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https://github.com/photonstorm/phaser
synced 2024-11-25 06:00:41 +00:00
Spine now rendering in WebGL
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parent
864913ceee
commit
7e783cabbf
4 changed files with 246 additions and 6 deletions
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@ -12,7 +12,7 @@ var runtime;
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/**
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* @classdesc
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* TODO
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* Just the Canvas Runtime.
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*
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* @class SpinePlugin
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* @extends Phaser.Plugins.ScenePlugin
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@ -13,7 +13,7 @@ var runtime;
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/**
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* @classdesc
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* TODO
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* Both Canvas and WebGL Runtimes together in a single plugin.
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*
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* @class SpinePlugin
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* @extends Phaser.Plugins.ScenePlugin
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122
plugins/spine/src/SpineWebGLPlugin.js
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122
plugins/spine/src/SpineWebGLPlugin.js
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@ -0,0 +1,122 @@
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Class = require('../../../src/utils/Class');
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var BaseSpinePlugin = require('./BaseSpinePlugin');
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var SpineWebGL = require('SpineWebGL');
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var runtime;
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/**
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* @classdesc
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* Just the WebGL Runtime.
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*
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* @class SpinePlugin
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* @extends Phaser.Plugins.ScenePlugin
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* @constructor
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* @since 3.16.0
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*
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* @param {Phaser.Scene} scene - A reference to the Scene that has installed this plugin.
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* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Phaser Plugin Manager.
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*/
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var SpineWebGLPlugin = new Class({
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Extends: BaseSpinePlugin,
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initialize:
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function SpineWebGLPlugin (scene, pluginManager)
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{
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console.log('SpineWebGLPlugin created');
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BaseSpinePlugin.call(this, scene, pluginManager);
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runtime = SpineWebGL;
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},
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boot: function ()
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{
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var gl = this.game.renderer.gl;
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this.gl = gl;
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this.mvp = new SpineWebGL.webgl.Matrix4();
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// Create a simple shader, mesh, model-view-projection matrix and SkeletonRenderer.
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this.shader = SpineWebGL.webgl.Shader.newTwoColoredTextured(gl);
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this.batcher = new SpineWebGL.webgl.PolygonBatcher(gl);
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this.mvp.ortho2d(0, 0, this.game.renderer.width - 1, this.game.renderer.height - 1);
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this.skeletonRenderer = new SpineWebGL.webgl.SkeletonRenderer(gl);
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this.shapes = new SpineWebGL.webgl.ShapeRenderer(gl);
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// debugRenderer = new spine.webgl.SkeletonDebugRenderer(gl);
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// debugRenderer.drawRegionAttachments = true;
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// debugRenderer.drawBoundingBoxes = true;
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// debugRenderer.drawMeshHull = true;
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// debugRenderer.drawMeshTriangles = true;
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// debugRenderer.drawPaths = true;
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// debugShader = spine.webgl.Shader.newColored(gl);
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},
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getRuntime: function ()
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{
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return runtime;
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},
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createSkeleton: function (key)
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{
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var atlasData = this.cache.get(key);
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if (!atlasData)
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{
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console.warn('No skeleton data for: ' + key);
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return;
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}
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var textures = this.textures;
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var gl = this.game.renderer.gl;
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var atlas = new SpineWebGL.TextureAtlas(atlasData, function (path)
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{
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return new SpineWebGL.webgl.GLTexture(gl, textures.get(path).getSourceImage());
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});
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var atlasLoader = new SpineWebGL.AtlasAttachmentLoader(atlas);
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var skeletonJson = new SpineWebGL.SkeletonJson(atlasLoader);
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var skeletonData = skeletonJson.readSkeletonData(this.json.get(key));
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var skeleton = new SpineWebGL.Skeleton(skeletonData);
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return { skeletonData: skeletonData, skeleton: skeleton };
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},
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getBounds: function (skeleton)
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{
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var offset = new SpineWebGL.Vector2();
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var size = new SpineWebGL.Vector2();
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skeleton.getBounds(offset, size, []);
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return { offset: offset, size: size };
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},
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createAnimationState: function (skeleton)
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{
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var stateData = new SpineWebGL.AnimationStateData(skeleton.data);
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var state = new SpineWebGL.AnimationState(stateData);
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return { stateData: stateData, state: state };
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}
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});
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module.exports = SpineWebGLPlugin;
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@ -4,8 +4,6 @@
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var SetTransform = require('../../../../src/renderer/canvas/utils/SetTransform');
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/**
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* Renders this Game Object with the Canvas Renderer to the given Camera.
