mirror of
https://gitee.com/nomat/lcc-ui-sorting-group-demo.git
synced 2025-01-13 22:51:03 +00:00
973434cd71
2、sortinggroup组件只在当前节点和其子节点有效,其他节点仍然使用节点树遍历
654 lines
22 KiB
TypeScript
654 lines
22 KiB
TypeScript
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// @ts-ignore
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const gfx = cc.gfx;
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// @ts-ignore
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const spine = sp.spine;
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// @ts-ignore
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const VFOneColor = gfx.VertexFormat.vfmtPosUvColor;
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// @ts-ignore
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const VFTwoColor = gfx.VertexFormat.vfmtPosUvTwoColor;
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const FLAG_BATCH = 0x10;
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const FLAG_TWO_COLOR = 0x01;
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let _handleVal = 0x00;
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let _quadTriangles = [0, 1, 2, 2, 3, 0];
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let _slotColor = cc.color(0, 0, 255, 255);
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let _boneColor = cc.color(255, 0, 0, 255);
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let _originColor = cc.color(0, 255, 0, 255);
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let _meshColor = cc.color(255, 255, 0, 255);
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let _finalColor = null;
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let _darkColor = null;
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let _tempPos = null, _tempUv = null;
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// @ts-ignore
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if (!CC_NATIVERENDERER) {
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_finalColor = new spine.Color(1, 1, 1, 1);
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_darkColor = new spine.Color(1, 1, 1, 1);
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_tempPos = new spine.Vector2();
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_tempUv = new spine.Vector2();
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}
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let _premultipliedAlpha;
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let _multiplier;
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let _slotRangeStart;
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let _slotRangeEnd;
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let _useTint;
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let _debugSlots;
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let _debugBones;
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let _debugMesh;
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let _nodeR,
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_nodeG,
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_nodeB,
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_nodeA;
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let _finalColor32, _darkColor32;
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let _vertexFormat;
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let _perVertexSize;
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let _perClipVertexSize;
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let _vertexFloatCount = 0, _vertexCount = 0, _vertexFloatOffset = 0, _vertexOffset = 0,
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_indexCount = 0, _indexOffset = 0, _vfOffset = 0;
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let _tempr, _tempg, _tempb;
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let _inRange;
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let _mustFlush;
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let _x, _y, _m00, _m04, _m12, _m01, _m05, _m13;
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let _r, _g, _b, _fr, _fg, _fb, _fa, _dr, _dg, _db, _da;
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let _comp, _buffer, _renderer, _node, _needColor, _vertexEffect;
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function _getSlotMaterial (tex, blendMode) {
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let src, dst;
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switch (blendMode) {
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case spine.BlendMode.Additive:
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src = _premultipliedAlpha ? cc.macro.ONE : cc.macro.SRC_ALPHA;
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dst = cc.macro.ONE;
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break;
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case spine.BlendMode.Multiply:
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src = cc.macro.DST_COLOR;
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dst = cc.macro.ONE_MINUS_SRC_ALPHA;
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break;
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case spine.BlendMode.Screen:
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src = cc.macro.ONE;
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dst = cc.macro.ONE_MINUS_SRC_COLOR;
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break;
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case spine.BlendMode.Normal:
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default:
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src = _premultipliedAlpha ? cc.macro.ONE : cc.macro.SRC_ALPHA;
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dst = cc.macro.ONE_MINUS_SRC_ALPHA;
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break;
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}
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let useModel = !_comp.enableBatch;
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let baseMaterial = _comp._materials[0];
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if (!baseMaterial) return null;
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// The key use to find corresponding material
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let key = tex.getId() + src + dst + _useTint + useModel;
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let materialCache = _comp._materialCache;
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let material = materialCache[key];
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if (!material) {
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if (!materialCache.baseMaterial) {
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material = baseMaterial;
