/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://www.cocos.com/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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const Skeleton = require('./Skeleton');
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const spine = require('./lib/spine');
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const renderer = require('../../cocos2d/core/renderer');
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const RenderFlow = require('../../cocos2d/core/renderer/render-flow');
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const renderEngine = renderer.renderEngine;
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const gfx = renderEngine.gfx;
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const VertexFormat = require('../../cocos2d/core/renderer/webgl/vertex-format')
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const VFOneColor = VertexFormat.vfmtPosUvColor;
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const VFTwoColor = VertexFormat.vfmtPosUvTwoColor;
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const FLAG_BATCH = 0x10;
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const FLAG_TWO_COLOR = 0x01;
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const NOT_BATCH_ONE_COLOR = 0x00;
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const NOT_BATCH_TWO_COLOR = 0x01;
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const BATCH_ONE_COLOR = 0x10;
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const BATCH_TWO_COLOR = 0x11;
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let _handleVal = 0x00;
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let _quadTriangles = [0, 1, 2, 2, 3, 0];
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let _slotColor = cc.color(0, 0, 255, 255);
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let _boneColor = cc.color(255, 0, 0, 255);
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let _originColor = cc.color(0, 255, 0, 255);
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let _finalColor = undefined;
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let _darkColor = undefined;
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if (!CC_JSB) {
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_finalColor = new spine.Color(1, 1, 1, 1);
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_darkColor = new spine.Color(1, 1, 1, 1);
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}
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let _premultipliedAlpha;
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let _multiplier;
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let _slotRangeStart;
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let _slotRangeEnd;
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let _useTint;
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let _debugSlots;
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let _debugBones;
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let _nodeR,
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_nodeG,
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_nodeB,
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_nodeA;
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let _finalColor32, _darkColor32;
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let _vertexFormat;
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let _perVertexSize;
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let _perClipVertexSize;
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let _vertexFloatCount = 0, _vertexCount = 0, _vertexFloatOffset = 0, _vertexOffset = 0,
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_indexCount = 0, _indexOffset = 0, _vfOffset = 0;
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let _tempr, _tempg, _tempb, _tempa;
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let _inRange;
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let _mustFlush;
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let _x, _y, _m00, _m04, _m12, _m01, _m05, _m13;
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let _r, _g, _b, _fr, _fg, _fb, _fa, _dr, _dg, _db, _da;
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let _comp, _buffer, _renderer, _node, _needColor;
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function _getSlotMaterial (tex, blendMode) {
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let src, dst;
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switch (blendMode) {
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case spine.BlendMode.Additive:
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src = _premultipliedAlpha ? cc.macro.ONE : cc.macro.SRC_ALPHA;
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dst = cc.macro.ONE;
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break;
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case spine.BlendMode.Multiply:
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src = cc.macro.DST_COLOR;
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dst = cc.macro.ONE_MINUS_SRC_ALPHA;
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break;
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case spine.BlendMode.Screen:
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src = cc.macro.ONE;
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dst = cc.macro.ONE_MINUS_SRC_COLOR;
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break;
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case spine.BlendMode.Normal:
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default:
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src = _premultipliedAlpha ? cc.macro.ONE : cc.macro.SRC_ALPHA;
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dst = cc.macro.ONE_MINUS_SRC_ALPHA;
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break;
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}
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let useModel = !_comp.enableBatch;
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let key = tex.url + src + dst + _useTint + useModel;
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let baseMaterial = _comp._material;
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if (!baseMaterial) return null;
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let materialCache = _comp._materialCache;
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let material = materialCache[key];
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if (!material) {
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var baseKey = baseMaterial._hash;
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if (!materialCache[baseKey]) {
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material = baseMaterial;
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} else {
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material = baseMaterial.clone();
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}
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material.useModel = useModel;
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// Update texture.
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material.texture = tex;
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// Update tint.
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material.useTint = _useTint;
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// Update blend function.
