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+/******************************************************************************
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+ * Spine Runtime Software License - Version 1.1
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+ *
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+ * Copyright (c) 2013, Esoteric Software
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+ * All rights reserved.
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+ *
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+ * Redistribution and use in source and binary forms in whole or in part, with
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+ * or without modification, are permitted provided that the following conditions
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+ * are met:
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+ *
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+ * 1. A Spine Essential, Professional, Enterprise, or Education License must
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+ * be purchased from Esoteric Software and the license must remain valid:
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+ * http://esotericsoftware.com/
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+ * 2. Redistributions of source code must retain this license, which is the
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+ * above copyright notice, this declaration of conditions and the following
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+ * disclaimer.
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+ * 3. Redistributions in binary form must reproduce this license, which is the
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+ * above copyright notice, this declaration of conditions and the following
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+ * disclaimer, in the documentation and/or other materials provided with the
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+ * distribution.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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+ * ANY 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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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+ * ANY 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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+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
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+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+package com.esotericsoftware.spine;
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+
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+import com.badlogic.gdx.ApplicationAdapter;
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+import com.badlogic.gdx.Gdx;
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+import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
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+import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
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+import com.badlogic.gdx.graphics.Color;
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+import com.badlogic.gdx.graphics.GL10;
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+import com.badlogic.gdx.graphics.Texture;
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+import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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+import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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+import com.badlogic.gdx.graphics.glutils.ShaderProgram;
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+import com.badlogic.gdx.math.Vector2;
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+import com.badlogic.gdx.math.Vector3;
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+
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+public class NormalMapTest extends ApplicationAdapter {
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+ SpriteBatch batch;
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+ float time;
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+ SkeletonRenderer renderer;
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+ Texture atlasTexture, normalMapTexture;
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+ ShaderProgram program;
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+
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+ SkeletonData skeletonData;
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+ Skeleton skeleton;
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+ Animation animation;
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+
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+ final Vector3 ambientColor = new Vector3(1, 1, 1);
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+ final Vector3 lightColor = new Vector3(1, 0.7f, 0.6f);
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+ final Vector3 lightPosition = new Vector3(0, 0, 0.07f);
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+ final Vector2 resolution = new Vector2();
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+ final Vector3 attenuation = new Vector3(0.4f, 3.0f, 5);
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+ float ambientIntensity = 0.35f;
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+ float strength = 1.0f;
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+ boolean useShadow = true;
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+ boolean useNormals = true;
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+ boolean flipY = false;
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+
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+ public void create () {
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+ program = createShader();
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+ batch = new SpriteBatch();
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+ batch.setShader(program);
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+ renderer = new SkeletonRenderer();
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+
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+ TextureAtlas atlas = new TextureAtlas(Gdx.files.internal("spineboy-ws.atlas"));
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+ atlasTexture = atlas.getRegions().first().getTexture();
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+ normalMapTexture = new Texture(Gdx.files.internal("spineboy-normal.png"));
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+
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+ SkeletonJson json = new SkeletonJson(atlas);
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+ // json.setScale(2);
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+ skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy.json"));
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+ animation = skeletonData.findAnimation("walk");
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+
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+ skeleton = new Skeleton(skeletonData);
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+ skeleton.setToSetupPose();
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+ skeleton = new Skeleton(skeleton);
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+ skeleton.setX(200);
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+ skeleton.setY(100);
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+ skeleton.updateWorldTransform();
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+ }
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+
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+ public void render () {
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+ float lastTime = time;
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+ time += Gdx.graphics.getDeltaTime();
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+ animation.apply(skeleton, lastTime, time, true, null);
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+ skeleton.updateWorldTransform();
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+ skeleton.update(Gdx.graphics.getDeltaTime());
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+
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+ lightPosition.x = Gdx.input.getX();
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+ lightPosition.y = (Gdx.graphics.getHeight() - Gdx.input.getY());
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+
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+ Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
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+
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+ batch.begin();
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+ program.setUniformf("ambientIntensity", ambientIntensity);
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+ program.setUniformf("attenuation", attenuation);
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+ program.setUniformf("light", lightPosition);
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+ program.setUniformi("useNormals", useNormals ? 1 : 0);
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+ program.setUniformi("useShadow", useShadow ? 1 : 0);
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+ program.setUniformf("strength", strength);
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+ normalMapTexture.bind(1);
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+ atlasTexture.bind(0);
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+ renderer.draw(batch, skeleton);
