feat: use custom player module
This commit is contained in:
157
apps/module/spine-ts/webgl/example/barebones.html
Executable file
157
apps/module/spine-ts/webgl/example/barebones.html
Executable file
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<html>
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<script src="../../build/spine-webgl.js"></script>
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<style>
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* { margin: 0; padding: 0; }
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body, html { height: 100% }
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canvas { position: absolute; width: 100% ;height: 100%; }
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</style>
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<body>
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<canvas id="canvas"></canvas>
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<script>
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var canvas;
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var gl;
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var shader;
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var batcher;
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var mvp = new spine.webgl.Matrix4();
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var assetManager;
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var skeletonRenderer;
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var lastFrameTime;
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var spineboy;
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function init () {
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// Setup canvas and WebGL context. We pass alpha: false to canvas.getContext() so we don't use premultiplied alpha when
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// loading textures. That is handled separately by PolygonBatcher.
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canvas = document.getElementById("canvas");
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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var config = { alpha: false };
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gl = canvas.getContext("webgl", config) || canvas.getContext("experimental-webgl", config);
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if (!gl) {
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alert('WebGL is unavailable.');
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return;
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}
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// Create a simple shader, mesh, model-view-projection matrix, SkeletonRenderer, and AssetManager.
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shader = spine.webgl.Shader.newTwoColoredTextured(gl);
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batcher = new spine.webgl.PolygonBatcher(gl);
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mvp.ortho2d(0, 0, canvas.width - 1, canvas.height - 1);
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skeletonRenderer = new spine.webgl.SkeletonRenderer(gl);
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assetManager = new spine.webgl.AssetManager(gl);
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// Tell AssetManager to load the resources for each skeleton, including the exported .skel file, the .atlas file and the .png
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// file for the atlas. We then wait until all resources are loaded in the load() method.
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assetManager.loadBinary("assets/spineboy-pro.skel");
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assetManager.loadTextureAtlas("assets/spineboy-pma.atlas");
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requestAnimationFrame(load);
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}
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function load () {
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// Wait until the AssetManager has loaded all resources, then load the skeletons.
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if (assetManager.isLoadingComplete()) {
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spineboy = loadSpineboy("run", true);
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lastFrameTime = Date.now() / 1000;
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requestAnimationFrame(render); // Loading is done, call render every frame.
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} else {
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requestAnimationFrame(load);
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}
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}
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function loadSpineboy (initialAnimation, premultipliedAlpha) {
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// Load the texture atlas from the AssetManager.
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var atlas = assetManager.get("assets/spineboy-pma.atlas");
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// Create a AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
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var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
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// Create a SkeletonBinary instance for parsing the .skel file.
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var skeletonBinary = new spine.SkeletonBinary(atlasLoader);
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// Set the scale to apply during parsing, parse the file, and create a new skeleton.
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skeletonBinary.scale = 1;
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var skeletonData = skeletonBinary.readSkeletonData(assetManager.get("assets/spineboy-pro.skel"));
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var skeleton = new spine.Skeleton(skeletonData);
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var bounds = calculateSetupPoseBounds(skeleton);
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// Create an AnimationState, and set the initial animation in looping mode.
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var animationStateData = new spine.AnimationStateData(skeleton.data);
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var animationState = new spine.AnimationState(animationStateData);
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animationState.setAnimation(0, initialAnimation, true);
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// Pack everything up and return to caller.
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return { skeleton: skeleton, state: animationState, bounds: bounds, premultipliedAlpha: premultipliedAlpha };
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}
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function calculateSetupPoseBounds (skeleton) {
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skeleton.setToSetupPose();
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skeleton.updateWorldTransform();
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var offset = new spine.Vector2();
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var size = new spine.Vector2();
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skeleton.getBounds(offset, size, []);
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return { offset: offset, size: size };
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}
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function render () {
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var now = Date.now() / 1000;
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var delta = now - lastFrameTime;
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lastFrameTime = now;
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// Update the MVP matrix to adjust for canvas size changes
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resize();
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gl.clearColor(0.3, 0.3, 0.3, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Apply the animation state based on the delta time.
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var skeleton = spineboy.skeleton;
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var state = spineboy.state;
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var premultipliedAlpha = spineboy.premultipliedAlpha;
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state.update(delta);
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state.apply(skeleton);
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skeleton.updateWorldTransform();
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// Bind the shader and set the texture and model-view-projection matrix.
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shader.bind();
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shader.setUniformi(spine.webgl.Shader.SAMPLER, 0);
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shader.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, mvp.values);
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// Start the batch and tell the SkeletonRenderer to render the active skeleton.
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batcher.begin(shader);
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skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
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skeletonRenderer.draw(batcher, skeleton);
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batcher.end();
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shader.unbind();
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requestAnimationFrame(render);
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}
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function resize () {
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var w = canvas.clientWidth;
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var h = canvas.clientHeight;
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if (canvas.width != w || canvas.height != h) {
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canvas.width = w;
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canvas.height = h;
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}
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// Calculations to center the skeleton in the canvas.
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var bounds = spineboy.bounds;
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var centerX = bounds.offset.x + bounds.size.x / 2;
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var centerY = bounds.offset.y + bounds.size.y / 2;
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var scaleX = bounds.size.x / canvas.width;
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var scaleY = bounds.size.y / canvas.height;
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var scale = Math.max(scaleX, scaleY) * 1.2;
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if (scale < 1) scale = 1;
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var width = canvas.width * scale;
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var height = canvas.height * scale;
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mvp.ortho2d(centerX - width / 2, centerY - height / 2, width, height);
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gl.viewport(0, 0, canvas.width, canvas.height);
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}
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init();
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</script>
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</body>
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</html>
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