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let pass = material._mainTech.passes[0];
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pass.setBlend(
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gfx.BLEND_FUNC_ADD,
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src, dst,
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gfx.BLEND_FUNC_ADD,
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src, dst
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);
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material.updateHash(key);
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materialCache[key] = material;
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}
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else if (material.texture !== tex) {
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material.texture = tex;
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material.updateHash(key);
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}
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return material;
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}
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function _handleColor (color) {
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// temp rgb has multiply 255, so need divide 255;
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_multiplier = _premultipliedAlpha ? color.fa / 255 : 1;
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_r = _nodeR * _multiplier;
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_g = _nodeG * _multiplier;
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_b = _nodeB * _multiplier;
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_fr = color.fr * _r;
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_fg = color.fg * _g;
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_fb = color.fb * _b;
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_fa = color.fa * _nodeA;
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_finalColor32 = ((_fa<<24) >>> 0) + (_fb<<16) + (_fg<<8) + _fr;
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_dr = color.dr * _r;
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_dg = color.dg * _g;
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_db = color.db * _b;
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_da = _premultipliedAlpha ? 255 : 0;
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_darkColor32 = ((_da<<24) >>> 0) + (_db<<16) + (_dg<<8) + _dr;
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}
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var spineAssembler = {
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updateRenderData (comp, batchData) {
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let skeleton = comp._skeleton;
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if (skeleton) {
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skeleton.updateWorldTransform();
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}
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},
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fillVertices (skeletonColor, attachmentColor, slotColor, clipper, slot) {
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let vbuf = _buffer._vData,
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ibuf = _buffer._iData,
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uintVData = _buffer._uintVData;
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let offsetInfo;
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_tempa = slotColor.a * attachmentColor.a * skeletonColor.a * 255;
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_multiplier = _premultipliedAlpha? _tempa : 255;
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_tempr = _nodeR * attachmentColor.r * skeletonColor.r * _multiplier;
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_tempg = _nodeG * attachmentColor.g * skeletonColor.g * _multiplier;
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_tempb = _nodeB * attachmentColor.b * skeletonColor.b * _multiplier;
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_finalColor.r = _tempr * slotColor.r;
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_finalColor.g = _tempg * slotColor.g;
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_finalColor.b = _tempb * slotColor.b;
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_finalColor.a = _tempa * _nodeA;
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if (slot.darkColor == null) {
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_darkColor.set(0.0, 0, 0, 1.0);
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} else {
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_darkColor.r = slot.darkColor.r * _tempr;
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_darkColor.g = slot.darkColor.g * _tempg;
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_darkColor.b = slot.darkColor.b * _tempb;
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}
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_darkColor.a = _premultipliedAlpha ? 255 : 0;
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if (!clipper.isClipping()) {
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_finalColor32 = ((_finalColor.a<<24) >>> 0) + (_finalColor.b<<16) + (_finalColor.g<<8) + _finalColor.r;
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_darkColor32 = ((_darkColor.a<<24) >>> 0) + (_darkColor.b<<16) + (_darkColor.g<<8) + _darkColor.r;
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if (!_useTint) {
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for (let v = _vertexFloatOffset, n = _vertexFloatOffset + _vertexFloatCount; v < n; v += _perVertexSize) {
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uintVData[v + 4] = _finalColor32;
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}
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} else {
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for (let v = _vertexFloatOffset, n = _vertexFloatOffset + _vertexFloatCount; v < n; v += _perVertexSize) {
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uintVData[v + 4] = _finalColor32; // light color
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uintVData[v + 5] = _darkColor32; // dark color
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}
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}
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} else {
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let uvs = vbuf.subarray(_vertexFloatOffset + 2);
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clipper.clipTriangles(vbuf.subarray(_vertexFloatOffset), _vertexFloatCount, ibuf.subarray(_indexOffset), _indexCount, uvs, _finalColor, _darkColor, _useTint, _perVertexSize);
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let clippedVertices = new Float32Array(clipper.clippedVertices);
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let clippedTriangles = clipper.clippedTriangles;
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// insure capacity
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_indexCount = clippedTriangles.length;
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_vertexFloatCount = clippedVertices.length / _perClipVertexSize * _perVertexSize;
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offsetInfo = _buffer.request(_vertexFloatCount / _perVertexSize, _indexCount);
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_indexOffset = offsetInfo.indiceOffset,
