mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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129 lines
5.1 KiB
TypeScript
129 lines
5.1 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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module spine.webgl {
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export class PolygonBatcher implements Disposable {
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private context: ManagedWebGLRenderingContext;
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private drawCalls: number;
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private isDrawing = false;
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private mesh: Mesh;
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private shader: Shader = null;
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private lastTexture: GLTexture = null;
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private verticesLength = 0;
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private indicesLength = 0;
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private srcBlend: number;
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private dstBlend: number;
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constructor (context: ManagedWebGLRenderingContext | WebGLRenderingContext, twoColorTint: boolean = true, maxVertices: number = 10920) {
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if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
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this.context = context instanceof ManagedWebGLRenderingContext? context : new ManagedWebGLRenderingContext(context);
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let attributes = twoColorTint ?
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[new Position2Attribute(), new ColorAttribute(), new TexCoordAttribute(), new Color2Attribute()] :
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[new Position2Attribute(), new ColorAttribute(), new TexCoordAttribute()];
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this.mesh = new Mesh(context, attributes, maxVertices, maxVertices * 3);
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this.srcBlend = this.context.gl.SRC_ALPHA;
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this.dstBlend = this.context.gl.ONE_MINUS_SRC_ALPHA;
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}
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begin (shader: Shader) {
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let gl = this.context.gl;
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if (this.isDrawing) throw new Error("PolygonBatch is already drawing. Call PolygonBatch.end() before calling PolygonBatch.begin()");
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this.drawCalls = 0;
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this.shader = shader;
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this.lastTexture = null;
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this.isDrawing = true;
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gl.enable(gl.BLEND);
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gl.blendFunc(this.srcBlend, this.dstBlend);
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}
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setBlendMode (srcBlend: number, dstBlend: number) {
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let gl = this.context.gl;
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this.srcBlend = srcBlend;
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this.dstBlend = dstBlend;
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if (this.isDrawing) {
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this.flush();
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gl.blendFunc(this.srcBlend, this.dstBlend);
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}
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}
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draw (texture: GLTexture, vertices: ArrayLike<number>, indices: Array<number>) {
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if (texture != this.lastTexture) {
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this.flush();
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this.lastTexture = texture;
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} else if (this.verticesLength + vertices.length > this.mesh.getVertices().length ||
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this.indicesLength + indices.length > this.mesh.getIndices().length) {
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this.flush();
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}
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let indexStart = this.mesh.numVertices();
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this.mesh.getVertices().set(vertices, this.verticesLength);
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this.verticesLength += vertices.length;
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this.mesh.setVerticesLength(this.verticesLength)
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let indicesArray = this.mesh.getIndices();
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for (let i = this.indicesLength, j = 0; j < indices.length; i++, j++)
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indicesArray[i] = indices[j] + indexStart;
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this.indicesLength += indices.length;
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this.mesh.setIndicesLength(this.indicesLength);
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}
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private flush () {
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let gl = this.context.gl;
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if (this.verticesLength == 0) return;
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this.lastTexture.bind();
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this.mesh.draw(this.shader, gl.TRIANGLES);
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this.verticesLength = 0;
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this.indicesLength = 0;
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this.mesh.setVerticesLength(0);
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this.mesh.setIndicesLength(0);
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this.drawCalls++;
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}
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end () {
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let gl = this.context.gl;
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if (!this.isDrawing) throw new Error("PolygonBatch is not drawing. Call PolygonBatch.begin() before calling PolygonBatch.end()");
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if (this.verticesLength > 0 || this.indicesLength > 0) this.flush();
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this.shader = null;
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this.lastTexture = null;
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this.isDrawing = false;
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gl.disable(gl.BLEND);
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}
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getDrawCalls () { return this.drawCalls; }
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dispose () {
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this.mesh.dispose();
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}
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}
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}
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