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materialCache.baseMaterial = baseMaterial;
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} else {
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material = cc.MaterialVariant.create(baseMaterial, null);
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}
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material.define('CC_USE_MODEL', useModel);
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material.define('USE_TINT', _useTint);
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// update texture
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material.setProperty('texture', tex);
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// update blend function
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material.setBlend(
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true,
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gfx.BLEND_FUNC_ADD,
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src, dst,
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gfx.BLEND_FUNC_ADD,
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src, dst
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);
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materialCache[key] = material;
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}
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return material;
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}
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function _handleColor (color) {
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// temp rgb has multiply 255, so need divide 255;
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_fa = color.fa * _nodeA;
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_multiplier = _premultipliedAlpha ? _fa / 255 : 1;
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_r = _nodeR * _multiplier;
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_g = _nodeG * _multiplier;
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_b = _nodeB * _multiplier;
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_fr = color.fr * _r;
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_fg = color.fg * _g;
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_fb = color.fb * _b;
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_finalColor32 = ((_fa<<24) >>> 0) + (_fb<<16) + (_fg<<8) + _fr;
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_dr = color.dr * _r;
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_dg = color.dg * _g;
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_db = color.db * _b;
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_da = _premultipliedAlpha ? 255 : 0;
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_darkColor32 = ((_da<<24) >>> 0) + (_db<<16) + (_dg<<8) + _dr;
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}
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function _spineColorToInt32 (spineColor) {
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return ((spineColor.a<<24) >>> 0) + (spineColor.b<<16) + (spineColor.g<<8) + spineColor.r;
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}
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// @ts-ignore
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sp.Skeleton.__assembler__.fillVertices = function (skeletonColor, attachmentColor, slotColor, clipper, slot) {
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let vbuf = _buffer._vData,
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ibuf = _buffer._iData,
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uintVData = _buffer._uintVData;
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let offsetInfo;
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_finalColor.a = slotColor.a * attachmentColor.a * skeletonColor.a * _nodeA * 255;
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_multiplier = _premultipliedAlpha? _finalColor.a : 255;
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_tempr = _nodeR * attachmentColor.r * skeletonColor.r * _multiplier;
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_tempg = _nodeG * attachmentColor.g * skeletonColor.g * _multiplier;
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_tempb = _nodeB * attachmentColor.b * skeletonColor.b * _multiplier;
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_finalColor.r = _tempr * slotColor.r;
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_finalColor.g = _tempg * slotColor.g;
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_finalColor.b = _tempb * slotColor.b;
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if (slot.darkColor == null) {
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_darkColor.set(0.0, 0.0, 0.0, 1.0);
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} else {
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_darkColor.r = slot.darkColor.r * _tempr;
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_darkColor.g = slot.darkColor.g * _tempg;
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_darkColor.b = slot.darkColor.b * _tempb;
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}
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_darkColor.a = _premultipliedAlpha ? 255 : 0;
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if (!clipper.isClipping()) {
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if (_vertexEffect) {
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for (let v = _vertexFloatOffset, n = _vertexFloatOffset + _vertexFloatCount; v < n; v += _perVertexSize) {
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_tempPos.x = vbuf[v];
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_tempPos.y = vbuf[v + 1];
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_tempUv.x = vbuf[v + 2];
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_tempUv.y = vbuf[v + 3];
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_vertexEffect.transform(_tempPos, _tempUv, _finalColor, _darkColor);
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vbuf[v] = _tempPos.x; // x
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vbuf[v + 1] = _tempPos.y; // y
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vbuf[v + 2] = _tempUv.x; // u
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vbuf[v + 3] = _tempUv.y; // v
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uintVData[v + 4] = _spineColorToInt32(_finalColor); // light color
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_useTint && (uintVData[v + 5] = _spineColorToInt32(_darkColor)); // dark color
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}
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} else {
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_finalColor32 = _spineColorToInt32(_finalColor);
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_darkColor32 = _spineColorToInt32(_darkColor);