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_vertexOffset = offsetInfo.vertexOffset,
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_vertexFloatOffset = offsetInfo.byteOffset >> 2;
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vbuf = _buffer._vData,
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ibuf = _buffer._iData;
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uintVData = _buffer._uintVData;
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// fill indices
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ibuf.set(clippedTriangles, _indexOffset);
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// fill vertices contain x y u v light color dark color
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if (!_useTint) {
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for (let v = 0, n = clippedVertices.length, offset = _vertexFloatOffset; v < n; v += 8, offset += _perVertexSize) {
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vbuf[offset] = clippedVertices[v]; // x
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vbuf[offset + 1] = clippedVertices[v + 1]; // y
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vbuf[offset + 2] = clippedVertices[v + 6]; // u
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vbuf[offset + 3] = clippedVertices[v + 7]; // v
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_finalColor32 = ((clippedVertices[v + 5]<<24) >>> 0) + (clippedVertices[v + 4]<<16) + (clippedVertices[v + 3]<<8) + clippedVertices[v + 2];
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uintVData[offset + 4] = _finalColor32;
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}
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} else {
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for (let v = 0, n = clippedVertices.length, offset = _vertexFloatOffset; v < n; v += 12, offset += _perVertexSize) {
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vbuf[offset] = clippedVertices[v]; // x
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vbuf[offset + 1] = clippedVertices[v + 1]; // y
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vbuf[offset + 2] = clippedVertices[v + 6]; // u
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vbuf[offset + 3] = clippedVertices[v + 7]; // v
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_finalColor32 = ((clippedVertices[v + 5]<<24) >>> 0) + (clippedVertices[v + 4]<<16) + (clippedVertices[v + 3]<<8) + clippedVertices[v + 2];
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uintVData[offset + 4] = _finalColor32;
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_darkColor32 = ((clippedVertices[v + 11]<<24) >>> 0) + (clippedVertices[v + 10]<<16) + (clippedVertices[v + 9]<<8) + clippedVertices[v + 8];
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uintVData[offset + 5] = _darkColor32;
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}
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}
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}
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},
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realTimeTraverse (worldMat) {
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let vbuf;
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let ibuf;
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let locSkeleton = _comp._skeleton;
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let skeletonColor = locSkeleton.color;
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let graphics = _comp._debugRenderer;
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let clipper = _comp._clipper;
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let material = null;
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let attachment, attachmentColor, slotColor, uvs, triangles;
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let isRegion, isMesh, isClip;
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let offsetInfo;
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let slot;
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_slotRangeStart = _comp._startSlotIndex;
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_slotRangeEnd = _comp._endSlotIndex;
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_inRange = false;
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if (_slotRangeStart == -1) _inRange = true;
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_debugSlots = _comp.debugSlots;
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_debugBones = _comp.debugBones;
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if (graphics && (_debugBones || _debugSlots)) {
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graphics.clear();
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graphics.strokeColor = _slotColor;
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graphics.lineWidth = 5;
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}
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// x y u v r1 g1 b1 a1 r2 g2 b2 a2 or x y u v r g b a
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_perClipVertexSize = _useTint ? 12 : 8;
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_vertexFloatCount = 0;
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_vertexFloatOffset = 0;
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_vertexOffset = 0;
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_indexCount = 0;
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_indexOffset = 0;
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for (let slotIdx = 0, slotCount = locSkeleton.drawOrder.length; slotIdx < slotCount; slotIdx++) {
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slot = locSkeleton.drawOrder[slotIdx];
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if (_slotRangeStart >= 0 && _slotRangeStart == slot.data.index) {
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_inRange = true;
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}
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if (!_inRange) {
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clipper.clipEndWithSlot(slot);
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continue;
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}
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if (_slotRangeEnd >= 0 && _slotRangeEnd == slot.data.index) {
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_inRange = false;
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}
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_vertexFloatCount = 0;
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_indexCount = 0;
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attachment = slot.getAttachment();
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if (!attachment) continue;
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isRegion = attachment instanceof spine.RegionAttachment;
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isMesh = attachment instanceof spine.MeshAttachment;
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isClip = attachment instanceof spine.ClippingAttachment;
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if (isClip) {
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clipper.clipStart(slot, attachment);
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continue;
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}
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if (!isRegion && !isMesh) continue;
