@@ -25,13 +25,18 @@ var RadToDeg = require('../../../../src/math/RadToDeg');
2525var SpineGameObjectWebGLRenderer = function ( renderer , src , interpolationPercentage , camera , parentMatrix )
2626{
2727 var plugin = src . plugin ;
28- var mvp = plugin . mvp ;
2928
30- var shader = plugin . shader ;
31- var batcher = plugin . batcher ;
32- var runtime = plugin . runtime ;
29+ // var mvp = plugin.mvp;
30+
31+ // var shader = plugin.shader;
32+ // var batcher = plugin.batcher;
33+ // var runtime = plugin.runtime;
34+
3335 var skeleton = src . skeleton ;
34- var skeletonRenderer = plugin . skeletonRenderer ;
36+
37+ var sceneRenderer = plugin . sceneRenderer ;
38+
39+ // var skeletonRenderer = plugin.skeletonRenderer;
3540
3641 if ( ! skeleton )
3742 {
@@ -73,8 +78,8 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
7378 camMatrix . multiply ( spriteMatrix , calcMatrix ) ;
7479 }
7580
76- var width = renderer . width ;
77- var height = renderer . height ;
81+ var viewportWidth = renderer . width ;
82+ var viewportHeight = renderer . height ;
7883
7984 skeleton . x = calcMatrix . tx ;
8085 skeleton . scaleX = calcMatrix . scaleX ;
@@ -86,44 +91,61 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
8691 }
8792 else
8893 {
89- skeleton . y = height - calcMatrix . ty ;
94+ skeleton . y = viewportHeight - calcMatrix . ty ;
9095 skeleton . scaleY = calcMatrix . scaleY ;
9196 }
9297
9398 src . root . rotation = RadToDeg ( CounterClockwise ( calcMatrix . rotation ) ) ;
9499
100+ sceneRenderer . camera . position . x = viewportWidth / 2 ;
101+ sceneRenderer . camera . position . y = viewportHeight / 2 ;
102+ sceneRenderer . camera . viewportWidth = viewportWidth ;
103+ sceneRenderer . camera . viewportHeight = viewportHeight ;
104+
95105 // Add autoUpdate option
96106 skeleton . updateWorldTransform ( ) ;
97107
98108 if ( renderer . newType )
99109 {
100- mvp . ortho ( 0 , width , 0 , height , 0 , 1 ) ;
110+ sceneRenderer . begin ( ) ;
101111
102- shader . bind ( ) ;
103- shader . setUniformi ( runtime . Shader . SAMPLER , 0 ) ;
104- shader . setUniform4x4f ( runtime . Shader . MVP_MATRIX , mvp . val ) ;
112+ // mvp.ortho(0, width, 0, height, 0, 1);
105113
106- skeletonRenderer . premultipliedAlpha = true ;
114+ // shader.bind();
115+ // shader.setUniformi(runtime.Shader.SAMPLER, 0);
116+ // shader.setUniform4x4f(runtime.Shader.MVP_MATRIX, mvp.val);
107117
108- batcher . begin ( shader ) ;
118+ // skeletonRenderer.premultipliedAlpha = true;
119+
120+ // batcher.setBlendMode(renderer.gl.ONE, renderer.gl.ONE_MINUS_SRC_ALPHA);
121+ // batcher.begin(shader);
109122 }
110123
111124 if ( renderer . nextTypeMatch )
112125 {
113- // batcher.isDrawing = false;
126+ // sceneRenderer. batcher.isDrawing = false;
114127 }
115128
116129 // Draw the current skeleton
117- skeletonRenderer . draw ( batcher , skeleton ) ;
130+
131+ sceneRenderer . drawSkeleton ( skeleton , true ) ;
132+
133+ // sceneRenderer.drawSkeletonDebug(skeleton, true);
134+
135+ // skeletonRenderer.premultipliedAlpha = true;
136+ // skeletonRenderer.draw(batcher, skeleton);
118137
119138 if ( ! renderer . nextTypeMatch )
120139 {
121140 // The next object in the display list is not a Spine object, so we end the batch
122- batcher . isDrawing = true ;
141+ // batcher.isDrawing = true;
142+ // sceneRenderer.batcher.isDrawing = true;
143+
144+ // batcher.end();
123145
124- batcher . end ( ) ;
146+ // shader.unbind ();
125147
126- shader . unbind ( ) ;
148+ sceneRenderer . end ( ) ;
127149
128150 renderer . rebindPipeline ( renderer . pipelines . TextureTintPipeline ) ;
129151 }
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