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We can just pass off to the existing render function. Yay!
1 parent 7add222 commit dc7bdf1

1 file changed

Lines changed: 2 additions & 95 deletions

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plugins/spine/src/container/SpineContainerWebGLRenderer.js

Lines changed: 2 additions & 95 deletions
Original file line numberDiff line numberDiff line change
@@ -4,11 +4,6 @@
44
* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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7-
var CounterClockwise = require('../../../../src/math/angle/CounterClockwise');
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var Clamp = require('../../../../src/math/Clamp');
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var RadToDeg = require('../../../../src/math/RadToDeg');
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var Wrap = require('../../../../src/math/Wrap');
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/**
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* Renders this Game Object with the WebGL 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.
@@ -56,12 +51,6 @@ var SpineContainerWebGLRenderer = function (renderer, container, camera, parentM
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transformMatrix.applyITRS(container.x, container.y, container.rotation, container.scaleX, container.scaleY);
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}
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var alpha = container.alpha;
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var scrollFactorX = container.scrollFactorX;
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var scrollFactorY = container.scrollFactorY;
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var GameObjectRenderMask = 15;
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if (renderer.newType)
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{
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// flush + clear if this is a new type
@@ -72,7 +61,7 @@ var SpineContainerWebGLRenderer = function (renderer, container, camera, parentM
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var rendererNextType = renderer.nextTypeMatch;
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75-
// Force these to avoid batch flushing
64+
// Force these to avoid batch flushing during SpineGameObject.renderWebGL
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renderer.nextTypeMatch = true;
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renderer.newType = false;
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@@ -82,91 +71,9 @@ var SpineContainerWebGLRenderer = function (renderer, container, camera, parentM
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if (src.willRender(camera))
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{
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src.renderWebGL(renderer, src, camera, transformMatrix);
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}
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}
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/*
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var skeleton = src.skeleton;
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var childAlpha = skeleton.color.a;
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var willRender = !(GameObjectRenderMask !== src.renderFlags || (src.cameraFilter !== 0 && (src.cameraFilter & camera.id)) || childAlpha === 0);
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if (!skeleton || !willRender)
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{
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continue;
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}
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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, Math.abs(src.scaleX), Math.abs(src.scaleY));
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camMatrix.copyFrom(camera.matrix);
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// Multiply the camera by the parent matrix
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camMatrix.multiplyWithOffset(transformMatrix, -camera.scrollX * scrollFactorX, -camera.scrollY * scrollFactorY);
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// Undo the camera scroll
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spriteMatrix.e = src.x;
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spriteMatrix.f = src.y;
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// Multiply by the Sprite matrix, store result in calcMatrix
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camMatrix.multiply(spriteMatrix, calcMatrix);
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var viewportHeight = renderer.height;
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skeleton.x = calcMatrix.tx;
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skeleton.y = viewportHeight - calcMatrix.ty;
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skeleton.scaleX = calcMatrix.scaleX;
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skeleton.scaleY = calcMatrix.scaleY;
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if (src.scaleX < 0)
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{
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skeleton.scaleX *= -1;
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src.root.rotation = RadToDeg(calcMatrix.rotationNormalized);
74+
src.renderWebGL(renderer, src, camera, transformMatrix, container);
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}
132-
else
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{
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// +90 degrees to account for the difference in Spine vs. Phaser rotation
135-
src.root.rotation = Wrap(RadToDeg(CounterClockwise(calcMatrix.rotationNormalized)) + 90, 0, 360);
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}
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if (src.scaleY < 0)
139-
{
140-
skeleton.scaleY *= -1;
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if (src.scaleX < 0)
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{
144-
src.root.rotation -= (RadToDeg(calcMatrix.rotationNormalized) * 2);
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}
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else
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{
148-
src.root.rotation += (RadToDeg(calcMatrix.rotationNormalized) * 2);
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}
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}
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if (camera.renderToTexture || renderer.currentFramebuffer !== null)
153-
{
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skeleton.y = calcMatrix.ty;
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skeleton.scaleY *= -1;
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}
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// Add autoUpdate option
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skeleton.updateWorldTransform();
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skeleton.color.a = Clamp(childAlpha * alpha, 0, 1);
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// Draw the current skeleton
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sceneRenderer.drawSkeleton(skeleton, src.preMultipliedAlpha);
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// Restore alpha
167-
skeleton.color.a = childAlpha;
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}
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*/
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renderer.nextTypeMatch = rendererNextType;
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