spine-runtimes/spine-ts/webgl/src/ShapeRenderer.ts
Nathan Sweet 78a730a6d7 [ts] Improvements for player, webgl.
* Rendering, added support for separate color/alpha src blend funcs.
* LoadingScreen, set camera zoom to fade out and black flash, use PMA to fix ringing artifacts when scaled, fade in to help hide dropped frames as page loads, use separate color/alpha src blend funcs to properly blend quad when loading screen fades out, oxipng PNGs.
* Moved some private constants out of their class to avoid class name prefix.
* Player, clean up full pass OCD town, showError throws when possible so stacktrace isn't lost, added showLoading to config, don't create UI when !showControls, removed findWithId (id is unique for entire document), use built-in for findWithClass/contains, var->let, don't clear screen twice during loading, other minor stuff.
2021-06-20 01:20:31 -04:00

350 lines
12 KiB
TypeScript

/******************************************************************************
* 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
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*****************************************************************************/
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 srcColorBlend: number;
private srcAlphaBlend: 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);
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("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.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);
}
}
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();
let gl = this.context.gl;
gl.disable(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
}
}