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* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
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@ -23,12 +21,132 @@ var SetTransform = require('../../../../src/renderer/canvas/utils/SetTransform')
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*/
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var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
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{
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src.plugin.skeletonRenderer.ctx = context;
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var plugin = src.plugin;
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var mvp = plugin.mvp;
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var shader = plugin.shader;
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var batcher = plugin.batcher;
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var runtime = src.runtime;
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var skeletonRenderer = plugin.skeletonRenderer;
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// spriteMatrix.applyITRS(sprite.x, sprite.y, sprite.rotation, sprite.scaleX, sprite.scaleY);
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src.mvp.identity();
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src.mvp.ortho(0, 0 + 800, 0, 0 + 600, 0, 1);
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src.mvp.translate({ x: src.x, y: 600 - src.y, z: 0 });
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src.mvp.rotateX(src.rotation);
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src.mvp.scale({ x: src.scaleX, y: src.scaleY, z: 1 });
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// mvp.translate(-src.x, src.y, 0);
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// mvp.ortho2d(-250, 0, 800, 600);
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// var camMatrix = renderer._tempMatrix1;
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// var spriteMatrix = renderer._tempMatrix2;
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// var calcMatrix = renderer._tempMatrix3;
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// spriteMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY);
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// mvp.values[0] = spriteMatrix[0];
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// mvp.values[1] = spriteMatrix[1];
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// mvp.values[2] = spriteMatrix[2];
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// mvp.values[4] = spriteMatrix[3];
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// mvp.values[5] = spriteMatrix[4];
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// mvp.values[6] = spriteMatrix[5];
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// mvp.values[8] = spriteMatrix[6];
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// mvp.values[9] = spriteMatrix[7];
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// mvp.values[10] = spriteMatrix[8];
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// Const = Array Index = Identity
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// M00 = 0 = 1
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// M01 = 4 = 0
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// M02 = 8 = 0
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// M03 = 12 = 0
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// M10 = 1 = 0
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// M11 = 5 = 1
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// M12 = 9 = 0
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// M13 = 13 = 0
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// M20 = 2 = 0
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// M21 = 6 = 0
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// M22 = 10 = 1
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// M23 = 14 = 0
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// M30 = 3 = 0
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// M31 = 7 = 0
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// M32 = 11 = 0
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// M33 = 15 = 1
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mvp.values[0] = src.mvp.val[0];
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mvp.values[1] = src.mvp.val[1];
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mvp.values[2] = src.mvp.val[2];
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mvp.values[3] = src.mvp.val[3];
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mvp.values[4] = src.mvp.val[4];
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mvp.values[5] = src.mvp.val[5];
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mvp.values[6] = src.mvp.val[6];
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mvp.values[7] = src.mvp.val[7];
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mvp.values[8] = src.mvp.val[8];
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mvp.values[9] = src.mvp.val[9];
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mvp.values[10] = src.mvp.val[10];
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mvp.values[11] = src.mvp.val[11];
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mvp.values[12] = src.mvp.val[12];
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mvp.values[13] = src.mvp.val[13];
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mvp.values[14] = src.mvp.val[14];
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mvp.values[15] = src.mvp.val[15];
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// Array Order - Index
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// M00 = 0
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// M10 = 1
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// M20 = 2
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// M30 = 3
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// M01 = 4
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// M11 = 5
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// M21 = 6
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// M31 = 7
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// M02 = 8
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// M12 = 9
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// M22 = 10
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// M32 = 11
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// M03 = 12
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// M13 = 13
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// M23 = 14
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// M33 = 15
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// mvp.ortho(-250, -250 + 1600, 0, 0 + 1200, 0, 1);
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src.skeleton.updateWorldTransform();
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src.plugin.skeletonRenderer.draw(src.skeleton);
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// Bind the shader and set the texture and model-view-projection matrix.
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shader.bind();
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shader.setUniformi(runtime.webgl.Shader.SAMPLER, 0);
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shader.setUniform4x4f(runtime.webgl.Shader.MVP_MATRIX, mvp.values);
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// Start the batch and tell the SkeletonRenderer to render the active skeleton.
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batcher.begin(shader);
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plugin.skeletonRenderer.vertexEffect = null;
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skeletonRenderer.premultipliedAlpha = true;
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skeletonRenderer.draw(batcher, src.skeleton);
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batcher.end();
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shader.unbind();
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/*
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if (debug) {
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debugShader.bind();
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debugShader.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, mvp.values);
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debugRenderer.premultipliedAlpha = premultipliedAlpha;
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shapes.begin(debugShader);
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debugRenderer.draw(shapes, skeleton);
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shapes.end();
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debugShader.unbind();
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}
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*/
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};
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module.exports = SpineGameObjectWebGLRenderer;
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