305 lines
11 KiB
TypeScript

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
module spine.threejs {
export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
constructor () {
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;
varying vec2 vUv;
varying vec4 vColor;
void main(void) {
gl_FragColor = texture2D(map, vUv)*vColor;
}
`;
let parameters: THREE.ShaderMaterialParameters = {
uniforms: {
map: { type: "t", value: null }
},
vertexShader: vertexShader,
fragmentShader: fragmentShader,
side: THREE.DoubleSide,
transparent: true,
alphaTest: 0.5
};
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) {
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();
}
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();
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: ArrayLike<number> = this.vertices;
let triangles: Array<number> = null;
let uvs: ArrayLike<number> = 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];
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.bone, vertices, 0, vertexSize);
triangles = SkeletonMesh.QUAD_TRIANGLES;
uvs = region.uvs;
texture = <ThreeJsTexture>(<TextureAtlasRegion>region.region.renderObject).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 = spine.Utils.newFloatArray(numFloats);
}
mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, vertexSize);
triangles = mesh.triangles;
uvs = mesh.uvs;
texture = <ThreeJsTexture>(<TextureAtlasRegion>mesh.region.renderObject).texture;
} else if (attachment instanceof ClippingAttachment) {
let clip = <ClippingAttachment>(attachment);
clipper.clipStart(slot, clip);
continue;
} else 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: ArrayLike<number>;
let finalVerticesLength: number;
let finalIndices: ArrayLike<number>;
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)
continue;
// Start new batch if this one can't hold vertices/indices
if (!batch.canBatch(finalVerticesLength, finalIndicesLength)) {
batch.end();
batch = this.nextBatch();
batch.begin();
}
// FIXME per slot blending would require multiple material support
//let slotBlendMode = slot.data.blendMode;
//if (slotBlendMode != blendMode) {
// blendMode = slotBlendMode;
// batcher.setBlendMode(getSourceGLBlendMode(this._gl, blendMode, premultipliedAlpha), getDestGLBlendMode(this._gl, blendMode));
//}
let batchMaterial = <SkeletonMeshMaterial>batch.material;
if (batchMaterial.uniforms.map.value == null) {
batchMaterial.uniforms.map.value = texture.texture;
}
if (batchMaterial.uniforms.map.value != texture.texture) {
batch.end();
batch = this.nextBatch();
batch.begin();
batchMaterial = <SkeletonMeshMaterial>batch.material;
batchMaterial.uniforms.map.value = texture.texture;
}
batchMaterial.needsUpdate = true;
batch.batch(finalVertices, finalVerticesLength, finalIndices, finalIndicesLength, z);
z += zOffset;
}
clipper.clipEndWithSlot(slot);
}
clipper.clipEnd();
batch.end();
}
}
}