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@@ -27,16 +27,33 @@
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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-import { AnimationState, AnimationStateData, BlendMode, ClippingAttachment, Color, MeshAttachment, NumberArrayLike, RegionAttachment, Skeleton, SkeletonClipping, SkeletonData, TextureAtlasRegion, Utils, Vector2 } from "@esotericsoftware/spine-core";
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+import {
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+ AnimationState,
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+ AnimationStateData,
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+ BlendMode,
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+ ClippingAttachment,
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+ Color,
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+ MeshAttachment,
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+ NumberArrayLike,
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+ RegionAttachment,
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+ Skeleton,
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+ SkeletonClipping,
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+ SkeletonData,
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+ TextureAtlasRegion,
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+ Utils,
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+ Vector2,
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+} from "@esotericsoftware/spine-core";
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import { MeshBatcher } from "./MeshBatcher";
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import * as THREE from "three";
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import { ThreeJsTexture } from "./ThreeJsTexture";
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-export type SkeletonMeshMaterialParametersCustomizer = (materialParameters: THREE.ShaderMaterialParameters) => void;
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+export type SkeletonMeshMaterialParametersCustomizer = (
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+ materialParameters: THREE.ShaderMaterialParameters
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+) => void;
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export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
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- constructor (customizer: SkeletonMeshMaterialParametersCustomizer) {
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- let vertexShader = `
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+ constructor(customizer: SkeletonMeshMaterialParametersCustomizer) {
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+ let vertexShader = `
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attribute vec4 color;
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varying vec2 vUv;
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varying vec4 vColor;
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@@ -46,7 +63,7 @@ export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
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gl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.0);
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}
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`;
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- let fragmentShader = `
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+ let fragmentShader = `
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uniform sampler2D map;
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#ifdef USE_SPINE_ALPHATEST
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uniform float alphaTest;
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@@ -61,212 +78,253 @@ export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
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}
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`;
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- let parameters: THREE.ShaderMaterialParameters = {
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- uniforms: {
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- map: { value: null },
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- },
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- vertexShader: vertexShader,
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- fragmentShader: fragmentShader,
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- side: THREE.DoubleSide,
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- transparent: true,
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- depthWrite: false,
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- alphaTest: 0.0
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- };
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- customizer(parameters);
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- if (parameters.alphaTest && parameters.alphaTest > 0) {
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- parameters.defines = { "USE_SPINE_ALPHATEST": 1 };
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- if (!parameters.uniforms) parameters.uniforms = {};
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- parameters.uniforms["alphaTest"] = { value: parameters.alphaTest };
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- }
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- super(parameters);
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- };
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+ let parameters: THREE.ShaderMaterialParameters = {
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+ uniforms: {
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+ map: { value: null },
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+ },
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+ vertexShader: vertexShader,
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+ fragmentShader: fragmentShader,
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+ side: THREE.DoubleSide,
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+ transparent: true,
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+ depthWrite: true,
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+ alphaTest: 0.0,
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+ };
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+ customizer(parameters);
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+ if (parameters.alphaTest && parameters.alphaTest > 0) {
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+ parameters.defines = { USE_SPINE_ALPHATEST: 1 };
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+ if (!parameters.uniforms) parameters.uniforms = {};
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+ parameters.uniforms["alphaTest"] = { value: parameters.alphaTest };
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+ }
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+ super(parameters);
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+ }
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}
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export class SkeletonMesh extends THREE.Object3D {
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- tempPos: Vector2 = new Vector2();
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- tempUv: Vector2 = new Vector2();
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- tempLight = new Color();
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- tempDark = new Color();
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- skeleton: Skeleton;
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- state: AnimationState;
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- zOffset: number = 0.1;
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+ tempPos: Vector2 = new Vector2();
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+ tempUv: Vector2 = new Vector2();
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+ tempLight = new Color();
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+ tempDark = new Color();
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+ skeleton: Skeleton;
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+ state: AnimationState;
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+ zOffset: number = 0.1;
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- private batches = new Array<MeshBatcher>();
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- private nextBatchIndex = 0;