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material = _getSlotMaterial(attachment.region.texture._texture, slot.data.blendMode);
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if (!material) {
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continue;
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}
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if (_mustFlush || material._hash !== _renderer.material._hash) {
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_mustFlush = false;
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_renderer._flush();
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_renderer.node = _node;
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_renderer.material = material;
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}
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if (isRegion) {
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triangles = _quadTriangles;
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// insure capacity
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_vertexFloatCount = 4 * _perVertexSize;
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_indexCount = 6;
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offsetInfo = _buffer.request(4, 6);
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_indexOffset = offsetInfo.indiceOffset,
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_vertexOffset = offsetInfo.vertexOffset,
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_vertexFloatOffset = offsetInfo.byteOffset >> 2;
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vbuf = _buffer._vData,
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ibuf = _buffer._iData;
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// compute vertex and fill x y
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attachment.computeWorldVertices(slot.bone, vbuf, _vertexFloatOffset, _perVertexSize);
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// draw debug slots if enabled graphics
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if (graphics && _debugSlots) {
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graphics.moveTo(vbuf[_vertexFloatOffset], vbuf[_vertexFloatOffset + 1]);
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for (let ii = _vertexFloatOffset + _perVertexSize, nn = _vertexFloatOffset + _vertexFloatCount; ii < nn; ii += _perVertexSize) {
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graphics.lineTo(vbuf[ii], vbuf[ii + 1]);
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}
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graphics.close();
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graphics.stroke();
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}
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}
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else if (isMesh) {
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triangles = attachment.triangles;
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// insure capacity
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_vertexFloatCount = (attachment.worldVerticesLength >> 1) * _perVertexSize;
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_indexCount = triangles.length;
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offsetInfo = _buffer.request(_vertexFloatCount / _perVertexSize, _indexCount);
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_indexOffset = offsetInfo.indiceOffset,
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_vertexOffset = offsetInfo.vertexOffset,
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_vertexFloatOffset = offsetInfo.byteOffset >> 2;
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vbuf = _buffer._vData,
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ibuf = _buffer._iData;
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// compute vertex and fill x y
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attachment.computeWorldVertices(slot, 0, attachment.worldVerticesLength, vbuf, _vertexFloatOffset, _perVertexSize);
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}
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if (_vertexFloatCount == 0 || _indexCount == 0) {
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continue;
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}
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// fill indices
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ibuf.set(triangles, _indexOffset);
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// fill u v
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uvs = attachment.uvs;
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for (let v = _vertexFloatOffset, n = _vertexFloatOffset + _vertexFloatCount, u = 0; v < n; v += _perVertexSize, u += 2) {
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vbuf[v + 2] = uvs[u]; // u
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vbuf[v + 3] = uvs[u + 1]; // v
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}
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attachmentColor = attachment.color,
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slotColor = slot.color;
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this.fillVertices(skeletonColor, attachmentColor, slotColor, clipper, slot);
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if (_indexCount > 0) {
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for (let ii = _indexOffset, nn = _indexOffset + _indexCount; ii < nn; ii++) {
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ibuf[ii] += _vertexOffset;
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}
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if (worldMat) {
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_m00 = worldMat.m00;
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_m04 = worldMat.m04;
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_m12 = worldMat.m12;
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_m01 = worldMat.m01;
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_m05 = worldMat.m05;
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_m13 = worldMat.m13;
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for (let ii = _vertexFloatOffset, nn = _vertexFloatOffset + _vertexFloatCount; ii < nn; ii += _perVertexSize) {
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_x = vbuf[ii];
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_y = vbuf[ii + 1];
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vbuf[ii] = _x * _m00 + _y * _m04 + _m12;
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vbuf[ii + 1] = _x * _m01 + _y * _m05 + _m13;
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}
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}
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_buffer.adjust(_vertexFloatCount / _perVertexSize, _indexCount);
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}
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clipper.clipEndWithSlot(slot);
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}
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clipper.clipEnd();
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if (graphics && _debugBones) {
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let bone;
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graphics.strokeColor = _boneColor;
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graphics.fillColor = _slotColor; // Root bone color is same as slot color.
