Files
aklive2d/apps/module/spine-ts/webgl/example/barebones.html
2025-04-30 22:08:27 +08:00

157 lines
5.1 KiB
HTML
Executable File

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