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- private clipper: SkeletonClipping = new SkeletonClipping();
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+ private batches = new Array<MeshBatcher>();
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+ private nextBatchIndex = 0;
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+ private clipper: SkeletonClipping = new SkeletonClipping();
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- static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
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- static VERTEX_SIZE = 2 + 2 + 4;
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+ static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
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+ static VERTEX_SIZE = 2 + 2 + 4;
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- private vertices = Utils.newFloatArray(1024);
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- private tempColor = new Color();
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+ private vertices = Utils.newFloatArray(1024);
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+ private tempColor = new Color();
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- constructor (skeletonData: SkeletonData, private materialCustomerizer: SkeletonMeshMaterialParametersCustomizer = (material) => { }) {
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- super();
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+ constructor(
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+ skeletonData: SkeletonData,
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+ private materialCustomerizer: SkeletonMeshMaterialParametersCustomizer = (
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+ material
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+ ) => {}
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+ ) {
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+ super();
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- this.skeleton = new Skeleton(skeletonData);
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- let animData = new AnimationStateData(skeletonData);
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- this.state = new AnimationState(animData);
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- }
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+ this.skeleton = new Skeleton(skeletonData);
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+ let animData = new AnimationStateData(skeletonData);
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+ this.state = new AnimationState(animData);
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+ }
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- update (deltaTime: number) {
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- let state = this.state;
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- let skeleton = this.skeleton;
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+ update(deltaTime: number) {
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+ let state = this.state;
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+ let skeleton = this.skeleton;
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- state.update(deltaTime);
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- state.apply(skeleton);
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- skeleton.updateWorldTransform();
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+ state.update(deltaTime);
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+ state.apply(skeleton);
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+ skeleton.updateWorldTransform();
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- this.updateGeometry();
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- }
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+ this.updateGeometry();
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+ }
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- dispose () {
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- for (var i = 0; i < this.batches.length; i++) {
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- this.batches[i].dispose();
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- }
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- }
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+ dispose() {
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+ for (var i = 0; i < this.batches.length; i++) {
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+ this.batches[i].dispose();
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+ }
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+ }
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- private clearBatches () {
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- for (var i = 0; i < this.batches.length; i++) {
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- this.batches[i].clear();
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- this.batches[i].visible = false;
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- }
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- this.nextBatchIndex = 0;
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- }
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+ private clearBatches() {
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+ for (var i = 0; i < this.batches.length; i++) {
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+ this.batches[i].clear();
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+ this.batches[i].visible = false;
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+ }
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+ this.nextBatchIndex = 0;
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+ }
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- private nextBatch () {
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- if (this.batches.length == this.nextBatchIndex) {
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- let batch = new MeshBatcher(10920, this.materialCustomerizer);
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- this.add(batch);
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- this.batches.push(batch);
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- }
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- let batch = this.batches[this.nextBatchIndex++];
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- batch.visible = true;
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- return batch;
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- }
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+ private nextBatch() {
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+ if (this.batches.length == this.nextBatchIndex) {
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+ let batch = new MeshBatcher(10920, this.materialCustomerizer);
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+ this.add(batch);
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+ this.batches.push(batch);
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+ }
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+ let batch = this.batches[this.nextBatchIndex++];
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+ batch.visible = true;
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+ return batch;
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+ }
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- private updateGeometry () {
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- this.clearBatches();
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+ private updateGeometry() {
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+ this.clearBatches();
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- let tempPos = this.tempPos;
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- let tempUv = this.tempUv;
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- let tempLight = this.tempLight;
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- let tempDark = this.tempDark;
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- let clipper = this.clipper;
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+ let tempPos = this.tempPos;
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+ let tempUv = this.tempUv;
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+ let tempLight = this.tempLight;
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+ let tempDark = this.tempDark;
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+ let clipper = this.clipper;
