spine-runtimes/spine-ts/webgl/src/ShapeRenderer.ts

346 lines
12 KiB
TypeScript

/******************************************************************************
* 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 ShapeRenderer implements Disposable {
private context: ManagedWebGLRenderingContext;
private isDrawing = false;
private mesh: Mesh;
private shapeType = ShapeType.Filled;
private color = new Color(1, 1, 1, 1);
private shader: Shader;
private vertexIndex = 0;
private tmp = new Vector2();
private srcBlend: number;
private dstBlend: number;
constructor (context: ManagedWebGLRenderingContext | WebGLRenderingContext, 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);
this.mesh = new Mesh(context, [new Position2Attribute(), new ColorAttribute()], maxVertices, 0);
this.srcBlend = this.context.gl.SRC_ALPHA;
this.dstBlend = this.context.gl.ONE_MINUS_SRC_ALPHA;
}
begin (shader: Shader) {
if (this.isDrawing) throw new Error("ShapeRenderer.begin() has already been called");
this.shader = shader;
this.vertexIndex = 0;
this.isDrawing = true;
let gl = this.context.gl;
gl.enable(gl.BLEND);
gl.blendFunc(this.srcBlend, this.dstBlend);
}
setBlendMode (srcBlend: number, dstBlend: number) {
let gl = this.context.gl;
this.srcBlend = srcBlend;
this.dstBlend = dstBlend;
if (this.isDrawing) {
this.flush();
gl.blendFunc(this.srcBlend, this.dstBlend);
}
}
setColor (color: Color) {
this.color.setFromColor(color);
}
setColorWith (r: number, g: number, b: number, a: number) {
this.color.set(r, g, b, a);
}
point (x: number, y: number, color: Color = null) {
this.check(ShapeType.Point, 1);
if (color === null) color = this.color;
this.vertex(x, y, color);
}
line (x: number, y: number, x2: number, y2: number, color: Color = null) {
this.check(ShapeType.Line, 2);
let vertices = this.mesh.getVertices();
let idx = this.vertexIndex;
if (color === null) color = this.color;
this.vertex(x, y, color);
this.vertex(x2, y2, color);
}
triangle (filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, color: Color = null, color2: Color = null, color3: Color = null) {
this.check(filled ? ShapeType.Filled : ShapeType.Line, 3);
let vertices = this.mesh.getVertices();
let idx = this.vertexIndex;
if (color === null) color = this.color;
if (color2 === null) color2 = this.color;
if (color3 === null) color3 = this.color;
if (filled) {
this.vertex(x, y, color);
this.vertex(x2, y2, color2);
this.vertex(x3, y3, color3);
} else {
this.vertex(x, y, color);
this.vertex(x2, y2, color2);
this.vertex(x2, y2, color);
this.vertex(x3, y3, color2);
this.vertex(x3, y3, color);
this.vertex(x, y, color2);
}
}
quad (filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number, color: Color = null, color2: Color = null, color3: Color = null, color4: Color = null) {
this.check(filled ? ShapeType.Filled : ShapeType.Line, 3);
let vertices = this.mesh.getVertices();
let idx = this.vertexIndex;
if (color === null) color = this.color;
if (color2 === null) color2 = this.color;
if (color3 === null) color3 = this.color;
if (color4 === null) color4 = this.color;
if (filled) {
this.vertex(x, y, color); this.vertex(x2, y2, color2); this.vertex(x3, y3, color3);
this.vertex(x3, y3, color3); this.vertex(x4, y4, color4); this.vertex(x, y, color);
} else {
this.vertex(x, y, color); this.vertex(x2, y2, color2);
this.vertex(x2, y2, color2); this.vertex(x3, y3, color3);
this.vertex(x3, y3, color3); this.vertex(x4, y4, color4);
this.vertex(x4, y4, color4); this.vertex(x, y, color);
}
}
rect (filled: boolean, x: number, y: number, width: number, height: number, color: Color = null) {
this.quad(filled, x, y, x + width, y, x + width, y + height, x, y + height, color, color, color, color);
}
rectLine (filled: boolean, x1: number, y1: number, x2: number, y2: number, width: number, color: Color = null) {
this.check(filled ? ShapeType.Filled : ShapeType.Line, 8);
if (color === null) color = this.color;
let t = this.tmp.set(y2 - y1, x1 - x2);
t.normalize();
width *= 0.5;
let tx = t.x * width;
let ty = t.y * width;
if (!filled) {
this.vertex(x1 + tx, y1 + ty, color);
this.vertex(x1 - tx, y1 - ty, color);
this.vertex(x2 + tx, y2 + ty, color);
this.vertex(x2 - tx, y2 - ty, color);
this.vertex(x2 + tx, y2 + ty, color);
this.vertex(x1 + tx, y1 + ty, color);
this.vertex(x2 - tx, y2 - ty, color);
this.vertex(x1 - tx, y1 - ty, color);
} else {
this.vertex(x1 + tx, y1 + ty, color);
this.vertex(x1 - tx, y1 - ty, color);
this.vertex(x2 + tx, y2 + ty, color);
this.vertex(x2 - tx, y2 - ty, color);