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for (let v = _vertexFloatOffset, n = _vertexFloatOffset + _vertexFloatCount; v < n; v += _perVertexSize) {
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uintVData[v + 4] = _finalColor32; // light color
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_useTint && (uintVData[v + 5] = _darkColor32); // dark color
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}
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}
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} else {
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let uvs = vbuf.subarray(_vertexFloatOffset + 2);
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clipper.clipTriangles(vbuf.subarray(_vertexFloatOffset), _vertexFloatCount, ibuf.subarray(_indexOffset), _indexCount, uvs, _finalColor, _darkColor, _useTint, _perVertexSize);
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let clippedVertices = new Float32Array(clipper.clippedVertices);
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let clippedTriangles = clipper.clippedTriangles;
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// insure capacity
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_indexCount = clippedTriangles.length;
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_vertexFloatCount = clippedVertices.length / _perClipVertexSize * _perVertexSize;
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offsetInfo = _buffer.request(_vertexFloatCount / _perVertexSize, _indexCount);
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_indexOffset = offsetInfo.indiceOffset,
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_vertexOffset = offsetInfo.vertexOffset,
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_vertexFloatOffset = offsetInfo.byteOffset >> 2;
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vbuf = _buffer._vData,
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ibuf = _buffer._iData;
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uintVData = _buffer._uintVData;
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// fill indices
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ibuf.set(clippedTriangles, _indexOffset);
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// fill vertices contain x y u v light color dark color
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if (_vertexEffect) {
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for (let v = 0, n = clippedVertices.length, offset = _vertexFloatOffset; v < n; v += _perClipVertexSize, offset += _perVertexSize) {
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_tempPos.x = clippedVertices[v];
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_tempPos.y = clippedVertices[v + 1];
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_finalColor.set(clippedVertices[v + 2], clippedVertices[v + 3], clippedVertices[v + 4], clippedVertices[v + 5]);
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_tempUv.x = clippedVertices[v + 6];
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_tempUv.y = clippedVertices[v + 7];
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if (_useTint) {
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_darkColor.set(clippedVertices[v + 8], clippedVertices[v + 9], clippedVertices[v + 10], clippedVertices[v + 11]);
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} else {
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_darkColor.set(0, 0, 0, 0);
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}
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_vertexEffect.transform(_tempPos, _tempUv, _finalColor, _darkColor);
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vbuf[offset] = _tempPos.x; // x
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vbuf[offset + 1] = _tempPos.y; // y
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vbuf[offset + 2] = _tempUv.x; // u
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vbuf[offset + 3] = _tempUv.y; // v
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uintVData[offset + 4] = _spineColorToInt32(_finalColor);
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if (_useTint) {
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uintVData[offset + 5] = _spineColorToInt32(_darkColor);
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}
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}
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} else {
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for (let v = 0, n = clippedVertices.length, offset = _vertexFloatOffset; v < n; v += _perClipVertexSize, offset += _perVertexSize) {
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vbuf[offset] = clippedVertices[v]; // x
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vbuf[offset + 1] = clippedVertices[v + 1]; // y
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vbuf[offset + 2] = clippedVertices[v + 6]; // u
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vbuf[offset + 3] = clippedVertices[v + 7]; // v
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_finalColor32 = ((clippedVertices[v + 5]<<24) >>> 0) + (clippedVertices[v + 4]<<16) + (clippedVertices[v + 3]<<8) + clippedVertices[v + 2];
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uintVData[offset + 4] = _finalColor32;
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if (_useTint) {
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_darkColor32 = ((clippedVertices[v + 11]<<24) >>> 0) + (clippedVertices[v + 10]<<16) + (clippedVertices[v + 9]<<8) + clippedVertices[v + 8];
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uintVData[offset + 5] = _darkColor32;
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}
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}
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}
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}
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}
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// @ts-ignore
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sp.Skeleton.__assembler__.realTimeTraverse = function (worldMat) {
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let vbuf;
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let ibuf;
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let locSkeleton = _comp._skeleton;
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let skeletonColor = locSkeleton.color;
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let graphics = _comp._debugRenderer;
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let clipper = _comp._clipper;
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let material = null;
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let attachment, attachmentColor, slotColor, uvs, triangles;