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- let vertices: NumberArrayLike = this.vertices;
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- let triangles: Array<number> | null = null;
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- let uvs: NumberArrayLike | null = null;
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- let drawOrder = this.skeleton.drawOrder;
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- let batch = this.nextBatch();
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- batch.begin();
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- let z = 0;
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- let zOffset = this.zOffset;
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- for (let i = 0, n = drawOrder.length; i < n; i++) {
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- let vertexSize = clipper.isClipping() ? 2 : SkeletonMesh.VERTEX_SIZE;
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- let slot = drawOrder[i];
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- if (!slot.bone.active) {
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- clipper.clipEndWithSlot(slot);
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- continue;
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- }
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- let attachment = slot.getAttachment();
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- let attachmentColor: Color | null;
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- let texture: ThreeJsTexture | null;
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- let numFloats = 0;
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- if (attachment instanceof RegionAttachment) {
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- let region = <RegionAttachment>attachment;
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- attachmentColor = region.color;
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- vertices = this.vertices;
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- numFloats = vertexSize * 4;
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- region.computeWorldVertices(slot, vertices, 0, vertexSize);
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- triangles = SkeletonMesh.QUAD_TRIANGLES;
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- uvs = region.uvs;
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- texture = <ThreeJsTexture>region.region!.texture;
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- } else if (attachment instanceof MeshAttachment) {
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- let mesh = <MeshAttachment>attachment;
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- attachmentColor = mesh.color;
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- vertices = this.vertices;
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- numFloats = (mesh.worldVerticesLength >> 1) * vertexSize;
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- if (numFloats > vertices.length) {
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- vertices = this.vertices = Utils.newFloatArray(numFloats);
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- }
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- mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, vertexSize);
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- triangles = mesh.triangles;
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- uvs = mesh.uvs;
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- texture = <ThreeJsTexture>mesh.region!.texture;
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- } else if (attachment instanceof ClippingAttachment) {
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- let clip = <ClippingAttachment>(attachment);
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- clipper.clipStart(slot, clip);
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- continue;
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- } else {
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- clipper.clipEndWithSlot(slot);
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- continue;
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- }
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+ let vertices: NumberArrayLike = this.vertices;
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+ let triangles: Array<number> | null = null;
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+ let uvs: NumberArrayLike | null = null;
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+ let drawOrder = this.skeleton.drawOrder;
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+ let batch = this.nextBatch();
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+ batch.begin();
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+ let z = 0;
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+ let zOffset = this.zOffset;
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+ for (let i = 0, n = drawOrder.length; i < n; i++) {
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+ let vertexSize = clipper.isClipping() ? 2 : SkeletonMesh.VERTEX_SIZE;
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+ let slot = drawOrder[i];
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+ if (!slot.bone.active) {
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+ clipper.clipEndWithSlot(slot);
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+ continue;
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+ }
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+ let attachment = slot.getAttachment();
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+ let attachmentColor: Color | null;
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+ let texture: ThreeJsTexture | null;
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+ let numFloats = 0;
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+ if (attachment instanceof RegionAttachment) {
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+ let region = <RegionAttachment>attachment;
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+ attachmentColor = region.color;
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+ vertices = this.vertices;
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+ numFloats = vertexSize * 4;
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+ region.computeWorldVertices(slot, vertices, 0, vertexSize);
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+ triangles = SkeletonMesh.QUAD_TRIANGLES;
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+ uvs = region.uvs;
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+ texture = <ThreeJsTexture>region.region!.texture;
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+ } else if (attachment instanceof MeshAttachment) {
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+ let mesh = <MeshAttachment>attachment;
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+ attachmentColor = mesh.color;
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+ vertices = this.vertices;
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+ numFloats = (mesh.worldVerticesLength >> 1) * vertexSize;
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+ if (numFloats > vertices.length) {
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+ vertices = this.vertices = Utils.newFloatArray(numFloats);
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+ }
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+ mesh.computeWorldVertices(
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+ slot,
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+ 0,
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+ mesh.worldVerticesLength,
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+ vertices,
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+ 0,
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+ vertexSize
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+ );
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+ triangles = mesh.triangles;
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+ uvs = mesh.uvs;
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+ texture = <ThreeJsTexture>mesh.region!.texture;
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+ } else if (attachment instanceof ClippingAttachment) {
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+ let clip = <ClippingAttachment>attachment;
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+ clipper.clipStart(slot, clip);
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+ continue;
