mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2024-12-26 03:38:29 +00:00
[engine] Spine 组件多纹理渲染支持 useTint
This commit is contained in:
parent
d2a705be6d
commit
f3c3a0eae8
@ -59,6 +59,16 @@ var vfmtPosUvTwoColor = new gfx.VertexFormat([
|
||||
vfmtPosUvTwoColor.name = 'vfmtPosUvTwoColor';
|
||||
gfx.VertexFormat.XY_UV_Two_Color = vfmtPosUvTwoColor;
|
||||
|
||||
var vfmtPosUvTwoColorTexId = new gfx.VertexFormat([
|
||||
{ name: gfx.ATTR_POSITION, type: gfx.ATTR_TYPE_FLOAT32, num: 2 },
|
||||
{ name: gfx.ATTR_UV0, type: gfx.ATTR_TYPE_FLOAT32, num: 2 },
|
||||
{ name: gfx.ATTR_COLOR, type: gfx.ATTR_TYPE_UINT8, num: 4, normalize: true },
|
||||
{ name: gfx.ATTR_COLOR0, type: gfx.ATTR_TYPE_UINT8, num: 4, normalize: true },
|
||||
{ name: gfx.ATTR_TEX_ID, type: gfx.ATTR_TYPE_FLOAT32, num: 1 },
|
||||
]);
|
||||
vfmtPosUvTwoColorTexId.name = 'vfmtPosUvTwoColorTexId';
|
||||
gfx.VertexFormat.XY_UV_Two_Color_TexId = vfmtPosUvTwoColorTexId;
|
||||
|
||||
var vfmtPosUv = new gfx.VertexFormat([
|
||||
{ name: gfx.ATTR_POSITION, type: gfx.ATTR_TYPE_FLOAT32, num: 2 },
|
||||
{ name: gfx.ATTR_UV0, type: gfx.ATTR_TYPE_FLOAT32, num: 2 }
|
||||
@ -86,5 +96,6 @@ module.exports = {
|
||||
vfmtPosUv,
|
||||
vfmtPosColor,
|
||||
vfmtPos,
|
||||
vfmtPosUvColorTexId
|
||||
vfmtPosUvColorTexId,
|
||||
vfmtPosUvTwoColorTexId,
|
||||
};
|
||||
|
@ -480,11 +480,13 @@ sp.Skeleton = cc.Class({
|
||||
|
||||
// override base class _updateMaterial to set define value and clear material cache
|
||||
_updateMaterial () {
|
||||
let useTint = this.useTint || (this.isAnimationCached() && !CC_NATIVERENDERER);
|
||||
let useTint = this.useTint;
|
||||
let baseMaterial = this.getMaterial(0);
|
||||
if (baseMaterial) {
|
||||
const isMultiSupport = baseMaterial.material.isMultiSupport();
|
||||
if (!isMultiSupport) {
|
||||
if (isMultiSupport) {
|
||||
this._defineMaterialTint(baseMaterial, useTint);
|
||||
} else {
|
||||
baseMaterial.define('USE_TINT', useTint);
|
||||
baseMaterial.define('CC_USE_MODEL', !this.enableBatch);
|
||||
}
|
||||
@ -501,7 +503,6 @@ sp.Skeleton = cc.Class({
|
||||
);
|
||||
|
||||
if (isMultiSupport) {
|
||||
if (this.useTint) this.useTint = false;
|
||||
if (!this.enableBatch) this.enableBatch = true;
|
||||
}
|
||||
}
|
||||
@ -528,16 +529,25 @@ sp.Skeleton = cc.Class({
|
||||
_updateUseTint () {
|
||||
let baseMaterial = this.getMaterial(0);
|
||||
if (baseMaterial) {
|
||||
let useTint = this.useTint || (this.isAnimationCached() && !CC_NATIVERENDERER);
|
||||
if (!baseMaterial.material.isMultiSupport()) {
|
||||
baseMaterial.define('USE_TINT', useTint);
|
||||
let useTint = this.useTint;
|
||||
if (baseMaterial.material.isMultiSupport()) {
|
||||
this._defineMaterialTint(baseMaterial, useTint);
|
||||
} else {
|
||||
if (this.useTint) this.useTint = false;