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for (let i = 0, n = locSkeleton.bones.length; i < n; i++) {
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bone = locSkeleton.bones[i];
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let x = bone.data.length * bone.a + bone.worldX;
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let y = bone.data.length * bone.c + bone.worldY;
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// Bone lengths.
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graphics.moveTo(bone.worldX, bone.worldY);
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graphics.lineTo(x, y);
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graphics.stroke();
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// Bone origins.
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graphics.circle(bone.worldX, bone.worldY, Math.PI * 2);
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graphics.fill();
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if (i === 0) {
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graphics.fillColor = _originColor;
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}
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}
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}
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},
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cacheTraverse (worldMat) {
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let frame = _comp._curFrame;
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if (!frame) return;
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let segments = frame.segments;
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if (segments.length == 0) return;
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let vbuf, ibuf, uintbuf;
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let material;
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let offsetInfo;
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let vertices = frame.vertices;
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let indices = frame.indices;
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let uintVert = frame.uintVert;
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let frameVFOffset = 0, frameIndexOffset = 0, segVFCount = 0;
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if (worldMat) {
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_m00 = worldMat.m00;
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_m04 = worldMat.m04;
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_m12 = worldMat.m12;
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_m01 = worldMat.m01;
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_m05 = worldMat.m05;
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_m13 = worldMat.m13;
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}
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let colorOffset = 0;
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let colors = frame.colors;
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let nowColor = colors[colorOffset++];
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let maxVFOffset = nowColor.vfOffset;
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_handleColor(nowColor);
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for (let i = 0, n = segments.length; i < n; i++) {
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let segInfo = segments[i];
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material = _getSlotMaterial(segInfo.tex, segInfo.blendMode);
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if (!material) continue;
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if (_mustFlush || material._hash !== _renderer.material._hash) {
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_mustFlush = false;
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_renderer._flush();
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_renderer.node = _node;
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_renderer.material = material;
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}
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_vertexCount = segInfo.vertexCount;
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_indexCount = segInfo.indexCount;
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_vertexFloatCount = _vertexCount * _perVertexSize;
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offsetInfo = _buffer.request(_vertexCount, _indexCount);
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_indexOffset = offsetInfo.indiceOffset;
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_vertexOffset = offsetInfo.vertexOffset;
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_vfOffset = offsetInfo.byteOffset >> 2;
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vbuf = _buffer._vData;
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ibuf = _buffer._iData;
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uintbuf = _buffer._uintVData;
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for (let ii = _indexOffset, il = _indexOffset + _indexCount; ii < il; ii++) {
