mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
* add v8 support to spine! * Renamed examples folder for consistency. * Gitignore dist. * Tsconfig. * Package json. * Modification due to strictNullChecks=true. * Run tsfmt. * Use clipper.clipTriangles not deprecated version. * Aligned example to spine-pixi (v7). * Fix clipping dark tint wrong param. * Removed useless clipper. * Push texture issue repro example * fix attachment.uvs by copying them * SlotObject alpha connected to skeleton and slot alpha. * add topology for future v8 release * Dark tint rendered is enabled if at least one slot has dark tint, or by configuration. Fixed clipping while using dark tint. * Optimized clipping by using clipTrianglesUnpacked. * Repro example for clipping issue. * Aligned constructor and from signature of spine-pixi(-v7) to v8. Deprecated old signatures. * Removed useless function. * Fixed clipping issue flagging attachment as dirty if indices change. * Clipping attachments clip slot object through Pixi Graphics masks. * Add autoUpdate in SpineFromOptions * Added javadoc to pixiv8 * Updated pixi7 examples to use SpineFromOptions interface * Aligned atlas loader to use texturePreference for bundles. * Add pool to manage slot objects masks * Fixed minor issues with SpineDebugRenderer * Aligned spine-pixi-v8 with latest spine-core * Updated build and publish script --------- Co-authored-by: Davide Tantillo <iamdjj@gmail.com>
46 lines
911 B
TypeScript
46 lines
911 B
TypeScript
import {
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colorBit,
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colorBitGl,
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compileHighShaderGlProgram,
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compileHighShaderGpuProgram,
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generateTextureBatchBit,
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generateTextureBatchBitGl,
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getBatchSamplersUniformGroup,
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roundPixelsBit,
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roundPixelsBitGl,
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Shader
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} from 'pixi.js';
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import { darkTintBit, darkTintBitGl } from './darkTintBit';
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export class DarkTintShader extends Shader {
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constructor (maxTextures: number) {
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const glProgram = compileHighShaderGlProgram({
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name: 'dark-tint-batch',
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bits: [
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colorBitGl,
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darkTintBitGl,
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generateTextureBatchBitGl(maxTextures),
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roundPixelsBitGl,
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]
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});
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const gpuProgram = compileHighShaderGpuProgram({
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name: 'dark-tint-batch',
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bits: [
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colorBit,
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darkTintBit,
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generateTextureBatchBit(maxTextures),
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roundPixelsBit,
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]
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});
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super({
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glProgram,
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gpuProgram,
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resources: {
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batchSamplers: getBatchSamplersUniformGroup(maxTextures),
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}
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});
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}
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}
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