|
||||
baseMaterial.define('USE_TINT', useTint);
|
||||
}
|
||||
}
|
||||
this._materialCache = {};
|
||||
},
|
||||
|
||||
_defineMaterialTint(material, useTint) {
|
||||
const passes = material._effect._passes;
|
||||
if (passes && passes.length > 0) {
|
||||
if (passes[0]._defines['USE_TINT'] != useTint) {
|
||||
material.define('USE_TINT', useTint);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
// if change use batch mode, just clear material cache
|
||||
_updateBatch () {
|
||||
let baseMaterial = this.getMaterial(0);
|
||||
|
@ -220,6 +220,7 @@ let AnimationCache = cc.Class({
|
||||
colors : [],
|
||||
boneInfos : [],
|
||||
vertices : null,
|
||||
verticesMulti : null,
|
||||
uintVert : null,
|
||||
indices : null,
|
||||
};
|
||||
|
@ -32,6 +32,7 @@ const VertexFormat = require('../../cocos2d/core/renderer/webgl/vertex-format')
|
||||
const VFOneColor = VertexFormat.vfmtPosUvColor;
|
||||
const VFOneColorTexId = VertexFormat.vfmtPosUvColorTexId;
|
||||
const VFTwoColor = VertexFormat.vfmtPosUvTwoColor;
|
||||
const VFTwoColorTexId = VertexFormat.vfmtPosUvTwoColorTexId;
|
||||
const gfx = cc.gfx;
|
||||
|
||||
const FLAG_BATCH = 0x10;
|
||||
@ -109,7 +110,7 @@ function _getSlotMaterial (tex, blendMode) {
|
||||
if (!baseMaterial) return null;
|
||||
|
||||
if (_useMulti) {
|
||||
let key = tex.getId() + src + dst;
|
||||
let key = tex.getId() + src + dst + _useTint;
|
||||
let materialCache = _comp._materialCache;
|
||||
let materialInfo = materialCache[key];
|
||||
if (!materialInfo) {
|
||||
@ -121,6 +122,8 @@ function _getSlotMaterial (tex, blendMode) {
|
||||
materialInfo = { material: cc.MaterialVariant.create(baseMaterial), texId: texId };
|
||||
}
|
||||
|
||||
_comp._defineMaterialTint(baseMaterial, _useTint);
|
||||
|
||||
if (texId === -1) {
|
||||
materialInfo.material.setProperty('texture', tex);
|
||||
materialInfo.texId = 0;
|
||||
@ -348,10 +351,12 @@ export default class SpineAssembler extends Assembler {
|
||||
vbuf[v + 2] = _tempUv.x; // u
|
||||
vbuf[v + 3] = _tempUv.y; // v
|
||||
uintVData[v + 4] = _spineColorToInt32(_finalColor); // light color
|
||||
if (_useMulti) {
|
||||
vbuf[v + 5] = _texId;
|
||||
|
||||
if (_useTint) {
|
||||
uintVData[v + 5] = _spineColorToInt32(_darkColor);
|
||||
if (_useMulti) vbuf[v + 6] = _texId;
|
||||
} else {
|
||||
_useTint && (uintVData[v + 5] = _spineColorToInt32(_darkColor)); // dark color
|
||||
if (_useMulti) vbuf[v + 5] = _texId;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
@ -360,10 +365,12 @@ export default class SpineAssembler extends Assembler {
|
||||
|
||||
for (let v = _vertexFloatOffset, n = _vertexFloatOffset + _vertexFloatCount; v < n; v += _perVertexSize) {
|
||||
uintVData[v + 4] = _finalColor32; // light color
|
||||
if (_useMulti) {
|
||||
vbuf[v + 5] = _texId;
