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

333 lines
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HTML
Executable File

<html>
<script src="../../build/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<style>
* { margin: 0; padding: 0; }
body, html { height: 100% }
canvas { position: absolute; width: 100% ;height: 100%; }
</style>
<body>
<canvas id="canvas"></canvas>
<center>
<div style="color: #fff; position: fixed; top: 0; width: 100%">
<span>Skeleton:</span><select id="skeletonList"></select>
<span>Animation:</span><select id="animationList"></select>
<span>Skin:</span><select id="skinList"></select>
<span>Vertex Effect:</span><select id="effectList"></select>
<span>Debug:</span><input type="checkbox" id="debug">
</div>
</center>
<script>
var canvas;
var gl;
var shader;
var batcher;
var mvp = new spine.webgl.Matrix4();
var skeletonRenderer;
var assetManager;
var debugRenderer;
var shapes;
var lastFrameTime;
var skeletons = {};
var activeSkeleton = "spineboy";
var swirlEffect = new spine.SwirlEffect(0);
var jitterEffect = new spine.JitterEffect(20, 20);
var swirlTime = 0;
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);
// Create a debug renderer and the ShapeRenderer it needs to render lines.
debugRenderer = new spine.webgl.SkeletonDebugRenderer(gl);
debugRenderer.drawRegionAttachments = true;
debugRenderer.drawBoundingBoxes = true;
debugRenderer.drawMeshHull = true;
debugRenderer.drawMeshTriangles = true;
debugRenderer.drawPaths = true;
debugShader = spine.webgl.Shader.newColored(gl);
shapes = new spine.webgl.ShapeRenderer(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");
assetManager.loadBinary("assets/raptor-pro.skel");
assetManager.loadTextureAtlas("assets/raptor-pma.atlas");
assetManager.loadBinary("assets/tank-pro.skel");
assetManager.loadTextureAtlas("assets/tank-pma.atlas");
assetManager.loadBinary("assets/goblins-pro.skel");
assetManager.loadTextureAtlas("assets/goblins-pma.atlas");
assetManager.loadBinary("assets/vine-pro.skel");
assetManager.loadTextureAtlas("assets/vine-pma.atlas");
assetManager.loadBinary("assets/stretchyman-pro.skel");
assetManager.loadTextureAtlas("assets/stretchyman-pma.atlas");
assetManager.loadBinary("assets/coin-pro.skel");
assetManager.loadTextureAtlas("assets/coin-pma.atlas");
requestAnimationFrame(load);
}
function load () {
// Wait until the AssetManager has loaded all resources, then load the skeletons.
if (assetManager.isLoadingComplete()) {
skeletons["raptor"] = loadSkeleton("raptor-pro", "walk", true);
skeletons["spineboy"] = loadSkeleton("spineboy-pro", "run", true);
skeletons["tank"] = loadSkeleton("tank-pro", "drive", true);
skeletons["goblins"] = loadSkeleton("goblins-pro", "walk", true, "goblin");
skeletons["vine"] = loadSkeleton("vine-pro", "grow", true);
skeletons["stretchyman"] = loadSkeleton("stretchyman-pro", "sneak", true);
skeletons["coin"] = loadSkeleton("coin-pro", "animation", true);
setupUI();
lastFrameTime = Date.now() / 1000;
requestAnimationFrame(render); // Loading is done, call render every frame.
} else {
requestAnimationFrame(load);
}
}
function loadSkeleton (name, initialAnimation, premultipliedAlpha, skin) {
if (skin === undefined) skin = "default";
// Load the texture atlas using name.atlas from the AssetManager.
