/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ import { Disposable } from "@esotericsoftware/spine-core"; import { GLTexture } from "./GLTexture"; import { Mesh, Position2Attribute, ColorAttribute, TexCoordAttribute, Color2Attribute } from "./Mesh"; import { Shader } from "./Shader"; import { ManagedWebGLRenderingContext } from "./WebGL"; export class PolygonBatcher implements Disposable { private context: ManagedWebGLRenderingContext; private drawCalls: number; private isDrawing = false; private mesh: Mesh; private shader: Shader = null; private lastTexture: GLTexture = null; private verticesLength = 0; private indicesLength = 0; private srcColorBlend: number; private srcAlphaBlend: number; private dstBlend: number; constructor (context: ManagedWebGLRenderingContext | WebGLRenderingContext, twoColorTint: boolean = true, maxVertices: number = 10920) { if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices); this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context); let attributes = twoColorTint ? [new Position2Attribute(), new ColorAttribute(), new TexCoordAttribute(), new Color2Attribute()] : [new Position2Attribute(), new ColorAttribute(), new TexCoordAttribute()]; this.mesh = new Mesh(context, attributes, maxVertices, maxVertices * 3); let gl = this.context.gl; this.srcColorBlend = gl.SRC_ALPHA; this.srcAlphaBlend = gl.ONE; this.dstBlend = gl.ONE_MINUS_SRC_ALPHA; } begin (shader: Shader) { if (this.isDrawing) throw new Error("PolygonBatch is already drawing. Call PolygonBatch.end() before calling PolygonBatch.begin()"); this.drawCalls = 0; this.shader = shader; this.lastTexture = null; this.isDrawing = true; let gl = this.context.gl; gl.enable(gl.BLEND); gl.blendFuncSeparate(this.srcColorBlend, this.dstBlend, this.srcAlphaBlend, this.dstBlend); } setBlendMode (srcColorBlend: number, srcAlphaBlend: number, dstBlend: number) { this.srcColorBlend = srcColorBlend; this.srcAlphaBlend = srcAlphaBlend; this.dstBlend = dstBlend; if (this.isDrawing) { this.flush(); let gl = this.context.gl; gl.blendFuncSeparate(srcColorBlend, dstBlend, srcAlphaBlend, dstBlend); } } draw (texture: GLTexture, vertices: ArrayLike, indices: Array) { if (texture != this.lastTexture) { this.flush(); this.lastTexture = texture; } else if (this.verticesLength + vertices.length > this.mesh.getVertices().length || this.indicesLength + indices.length > this.mesh.getIndices().length) { this.flush(); } let indexStart = this.mesh.numVertices(); this.mesh.getVertices().set(vertices, this.verticesLength); this.verticesLength += vertices.length; this.mesh.setVerticesLength(this.verticesLength) let indicesArray = this.mesh.getIndices(); for (let i = this.indicesLength, j = 0; j < indices.length; i++, j++) indicesArray[i] = indices[j] + indexStart; this.indicesLength += indices.length; this.mesh.setIndicesLength(this.indicesLength); } flush () { if (this.verticesLength == 0) return; this.lastTexture.bind(); this.mesh.draw(this.shader, this.context.gl.TRIANGLES); this.verticesLength = 0; this.indicesLength = 0; this.mesh.setVerticesLength(0); this.mesh.setIndicesLength(0); this.drawCalls++; } end () { if (!this.isDrawing) throw new Error("PolygonBatch is not drawing. Call PolygonBatch.begin() before calling PolygonBatch.end()"); if (this.verticesLength > 0 || this.indicesLength > 0) this.flush(); this.shader = null; this.lastTexture = null; this.isDrawing = false; let gl = this.context.gl; gl.disable(gl.BLEND); } getDrawCalls () { return this.drawCalls; } dispose () { this.mesh.dispose(); } }