/**************************************************************************** Copyright (c) 2013-2014 Chukong Technologies Inc. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ (function () { var spine = sp.spine; sp.Skeleton.WebGLRenderCmd = function (renderableObject) { this._rootCtor(renderableObject); this._needDraw = true; this._matrix = new cc.math.Matrix4(); this._matrix.identity(); this._currTexture = null; this._currBlendFunc = {}; this.vertexType = cc.renderer.VertexType.CUSTOM; this.setShaderProgram(cc.shaderCache.programForKey(cc.SHADER_SPRITE_POSITION_TEXTURECOLOR)); }; var proto = sp.Skeleton.WebGLRenderCmd.prototype = Object.create(cc.Node.WebGLRenderCmd.prototype); proto.constructor = sp.Skeleton.WebGLRenderCmd; proto.uploadData = function (f32buffer, ui32buffer, vertexDataOffset){ var node = this._node; var color = this._displayedColor, locSkeleton = node._skeleton; var attachment, slot, i, n; var premultiAlpha = node._premultipliedAlpha; locSkeleton.r = color.r / 255; locSkeleton.g = color.g / 255; locSkeleton.b = color.b / 255; locSkeleton.a = this._displayedOpacity / 255; if (premultiAlpha) { locSkeleton.r *= locSkeleton.a; locSkeleton.g *= locSkeleton.a; locSkeleton.b *= locSkeleton.a; } var debugSlotsInfo = null; if (this._node._debugSlots) { debugSlotsInfo = []; } for (i = 0, n = locSkeleton.drawOrder.length; i < n; i++) { slot = locSkeleton.drawOrder[i]; if (!slot.attachment) continue; attachment = slot.attachment; // get the vertices length var vertCount = 0; if (attachment instanceof spine.RegionAttachment) { vertCount = 6; // a quad = two triangles = six vertices } else if (attachment instanceof spine.MeshAttachment) { vertCount = attachment.regionUVs.length / 2; } else { continue; } // no vertices to render if (vertCount === 0) { continue; } var regionTextureAtlas = node.getTextureAtlas(attachment); // Broken for changing batch info this._currTexture = regionTextureAtlas.texture.getRealTexture(); var batchBroken = cc.renderer._updateBatchedInfo(this._currTexture, this._getBlendFunc(slot.data.blendMode, premultiAlpha), this._glProgramState); // keep the same logic with RendererWebGL.js, avoid vertex data overflow var uploadAll = vertexDataOffset / 6 + vertCount > (cc.BATCH_VERTEX_COUNT - 200) * 0.5; // Broken for vertex data overflow if (!batchBroken && uploadAll) { // render the cached data cc.renderer._batchRendering(); batchBroken = true; } if (batchBroken) { vertexDataOffset = 0; } // update the vertex buffer var slotDebugPoints = null; if (attachment instanceof spine.RegionAttachment) { slotDebugPoints = this._uploadRegionAttachmentData(attachment, slot, premultiAlpha, f32buffer, ui32buffer, vertexDataOffset); } else if (attachment instanceof spine.MeshAttachment) { this._uploadMeshAttachmentData(attachment, slot, premultiAlpha, f32buffer, ui32buffer, vertexDataOffset); } else { continue; } if (this._node._debugSlots) { debugSlotsInfo[i] = slotDebugPoints; } // update the index buffer if (attachment instanceof spine.RegionAttachment) { cc.renderer._increaseBatchingSize(vertCount, cc.renderer.VertexType.TRIANGLE); } else { cc.renderer._increaseBatchingSize(vertCount, cc.renderer.VertexType.CUSTOM, attachment.triangles); } // update the index data vertexDataOffset += vertCount * 6; } if (node._debugBones || node._debugSlots) { // flush previous vertices cc.renderer._batchRendering(); var wt = this._worldTransform, mat = this._matrix.mat; mat[0] = wt.a; mat[4] = wt.c; mat[12] = wt.tx; mat[1] = wt.b; mat[5] = wt.d; mat[13] = wt.ty; cc.kmGLMatrixMode(cc.KM_GL_MODELVIEW); cc.current_stack.stack.push(cc.current_stack.top); cc.current_stack.top = this._matrix; var drawingUtil = cc._drawingUtil; if (node._debugSlots && debugSlotsInfo && debugSlotsInfo.length > 0) { // Slots. drawingUtil.setDrawColor(0, 0, 255, 255); drawingUtil.setLineWidth(1); for (i = 0, n = locSkeleton.slots.length; i < n; i++) { var points = debugSlotsInfo[i]; if (points) { drawingUtil.drawPoly(points, 4, true); } } } if (node._debugBones) { // Bone lengths. var bone; drawingUtil.setLineWidth(2); drawingUtil.setDrawColor(255, 0, 0, 255); for (i = 0, n = locSkeleton.bones.length; i < n; i++) { bone = locSkeleton.bones[i]; var x = bone.data.length * bone.a + bone.worldX; var y = bone.data.length * bone.c + bone.worldY; drawingUtil.drawLine(cc.p(bone.worldX, bone.worldY), cc.p(x, y)); } // Bone origins. drawingUtil.setPointSize(4); drawingUtil.setDrawColor(0, 0, 255, 255); // Root bone is blue. for (i = 0, n = locSkeleton.bones.length; i < n; i++) { bone = locSkeleton.bones[i]; drawingUtil.drawPoint(cc.p(bone.worldX, bone.worldY)); if (i == 0) { drawingUtil.setDrawColor(0, 255, 0, 255); } } } cc.kmGLPopMatrix(); } return 0; }; proto._getBlendFunc = function (blendMode, premultiAlpha) { var ret = this._currBlendFunc; switch (blendMode) { case spine.BlendMode.Normal: ret.src = premultiAlpha ? cc.ONE : cc.SRC_ALPHA; ret.dst = cc.ONE_MINUS_SRC_ALPHA; break; case spine.BlendMode.Additive: ret.src = premultiAlpha ? cc.ONE : cc.SRC_ALPHA; ret.dst = cc.ONE; break; case spine.BlendMode.Multiply: ret.src = cc.DST_COLOR; ret.dst = cc.ONE_MINUS_SRC_ALPHA; break; case spine.BlendMode.Screen: ret.src = cc.ONE; ret.dst = cc.ONE_MINUS_SRC_COLOR; break; default: ret = this._node._blendFunc; break; } return ret; }; proto._createChildFormSkeletonData = function(){}; proto._updateChild = function(){}; proto._uploadRegionAttachmentData = function(attachment, slot, premultipliedAlpha, f32buffer, ui32buffer, vertexDataOffset) { // the vertices in format: // [ // X1, Y1, C1R, C1G, C1B, C1A, U1, V1, // bottom left // X2, Y2, C2R, C2G, C2B, C2A, U2, V2, // top left // X3, Y3, C3R, C3G, C3B, C3A, U3, V3, // top right // X4, Y4, C4R, C4G, C4B, C4A, U4, V4 // bottom right // ] // var nodeColor = this._displayedColor; var nodeR = nodeColor.r, nodeG = nodeColor.g, nodeB = nodeColor.b, nodeA = this._displayedOpacity; var vertices = spine.Utils.setArraySize(new Array(), 8, 0); attachment.computeWorldVertices(slot.bone, vertices, 0, 2); var uvs = attachment.uvs; // get the colors data var skeleton = slot.bone.skeleton; var skeletonColor = skeleton.color; var slotColor = slot.color; var regionColor = attachment.color; var alpha = skeletonColor.a * slotColor.a * regionColor.a; var multiplier = premultipliedAlpha ? alpha : 1; var colors = attachment.tempColor; colors.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha); var wt = this._worldTransform, wa = wt.a, wb = wt.b, wc = wt.c, wd = wt.d, wx = wt.tx, wy = wt.ty, z = this._node.vertexZ; var offset = vertexDataOffset; // generate 6 vertices data (two triangles) from the quad vertices // using two angles : (0, 1, 2) & (0, 2, 3) for (var i = 0; i < 6; i++) { var srcIdx = i < 4 ? i % 3 : i - 2; var vx = vertices[srcIdx * 2], vy = vertices[srcIdx * 2 + 1]; var x = vx * wa + vy * wc + wx, y = vx * wb + vy * wd + wy; var r = colors.r * nodeR, g = colors.g * nodeG, b = colors.b * nodeB, a = colors.a * nodeA; var color = ((a<<24) | (b<<16) | (g<<8) | r); f32buffer[offset] = x; f32buffer[offset + 1] = y; f32buffer[offset + 2] = z; ui32buffer[offset + 3] = color; f32buffer[offset + 4] = uvs[srcIdx * 2]; f32buffer[offset + 5] = uvs[srcIdx * 2 + 1]; offset += 6; } if (this._node._debugSlots) { // return the quad points info if debug slot enabled var VERTEX = spine.RegionAttachment; return [ cc.p(vertices[VERTEX.OX1], vertices[VERTEX.OY1]), cc.p(vertices[VERTEX.OX2], vertices[VERTEX.OY2]), cc.p(vertices[VERTEX.OX3], vertices[VERTEX.OY3]), cc.p(vertices[VERTEX.OX4], vertices[VERTEX.OY4]) ]; } }; proto._uploadMeshAttachmentData = function(attachment, slot, premultipliedAlpha, f32buffer, ui32buffer, vertexDataOffset) { var wt = this._worldTransform, wa = wt.a, wb = wt.b, wc = wt.c, wd = wt.d, wx = wt.tx, wy = wt.ty, z = this._node.vertexZ; // get the vertex data var verticesLength = attachment.worldVerticesLength; var vertices = spine.Utils.setArraySize(new Array(), verticesLength, 0); attachment.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2); var uvs = attachment.uvs; // get the colors data var skeleton = slot.bone.skeleton; var skeletonColor = skeleton.color, slotColor = slot.color, meshColor = attachment.color; var alpha = skeletonColor.a * slotColor.a * meshColor.a; var multiplier = premultipliedAlpha ? alpha : 1; var colors = attachment.tempColor; colors.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha); var offset = vertexDataOffset; var nodeColor = this._displayedColor; var nodeR = nodeColor.r, nodeG = nodeColor.g, nodeB = nodeColor.b, nodeA = this._displayedOpacity; for (var i = 0, n = vertices.length; i < n; i += 2) { var vx = vertices[i], vy = vertices[i + 1]; var x = vx * wa + vy * wb + wx, y = vx * wc + vy * wd + wy; var r = colors.r * nodeR, g = colors.g * nodeG, b = colors.b * nodeB, a = colors.a * nodeA; var color = ((a<<24) | (b<<16) | (g<<8) | r); f32buffer[offset] = x; f32buffer[offset + 1] = y; f32buffer[offset + 2] = z; ui32buffer[offset + 3] = color; f32buffer[offset + 4] = uvs[i]; f32buffer[offset + 5] = uvs[i + 1]; offset += 6; } }; })();