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let isRegion, isMesh, isClip;
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let offsetInfo;
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let slot;
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let worldMatm;
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_slotRangeStart = _comp._startSlotIndex;
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_slotRangeEnd = _comp._endSlotIndex;
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_inRange = false;
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if (_slotRangeStart == -1) _inRange = true;
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_debugSlots = _comp.debugSlots;
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_debugBones = _comp.debugBones;
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_debugMesh = _comp.debugMesh;
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if (graphics && (_debugBones || _debugSlots || _debugMesh)) {
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graphics.clear();
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graphics.lineWidth = 2;
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}
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// x y u v r1 g1 b1 a1 r2 g2 b2 a2 or x y u v r g b a
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_perClipVertexSize = _useTint ? 12 : 8;
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_vertexFloatCount = 0;
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_vertexFloatOffset = 0;
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_vertexOffset = 0;
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_indexCount = 0;
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_indexOffset = 0;
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for (let slotIdx = 0, slotCount = locSkeleton.drawOrder.length; slotIdx < slotCount; slotIdx++) {
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slot = locSkeleton.drawOrder[slotIdx];
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if(slot == undefined || !slot.bone.active) {
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continue;
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}
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if (_slotRangeStart >= 0 && _slotRangeStart == slot.data.index) {
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_inRange = true;
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}
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if (!_inRange) {
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clipper.clipEndWithSlot(slot);
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continue;
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}
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if (_slotRangeEnd >= 0 && _slotRangeEnd == slot.data.index) {
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_inRange = false;
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}
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_vertexFloatCount = 0;
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_indexCount = 0;
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attachment = slot.getAttachment();
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if (!attachment) {
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clipper.clipEndWithSlot(slot);
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continue;
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}
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isRegion = attachment instanceof spine.RegionAttachment;
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isMesh = attachment instanceof spine.MeshAttachment;
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isClip = attachment instanceof spine.ClippingAttachment;
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if (isClip) {
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clipper.clipStart(slot, attachment);
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continue;
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}
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if (!isRegion && !isMesh) {
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clipper.clipEndWithSlot(slot);
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continue;
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}
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material = _getSlotMaterial(attachment.region.texture._texture, slot.data.blendMode);
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if (!material) {
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clipper.clipEndWithSlot(slot);
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continue;
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}
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if (_mustFlush || material.getHash() !== _renderer.material.getHash()) {
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_mustFlush = false;
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_renderer._flush();
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_renderer.node = _node;
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_renderer.material = material;
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}
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if (isRegion) {
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triangles = _quadTriangles;
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// insure capacity
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_vertexFloatCount = 4 * _perVertexSize;
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_indexCount = 6;
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offsetInfo = _buffer.request(4, 6);
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_indexOffset = offsetInfo.indiceOffset,
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_vertexOffset = offsetInfo.vertexOffset,
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_vertexFloatOffset = offsetInfo.byteOffset >> 2;
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vbuf = _buffer._vData,
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ibuf = _buffer._iData;
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// compute vertex and fill x y
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attachment.computeWorldVertices(slot.bone, vbuf, _vertexFloatOffset, _perVertexSize);
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// draw debug slots if enabled graphics
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if (graphics && _debugSlots) {
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graphics.strokeColor = _slotColor;
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graphics.moveTo(vbuf[_vertexFloatOffset], vbuf[_vertexFloatOffset + 1]);
