/****************************************************************************** * 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 SkeletonRenderer { static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; premultipliedAlpha = false; private gl: WebGLRenderingContext; constructor (gl: WebGLRenderingContext) { this.gl = gl; } draw (batcher: PolygonBatcher, skeleton: Skeleton) { let premultipliedAlpha = this.premultipliedAlpha; let blendMode: BlendMode = null; let vertices: ArrayLike = null; let triangles: Array = null; let drawOrder = skeleton.drawOrder; for (let i = 0, n = drawOrder.length; i < n; i++) { let slot = drawOrder[i]; let attachment = slot.getAttachment(); let texture: GLTexture = null; if (attachment instanceof RegionAttachment) { let region = attachment; vertices = region.updateWorldVertices(slot, premultipliedAlpha); triangles = SkeletonRenderer.QUAD_TRIANGLES; texture = (region.region.renderObject).texture; } else if (attachment instanceof MeshAttachment) { let mesh = attachment; vertices = mesh.updateWorldVertices(slot, premultipliedAlpha); triangles = mesh.triangles; texture = (mesh.region.renderObject).texture; } else continue; if (texture != null) { let slotBlendMode = slot.data.blendMode; if (slotBlendMode != blendMode) { blendMode = slotBlendMode; batcher.setBlendMode(getSourceGLBlendMode(this.gl, blendMode, premultipliedAlpha), getDestGLBlendMode(this.gl, blendMode)); } batcher.draw(texture, vertices, triangles); } } } } }