|
||||
|
||||
if (_useTint) {
|
||||
uintVData[v + 5] = _darkColor32;
|
||||
if (_useMulti) vbuf[v + 6] = _texId;
|
||||
} else {
|
||||
_useTint && (uintVData[v + 5] = _darkColor32); // dark color
|
||||
if (_useMulti) vbuf[v + 5] = _texId;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -408,12 +415,12 @@ export default class SpineAssembler extends Assembler {
|
||||
vbuf[offset + 2] = _tempUv.x; // u
|
||||
vbuf[offset + 3] = _tempUv.y; // v
|
||||
uintVData[offset + 4] = _spineColorToInt32(_finalColor);
|
||||
if (_useMulti) {
|
||||
vbuf[offset + 5] = _texId;
|
||||
|
||||
if (_useTint) {
|
||||
uintVData[offset + 5] = _spineColorToInt32(_darkColor);
|
||||
if (_useMulti) vbuf[offset + 6] = _texId;
|
||||
} else {
|
||||
if (_useTint) {
|
||||
uintVData[offset + 5] = _spineColorToInt32(_darkColor);
|
||||
}
|
||||
if (_useMulti) vbuf[offset + 5] = _texId;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
@ -425,13 +432,13 @@ export default class SpineAssembler extends Assembler {
|
||||
|
||||
_finalColor32 = ((clippedVertices[v + 5]<<24) >>> 0) + (clippedVertices[v + 4]<<16) + (clippedVertices[v + 3]<<8) + clippedVertices[v + 2];
|
||||
uintVData[offset + 4] = _finalColor32;
|
||||
if (_useMulti) {
|
||||
vbuf[offset + 5] = _texId;
|
||||
|
||||
if (_useTint) {
|
||||
_darkColor32 = ((clippedVertices[v + 11] << 24) >>> 0) + (clippedVertices[v + 10] << 16) + (clippedVertices[v + 9] << 8) + clippedVertices[v + 8];
|
||||
uintVData[offset + 5] = _darkColor32;
|
||||
if (_useMulti) vbuf[offset + 6] = _texId;
|
||||
} else {
|
||||
if (_useTint) {
|
||||
_darkColor32 = ((clippedVertices[v + 11] << 24) >>> 0) + (clippedVertices[v + 10] << 16) + (clippedVertices[v + 9] << 8) + clippedVertices[v + 8];
|
||||
uintVData[offset + 5] = _darkColor32;
|
||||
}
|
||||
if (_useMulti) vbuf[offset + 5] = _texId;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -467,7 +474,7 @@ export default class SpineAssembler extends Assembler {
|
||||
}
|
||||
|
||||
// x y u v r1 g1 b1 a1 r2 g2 b2 a2 or x y u v r g b a
|
||||
_perClipVertexSize = _useMulti ? 12 : (_useTint ? 12 : 8);
|
||||
_perClipVertexSize = _useTint ? (_useMulti ? 16 : 12) : (_useMulti ? 12 : 8);
|
||||
|
||||
_vertexFloatCount = 0;
|
||||
_vertexFloatOffset = 0;
|
||||
@ -673,6 +680,22 @@ export default class SpineAssembler extends Assembler {
|
||||
}
|
||||
}
|
||||
|
||||
cacheVerticesConvertToMulti(vertices) {
|
||||
const verticesMulti = new Float32Array(vertices.length + (vertices.length / 6));
|
||||
|
||||
for (let i = 0, j = 0; j < vertices.length;) {
|
||||
verticesMulti[i++] = vertices[j++]; // x
|
||||
verticesMulti[i++] = vertices[j++]; // y
|
||||
verticesMulti[i++] = vertices[j++]; // u
|
||||
verticesMulti[i++] = vertices[j++]; // v
|
||||
verticesMulti[i++] = vertices[j++]; // color1
