mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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120 lines
4.6 KiB
TypeScript
120 lines
4.6 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import type { IDarkTintElement } from "./DarkTintMesh";
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import { DarkTintBatchGeometry } from "./DarkTintBatchGeom";
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import type { ExtensionMetadata, Renderer, ViewableBuffer } from "@pixi/core";
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import { BatchRenderer, ExtensionType, BatchShaderGenerator, Color } from "@pixi/core";
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const vertex = `
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precision highp float;
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attribute vec2 aVertexPosition;
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attribute vec2 aTextureCoord;
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attribute vec4 aColor;
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attribute vec4 aDarkColor;
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attribute float aTextureId;
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uniform mat3 projectionMatrix;
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uniform mat3 translationMatrix;
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uniform vec4 tint;
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varying vec2 vTextureCoord;
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varying vec4 vColor;
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varying vec4 vDarkColor;
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varying float vTextureId;
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void main(void){
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gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
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vTextureCoord = aTextureCoord;
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vTextureId = aTextureId;
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vColor = aColor * tint;
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vDarkColor = aDarkColor * tint;
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}
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`;
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const fragment = `
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varying vec2 vTextureCoord;
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varying vec4 vColor;
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varying vec4 vDarkColor;
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varying float vTextureId;
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uniform sampler2D uSamplers[%count%];
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void main(void){
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vec4 color;
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%forloop%
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gl_FragColor.a = color.a * vColor.a;
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gl_FragColor.rgb = ((color.a - 1.0) * vDarkColor.a + 1.0 - color.rgb) * vDarkColor.rgb + color.rgb * vColor.rgb;
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}
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`;
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export class DarkTintRenderer extends BatchRenderer {
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public static override extension: ExtensionMetadata = {
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name: "darkTintBatch",
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type: ExtensionType.RendererPlugin,
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};
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constructor(renderer: Renderer) {
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super(renderer);
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this.shaderGenerator = new BatchShaderGenerator(vertex, fragment);
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this.geometryClass = DarkTintBatchGeometry;
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// Pixi's default 6 + 1 for uDarkTint. (this is size in _floats_. color is 4 bytes which roughly equals one float :P )
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this.vertexSize = 7;
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}
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public override packInterleavedGeometry(element: IDarkTintElement, attributeBuffer: ViewableBuffer, indexBuffer: Uint16Array, aIndex: number, iIndex: number): void {
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const { uint32View, float32View } = attributeBuffer;
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const packedVertices = aIndex / this.vertexSize;
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const uvs = element.uvs;
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const indicies = element.indices;
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const vertexData = element.vertexData;
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const textureId = element._texture.baseTexture._batchLocation;
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const alpha = Math.min(element.worldAlpha, 1.0);
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const argb = Color.shared.setValue(element._tintRGB).toPremultiplied(alpha, (element._texture.baseTexture.alphaMode ?? 0) > 0);
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const darkargb = Color.shared.setValue(element._darkTintRGB).toPremultiplied(alpha, (element._texture.baseTexture.alphaMode ?? 0) > 0);
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// lets not worry about tint! for now..
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for (let i = 0; i < vertexData.length; i += 2) {
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float32View[aIndex++] = vertexData[i];
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float32View[aIndex++] = vertexData[i + 1];
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float32View[aIndex++] = uvs[i];
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float32View[aIndex++] = uvs[i + 1];
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uint32View[aIndex++] = argb;
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uint32View[aIndex++] = darkargb;
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float32View[aIndex++] = textureId;
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}
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for (let i = 0; i < indicies.length; i++) {
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indexBuffer[iIndex++] = packedVertices + indicies[i];
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}
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}
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}
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