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

114 lines
4.4 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 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);
}
}
}