|
||||
verticesMulti[i++] = vertices[j++]; // color2
|
||||
verticesMulti[i++] = 0; // texId
|
||||
}
|
||||
|
||||
return verticesMulti;
|
||||
}
|
||||
|
||||
cacheTraverse (worldMat) {
|
||||
|
||||
let frame = _comp._curFrame;
|
||||
@ -687,6 +710,14 @@ export default class SpineAssembler extends Assembler {
|
||||
let vertices = frame.vertices;
|
||||
let indices = frame.indices;
|
||||
let worldMatm;
|
||||
let useMultiTint = _useMulti && _useTint;
|
||||
|
||||
if (useMultiTint) {
|
||||
if (!frame.verticesMulti) {
|
||||
frame.verticesMulti = this.cacheVerticesConvertToMulti(frame.vertices);
|
||||
}
|
||||
vertices = frame.verticesMulti;
|
||||
}
|
||||
|
||||
let frameVFOffset = 0, frameIndexOffset = 0, segVFCount = 0;
|
||||
if (worldMat) {
|
||||
@ -706,7 +737,7 @@ export default class SpineAssembler extends Assembler {
|
||||
let colorOffset = 0;
|
||||
let colors = frame.colors;
|
||||
let nowColor = colors[colorOffset++];
|
||||
let maxVFOffset = nowColor.vfOffset;
|
||||
let maxVFOffset = useMultiTint ? (nowColor.vfOffset + (nowColor.vfOffset / 6)) : nowColor.vfOffset;
|
||||
_handleColor(nowColor);
|
||||
|
||||
for (let i = 0, n = segments.length; i < n; i++) {
|
||||
@ -736,17 +767,17 @@ export default class SpineAssembler extends Assembler {
|
||||
ibuf[ii] = _vertexOffset + indices[frameIndexOffset++];
|
||||
}
|
||||
|
||||
segVFCount = segInfo.vfCount;
|
||||
segVFCount = useMultiTint ? (segInfo.vfCount + (segInfo.vfCount / 6)) : 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) {
|
||||
for (let ii = _vfOffset, il = _vfOffset + segVFCount; ii < il; ii += _perVertexSize) {
|
||||
vbuf[ii] += _m12;
|
||||
vbuf[ii + 1] += _m13;
|
||||
}
|
||||
} else if (needBatch) {
|
||||
for (let ii = _vfOffset, il = _vfOffset + segVFCount; ii < il; ii += 6) {
|
||||
for (let ii = _vfOffset, il = _vfOffset + segVFCount; ii < il; ii += _perVertexSize) {
|
||||
_x = vbuf[ii];
|
||||
_y = vbuf[ii + 1];
|
||||
vbuf[ii] = _x * _m00 + _y * _m04 + _m12;
|
||||
@ -756,25 +787,58 @@ export default class SpineAssembler extends Assembler {
|
||||
|
||||
_buffer.adjustForSpine(_vertexCount, _indexCount);
|
||||
|
||||
if (_needColor) {
|
||||
// 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;
|
||||
if (_useMulti) {
|
||||
vbuf[ii + 1] = _texId;
|
||||
// 使用多纹理材质,不使用 Tint 则用 TexId 在下标 5 覆盖 darkColor,否则在 6 写入 TexId
|
||||
// 不使用多纹理材质,则保持引擎默认的强制 Tint 不用做额外操作
|
||||
|
||||
if (_useMulti) {
|
||||
if (_useTint) {
|
||||
if (_needColor) {
|
||||
let frameColorOffset = frameVFOffset - segVFCount;
|
||||
for (let ii = _vfOffset + 4, il = _vfOffset + 4 + segVFCount; ii < il; ii += _perVertexSize, frameColorOffset += _perVertexSize) {
|
||||
if (frameColorOffset >= maxVFOffset) {
|
||||
nowColor = colors[colorOffset++];
|
||||
_handleColor(nowColor);
|
||||