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for (let ii = _vertexFloatOffset + _perVertexSize, nn = _vertexFloatOffset + _vertexFloatCount; ii < nn; ii += _perVertexSize) {
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graphics.lineTo(vbuf[ii], vbuf[ii + 1]);
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}
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graphics.close();
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graphics.stroke();
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}
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}
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else if (isMesh) {
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triangles = attachment.triangles;
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// insure capacity
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_vertexFloatCount = (attachment.worldVerticesLength >> 1) * _perVertexSize;
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_indexCount = triangles.length;
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offsetInfo = _buffer.request(_vertexFloatCount / _perVertexSize, _indexCount);
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_indexOffset = offsetInfo.indiceOffset,
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_vertexOffset = offsetInfo.vertexOffset,
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_vertexFloatOffset = offsetInfo.byteOffset >> 2;
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vbuf = _buffer._vData,
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ibuf = _buffer._iData;
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// compute vertex and fill x y
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attachment.computeWorldVertices(slot, 0, attachment.worldVerticesLength, vbuf, _vertexFloatOffset, _perVertexSize);
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// draw debug mesh if enabled graphics
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if (graphics && _debugMesh) {
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graphics.strokeColor = _meshColor;
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for (let ii = 0, nn = triangles.length; ii < nn; ii += 3) {
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let v1 = triangles[ii] * _perVertexSize + _vertexFloatOffset;
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let v2 = triangles[ii + 1] * _perVertexSize + _vertexFloatOffset;
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let v3 = triangles[ii + 2] * _perVertexSize + _vertexFloatOffset;
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graphics.moveTo(vbuf[v1], vbuf[v1 + 1]);
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graphics.lineTo(vbuf[v2], vbuf[v2 + 1]);
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graphics.lineTo(vbuf[v3], vbuf[v3 + 1]);
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graphics.close();
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graphics.stroke();
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}
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}
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}
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if (_vertexFloatCount == 0 || _indexCount == 0) {
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clipper.clipEndWithSlot(slot);
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continue;
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}
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// fill indices
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ibuf.set(triangles, _indexOffset);
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// fill u v
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uvs = attachment.uvs;
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for (let v = _vertexFloatOffset, n = _vertexFloatOffset + _vertexFloatCount, u = 0; v < n; v += _perVertexSize, u += 2) {
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vbuf[v + 2] = uvs[u]; // u
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vbuf[v + 3] = uvs[u + 1]; // v
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}
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attachmentColor = attachment.color,
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slotColor = slot.color;
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this.fillVertices(skeletonColor, attachmentColor, slotColor, clipper, slot);
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// reset buffer pointer, because clipper maybe realloc a new buffer in file Vertices function.
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vbuf = _buffer._vData,
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ibuf = _buffer._iData;
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if (_indexCount > 0) {
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for (let ii = _indexOffset, nn = _indexOffset + _indexCount; ii < nn; ii++) {
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ibuf[ii] += _vertexOffset;
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}
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if (worldMat) {
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worldMatm = worldMat.m;
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_m00 = worldMatm[0];
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_m04 = worldMatm[4];
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_m12 = worldMatm[12];
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_m01 = worldMatm[1];
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_m05 = worldMatm[5];
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_m13 = worldMatm[13];
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for (let ii = _vertexFloatOffset, nn = _vertexFloatOffset + _vertexFloatCount; ii < nn; ii += _perVertexSize) {
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_x = vbuf[ii];
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_y = vbuf[ii + 1];
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vbuf[ii] = _x * _m00 + _y * _m04 + _m12;
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vbuf[ii + 1] = _x * _m01 + _y * _m05 + _m13;
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}
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}
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_buffer.adjust(_vertexFloatCount / _perVertexSize, _indexCount);
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}
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clipper.clipEndWithSlot(slot);
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}
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clipper.clipEnd();
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|
|
if (graphics && _debugBones) {
|
|
let bone;
|
|
graphics.strokeColor = _boneColor;
|
|
graphics.fillColor = _slotColor; // Root bone color is same as slot color.
