/****************************************************************************** * 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 PolygonBatcher implements Disposable { private gl: WebGLRenderingContext; private drawCalls: number; private isDrawing = false; private mesh: Mesh; private shader: Shader = null; private lastTexture: GLTexture = null; private verticesLength = 0; private indicesLength = 0; private srcBlend: number = WebGLRenderingContext.SRC_ALPHA; private dstBlend: number = WebGLRenderingContext.ONE_MINUS_SRC_ALPHA; constructor (gl: WebGLRenderingContext, maxVertices: number = 10920) { if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices); this.gl = gl; this.mesh = new Mesh(gl, [new Position2Attribute(), new ColorAttribute(), new TexCoordAttribute()], maxVertices, maxVertices * 3); } begin (shader: Shader) { let gl = this.gl; 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; gl.enable(gl.BLEND); gl.blendFunc(this.srcBlend, this.dstBlend); } setBlendMode (srcBlend: number, dstBlend: number) { let gl = this.gl; this.srcBlend = srcBlend; this.dstBlend = dstBlend; if (this.isDrawing) { this.flush(); gl.blendFunc(this.srcBlend, this.dstBlend); } } draw (texture: GLTexture, vertices: ArrayLike, indices: Array) { if (texture != this.lastTexture) { this.flush(); this.lastTexture = texture; texture.bind(); } 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); } private flush () { let gl = this.gl; if (this.verticesLength == 0) return; this.mesh.draw(this.shader, gl.TRIANGLES); this.verticesLength = 0; this.indicesLength = 0; this.mesh.setVerticesLength(0); this.mesh.setIndicesLength(0); this.drawCalls++; } end () { let gl = this.gl; 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; gl.disable(gl.BLEND); } getDrawCalls () { return this.drawCalls; } dispose () { this.mesh.dispose(); } } }