feat: use custom player module
This commit is contained in:
293
apps/module/spine-ts/webgl/src/Shader.ts
Executable file
293
apps/module/spine-ts/webgl/src/Shader.ts
Executable file
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/******************************************************************************
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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 Shader implements Disposable, Restorable {
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public static MVP_MATRIX = "u_projTrans";
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public static POSITION = "a_position";
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public static COLOR = "a_color";
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public static COLOR2 = "a_color2";
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public static TEXCOORDS = "a_texCoords";
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public static SAMPLER = "u_texture";
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private context: ManagedWebGLRenderingContext;
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private vs: WebGLShader = null;
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private vsSource: string;
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private fs: WebGLShader = null;
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private fsSource: string;
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private program: WebGLProgram = null;
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private tmp2x2: Float32Array = new Float32Array(2 * 2);
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private tmp3x3: Float32Array = new Float32Array(3 * 3);
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private tmp4x4: Float32Array = new Float32Array(4 * 4);
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public getProgram () { return this.program; }
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public getVertexShader () { return this.vertexShader; }
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public getFragmentShader () { return this.fragmentShader; }
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public getVertexShaderSource () { return this.vsSource; }
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public getFragmentSource () { return this.fsSource; }
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constructor (context: ManagedWebGLRenderingContext | WebGLRenderingContext, private vertexShader: string, private fragmentShader: string) {
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this.vsSource = vertexShader;
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this.fsSource = fragmentShader;
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this.context = context instanceof ManagedWebGLRenderingContext? context : new ManagedWebGLRenderingContext(context);
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this.context.addRestorable(this);
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this.compile();
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}
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private compile () {
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let gl = this.context.gl;
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try {
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this.vs = this.compileShader(gl.VERTEX_SHADER, this.vertexShader);
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this.fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragmentShader);
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this.program = this.compileProgram(this.vs, this.fs);
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} catch (e) {
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this.dispose();
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throw e;
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}
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}
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private compileShader (type: number, source: string) {
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let gl = this.context.gl;
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let shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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let error = "Couldn't compile shader: " + gl.getShaderInfoLog(shader);
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gl.deleteShader(shader);
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if (!gl.isContextLost()) throw new Error(error);
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}
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return shader;
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}
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private compileProgram (vs: WebGLShader, fs: WebGLShader) {
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let gl = this.context.gl;
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let program = gl.createProgram();
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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let error = "Couldn't compile shader program: " + gl.getProgramInfoLog(program);
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gl.deleteProgram(program);
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if (!gl.isContextLost()) throw new Error(error);
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}
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return program;
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}
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restore () {
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this.compile();
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}
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public bind () {
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this.context.gl.useProgram(this.program);
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}
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public unbind () {
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this.context.gl.useProgram(null);
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}
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public setUniformi (uniform: string, value: number) {
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this.context.gl.uniform1i(this.getUniformLocation(uniform), value);
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}
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public setUniformf (uniform: string, value: number) {
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this.context.gl.uniform1f(this.getUniformLocation(uniform), value);
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}
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public setUniform2f (uniform: string, value: number, value2: number) {
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this.context.gl.uniform2f(this.getUniformLocation(uniform), value, value2);
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}
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public setUniform3f (uniform: string, value: number, value2: number, value3: number) {
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this.context.gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3);
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}
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public setUniform4f (uniform: string, value: number, value2: number, value3: number, value4: number) {
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this.context.gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4);
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}
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public setUniform2x2f (uniform: string, value: ArrayLike<number>) {
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let gl = this.context.gl;
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this.tmp2x2.set(value);
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gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this.tmp2x2);
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}
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public setUniform3x3f (uniform: string, value: ArrayLike<number>) {
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let gl = this.context.gl;
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this.tmp3x3.set(value);
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gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this.tmp3x3);
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}
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public setUniform4x4f (uniform: string, value: ArrayLike<number>) {
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let gl = this.context.gl;
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this.tmp4x4.set(value);
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gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this.tmp4x4);
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}
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public getUniformLocation (uniform: string): WebGLUniformLocation {
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let gl = this.context.gl;
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let location = gl.getUniformLocation(this.program, uniform);
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if (!location && !gl.isContextLost()) throw new Error(`Couldn't find location for uniform ${uniform}`);
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return location;
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}
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public getAttributeLocation (attribute: string): number {
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let gl = this.context.gl;
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let location = gl.getAttribLocation(this.program, attribute);
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if (location == -1 && !gl.isContextLost()) throw new Error(`Couldn't find location for attribute ${attribute}`);
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return location;
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}
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public dispose () {
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this.context.removeRestorable(this);
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let gl = this.context.gl;
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if (this.vs) {
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gl.deleteShader(this.vs);
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this.vs = null;
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}
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if (this.fs) {
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gl.deleteShader(this.fs);
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this.fs = null;
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}
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if (this.program) {
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gl.deleteProgram(this.program);
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this.program = null;
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}
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}
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public static newColoredTextured (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader {
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let vs = `
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attribute vec4 ${Shader.POSITION};
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attribute vec4 ${Shader.COLOR};
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attribute vec2 ${Shader.TEXCOORDS};
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uniform mat4 ${Shader.MVP_MATRIX};
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varying vec4 v_color;
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varying vec2 v_texCoords;
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void main () {
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v_color = ${Shader.COLOR};
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v_texCoords = ${Shader.TEXCOORDS};
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gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
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}
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`;
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let fs = `
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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varying LOWP vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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void main () {
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gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
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}
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`;
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return new Shader(context, vs, fs);
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}
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public static newTwoColoredTextured (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader {
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let vs = `
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attribute vec4 ${Shader.POSITION};
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attribute vec4 ${Shader.COLOR};
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attribute vec4 ${Shader.COLOR2};
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attribute vec2 ${Shader.TEXCOORDS};
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uniform mat4 ${Shader.MVP_MATRIX};
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varying vec4 v_light;
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varying vec4 v_dark;
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varying vec2 v_texCoords;
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void main () {
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v_light = ${Shader.COLOR};
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v_dark = ${Shader.COLOR2};
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v_texCoords = ${Shader.TEXCOORDS};
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gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
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}
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`;
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let fs = `
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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varying LOWP vec4 v_light;
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varying LOWP vec4 v_dark;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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void main () {
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vec4 texColor = texture2D(u_texture, v_texCoords);
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gl_FragColor.a = texColor.a * v_light.a;
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gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
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}
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`;
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return new Shader(context, vs, fs);
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}
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public static newColored (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader {
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let vs = `
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attribute vec4 ${Shader.POSITION};
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attribute vec4 ${Shader.COLOR};
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uniform mat4 ${Shader.MVP_MATRIX};
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varying vec4 v_color;
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void main () {
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v_color = ${Shader.COLOR};
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gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
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}
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`;
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let fs = `
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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varying LOWP vec4 v_color;
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void main () {
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gl_FragColor = v_color;
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}
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`;
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return new Shader(context, vs, fs);
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}
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}
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}
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