|
|
|
|
for (let i = 0, n = locSkeleton.bones.length; i < n; i++) {
|
|
bone = locSkeleton.bones[i];
|
|
let x = bone.data.length * bone.a + bone.worldX;
|
|
let y = bone.data.length * bone.c + bone.worldY;
|
|
|
|
// Bone lengths.
|
|
graphics.moveTo(bone.worldX, bone.worldY);
|
|
graphics.lineTo(x, y);
|
|
graphics.stroke();
|
|
|
|
// Bone origins.
|
|
graphics.circle(bone.worldX, bone.worldY, Math.PI * 1.5);
|
|
graphics.fill();
|
|
if (i === 0) {
|
|
graphics.fillColor = _originColor;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// @ts-ignore
|
|
sp.Skeleton.__assembler__.cacheTraverse = function (worldMat) {
|
|
|
|
let frame = _comp._curFrame;
|
|
if (!frame) return;
|
|
|
|
let segments = frame.segments;
|
|
if (segments.length == 0) return;
|
|
|
|
let vbuf, ibuf, uintbuf;
|
|
let material;
|
|
let offsetInfo;
|
|
let vertices = frame.vertices;
|
|
let indices = frame.indices;
|
|
let worldMatm;
|
|
|
|
let frameVFOffset = 0, frameIndexOffset = 0, segVFCount = 0;
|
|
if (worldMat) {
|
|
worldMatm = worldMat.m;
|
|
_m00 = worldMatm[0];
|
|
_m01 = worldMatm[1];
|
|
_m04 = worldMatm[4];
|
|
_m05 = worldMatm[5];
|
|
_m12 = worldMatm[12];
|
|
_m13 = worldMatm[13];
|
|
}
|
|
|
|
let justTranslate = _m00 === 1 && _m01 === 0 && _m04 === 0 && _m05 === 1;
|
|
let needBatch = (_handleVal & FLAG_BATCH);
|
|
let calcTranslate = needBatch && justTranslate;
|
|
|
|
let colorOffset = 0;
|
|
let colors = frame.colors;
|
|
let nowColor = colors[colorOffset++];
|
|
let maxVFOffset = nowColor.vfOffset;
|
|
_handleColor(nowColor);
|
|
|
|
for (let i = 0, n = segments.length; i < n; i++) {
|
|
let segInfo = segments[i];
|
|
material = _getSlotMaterial(segInfo.tex, segInfo.blendMode);
|
|
if (!material) continue;
|
|
|
|
if (_mustFlush || material.getHash() !== _renderer.material.getHash()) {
|
|
_mustFlush = false;
|
|
_renderer._flush();
|
|
_renderer.node = _node;
|
|
_renderer.material = material;
|
|
}
|
|
|
|
_vertexCount = segInfo.vertexCount;
|
|
_indexCount = segInfo.indexCount;
|
|
|
|
offsetInfo = _buffer.request(_vertexCount, _indexCount);
|
|
_indexOffset = offsetInfo.indiceOffset;
|
|
_vertexOffset = offsetInfo.vertexOffset;
|
|
_vfOffset = offsetInfo.byteOffset >> 2;
|
|
vbuf = _buffer._vData;
|
|
ibuf = _buffer._iData;
|
|
uintbuf = _buffer._uintVData;
|
|
|
|
for (let ii = _indexOffset, il = _indexOffset + _indexCount; ii < il; ii++) {
|
|
ibuf[ii] = _vertexOffset + indices[frameIndexOffset++];
|
|
}
|
|
|
|
segVFCount = segInfo.vfCount;
|
|
vbuf.set(vertices.subarray(frameVFOffset, frameVFOffset + segVFCount), _vfOffset);
|
|
frameVFOffset += segVFCount;
|
|
|
|
