Files
tools/Spine插件/Spine_动画播放器_2.0/logic_3.8.js
T

284 lines
11 KiB
JavaScript

// ==========================================
// Spine 3.8 渲染逻辑 (Timeline + DebugDraw)
// ==========================================
var canvas, gl, shader, batcher, mvp, skeletonRenderer;
var skeleton, animationState;
var lastTime = Date.now();
var camX=0, camY=0, camZoom=1.0;
// var rendererRequestId = 0; // 移除局部变量
function startSpine38(canvasElement, files) {
// 强制停止之前的循环 (双重保险,防止 index.html 没有清理干净)
if(window.viewerConfig.animRequestId) cancelAnimationFrame(window.viewerConfig.animRequestId);
canvas = canvasElement;
// 关键修改:开启 alpha 通道,并设置 premultipliedAlpha: false
// 这告诉浏览器:Canvas 的内容是 Straight Alpha 的(未预乘)。
// 即使我们画的是 PMA 数据,如果浏览器认为它是 PMA 并在合成时不再处理,就会导致透明边缘黑边。
// 这里设为 false,是为了让浏览器在合成到网页背景时,帮我们处理好边缘混合。
gl = canvas.getContext("webgl", { alpha: true, preserveDrawingBuffer: true, premultipliedAlpha: false });
// 如果 Context 丢失 (因为 Canvas 被移除),直接返回
if(!gl) return;
// === 关键:全局禁用 WebGL 自动预乘 ===
// 我们的纹理已经是 PMA 的了,所以不能让 WebGL 再乘一次。
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
// 移除之前的 gl.blendFunc Hack,回归标准流程
shader = spine.webgl.Shader.newTwoColoredTextured(gl);
batcher = new spine.webgl.PolygonBatcher(gl);
mvp = new spine.webgl.Matrix4();
skeletonRenderer = new spine.webgl.SkeletonRenderer(gl);
// 恢复 PMA 模式 (Normal 混合无黑边)
skeletonRenderer.premultipliedAlpha = true;
addPmaToggle38();
loadFiles38(files);
}
function addPmaToggle38() {
const chk = document.getElementById('chk-pma');
if (chk) {
// 恢复默认勾选
chk.checked = true;
window.viewerConfig.pmaEnabled = true;
chk.onchange = (e) => {
window.viewerConfig.pmaEnabled = e.target.checked;
};
}
}
async function loadFiles38(files) {
let map = { atlas: null, png: null, main: null, type: null };
for(let f of files) {
let name = f.name.toLowerCase();
if(name.endsWith('.atlas') || name.endsWith('.atlas.txt')) map.atlas = f;
else if(name.endsWith('.png') || name.endsWith('.jpg')) map.png = f;
else if(name.endsWith('.skel') || name.endsWith('.skel.bytes')) { map.main = f; map.type = 'binary'; }
else if(name.endsWith('.json') || name.endsWith('.json.txt')) { map.main = f; map.type = 'json'; }
}
try {
const atlasText = await readFileAsText(map.atlas);
const imgUrl = await readFileAsDataURL(map.png);
const img = new Image();
img.onload = async () => {
// 确保不预乘 (防止黑边)
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
const texture = new spine.webgl.GLTexture(gl, img);
const spineAtlas = new spine.TextureAtlas(atlasText, (path) => texture);
const atlasLoader = new spine.AtlasAttachmentLoader(spineAtlas);
let skeletonData;
if(map.type === 'binary') {
const buffer = await readFileAsArrayBuffer(map.main);
const skeletonBinary = new spine.SkeletonBinary(atlasLoader);
skeletonBinary.scale = 1.0;
skeletonData = skeletonBinary.readSkeletonData(new Uint8Array(buffer));
} else {
const text = await readFileAsText(map.main);
const skeletonJson = new spine.SkeletonJson(atlasLoader);
skeletonJson.scale = 1.0;
skeletonData = skeletonJson.readSkeletonData(JSON.parse(text));
}
setupSkeleton38(skeletonData);
document.getElementById('ui').style.display = 'block';
document.getElementById('controls').style.display = 'flex';
document.getElementById('version-label').innerText = "Spine 3.8 (Binary/JSON)";
document.getElementById('version-label').style.color = "#ff0055";
if(window.viewerConfig.animRequestId) cancelAnimationFrame(window.viewerConfig.animRequestId);
render38();
};
img.src = imgUrl;
} catch(e) {
alert("3.8 加载错误: " + e);
console.error(e);
}
}
function setupSkeleton38(skeletonData) {
skeleton = new spine.Skeleton(skeletonData);
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
skeleton.x = 0; skeleton.y = 0;
// 暴露实例供导出使用
window.spineInstance = { skeleton: skeleton, state: animationState, gl: gl };
var stateData = new spine.AnimationStateData(skeleton.data);
animationState = new spine.AnimationState(stateData);
const animSelect = document.getElementById('anim-select');
animSelect.innerHTML = "";
skeleton.data.animations.forEach(a => {
const opt = document.createElement('option');
opt.value = a.name; opt.text = a.name; animSelect.appendChild(opt);
});
if(skeleton.data.animations.length > 0) animationState.setAnimation(0, skeleton.data.animations[0].name, true);
const skinSelect = document.getElementById('skin-select');
skinSelect.innerHTML = "";
