微信小程序-省心预览工具

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Color, MathUtils } from "@esotericsoftware/spine-core";
import { OrthoCamera } from "./Camera.js";
import { PolygonBatcher } from "./PolygonBatcher.js";
import { Shader } from "./Shader.js";
import { ShapeRenderer } from "./ShapeRenderer.js";
import { SkeletonDebugRenderer } from "./SkeletonDebugRenderer.js";
import { SkeletonRenderer } from "./SkeletonRenderer.js";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
;
const quad = [
0, 0, 1, 1, 1, 1, 0, 0,
0, 0, 1, 1, 1, 1, 0, 0,
0, 0, 1, 1, 1, 1, 0, 0,
0, 0, 1, 1, 1, 1, 0, 0,
];
const QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
const WHITE = new Color(1, 1, 1, 1);
export class SceneRenderer {
context;
canvas;
camera;
batcher;
twoColorTint = false;
batcherShader;
shapes;
shapesShader;
activeRenderer = null;
maxCanvasWidth = 0;
maxCanvasHeight = 0;
skeletonRenderer;
skeletonDebugRenderer;
constructor(canvas, context, twoColorTint = true) {
this.canvas = canvas;
this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
this.twoColorTint = twoColorTint;
this.camera = new OrthoCamera(canvas.width, canvas.height);
this.batcherShader = twoColorTint ? Shader.newTwoColoredTextured(this.context) : Shader.newColoredTextured(this.context);
this.batcher = new PolygonBatcher(this.context, twoColorTint);
this.shapesShader = Shader.newColored(this.context);
this.shapes = new ShapeRenderer(this.context);
this.skeletonRenderer = new SkeletonRenderer(this.context, twoColorTint);
this.skeletonDebugRenderer = new SkeletonDebugRenderer(this.context);
}
dispose() {
this.batcher.dispose();
this.batcherShader.dispose();
this.shapes.dispose();
this.shapesShader.dispose();
this.skeletonDebugRenderer.dispose();
}
begin() {
this.camera.update();
this.enableRenderer(this.batcher);
}
drawSkeleton(skeleton, premultipliedAlpha = false, slotRangeStart = -1, slotRangeEnd = -1, transform = null) {
this.enableRenderer(this.batcher);
this.skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
this.skeletonRenderer.draw(this.batcher, skeleton, slotRangeStart, slotRangeEnd, transform);
}
drawSkeletonDebug(skeleton, premultipliedAlpha = false, ignoredBones) {
this.enableRenderer(this.shapes);
this.skeletonDebugRenderer.premultipliedAlpha = premultipliedAlpha;
this.skeletonDebugRenderer.draw(this.shapes, skeleton, ignoredBones);
}
drawTexture(texture, x, y, width, height, color) {
this.enableRenderer(this.batcher);
if (!color)
color = WHITE;
var i = 0;
quad[i++] = x;
quad[i++] = y;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = 0;
quad[i++] = 1;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x + width;
quad[i++] = y;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = 1;
quad[i++] = 1;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x + width;
quad[i++] = y + height;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = 1;
quad[i++] = 0;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x;
quad[i++] = y + height;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = 0;
quad[i++] = 0;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i] = 0;
}
this.batcher.draw(texture, quad, QUAD_TRIANGLES);
}
drawTextureUV(texture, x, y, width, height, u, v, u2, v2, color) {
this.enableRenderer(this.batcher);
if (!color)
color = WHITE;
var i = 0;
quad[i++] = x;
quad[i++] = y;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = u;
quad[i++] = v;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x + width;
quad[i++] = y;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = u2;
quad[i++] = v;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x + width;
quad[i++] = y + height;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = u2;
quad[i++] = v2;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x;
quad[i++] = y + height;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = u;
quad[i++] = v2;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i] = 0;
}
this.batcher.draw(texture, quad, QUAD_TRIANGLES);
}
drawTextureRotated(texture, x, y, width, height, pivotX, pivotY, angle, color) {
this.enableRenderer(this.batcher);
if (!color)
color = WHITE;
// bottom left and top right corner points relative to origin
let worldOriginX = x + pivotX;
let worldOriginY = y + pivotY;
let fx = -pivotX;
let fy = -pivotY;
let fx2 = width - pivotX;
let fy2 = height - pivotY;
// construct corner points, start from top left and go counter clockwise
let p1x = fx;
let p1y = fy;
let p2x = fx;
let p2y = fy2;
let p3x = fx2;
let p3y = fy2;
let p4x = fx2;
let p4y = fy;
let x1 = 0;
let y1 = 0;
let x2 = 0;
let y2 = 0;
let x3 = 0;
let y3 = 0;
let x4 = 0;
let y4 = 0;
// rotate
if (angle != 0) {
let cos = MathUtils.cosDeg(angle);
let sin = MathUtils.sinDeg(angle);
x1 = cos * p1x - sin * p1y;
y1 = sin * p1x + cos * p1y;
x4 = cos * p2x - sin * p2y;
y4 = sin * p2x + cos * p2y;
x3 = cos * p3x - sin * p3y;
y3 = sin * p3x + cos * p3y;
x2 = x3 + (x1 - x4);
y2 = y3 + (y1 - y4);
}
else {
x1 = p1x;
y1 = p1y;
x4 = p2x;
y4 = p2y;
x3 = p3x;
y3 = p3y;
x2 = p4x;
y2 = p4y;
}
x1 += worldOriginX;
y1 += worldOriginY;
x2 += worldOriginX;
y2 += worldOriginY;
x3 += worldOriginX;
y3 += worldOriginY;
x4 += worldOriginX;
y4 += worldOriginY;
var i = 0;
quad[i++] = x1;
quad[i++] = y1;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = 0;
