/****************************************************************************** * 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 Shader implements Disposable { public static MVP_MATRIX = "u_projTrans"; public static POSITION = "a_position"; public static COLOR = "a_color"; public static TEXCOORDS = "a_texCoords"; public static SAMPLER = "u_texture"; private gl: WebGLRenderingContext; private vs: WebGLShader = null; private fs: WebGLShader = null; private program: WebGLProgram = null; private tmp2x2: Float32Array = new Float32Array(2 * 2); private tmp3x3: Float32Array = new Float32Array(3 * 3); private tmp4x4: Float32Array = new Float32Array(4 * 4); public getProgram () { return this.program; } public getVertexShader () { return this.vertexShader; } public getFragmentShader () { return this.fragmentShader; } constructor (gl: WebGLRenderingContext, private vertexShader: string, private fragmentShader: string) { this.gl = gl; this.compile(); } private compile () { let gl = this.gl; try { this.vs = this.compileShader(gl.VERTEX_SHADER, this.vertexShader); this.fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragmentShader); this.program = this.compileProgram(this.vs, this.fs); } catch (e) { this.dispose(); throw e; } } private compileShader (type: number, source: string) { let gl = this.gl; let shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { let error = "Couldn't compile shader: " + gl.getShaderInfoLog(shader); gl.deleteShader(shader); throw new Error(error); } return shader; } private compileProgram (vs: WebGLShader, fs: WebGLShader) { let gl = this.gl; let program = gl.createProgram(); gl.attachShader(program, vs); gl.attachShader(program, fs); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { let error = "Couldn't compile shader program: " + gl.getProgramInfoLog(program); gl.deleteProgram(program); throw new Error(error); } return program; } public bind () { this.gl.useProgram(this.program); } public unbind () { this.gl.useProgram(null); } public setUniformi (uniform: string, value: number) { this.gl.uniform1i(this.getUniformLocation(uniform), value); } public setUniformf (uniform: string, value: number) { this.gl.uniform1f(this.getUniformLocation(uniform), value); } public setUniform2f (uniform: string, value: number, value2: number) { this.gl.uniform2f(this.getUniformLocation(uniform), value, value2); } public setUniform3f (uniform: string, value: number, value2: number, value3: number) { this.gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3); } public setUniform4f (uniform: string, value: number, value2: number, value3: number, value4: number) { this.gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4); } public setUniform2x2f (uniform: string, value: ArrayLike) { let gl = this.gl; this.tmp2x2.set(value); gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this.tmp2x2); } public setUniform3x3f (uniform: string, value: ArrayLike) { let gl = this.gl; this.tmp3x3.set(value); gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this.tmp3x3); } public setUniform4x4f (uniform: string, value: ArrayLike) { let gl = this.gl; this.tmp4x4.set(value); gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this.tmp4x4); } public getUniformLocation (uniform: string): WebGLUniformLocation { let gl = this.gl; let location = gl.getUniformLocation(this.program, uniform); if (!location) throw new Error(`Couldn't find location for uniform ${uniform}`); return location; } public getAttributeLocation (attribute: string): number { let gl = this.gl; let location = gl.getAttribLocation(this.program, attribute); if (location == -1) throw new Error(`Couldn't find location for attribute ${attribute}`); return location; } public dispose () { let gl = this.gl; if (this.vs) { gl.deleteShader(this.vs); this.vs = null; } if (this.fs) { gl.deleteShader(this.fs); this.fs = null; } if (this.program) { gl.deleteProgram(this.program); this.program = null; } } public static newColoredTextured (gl: WebGLRenderingContext): Shader { let vs = ` attribute vec4 ${Shader.POSITION}; attribute vec4 ${Shader.COLOR}; attribute vec2 ${Shader.TEXCOORDS}; uniform mat4 ${Shader.MVP_MATRIX}; varying vec4 v_color; varying vec2 v_texCoords; void main () { v_color = ${Shader.COLOR}; v_texCoords = ${Shader.TEXCOORDS}; gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION}; } `; let fs = ` #ifdef GL_ES #define LOWP lowp precision mediump float; #else #define LOWP #endif varying LOWP vec4 v_color; varying vec2 v_texCoords; uniform sampler2D u_texture; void main () { gl_FragColor = v_color * texture2D(u_texture, v_texCoords); } `; return new Shader(gl, vs, fs); } public static newColored (gl: WebGLRenderingContext): Shader { let vs = ` attribute vec4 ${Shader.POSITION}; attribute vec4 ${Shader.COLOR}; uniform mat4 ${Shader.MVP_MATRIX}; varying vec4 v_color; void main () { v_color = ${Shader.COLOR}; gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION}; } `; let fs = ` #ifdef GL_ES #define LOWP lowp precision mediump float; #else #define LOWP #endif varying LOWP vec4 v_color; void main () { gl_FragColor = v_color; } `; return new Shader(gl, vs, fs); } } }