mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-26 11:41:23 +08:00
185 lines
6.9 KiB
TypeScript
185 lines
6.9 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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module spine.webgl {
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export class Mesh implements Disposable {
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private _gl: WebGLRenderingContext;
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private _vertices:Float32Array;
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private _verticesBuffer: WebGLBuffer;
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private _verticesLength = 0;
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private _dirtyVertices = false;
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private _indices:Uint16Array;
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private _indicesBuffer: WebGLBuffer;
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private _indicesLength = 0;
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private _dirtyIndices = false;
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private _elementsPerVertex = 0;
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attributes (): VertexAttribute[] { return this._attributes; }
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maxVertices (): number { return this._vertices.length / this._elementsPerVertex; }
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numVertices (): number { return this._verticesLength / this._elementsPerVertex; }
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setVerticesLength (length: number) {
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this._dirtyVertices = true;
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this._verticesLength = length;
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}
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vertices (): Float32Array { return this._vertices; }
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maxIndices (): number { return this._indices.length; }
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numIndices (): number { return this._indicesLength; }
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setIndicesLength (length: number) {
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this._dirtyIndices = true;
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this._indicesLength = length;
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}
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indices (): Uint16Array { return this._indices };
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constructor (gl: WebGLRenderingContext, private _attributes: VertexAttribute[], maxVertices: number, maxIndices: number) {
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this._gl = gl;
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this._elementsPerVertex = 0;
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for (let i = 0; i < _attributes.length; i++) {
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this._elementsPerVertex += _attributes[i].numElements;
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}
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this._vertices = new Float32Array(maxVertices * this._elementsPerVertex);
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this._indices = new Uint16Array(maxIndices);
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}
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setVertices (vertices: Array<number>) {
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this._dirtyVertices = true;
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if (vertices.length > this._vertices.length) throw Error("Mesh can't store more than " + this.maxVertices() + " vertices");
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this._vertices.set(vertices, 0);
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this._verticesLength = vertices.length;
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}
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setIndices (indices: Array<number>) {
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this._dirtyIndices = true;
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if (indices.length > this._indices.length) throw Error("Mesh can't store more than " + this.maxIndices() + " indices");
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this._indices.set(indices, 0);
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this._indicesLength = indices.length;
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}
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draw (shader: Shader, primitiveType: number) {
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this.drawWithOffset(shader, primitiveType, 0, this._indicesLength > 0? this._indicesLength: this._verticesLength);
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}
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drawWithOffset (shader: Shader, primitiveType: number, offset: number, count: number) {
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let gl = this._gl;
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if (this._dirtyVertices || this._dirtyIndices) this.update();
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this.bind(shader);
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if (this._indicesLength > 0) gl.drawElements(primitiveType, count, gl.UNSIGNED_SHORT, offset * 2);
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else gl.drawArrays(primitiveType, offset, count);
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this.unbind(shader);
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}
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bind (shader: Shader) {
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let gl = this._gl;
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gl.bindBuffer(gl.ARRAY_BUFFER, this._verticesBuffer);
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let offset = 0;
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for (let i = 0; i < this._attributes.length; i++) {
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let attrib = this._attributes[i];
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let location = shader.getAttributeLocation(attrib.name);
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gl.enableVertexAttribArray(location);
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gl.vertexAttribPointer(location, attrib.numElements, gl.FLOAT, false, this._elementsPerVertex * 4, offset * 4);
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offset += attrib.numElements;
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}
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if (this._indicesLength > 0) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indicesBuffer);
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}
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unbind (shader: Shader) {
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let gl = this._gl;
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for (let i = 0; i < this._attributes.length; i++) {
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let attrib = this._attributes[i];
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let location = shader.getAttributeLocation(attrib.name);
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gl.disableVertexAttribArray(location);
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}
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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if (this._indicesLength > 0) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
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}
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private update () {
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let gl = this._gl;
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if (this._dirtyVertices) {
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if (!this._verticesBuffer) {
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this._verticesBuffer = gl.createBuffer();
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}
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gl.bindBuffer(gl.ARRAY_BUFFER, this._verticesBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this._vertices.subarray(0, this._verticesLength), gl.STATIC_DRAW);
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this._dirtyVertices = false;
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}
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if (this._dirtyIndices) {
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if (!this._indicesBuffer) {
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this._indicesBuffer = gl.createBuffer();
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}
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indicesBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this._indices.subarray(0, this._indicesLength), gl.STATIC_DRAW);
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this._dirtyIndices = false;
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}
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}
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dispose () {
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let gl = this._gl;
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gl.deleteBuffer(this._verticesBuffer);
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gl.deleteBuffer(this._indicesBuffer);
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}
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}
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export class VertexAttribute {
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constructor (public name: string, public type: VertexAttributeType, public numElements: number) { }
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}
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export class Position2Attribute extends VertexAttribute {
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constructor () {
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super(Shader.POSITION, VertexAttributeType.Float, 2);
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}
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}
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export class Position3Attribute extends VertexAttribute {
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constructor () {
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super(Shader.POSITION, VertexAttributeType.Float, 3);
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}
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}
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export class TexCoordAttribute extends VertexAttribute {
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constructor (unit: number = 0) {
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super(Shader.TEXCOORDS + (unit == 0? "": unit), VertexAttributeType.Float, 2);
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}
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}
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export class ColorAttribute extends VertexAttribute {
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constructor () {
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super(Shader.COLOR, VertexAttributeType.Float, 4);
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}
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}
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export enum VertexAttributeType {
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Float
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}
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}
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