skeleton.data.skins.forEach(s => {
const opt = document.createElement('option');
opt.value = s.name; opt.text = s.name; skinSelect.appendChild(opt);
});
if(skeleton.data.defaultSkin) skinSelect.value = skeleton.data.defaultSkin.name;
animSelect.onchange = () => animationState.setAnimation(0, animSelect.value, true);
skinSelect.onchange = () => { skeleton.setSkinByName(skinSelect.value); skeleton.setSlotsToSetupPose(); };
bindControls38();
updateControls38();
}
function render38() {
// 将 requestId 存储到全局配置中,以便其他地方可以取消
window.viewerConfig.animRequestId = requestAnimationFrame(render38);
// 检查 canvas 是否还存在于 DOM 中 (防止僵尸循环)
if(!canvas.parentElement) {
cancelAnimationFrame(window.viewerConfig.animRequestId);
return;
}
let now = Date.now();
const targetFps = window.viewerConfig.targetFps || 30;
const interval = 1000 / targetFps;
const elapsed = now - lastTime;
if (elapsed < interval) return;
lastTime = now - (elapsed % interval);
let delta = elapsed / 1000;
// 应用倍速
delta *= (window.viewerConfig.speed || 1.0);
// === 导出模式判断 ===
const isExporting = window.viewerConfig.isExporting;
if (!isExporting) {
// 只有非导出模式下才跟随窗口大小
if(canvas.width !== window.innerWidth) canvas.width = window.innerWidth;
if(canvas.height !== window.innerHeight) canvas.height = window.innerHeight;
}
let w = canvas.width;
let h = canvas.height;
gl.viewport(0, 0, w, h);
if (isExporting) {
gl.clearColor(0, 0, 0, 0); // 强制全透明
} else {
const bg = window.viewerConfig ? window.viewerConfig.bgColor : [0.2, 0.2, 0.2, 1];
gl.clearColor(bg[0], bg[1], bg[2], bg[3]);
}
gl.clear(gl.COLOR_BUFFER_BIT);
// === 关键修复:同步 PMA 设置 ===
// 确保每一帧都从全局配置读取 PMA 状态,并应用到 skeletonRenderer
if (window.viewerConfig) {
skeletonRenderer.premultipliedAlpha = window.viewerConfig.pmaEnabled;
}
if (skeleton && animationState) {
const ctrl = window.animControl;
let track = animationState.tracks[0];
if (track) {
if (ctrl) ctrl.updateUI(track.trackTime, track.animation.duration);
if (ctrl && ctrl.isScrubbing && ctrl.targetTime >= 0) {
track.trackTime = ctrl.targetTime;
}
else if (ctrl && !ctrl.isPlaying) {
animationState.update(0);
}
else {
animationState.update(delta);
}
} else {
animationState.update(delta);
}
animationState.apply(skeleton);
skeleton.updateWorldTransform();
shader.bind();
mvp.ortho2d(camX - w/2/camZoom, camY - h/2/camZoom, w/camZoom, h/camZoom);
shader.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, mvp.values);
shader.setUniformi(spine.webgl.Shader.SAMPLER, 0);
// 关键修复:不要手动调用 gl.blendFunc,因为 skeletonRenderer.draw 会根据 Slot 模式自己设置
// 我们只需要确保 skeletonRenderer.premultipliedAlpha 是对的
if (window.viewerConfig) {
skeletonRenderer.premultipliedAlpha = window.viewerConfig.pmaEnabled;
}
batcher.begin(shader);
skeletonRenderer.draw(batcher, skeleton);
batcher.end();
shader.unbind();
// === 绘制骨骼调试线 (导出时不绘制) ===
if(!isExporting) {
if(window.debugRenderer && window.viewerConfig.showBones) {
window.debugRenderer.drawBones(skeleton, camX, camY, camZoom, h);
} else if(window.debugRenderer) {
window.debugRenderer.drawBones(null, 0,0,1,0); // 清空
}
}
}
}
function updateControls38() {
document.getElementById('posX').value = skeleton.x;
document.getElementById('posY').value = skeleton.y;
}
function bindControls38() {
const inputX = document.getElementById('posX');
const inputY = document.getElementById('posY');
inputX.oninput = () => { if(skeleton) skeleton.x = parseFloat(inputX.value); };
inputY.oninput = () => { if(skeleton) skeleton.y = parseFloat(inputY.value); };
window.resetView = function() {
skeleton.x = 0; skeleton.y = 0;
camX=0; camY=0; camZoom=1.0;
updateControls38();
};
let isDragging=false, startX, startY, isRightDrag=false;
canvas.oncontextmenu = e => e.preventDefault();
canvas.onmousedown = e => {
if(e.button === 2) isRightDrag = true; else isDragging = true;
startX = e.clientX; startY = e.clientY;
};
window.onmouseup = () => { isDragging=false; isRightDrag=false; };
window.onmousemove = e => {
if(isDragging) {
camX -= (e.clientX - startX) / camZoom;
camY += (e.clientY - startY) / camZoom;
startX = e.clientX; startY = e.clientY;
} else if(isRightDrag) {
let dy = e.clientY - startY;
let newZoom = camZoom * (1 + dy * 0.01);
if(newZoom > 0.1 && newZoom < 10) camZoom = newZoom;
startY = e.clientY;
}
};
canvas.onwheel = e => {
let newZoom = camZoom * (e.deltaY > 0 ? 0.9 : 1.1);
if(newZoom > 0.1 && newZoom < 10) camZoom = newZoom;
};
}