this.vertex(x2 + tx, y2 + ty, color);
this.vertex(x1 - tx, y1 - ty, color);
}
}
x (x: number, y: number, size: number) {
this.line(x - size, y - size, x + size, y + size);
this.line(x - size, y + size, x + size, y - size);
}
polygon (polygonVertices: ArrayLike<number>, offset: number, count: number, color: Color = null) {
if (count < 3) throw new Error("Polygon must contain at least 3 vertices");
this.check(ShapeType.Line, count * 2);
if (color === null) color = this.color;
let vertices = this.mesh.getVertices();
let idx = this.vertexIndex;
offset <<= 1;
count <<= 1;
let firstX = polygonVertices[offset];
let firstY = polygonVertices[offset + 1];
let last = offset + count;
for (let i = offset, n = offset + count - 2; i < n; i += 2) {
let x1 = polygonVertices[i];
let y1 = polygonVertices[i+1];
let x2 = 0;
let y2 = 0;
if (i + 2 >= last) {
x2 = firstX;
y2 = firstY;
} else {
x2 = polygonVertices[i + 2];
y2 = polygonVertices[i + 3];
}
this.vertex(x1, y1, color);
this.vertex(x2, y2, color);
}
}
circle (filled: boolean, x: number, y: number, radius: number, color: Color = null, segments: number = 0) {
if (segments === 0) segments = Math.max(1, (6 * MathUtils.cbrt(radius)) | 0);
if (segments <= 0) throw new Error("segments must be > 0.");
if (color === null) color = this.color;
let angle = 2 * MathUtils.PI / segments;
let cos = Math.cos(angle);
let sin = Math.sin(angle);
let cx = radius, cy = 0;
if (!filled) {
this.check(ShapeType.Line, segments * 2 + 2);
for (let i = 0; i < segments; i++) {
this.vertex(x + cx, y + cy, color);
let temp = cx;
cx = cos * cx - sin * cy;
cy = sin * temp + cos * cy;
this.vertex(x + cx, y + cy, color);
}
// Ensure the last segment is identical to the first.
this.vertex(x + cx, y + cy, color);
} else {
this.check(ShapeType.Filled, segments * 3 + 3);
segments--;
for (let i = 0; i < segments; i++) {
this.vertex(x, y, color);
this.vertex(x + cx, y + cy, color);
let temp = cx;
cx = cos * cx - sin * cy;
cy = sin * temp + cos * cy;
this.vertex(x + cx, y + cy, color);
}
// Ensure the last segment is identical to the first.
this.vertex(x, y, color);
this.vertex(x + cx, y + cy, color);
}
let temp = cx;
cx = radius;
cy = 0;
this.vertex(x + cx, y + cy, color);
}
curve (x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, segments: number, color: Color = null) {
this.check(ShapeType.Line, segments * 2 + 2);
if (color === null) color = this.color;
// Algorithm from: http://www.antigrain.com/research/bezier_interpolation/index.html#PAGE_BEZIER_INTERPOLATION
let subdiv_step = 1 / segments;
let subdiv_step2 = subdiv_step * subdiv_step;
let subdiv_step3 = subdiv_step * subdiv_step * subdiv_step;
let pre1 = 3 * subdiv_step;
let pre2 = 3 * subdiv_step2;
let pre4 = 6 * subdiv_step2;
let pre5 = 6 * subdiv_step3;
let tmp1x = x1 - cx1 * 2 + cx2;
let tmp1y = y1 - cy1 * 2 + cy2;
let tmp2x = (cx1 - cx2) * 3 - x1 + x2;
let tmp2y = (cy1 - cy2) * 3 - y1 + y2;
let fx = x1;
let fy = y1;
let dfx = (cx1 - x1) * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
let dfy = (cy1 - y1) * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
let ddfx = tmp1x * pre4 + tmp2x * pre5;
let ddfy = tmp1y * pre4 + tmp2y * pre5;
let dddfx = tmp2x * pre5;
let dddfy = tmp2y * pre5;
while (segments-- > 0) {
this.vertex(fx, fy, color);
fx += dfx;
fy += dfy;
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
this.vertex(fx, fy, color);
}
this.vertex(fx, fy, color);
this.vertex(x2, y2, color);
}
private vertex (x: number, y: number, color: Color) {
let idx = this.vertexIndex;
let vertices = this.mesh.getVertices();
vertices[idx++] = x;
vertices[idx++] = y;
vertices[idx++] = color.r;
vertices[idx++] = color.g;
vertices[idx++] = color.b;
vertices[idx++] = color.a;
this.vertexIndex = idx;
}
end () {
if (!this.isDrawing) throw new Error("ShapeRenderer.begin() has not been called");
this.flush();
this.context.gl.disable(this.context.gl.BLEND);
this.isDrawing = false;
}
private flush () {
if (this.vertexIndex == 0) return;
this.mesh.setVerticesLength(this.vertexIndex);
this.mesh.draw(this.shader, this.shapeType);
this.vertexIndex = 0;
}
private check(shapeType: ShapeType, numVertices: number) {
if (!this.isDrawing) throw new Error("ShapeRenderer.begin() has not been called");
if (this.shapeType == shapeType) {
if (this.mesh.maxVertices() - this.mesh.numVertices() < numVertices) this.flush();
else return;
} else {
this.flush();
this.shapeType = shapeType;
}
}
dispose () {
this.mesh.dispose();
}
}
export enum ShapeType {
Point = 0x0000,
Line = 0x0001,
Filled = 0x0004
}
}