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ibuf[ii] = _vertexOffset + indices[frameIndexOffset++];
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}
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segVFCount = segInfo.vfCount;
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switch (_handleVal) {
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case NOT_BATCH_ONE_COLOR:
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for (let ii = _vfOffset, il = _vfOffset + _vertexFloatCount; ii < il;) {
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vbuf[ii++] = vertices[frameVFOffset++]; // x
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vbuf[ii++] = vertices[frameVFOffset++]; // y
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vbuf[ii++] = vertices[frameVFOffset++]; // u
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vbuf[ii++] = vertices[frameVFOffset++]; // v
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uintbuf[ii++] = uintVert[frameVFOffset++]; // final color
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frameVFOffset++; // jump dark color
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}
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break;
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case NOT_BATCH_TWO_COLOR:
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vbuf.set(vertices.subarray(frameVFOffset, frameVFOffset + _vertexFloatCount), _vfOffset);
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frameVFOffset += _vertexFloatCount;
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break;
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case BATCH_ONE_COLOR:
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for (let ii = _vfOffset, il = _vfOffset + _vertexFloatCount; ii < il;) {
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_x = vertices[frameVFOffset++];
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_y = vertices[frameVFOffset++];
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vbuf[ii++] = _x * _m00 + _y * _m04 + _m12; // x
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vbuf[ii++] = _x * _m01 + _y * _m05 + _m13; // y
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vbuf[ii++] = vertices[frameVFOffset++]; // u
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vbuf[ii++] = vertices[frameVFOffset++]; // v
|
uintbuf[ii++] = uintVert[frameVFOffset++]; // final color
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frameVFOffset++; // dark color
|
}
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break;
|
case BATCH_TWO_COLOR:
|
for (let ii = _vfOffset, il = _vfOffset + _vertexFloatCount; ii < il;) {
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_x = vertices[frameVFOffset++];
|
_y = vertices[frameVFOffset++];
|
vbuf[ii++] = _x * _m00 + _y * _m04 + _m12; // x
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vbuf[ii++] = _x * _m01 + _y * _m05 + _m13; // y
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vbuf[ii++] = vertices[frameVFOffset++]; // u
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vbuf[ii++] = vertices[frameVFOffset++]; // v
|
uintbuf[ii++] = uintVert[frameVFOffset++]; // final color
|
uintbuf[ii++] = uintVert[frameVFOffset++]; // dark color
|
}
|
break;
|
}
|
|
_buffer.adjust(_vertexCount, _indexCount);
|
if ( !_needColor ) continue;
|
|
// handle color
|
let frameColorOffset = frameVFOffset - segVFCount;
|
for (let ii = _vfOffset + 4, il = _vfOffset + 4 + _vertexFloatCount; ii < il; ii += _perVertexSize, frameColorOffset += 6) {
|
if (frameColorOffset >= maxVFOffset) {
|
nowColor = colors[colorOffset++];
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_handleColor(nowColor);
|
maxVFOffset = nowColor.vfOffset;
|
}
|
uintbuf[ii] = _finalColor32;
|
_useTint && (uintbuf[ii + 1] = _darkColor32);
|
}
|
}
|
},
|
|
fillBuffers (comp, renderer) {
|
|
let node = comp.node;
|
node._renderFlag |= RenderFlow.FLAG_UPDATE_RENDER_DATA;
|
if (!comp._skeleton) return;
|
|
let nodeColor = node._color;
|
_nodeR = nodeColor.r / 255;
|
_nodeG = nodeColor.g / 255;
|
_nodeB = nodeColor.b / 255;
|
_nodeA = nodeColor.a / 255;
|
|
_useTint = comp.useTint;
|
_vertexFormat = _useTint? VFTwoColor : VFOneColor;
|
// x y u v color1 color2 or x y u v color
|
_perVertexSize = _useTint ? 6 : 5;
|
|
_node = comp.node;
|
_buffer = renderer.getBuffer('spine', _vertexFormat);
|
_renderer = renderer;
|
_comp = comp;
|
|
_mustFlush = true;
|
_premultipliedAlpha = comp.premultipliedAlpha;
|
_multiplier = 1.0;
|
_handleVal = 0x00;
|
_needColor = false;
|
|
if (nodeColor._val !== 0xffffffff || _premultipliedAlpha) {
|
_needColor = true;
|
}
|
|
if (_useTint) {
|
_handleVal |= FLAG_TWO_COLOR;
|
}
|
|
let worldMat = undefined;
|
if (_comp.enableBatch) {
|
worldMat = _node._worldMatrix;
|
_mustFlush = false;
|
_handleVal |= FLAG_BATCH;
|
}
|
|
if (comp.isAnimationCached()) {
|
// Traverse input assembler.
|
this.cacheTraverse(worldMat);
|
} else {
|
this.realTimeTraverse(worldMat);
|
}
|
|
// Clear temp var.
|
_node = undefined;
|
_buffer = undefined;
|
_renderer = undefined;
|
_comp = undefined;
|
}
|
};
|
|
Skeleton._assembler = spineAssembler;
|
|
module.exports = spineAssembler;
|