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+ batch.end();
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+ }
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+
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+ public void resize (int width, int height) {
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+ batch.getProjectionMatrix().setToOrtho2D(0, 0, width, height);
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+ }
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+
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+ private ShaderProgram createShader () {
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+ String vert = "attribute vec4 a_position;\n" //
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+ + "attribute vec4 a_color;\n" //
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+ + "attribute vec2 a_texCoord0;\n" //
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+ + "uniform mat4 u_proj;\n" //
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+ + "uniform mat4 u_trans;\n" //
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+ + "uniform mat4 u_projTrans;\n" //
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+ + "varying vec4 v_color;\n" //
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+ + "varying vec2 v_texCoords;\n" //
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+ + "\n" //
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+ + "void main()\n" //
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+ + "{\n" //
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+ + " v_color = a_color;\n" //
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+ + " v_texCoords = a_texCoord0;\n" //
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+ + " gl_Position = u_projTrans * a_position;\n" //
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+ + "}\n" //
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+ + "";
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+
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+ String frag = "#ifdef GL_ES\n" //
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+ + "precision mediump float;\n" //
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+ + "#endif\n" //
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+ + "varying vec4 v_color;\n" //
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+ + "varying vec2 v_texCoords;\n" //
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+ + "uniform sampler2D u_texture;\n" //
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+ + "uniform sampler2D u_normals;\n" //
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+ + "uniform vec3 light;\n" //
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+ + "uniform vec3 ambientColor;\n" //
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+ + "uniform float ambientIntensity; \n" //
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+ + "uniform vec2 resolution;\n" //
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+ + "uniform vec3 lightColor;\n" //
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+ + "uniform bool useNormals;\n" //
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+ + "uniform bool useShadow;\n" //
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+ + "uniform vec3 attenuation;\n" //
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+ + "uniform float strength;\n" //
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+ + "uniform bool yInvert;\n" //
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+ + "\n" //
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+ + "void main() {\n" //
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+ + " // sample color & normals from our textures\n" //
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+ + " vec4 color = texture2D(u_texture, v_texCoords.st);\n" //
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+ + " vec3 nColor = texture2D(u_normals, v_texCoords.st).rgb;\n" //
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+ + "\n" //
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+ + " // some bump map programs will need the Y value flipped..\n" //
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+ + " nColor.g = yInvert ? 1.0 - nColor.g : nColor.g;\n" //
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+ + "\n" //
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+ + " // this is for debugging purposes, allowing us to lower the intensity of our bump map\n" //
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+ + " vec3 nBase = vec3(0.5, 0.5, 1.0);\n" //
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+ + " nColor = mix(nBase, nColor, strength);\n" //
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+ + "\n" //
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+ + " // normals need to be converted to [-1.0, 1.0] range and normalized\n" //
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+ + " vec3 normal = normalize(nColor * 2.0 - 1.0);\n" //
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+ + "\n" //
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+ + " // here we do a simple distance calculation\n" //
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+ + " vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );\n" //
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+ + "\n" //
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+ + " vec3 lightDir = normalize(deltaPos);\n" //
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+ + " float lambert = useNormals ? clamp(dot(normal, lightDir), 0.0, 1.0) : 1.0;\n" //
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+ + " \n" //
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+ + " // now let's get a nice little falloff\n" //
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+ + " float d = sqrt(dot(deltaPos, deltaPos)); \n" //
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+ + " float att = useShadow ? 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) ) : 1.0;\n" //
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+ + " \n" //
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+ + " vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;\n" //
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+ + " result *= color.rgb;\n" //
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+ + " \n" //
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+ + " gl_FragColor = v_color * vec4(result, color.a);\n" //
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+ + "}";
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+
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+ System.out.println("VERTEX PROGRAM:\n------------\n\n" + vert);
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+ System.out.println("FRAGMENT PROGRAM:\n------------\n\n" + frag);
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+ ShaderProgram program = new ShaderProgram(vert, frag);
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+
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+ ShaderProgram.pedantic = false;
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+ if (!program.isCompiled()) throw new IllegalArgumentException("Error compiling shader: " + program.getLog());
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+
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+ resolution.set(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
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+
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+ program.begin();
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+ program.setUniformi("u_texture", 0);
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+ program.setUniformi("u_normals", 1);
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+ program.setUniformf("light", lightPosition);
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+ program.setUniformf("strength", strength);
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+ program.setUniformf("ambientIntensity", ambientIntensity);
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+ program.setUniformf("ambientColor", ambientColor);
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+ program.setUniformf("resolution", resolution);
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+ program.setUniformf("lightColor", lightColor);
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+ program.setUniformf("attenuation", attenuation);
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+ program.setUniformi("useShadow", useShadow ? 1 : 0);
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+ program.setUniformi("useNormals", useNormals ? 1 : 0);
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+ program.setUniformi("yInvert", flipY ? 1 : 0);
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+ program.end();
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+
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+ return program;
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+ }
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+
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+ public static void main (String[] args) throws Exception {
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+ LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
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+ config.useGL20 = true;
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+ new LwjglApplication(new NormalMapTest(), config);
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+ }
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+}
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