quad[i++] = 1;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x2;
quad[i++] = y2;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = 1;
quad[i++] = 1;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x3;
quad[i++] = y3;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = 1;
quad[i++] = 0;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x4;
quad[i++] = y4;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = 0;
quad[i++] = 0;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i] = 0;
}
this.batcher.draw(texture, quad, QUAD_TRIANGLES);
}
drawRegion(region, x, y, width, height, color) {
this.enableRenderer(this.batcher);
if (!color)
color = WHITE;
var i = 0;
quad[i++] = x;
quad[i++] = y;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = region.u;
quad[i++] = region.v2;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x + width;
quad[i++] = y;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = region.u2;
quad[i++] = region.v2;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x + width;
quad[i++] = y + height;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = region.u2;
quad[i++] = region.v;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x;
quad[i++] = y + height;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = region.u;
quad[i++] = region.v;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i] = 0;
}
this.batcher.draw(region.page.texture, quad, QUAD_TRIANGLES);
}
line(x, y, x2, y2, color, color2) {
this.enableRenderer(this.shapes);
this.shapes.line(x, y, x2, y2, color);
}
triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3) {
this.enableRenderer(this.shapes);
this.shapes.triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3);
}
quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) {
this.enableRenderer(this.shapes);
this.shapes.quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4);
}
rect(filled, x, y, width, height, color) {
this.enableRenderer(this.shapes);
this.shapes.rect(filled, x, y, width, height, color);
}
rectLine(filled, x1, y1, x2, y2, width, color) {
this.enableRenderer(this.shapes);
this.shapes.rectLine(filled, x1, y1, x2, y2, width, color);
}
polygon(polygonVertices, offset, count, color) {
this.enableRenderer(this.shapes);
this.shapes.polygon(polygonVertices, offset, count, color);
}
circle(filled, x, y, radius, color, segments = 0) {
this.enableRenderer(this.shapes);
this.shapes.circle(filled, x, y, radius, color, segments);
}
curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) {
this.enableRenderer(this.shapes);
this.shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color);
}
end() {
if (this.activeRenderer === this.batcher)
this.batcher.end();
else if (this.activeRenderer === this.shapes)
this.shapes.end();
this.activeRenderer = null;
}
resize(resizeMode) {
let canvas = this.canvas;
var dpr = this.getSafeDevicePixelRatio(canvas.clientWidth, canvas.clientHeight);
var w = Math.round(canvas.clientWidth * dpr);
var h = Math.round(canvas.clientHeight * dpr);
if (canvas.width != w || canvas.height != h) {
canvas.width = w;
canvas.height = h;
}
this.context.gl.viewport(0, 0, canvas.width, canvas.height);
// Nothing to do for stretch, we simply apply the viewport size of the camera.
if (resizeMode === ResizeMode.Expand)
this.camera.setViewport(w, h);
else if (resizeMode === ResizeMode.Fit) {
let sourceWidth = canvas.width, sourceHeight = canvas.height;
let targetWidth = this.camera.viewportWidth, targetHeight = this.camera.viewportHeight;
let targetRatio = targetHeight / targetWidth;
let sourceRatio = sourceHeight / sourceWidth;
let scale = targetRatio < sourceRatio ? targetWidth / sourceWidth : targetHeight / sourceHeight;
this.camera.setViewport(sourceWidth * scale, sourceHeight * scale);
}
this.camera.update();
}
getSafeDevicePixelRatio(cssWidth, cssHeight) {
const dpr = window.devicePixelRatio || 1;
if (cssWidth <= 0 || cssHeight <= 0)
return dpr;
if (this.maxCanvasWidth === 0 || this.maxCanvasHeight === 0) {
const gl = this.context.gl;
const maxRenderbufferSize = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE);
const maxViewportDims = gl.getParameter(gl.MAX_VIEWPORT_DIMS);
this.maxCanvasWidth = Math.min(maxRenderbufferSize, maxViewportDims[0]);
this.maxCanvasHeight = Math.min(maxRenderbufferSize, maxViewportDims[1]);
}
return Math.min(dpr, this.maxCanvasWidth / cssWidth, this.maxCanvasHeight / cssHeight);
}
enableRenderer(renderer) {
if (this.activeRenderer === renderer)
return;
this.end();
if (renderer instanceof PolygonBatcher) {
this.batcherShader.bind();
this.batcherShader.setUniform4x4f(Shader.MVP_MATRIX, this.camera.projectionView.values);
this.batcherShader.setUniformi("u_texture", 0);
this.batcher.begin(this.batcherShader);
this.activeRenderer = this.batcher;
}
else if (renderer instanceof ShapeRenderer) {
this.shapesShader.bind();
this.shapesShader.setUniform4x4f(Shader.MVP_MATRIX, this.camera.projectionView.values);
this.shapes.begin(this.shapesShader);
this.activeRenderer = this.shapes;
}
else
this.activeRenderer = this.skeletonDebugRenderer;
}
}
export var ResizeMode;
(function (ResizeMode) {
ResizeMode[ResizeMode["Stretch"] = 0] = "Stretch";
ResizeMode[ResizeMode["Expand"] = 1] = "Expand";
ResizeMode[ResizeMode["Fit"] = 2] = "Fit";
})(ResizeMode || (ResizeMode = {}));
//# 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