• Runtimes
  • Official C3 Addon / Runtime?

Related Discussions
...

what do they mean with "emulation"? Constructing degenerate quads?

Yes, for the first implementation - with the possibility of improvements over time, perhaps adding vertex color, perhaps submitting the arrays directly as a batch, etc.

The new APIs improve the situation, but I can't understand why they don't just implement triangles and vertex colors. This is very standard stuff and would not take much effort.

  • MikalDev がこの投稿に返信しました。

    @MikalDev that sounds much better! Let's hope future C3 releases will allow proper triangle mesh rendering.

    • MikalDev がこの投稿に返信しました。
      • 編集済み

      Nate all I can say is that I agree with you as do others in the dev C3 community, C3 is pretty much a one person shop from the standpoint of the engine and (private) roadmap.

      Mario Would per triangle color help (e.g. same color on all vertices), this would at least cover the single color tint case, right?

      It should be straightforward to implement in the 'emulation' implementation and map well to the webgpu implementation (and possible future batching).

      When are different vertex colors for a single tri used in Spine? In the light renderer (haven't used that with C3 Spine yet in general.)

      Currently Spine uses a single color per texture region, so a single color per triangle would be sufficient for single color tinting. Two color tinting uses 2 colors per texture region.

      If it could be hacked to get tinting, that would make Spine rendering in C3 a lot more useful, as not being able to tint at all is very limiting. It still seems unfortunate that it can't just be done right the first time. It's vertex colors at the lowest levels and sane batching would just provide that.

      If I was but the dev, I would give you everything you need, wrapped up pretty in a bow 🙂

      Will work on per quad color (and later two color tint).

      • Nate が「いいね」しました。

      I see the actual drawMesh() implementation, it is still quad focused, but now more efficient than calling Quad3D2 repeatedly, instead uses internal formats for batching (webgl version):

      DrawMesh(posArr, uvArr, indexArr) {
      const vd = this._vertexData;
      const td = this._texcoordData;
      
      // Ensure the index array length is a multiple of 3
      if (indexArr.length % 3 !== 0) {
          throw new Error("Invalid index buffer length");
      }
      
      // Iterate over index array in steps of 3
      for (let i = 0, len = indexArr.length; i < len; ) {
          const index0 = indexArr[i++];
          const index1 = indexArr[i++];
          const index2 = indexArr[i++];
      
          // Calculate position and UV indices
          const pos0 = index0 * 3;
          const pos1 = index1 * 3;
          const pos2 = index2 * 3;
          const uv0 = index0 * 2;
          const uv1 = index1 * 2;
          const uv2 = index2 * 2;
      
          // Extend quad batch
          this._ExtendQuadBatch();
      
          // Update vertex and texture coordinate data
          let v = this._vertexPtr;
          let t = this._texPtr;
      
          // Vertex positions
          vd[v++] = posArr[pos0];
          vd[v++] = posArr[pos0 + 1];
          vd[v++] = posArr[pos0 + 2];
          vd[v++] = posArr[pos1];
          vd[v++] = posArr[pos1 + 1];
          vd[v++] = posArr[pos1 + 2];
          vd[v++] = posArr[pos2];
          vd[v++] = posArr[pos2 + 1];
          vd[v++] = posArr[pos2 + 2];
          vd[v++] = posArr[pos2];
          vd[v++] = posArr[pos2 + 1];
          vd[v++] = posArr[pos2 + 2];
      
          // UV coordinates
          td[t++] = uvArr[uv0];
          td[t++] = uvArr[uv0 + 1];
          td[t++] = uvArr[uv1];
          td[t++] = uvArr[uv1 + 1];
          td[t++] = uvArr[uv2];
          td[t++] = uvArr[uv2 + 1];
          td[t++] = uvArr[uv2];
          td[t++] = uvArr[uv2 + 1];
      
          // Update pointers
          this._vertexPtr = v;
          this._texPtr = t;
      }

      }

      webGPU version (you can see how close we are to having color per quad here, one step away from adding in the color array input and updating the color batch buffer)

          DrawMesh(posArr, uvArr, indexArr) {
          const vd = this._vertexData;
          const td = this._texcoordData;
          const cd = this._colorData;
          if (indexArr.length % 3 !== 0)
              throw new Error("invalid index buffer length");
          const currentMultiTextureIndex = this._currentMultiTextureIndex;
          const currentColor = this._currentColor;
          const currentColorR = currentColor.getR();
          const currentColorG = currentColor.getG();
          const currentColorB = currentColor.getB();
          const currentColorA = currentColor.getA();
          for (let i = 0, len = indexArr.length; i < len; ) {
              const index0 = indexArr[i++];
              const index1 = indexArr[i++];
              const index2 = indexArr[i++];
              const pos0 = index0 * 3;
              const pos1 = index1 * 3;
              const pos2 = index2 * 3;
              const uv0 = index0 * 2;
              const uv1 = index1 * 2;
              const uv2 = index2 * 2;
              this._AddQuadToDrawBatch();
              const qPtr = this._quadPtr++;
              let v = qPtr * 12;
              let t = qPtr * 12;
              let c = qPtr * 4;
              vd[v++] = posArr[pos0 + 0];
              vd[v++] = posArr[pos0 + 1];
              vd[v++] = posArr[pos0 + 2];
              vd[v++] = posArr[pos1 + 0];
              vd[v++] = posArr[pos1 + 1];
              vd[v++] = posArr[pos1 + 2];
              vd[v++] = posArr[pos2 + 0];
              vd[v++] = posArr[pos2 + 1];
              vd[v++] = posArr[pos2 + 2];
              vd[v++] = posArr[pos2 + 0];
              vd[v++] = posArr[pos2 + 1];
              vd[v++] = posArr[pos2 + 2];
              td[t++] = uvArr[uv0 + 0];
              td[t++] = uvArr[uv0 + 1];
              td[t++] = currentMultiTextureIndex;
              td[t++] = uvArr[uv1 + 0];
              td[t++] = uvArr[uv1 + 1];
              td[t++] = currentMultiTextureIndex;
              td[t++] = uvArr[uv2 + 0];
              td[t++] = uvArr[uv2 + 1];
              td[t++] = currentMultiTextureIndex;
              td[t++] = uvArr[uv2 + 0];
              td[t++] = uvArr[uv2 + 1];
              td[t++] = currentMultiTextureIndex;
              cd[c++] = currentColorR;
              cd[c++] = currentColorG;
              cd[c++] = currentColorB;
              cd[c++] = currentColorA
          }
      }
      • Nate が「いいね」しました。

      Neat, that's not too bad!

      20日 後

      In general, we'll see how perf goes. I think for reasonably sized Spine objects with meshes it will do ok.
      If we need to go deeper, I have started looking at creating my own C3 command buffers, etc. and it is all pretty doable. There's a batch command system with things like set texture, doQuad, etc.

      Let me know if I can help, here's their comments on SDK V2:
      https://www.construct.net/en/make-games/manuals/addon-sdk/guide/porting-addon-sdk-v2

      There is also work on framework for developing C3 addons, which makes the process much smoother.
      C3IDE2 and branches that use typescript. I'll add links after I investigate the newer framework.

      8ヶ月 後

      any news?