] = color.a;
verts[v + 4] = uvs[u];
verts[v + 5] = uvs[u + 1];
}
}
finalVertices = vertices;
finalVerticesLength = numFloats;
finalIndices = triangles;
finalIndicesLength = triangles.length;
}
if (finalVerticesLength == 0 || finalIndicesLength == 0) {
clipper.clipEndWithSlot(slot);
continue;
}
// Start new batch if this one can't hold vertices/indices
if (!batch.canBatch(finalVerticesLength, finalIndicesLength)) {
batch.end();
batch = this.nextBatch();
batch.begin();
}
const slotBlendMode = slot.data.blendMode;
const slotTexture = texture.texture;
const materialGroup = batch.findMaterialGroup(slotTexture, slotBlendMode);
batch.addMaterialGroup(finalIndicesLength, materialGroup);
batch.batch(finalVertices, finalVerticesLength, finalIndices, finalIndicesLength, z);
z += zOffset;
}
clipper.clipEndWithSlot(slot);
}
clipper.clipEnd();
batch.end();
}
}