Files
aklive2d/apps/module/spine-ts/webgl/src/Shader.ts
2025-04-30 22:08:27 +08:00

294 lines
9.3 KiB
TypeScript
Executable File

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