/****************************************************************************** * 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 * 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 LLC 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ module spine.webgl { export class SceneRenderer implements Disposable { context: ManagedWebGLRenderingContext; canvas: HTMLCanvasElement; camera: OrthoCamera; batcher: PolygonBatcher; private twoColorTint = false; private batcherShader: Shader; private shapes: ShapeRenderer; private shapesShader: Shader; private activeRenderer: PolygonBatcher | ShapeRenderer | SkeletonDebugRenderer = null; skeletonRenderer: SkeletonRenderer; skeletonDebugRenderer: SkeletonDebugRenderer; private QUAD = [ 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, ]; private QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; private WHITE = new Color(1, 1, 1, 1); constructor (canvas: HTMLCanvasElement, context: ManagedWebGLRenderingContext | WebGLRenderingContext, twoColorTint: boolean = true) { this.canvas = canvas; this.context = context instanceof ManagedWebGLRenderingContext? context : new ManagedWebGLRenderingContext(context); this.twoColorTint = twoColorTint; this.camera = new OrthoCamera(canvas.width, canvas.height); this.batcherShader = twoColorTint ? Shader.newTwoColoredTextured(this.context) : Shader.newColoredTextured(this.context); this.batcher = new PolygonBatcher(this.context, twoColorTint); this.shapesShader = Shader.newColored(this.context); this.shapes = new ShapeRenderer(this.context); this.skeletonRenderer = new SkeletonRenderer(this.context, twoColorTint); this.skeletonDebugRenderer = new SkeletonDebugRenderer(this.context); } begin () { this.camera.update(); this.enableRenderer(this.batcher); } drawSkeleton (skeleton: Skeleton, premultipliedAlpha = false, slotRangeStart = -1, slotRangeEnd = -1) { this.enableRenderer(this.batcher); this.skeletonRenderer.premultipliedAlpha = premultipliedAlpha; this.skeletonRenderer.draw(this.batcher, skeleton, slotRangeStart, slotRangeEnd); } drawSkeletonDebug(skeleton: Skeleton, premultipliedAlpha = false, ignoredBones: Array = null) { this.enableRenderer(this.shapes); this.skeletonDebugRenderer.premultipliedAlpha = premultipliedAlpha; this.skeletonDebugRenderer.draw(this.shapes, skeleton, ignoredBones); } drawTexture (texture: GLTexture, x: number, y: number, width: number, height: number, color: Color = null) { this.enableRenderer(this.batcher); if (color === null) color = this.WHITE; let quad = this.QUAD; var i = 0; quad[i++] = x; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 0; quad[i++] = 1; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 1; quad[i++] = 1; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 1; quad[i++] = 0; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 0; quad[i++] = 0; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } this.batcher.draw(texture, quad, this.QUAD_TRIANGLES); } drawTextureUV (texture: GLTexture, x: number, y: number, width: number, height: number, u: number, v: number, u2: number, v2: number, color: Color = null) { this.enableRenderer(this.batcher); if (color === null) color = this.WHITE; let quad = this.QUAD; var i = 0; quad[i++] = x; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = u; quad[i++] = v; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = u2; quad[i++] = v; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = u2; quad[i++] = v2; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = u; quad[i++] = v2; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } this.batcher.draw(texture, quad, this.QUAD_TRIANGLES); } drawTextureRotated (texture: GLTexture, x: number, y: number, width: number, height: number, pivotX: number, pivotY: number, angle: number, color: Color = null, premultipliedAlpha: boolean = false) { this.enableRenderer(this.batcher); if (color === null) color = this.WHITE; let quad = this.QUAD; // bottom left and top right corner points relative to origin let worldOriginX = x + pivotX; let worldOriginY = y + pivotY; let fx = -pivotX; let fy = -pivotY; let fx2 = width - pivotX; let fy2 = height - pivotY; // construct corner points, start from top left and go counter clockwise let p1x = fx; let p1y = fy; let p2x = fx; let p2y = fy2; let p3x = fx2; let p3y = fy2; let p4x = fx2; let p4y = fy; let x1 = 0; let y1 = 0; let x2 = 0; let y2 = 0; let x3 = 0; let y3 = 0; let x4 = 0; let y4 = 0; // rotate if (angle != 0) { let cos = MathUtils.cosDeg(angle); let sin = MathUtils.sinDeg(angle); x1 = cos * p1x - sin * p1y; y1 = sin * p1x + cos * p1y; x4 = cos * p2x - sin * p2y; y4 = sin * p2x + cos * p2y; x3 = cos * p3x - sin * p3y; y3 = sin * p3x + cos * p3y; x2 = x3 + (x1 - x4); y2 = y3 + (y1 - y4); } else { x1 = p1x; y1 = p1y; x4 = p2x; y4 = p2y; x3 = p3x; y3 = p3y; x2 = p4x; y2 = p4y; } x1 += worldOriginX; y1 += worldOriginY; x2 += worldOriginX; y2 += worldOriginY; x3 += worldOriginX; y3 += worldOriginY; x4 += worldOriginX; y4 += worldOriginY; var i = 0; quad[i++] = x1; quad[i++] = y1; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 0; quad[i++] = 1; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x2; quad[i++] = y2; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 1; quad[i++] = 1; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x3; quad[i++] = y3; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 1; quad[i++] = 0; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x4; quad[i++] = y4; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 0; quad[i++] = 0; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } this.batcher.draw(texture, quad, this.QUAD_TRIANGLES); } drawRegion (region: TextureAtlasRegion, x: number, y: number, width: number, height: number, color: Color = null, premultipliedAlpha: boolean = false) { this.enableRenderer(this.batcher); if (color === null) color = this.WHITE; let quad = this.QUAD; var i = 0; quad[i++] = x; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = region.u; quad[i++] = region.v2; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = region.u2; quad[i++] = region.v2; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = region.u2; quad[i++] = region.v; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = region.u; quad[i++] = region.v; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } this.batcher.draw(region.texture, quad, this.QUAD_TRIANGLES); } line (x: number, y: number, x2: number, y2: number, color: Color = null, color2: Color = null) { this.enableRenderer(this.shapes); this.shapes.line(x, y, 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.enableRenderer(this.shapes); this.shapes.triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3); } 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.enableRenderer(this.shapes); this.shapes.quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4); } rect (filled: boolean, x: number, y: number, width: number, height: number, color: Color = null) { this.enableRenderer(this.shapes); this.shapes.rect(filled, x, y, width, height, color); } rectLine (filled: boolean, x1: number, y1: number, x2: number, y2: number, width: number, color: Color = null) { this.enableRenderer(this.shapes); this.shapes.rectLine(filled, x1, y1, x2, y2, width, color); } polygon (polygonVertices: ArrayLike, offset: number, count: number, color: Color = null) { this.enableRenderer(this.shapes); this.shapes.polygon(polygonVertices, offset, count, color); } circle (filled: boolean, x: number, y: number, radius: number, color: Color = null, segments: number = 0) { this.enableRenderer(this.shapes); this.shapes.circle(filled, x, y, radius, color, segments); } curve (x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, segments: number, color: Color = null) { this.enableRenderer(this.shapes); this.shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color); } end () { if (this.activeRenderer === this.batcher) this.batcher.end(); else if (this.activeRenderer === this.shapes) this.shapes.end(); this.activeRenderer = null; } resize (resizeMode: ResizeMode) { let canvas = this.canvas; var w = canvas.clientWidth; var h = canvas.clientHeight; if (canvas.width != w || canvas.height != h) { canvas.width = w; canvas.height = h; } this.context.gl.viewport(0, 0, canvas.width, canvas.height); if (resizeMode === ResizeMode.Stretch) { // nothing to do, we simply apply the viewport size of the camera } else if (resizeMode === ResizeMode.Expand) { this.camera.setViewport(w, h); } else if (resizeMode === ResizeMode.Fit) { let sourceWidth = canvas.width, sourceHeight = canvas.height; let targetWidth = this.camera.viewportWidth, targetHeight = this.camera.viewportHeight; let targetRatio = targetHeight / targetWidth; let sourceRatio = sourceHeight / sourceWidth; let scale = targetRatio < sourceRatio ? targetWidth / sourceWidth : targetHeight / sourceHeight; this.camera.viewportWidth = sourceWidth * scale; this.camera.viewportHeight = sourceHeight * scale; } this.camera.update(); } private enableRenderer(renderer: PolygonBatcher | ShapeRenderer | SkeletonDebugRenderer) { if (this.activeRenderer === renderer) return; this.end(); if (renderer instanceof PolygonBatcher) { this.batcherShader.bind(); this.batcherShader.setUniform4x4f(Shader.MVP_MATRIX, this.camera.projectionView.values); this.batcherShader.setUniformi("u_texture", 0); this.batcher.begin(this.batcherShader); this.activeRenderer = this.batcher; } else if (renderer instanceof ShapeRenderer) { this.shapesShader.bind(); this.shapesShader.setUniform4x4f(Shader.MVP_MATRIX, this.camera.projectionView.values); this.shapes.begin(this.shapesShader); this.activeRenderer = this.shapes; } else { this.activeRenderer = this.skeletonDebugRenderer; } } dispose () { this.batcher.dispose(); this.batcherShader.dispose(); this.shapes.dispose(); this.shapesShader.dispose(); this.skeletonDebugRenderer.dispose(); } } export enum ResizeMode { Stretch, Expand, Fit } }