var atlas = assetManager.get("assets/" + name.replace("-ess", "").replace("-pro", "") + (premultipliedAlpha ? "-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/" + name + ".skel"));
var skeleton = new spine.Skeleton(skeletonData);
skeleton.setSkinByName(skin);
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);
if (name == "spineboy") {
animationStateData.setMix("walk", "jump", 0.4)
animationStateData.setMix("jump", "run", 0.4);
animationState.setAnimation(0, "walk", true);
var jumpEntry = animationState.addAnimation(0, "jump", false, 3);
animationState.addAnimation(0, "run", true, 0);
} else {
animationState.setAnimation(0, initialAnimation, true);
}
animationState.addListener({
start: function(track) {
console.log("Animation on track " + track.trackIndex + " started");
},
interrupt: function(track) {
console.log("Animation on track " + track.trackIndex + " interrupted");
},
end: function(track) {
console.log("Animation on track " + track.trackIndex + " ended");
},
disposed: function(track) {
console.log("Animation on track " + track.trackIndex + " disposed");
},
complete: function(track) {
console.log("Animation on track " + track.trackIndex + " completed");
},
event: function(track, event) {
console.log("Event on track " + track.trackIndex + ": " + JSON.stringify(event));
}
})
// 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 setupUI () {
var skeletonList = $("#skeletonList");
for (var skeletonName in skeletons) {
var option = $("<option></option>");
option.attr("value", skeletonName).text(skeletonName);
if (skeletonName === activeSkeleton) option.attr("selected", "selected");
skeletonList.append(option);
}
var effectList = $("#effectList");
var effects = ["None", "Swirl", "Jitter"];
for (var effect in effects) {
var effectName = effects[effect];
var option = $("<option></option>");
option.attr("value", effectName).text(effectName);
effectList.append(option);
}
var setupAnimationUI = function() {
var animationList = $("#animationList");
animationList.empty();
var skeleton = skeletons[activeSkeleton].skeleton;
var state = skeletons[activeSkeleton].state;
var activeAnimation = state.tracks[0].animation.name;
for (var i = 0; i < skeleton.data.animations.length; i++) {
var name = skeleton.data.animations[i].name;
var option = $("<option></option>");
option.attr("value", name).text(name);
if (name === activeAnimation) option.attr("selected", "selected");
animationList.append(option);
}
animationList.change(function() {
var state = skeletons[activeSkeleton].state;
var skeleton = skeletons[activeSkeleton].skeleton;
var animationName = $("#animationList option:selected").text();
skeleton.setToSetupPose();
state.setAnimation(0, animationName, true);
})
}
var setupSkinUI = function() {
var skinList = $("#skinList");
skinList.empty();
var skeleton = skeletons[activeSkeleton].skeleton;
var activeSkin = skeleton.skin == null ? "default" : skeleton.skin.name;
for (var i = 0; i < skeleton.data.skins.length; i++) {
var name = skeleton.data.skins[i].name;
var option = $("<option></option>");
option.attr("value", name).text(name);
if (name === activeSkin) option.attr("selected", "selected");
skinList.append(option);
}
skinList.change(function() {
var skeleton = skeletons[activeSkeleton].skeleton;
var skinName = $("#skinList option:selected").text();
skeleton.setSkinByName(skinName);
skeleton.setSlotsToSetupPose();
})
}
skeletonList.change(function() {
activeSkeleton = $("#skeletonList option:selected").text();
setupAnimationUI();
setupSkinUI();
})
setupAnimationUI();
setupSkinUI();
}
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 = skeletons[activeSkeleton].skeleton;
var state = skeletons[activeSkeleton].state;
var bounds = skeletons[activeSkeleton].bounds;
var premultipliedAlpha = skeletons[activeSkeleton].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);
var effect = $("#effectList option:selected").text();
if (effect == "None") {
skeletonRenderer.vertexEffect = null;
} else if (effect == "Swirl") {
swirlTime += delta;
var percent = swirlTime % 2;
if (percent > 1) percent = 1 - (percent -1 );
swirlEffect.angle = 120 * percent - 60;
swirlEffect.centerX = bounds.offset.x + bounds.size.x / 2;
swirlEffect.centerY = bounds.offset.y + bounds.size.y / 2;
swirlEffect.radius = Math.sqrt(bounds.size.x * bounds.size.x + bounds.size.y * bounds.size.y);
skeletonRenderer.vertexEffect = swirlEffect;
} else if (effect == "Jitter") {
skeletonRenderer.vertexEffect = jitterEffect;
}
skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
skeletonRenderer.draw(batcher, skeleton);
batcher.end();
shader.unbind();
// Draw debug information.
var debug = $('#debug').is(':checked');
if (debug) {
debugShader.bind();
debugShader.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, mvp.values);
debugRenderer.premultipliedAlpha = premultipliedAlpha;
shapes.begin(debugShader);
debugRenderer.draw(shapes, skeleton);
shapes.end();
debugShader.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 = skeletons[activeSkeleton].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>