/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ module spine.webgl { export class Mesh implements Disposable, Restorable { private context: ManagedWebGLRenderingContext; private vertices:Float32Array; private verticesBuffer: WebGLBuffer; private verticesLength = 0; private dirtyVertices = false; private indices:Uint16Array; private indicesBuffer: WebGLBuffer; private indicesLength = 0; private dirtyIndices = false; private elementsPerVertex = 0; getAttributes (): VertexAttribute[] { return this.attributes; } maxVertices (): number { return this.vertices.length / this.elementsPerVertex; } numVertices (): number { return this.verticesLength / this.elementsPerVertex; } setVerticesLength (length: number) { this.dirtyVertices = true; this.verticesLength = length; } getVertices (): Float32Array { return this.vertices; } maxIndices (): number { return this.indices.length; } numIndices (): number { return this.indicesLength; } setIndicesLength (length: number) { this.dirtyIndices = true; this.indicesLength = length; } getIndices (): Uint16Array { return this.indices }; getVertexSizeInFloats (): number { let size = 0; for (var i = 0; i < this.attributes.length; i++) { let attribute = this.attributes[i]; size += attribute.numElements; } return size; } constructor (context: ManagedWebGLRenderingContext | WebGLRenderingContext, private attributes: VertexAttribute[], maxVertices: number, maxIndices: number) { this.context = context instanceof ManagedWebGLRenderingContext? context : new ManagedWebGLRenderingContext(context); this.elementsPerVertex = 0; for (let i = 0; i < attributes.length; i++) { this.elementsPerVertex += attributes[i].numElements; } this.vertices = new Float32Array(maxVertices * this.elementsPerVertex); this.indices = new Uint16Array(maxIndices); this.context.addRestorable(this); } setVertices (vertices: Array) { this.dirtyVertices = true; if (vertices.length > this.vertices.length) throw Error("Mesh can't store more than " + this.maxVertices() + " vertices"); this.vertices.set(vertices, 0); this.verticesLength = vertices.length; } setIndices (indices: Array) { this.dirtyIndices = true; if (indices.length > this.indices.length) throw Error("Mesh can't store more than " + this.maxIndices() + " indices"); this.indices.set(indices, 0); this.indicesLength = indices.length; } draw (shader: Shader, primitiveType: number) { this.drawWithOffset(shader, primitiveType, 0, this.indicesLength > 0? this.indicesLength: this.verticesLength / this.elementsPerVertex); } drawWithOffset (shader: Shader, primitiveType: number, offset: number, count: number) { let gl = this.context.gl; if (this.dirtyVertices || this.dirtyIndices) this.update(); this.bind(shader); if (this.indicesLength > 0) { gl.drawElements(primitiveType, count, gl.UNSIGNED_SHORT, offset * 2); } else { gl.drawArrays(primitiveType, offset, count); } this.unbind(shader); } bind (shader: Shader) { let gl = this.context.gl; gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer); let offset = 0; for (let i = 0; i < this.attributes.length; i++) { let attrib = this.attributes[i]; let location = shader.getAttributeLocation(attrib.name); gl.enableVertexAttribArray(location); gl.vertexAttribPointer(location, attrib.numElements, gl.FLOAT, false, this.elementsPerVertex * 4, offset * 4); offset += attrib.numElements; } if (this.indicesLength > 0) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer); } unbind (shader: Shader) { let gl = this.context.gl; for (let i = 0; i < this.attributes.length; i++) { let attrib = this.attributes[i]; let location = shader.getAttributeLocation(attrib.name); gl.disableVertexAttribArray(location); } gl.bindBuffer(gl.ARRAY_BUFFER, null); if (this.indicesLength > 0) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); } private update () { let gl = this.context.gl; if (this.dirtyVertices) { if (!this.verticesBuffer) { this.verticesBuffer = gl.createBuffer(); } gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer); gl.bufferData(gl.ARRAY_BUFFER, this.vertices.subarray(0, this.verticesLength), gl.DYNAMIC_DRAW); this.dirtyVertices = false; } if (this.dirtyIndices) { if (!this.indicesBuffer) { this.indicesBuffer = gl.createBuffer(); } gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices.subarray(0, this.indicesLength), gl.DYNAMIC_DRAW); this.dirtyIndices = false; } } restore () { this.verticesBuffer = null; this.indicesBuffer = null; this.update(); } dispose () { this.context.removeRestorable(this); let gl = this.context.gl; gl.deleteBuffer(this.verticesBuffer); gl.deleteBuffer(this.indicesBuffer); } } export class VertexAttribute { constructor (public name: string, public type: VertexAttributeType, public numElements: number) { } } export class Position2Attribute extends VertexAttribute { constructor () { super(Shader.POSITION, VertexAttributeType.Float, 2); } } export class Position3Attribute extends VertexAttribute { constructor () { super(Shader.POSITION, VertexAttributeType.Float, 3); } } export class TexCoordAttribute extends VertexAttribute { constructor (unit: number = 0) { super(Shader.TEXCOORDS + (unit == 0? "": unit), VertexAttributeType.Float, 2); } } export class ColorAttribute extends VertexAttribute { constructor () { super(Shader.COLOR, VertexAttributeType.Float, 4); } } export class Color2Attribute extends VertexAttribute { constructor () { super(Shader.COLOR2, VertexAttributeType.Float, 4); } } export enum VertexAttributeType { Float } }