spine-runtimes/spine-ts/webgl/src/SkeletonRenderer.ts
NathanSweet 7a18f0818c Every space in its place! (tm)
(whitespace clean up)
2016-10-15 23:15:41 +02:00

78 lines
3.5 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 SkeletonRenderer {
static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
premultipliedAlpha = false;
private gl: WebGLRenderingContext;
constructor (gl: WebGLRenderingContext) {
this.gl = gl;
}
draw (batcher: PolygonBatcher, skeleton: Skeleton) {
let premultipliedAlpha = this.premultipliedAlpha;
let blendMode: BlendMode = null;
let vertices: ArrayLike<number> = null;
let triangles: Array<number> = null;
let drawOrder = skeleton.drawOrder;
for (let i = 0, n = drawOrder.length; i < n; i++) {
let slot = drawOrder[i];
let attachment = slot.getAttachment();
let texture: GLTexture = null;
if (attachment instanceof RegionAttachment) {
let region = <RegionAttachment>attachment;
vertices = region.updateWorldVertices(slot, premultipliedAlpha);
triangles = SkeletonRenderer.QUAD_TRIANGLES;
texture = <GLTexture>(<TextureAtlasRegion>region.region.renderObject).texture;
} else if (attachment instanceof MeshAttachment) {
let mesh = <MeshAttachment>attachment;
vertices = mesh.updateWorldVertices(slot, premultipliedAlpha);
triangles = mesh.triangles;
texture = <GLTexture>(<TextureAtlasRegion>mesh.region.renderObject).texture;
} else continue;
if (texture != null) {
let slotBlendMode = slot.data.blendMode;
if (slotBlendMode != blendMode) {
blendMode = slotBlendMode;
batcher.setBlendMode(getSourceGLBlendMode(this.gl, blendMode, premultipliedAlpha), getDestGLBlendMode(this.gl, blendMode));
}
batcher.draw(texture, vertices, triangles);
}
}
}
}
}