if (calcTranslate) {
|
|
for (let ii = _vfOffset, il = _vfOffset + segVFCount; ii < il; ii += 6) {
|
|
vbuf[ii] += _m12;
|
|
vbuf[ii + 1] += _m13;
|
|
}
|
|
} else if (needBatch) {
|
|
for (let ii = _vfOffset, il = _vfOffset + segVFCount; ii < il; ii += 6) {
|
|
_x = vbuf[ii];
|
|
_y = vbuf[ii + 1];
|
|
vbuf[ii] = _x * _m00 + _y * _m04 + _m12;
|
|
vbuf[ii + 1] = _x * _m01 + _y * _m05 + _m13;
|
|
}
|
|
}
|
|
|
|
_buffer.adjust(_vertexCount, _indexCount);
|
|
if ( !_needColor ) continue;
|
|
|
|
// handle color
|
|
let frameColorOffset = frameVFOffset - segVFCount;
|
|
for (let ii = _vfOffset + 4, il = _vfOffset + 4 + segVFCount; ii < il; ii += 6, frameColorOffset += 6) {
|
|
if (frameColorOffset >= maxVFOffset) {
|
|
nowColor = colors[colorOffset++];
|
|
_handleColor(nowColor);
|
|
maxVFOffset = nowColor.vfOffset;
|
|
}
|
|
uintbuf[ii] = _finalColor32;
|
|
uintbuf[ii + 1] = _darkColor32;
|
|
}
|
|
}
|
|
}
|
|
|
|
// @ts-ignore
|
|
sp.Skeleton.__assembler__.fillBuffers = function (comp, renderer) {
|
|
|
|
let node = comp.node;
|
|
// @ts-ignore
|
|
node._renderFlag |= cc.RenderFlow.FLAG_UPDATE_RENDER_DATA;
|
|
if (!comp._skeleton) return;
|
|
|
|
let nodeColor = node._color;
|
|
_nodeR = nodeColor.r / 255;
|
|
_nodeG = nodeColor.g / 255;
|
|
_nodeB = nodeColor.b / 255;
|
|
_nodeA = nodeColor.a / 255;
|
|
|
|
_useTint = comp.useTint || comp.isAnimationCached();
|
|
_vertexFormat = _useTint? VFTwoColor : VFOneColor;
|
|
// x y u v color1 color2 or x y u v color
|
|
_perVertexSize = _useTint ? 6 : 5;
|
|
|
|
_node = comp.node;
|
|
_buffer = renderer.getBuffer('spine', _vertexFormat);
|
|
_renderer = renderer;
|
|
_comp = comp;
|
|
|
|
_mustFlush = true;
|
|
_premultipliedAlpha = comp.premultipliedAlpha;
|
|
_multiplier = 1.0;
|
|
_handleVal = 0x00;
|
|
_needColor = false;
|
|
_vertexEffect = comp._effectDelegate && comp._effectDelegate._vertexEffect;
|
|
|
|
if (nodeColor._val !== 0xffffffff || _premultipliedAlpha) {
|
|
_needColor = true;
|
|
}
|
|
|
|
if (_useTint) {
|
|
_handleVal |= FLAG_TWO_COLOR;
|
|
}
|
|
|
|
let worldMat = undefined;
|
|
if (_comp.enableBatch) {
|
|
worldMat = _node._worldMatrix;
|
|
_mustFlush = false;
|
|
_handleVal |= FLAG_BATCH;
|
|
}
|
|
|
|
if (comp.isAnimationCached()) {
|
|
// Traverse input assembler.
|
|
this.cacheTraverse(worldMat);
|
|
} else {
|
|
if (_vertexEffect) _vertexEffect.begin(comp._skeleton);
|
|
this.realTimeTraverse(worldMat);
|
|
if (_vertexEffect) _vertexEffect.end();
|
|
}
|
|
|
|
// Clear temp var.
|
|
_node = undefined;
|
|
_buffer = undefined;
|
|
_renderer = undefined;
|
|
_comp = undefined;
|
|
_vertexEffect = null;
|
|
}
|
|
|