/****************************************************************************** * 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 GLTexture extends Texture implements Disposable, Restorable { private context: ManagedWebGLRenderingContext; private texture: WebGLTexture = null; private boundUnit = 0; private useMipMaps = false; public static DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL = false; constructor (context: ManagedWebGLRenderingContext | WebGLRenderingContext, image: HTMLImageElement | ImageBitmap, useMipMaps: boolean = false) { super(image); this.context = context instanceof ManagedWebGLRenderingContext? context : new ManagedWebGLRenderingContext(context); this.useMipMaps = useMipMaps; this.restore(); this.context.addRestorable(this); } setFilters (minFilter: TextureFilter, magFilter: TextureFilter) { let gl = this.context.gl; this.bind(); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, GLTexture.validateMagFilter(magFilter)); } static validateMagFilter (magFilter: TextureFilter) { switch(magFilter) { case TextureFilter.MipMap: case TextureFilter.MipMapLinearLinear: case TextureFilter.MipMapLinearNearest: case TextureFilter.MipMapNearestLinear: case TextureFilter.MipMapNearestNearest: return TextureFilter.Linear; default: return magFilter; } } setWraps (uWrap: TextureWrap, vWrap: TextureWrap) { let gl = this.context.gl; this.bind(); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, uWrap); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, vWrap); } update (useMipMaps: boolean) { let gl = this.context.gl; if (!this.texture) { this.texture = this.context.gl.createTexture(); } this.bind(); if (GLTexture.DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL) gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._image); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, useMipMaps ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); if (useMipMaps) gl.generateMipmap(gl.TEXTURE_2D); } restore () { this.texture = null; this.update(this.useMipMaps); } bind (unit: number = 0) { let gl = this.context.gl; this.boundUnit = unit; gl.activeTexture(gl.TEXTURE0 + unit); gl.bindTexture(gl.TEXTURE_2D, this.texture); } unbind () { let gl = this.context.gl; gl.activeTexture(gl.TEXTURE0 + this.boundUnit); gl.bindTexture(gl.TEXTURE_2D, null); } dispose () { this.context.removeRestorable(this); let gl = this.context.gl; gl.deleteTexture(this.texture); } } }