maxVFOffset = useMultiTint ? (nowColor.vfOffset + (nowColor.vfOffset / 6)) : nowColor.vfOffset;
|
||||
}
|
||||
uintbuf[ii] = _finalColor32;
|
||||
uintbuf[ii + 1] = _darkColor32;
|
||||
vbuf[ii + 2] = _texId;
|
||||
}
|
||||
} else {
|
||||
uintbuf[ii + 1] = _darkColor32;
|
||||
for (let ii = _vfOffset + 4, il = _vfOffset + 4 + segVFCount; ii < il; ii += _perVertexSize) {
|
||||
vbuf[ii + 2] = _texId;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (_needColor) {
|
||||
let frameColorOffset = frameVFOffset - segVFCount;
|
||||
for (let ii = _vfOffset + 4, il = _vfOffset + 4 + segVFCount; ii < il; ii += _perVertexSize, frameColorOffset += _perVertexSize) {
|
||||
if (frameColorOffset >= maxVFOffset) {
|
||||
nowColor = colors[colorOffset++];
|
||||
_handleColor(nowColor);
|
||||
maxVFOffset = useMultiTint ? (nowColor.vfOffset + (nowColor.vfOffset / 6)) : nowColor.vfOffset;
|
||||
}
|
||||
uintbuf[ii] = _finalColor32;
|
||||
vbuf[ii + 1] = _texId;
|
||||
}
|
||||
} else {
|
||||
for (let ii = _vfOffset + 4, il = _vfOffset + 4 + segVFCount; ii < il; ii += _perVertexSize) {
|
||||
vbuf[ii + 1] = _texId;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if (_useMulti) {
|
||||
for (let ii = _vfOffset + 4, il = _vfOffset + 4 + segVFCount; ii < il; ii += 6) {
|
||||
vbuf[ii + 1] = _texId;
|
||||
} else {
|
||||
if (_needColor) {
|
||||
let frameColorOffset = frameVFOffset - segVFCount;
|
||||
for (let ii = _vfOffset + 4, il = _vfOffset + 4 + segVFCount; ii < il; ii += _perVertexSize, frameColorOffset += _perVertexSize) {
|
||||
if (frameColorOffset >= maxVFOffset) {
|
||||
nowColor = colors[colorOffset++];
|
||||
_handleColor(nowColor);
|
||||
maxVFOffset = useMultiTint ? (nowColor.vfOffset + (nowColor.vfOffset / 6)) : nowColor.vfOffset;
|
||||
}
|
||||
uintbuf[ii] = _finalColor32;
|
||||
uintbuf[ii + 1] = _darkColor32;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -796,10 +860,10 @@ export default class SpineAssembler extends Assembler {
|
||||
if (!baseMaterial) return;
|
||||
|
||||
_useMulti = baseMaterial.material.isMultiSupport();
|
||||
_useTint = !_useMulti && (comp.useTint || comp.isAnimationCached());
|
||||
_vertexFormat = _useMulti ? VFOneColorTexId : (_useTint ? VFTwoColor : VFOneColor);
|
||||
_useTint = comp.useTint;
|
||||
_vertexFormat = _useTint ? (_useMulti ? VFTwoColorTexId : VFTwoColor) : (_useMulti ? VFOneColorTexId : (comp.isAnimationCached() ? VFTwoColor : VFOneColor));
|
||||
// x y u v color1 color2 or x y u v color
|
||||
_perVertexSize = _useMulti ? 6 :(_useTint ? 6 : 5);
|
||||
_perVertexSize = _useTint ? (_useMulti ? 7 : 6) : (_useMulti ? 6 : (comp.isAnimationCached() ? 6 : 5));
|
||||
|
||||
_node = comp.node;
|
||||
_buffer = renderer.getBuffer('mesh', _vertexFormat);
|
||||
|
Loading…
Reference in New Issue
Block a user