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+ } else {
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+ clipper.clipEndWithSlot(slot);
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+ continue;
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+ }
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- if (texture != null) {
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- let skeleton = slot.bone.skeleton;
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- let skeletonColor = skeleton.color;
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- let slotColor = slot.color;
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- let alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
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- let color = this.tempColor;
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- color.set(skeletonColor.r * slotColor.r * attachmentColor.r,
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- skeletonColor.g * slotColor.g * attachmentColor.g,
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- skeletonColor.b * slotColor.b * attachmentColor.b,
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- alpha);
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+ if (texture != null) {
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+ let skeleton = slot.bone.skeleton;
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+ let skeletonColor = skeleton.color;
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+ let slotColor = slot.color;
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+ let alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
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+ let color = this.tempColor;
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+ color.set(
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+ skeletonColor.r * slotColor.r * attachmentColor.r,
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+ skeletonColor.g * slotColor.g * attachmentColor.g,
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+ skeletonColor.b * slotColor.b * attachmentColor.b,
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+ alpha
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+ );
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- let finalVertices: NumberArrayLike;
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- let finalVerticesLength: number;
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- let finalIndices: NumberArrayLike;
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- let finalIndicesLength: number;
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+ let finalVertices: NumberArrayLike;
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+ let finalVerticesLength: number;
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+ let finalIndices: NumberArrayLike;
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+ let finalIndicesLength: number;
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- if (clipper.isClipping()) {
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- clipper.clipTriangles(vertices, numFloats, triangles, triangles.length, uvs, color, tempLight, false);
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- let clippedVertices = clipper.clippedVertices;
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- let clippedTriangles = clipper.clippedTriangles;
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- finalVertices = clippedVertices;
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- finalVerticesLength = clippedVertices.length;
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- finalIndices = clippedTriangles;
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- finalIndicesLength = clippedTriangles.length;
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- } else {
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- let verts = vertices;
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- for (let v = 2, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
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- verts[v] = color.r;
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- verts[v + 1] = color.g;
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- verts[v + 2] = color.b;
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- verts[v + 3] = color.a;
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- verts[v + 4] = uvs[u];
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- verts[v + 5] = uvs[u + 1];
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- }
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- finalVertices = vertices;
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- finalVerticesLength = numFloats;
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- finalIndices = triangles;
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- finalIndicesLength = triangles.length;
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- }
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+ if (clipper.isClipping()) {
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+ clipper.clipTriangles(
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+ vertices,
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+ numFloats,
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+ triangles,
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+ triangles.length,
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+ uvs,
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+ color,
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+ tempLight,
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+ false
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+ );
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+ let clippedVertices = clipper.clippedVertices;
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+ let clippedTriangles = clipper.clippedTriangles;
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+ finalVertices = clippedVertices;
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+ finalVerticesLength = clippedVertices.length;
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+ finalIndices = clippedTriangles;
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+ finalIndicesLength = clippedTriangles.length;
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+ } else {
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+ let verts = vertices;
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+ for (
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+ let v = 2, u = 0, n = numFloats;
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+ v < n;
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+ v += vertexSize, u += 2
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+ ) {
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+ verts[v] = color.r;
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+ verts[v + 1] = color.g;
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+ verts[v + 2] = color.b;
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+ 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;
|
|
|
- }
|
|
|
+ if (finalVerticesLength == 0 || finalIndicesLength == 0) {
|
|
|
+ clipper.clipEndWithSlot(slot);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
|
|
|
- // Start new batch if this one can't hold vertices/indices
|
|
|
- if (!batch.canBatch(finalVerticesLength / SkeletonMesh.VERTEX_SIZE, finalIndicesLength)) {
|
|
|
- batch.end();
|
|
|
- batch = this.nextBatch();
|
|
|
- batch.begin();
|
|
|
- }
|
|
|
+ // Start new batch if this one can't hold vertices/indices
|
|
|
+ if (
|
|
|
+ !batch.canBatch(
|
|
|
+ finalVerticesLength / SkeletonMesh.VERTEX_SIZE,
|
|
|
+ finalIndicesLength
|
|
|
+ )
|
|
|
+ ) {
|
|
|
+ batch.end();
|
|
|
+ batch = this.nextBatch();
|
|
|
+ batch.begin();
|
|
|
+ }
|
|
|
|
|
|
- const slotBlendMode = slot.data.blendMode;
|
|
|
- const slotTexture = texture.texture;
|
|
|
- const materialGroup = batch.findMaterialGroup(slotTexture, slotBlendMode);
|
|
|
+ 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;
|
|
|
- }
|
|
|
+ batch.addMaterialGroup(finalIndicesLength, materialGroup);
|
|
|
+ batch.batch(
|
|
|
+ finalVertices,
|
|
|
+ finalVerticesLength,
|
|
|
+ finalIndices,
|
|
|
+ finalIndicesLength,
|
|
|
+ z
|
|
|
+ );
|
|
|
+ z += zOffset;
|
|
|
+ }
|
|
|
|
|
|
- clipper.clipEndWithSlot(slot);
|
|
|
- }
|
|
|
- clipper.clipEnd();
|
|
|
- batch.end();
|
|
|
- }
|
|
|
+ clipper.clipEndWithSlot(slot);
|
|
|
+ }
|
|
|
+ clipper.clipEnd();
|
|
|
+ batch.end();
|
|
|
+ }
|
|
|
}
|