@esotericsoftware/spine-webgl 4.0.14 → 4.0.15

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (40) hide show
  1. package/dist/AssetManager.d.ts +33 -33
  2. package/dist/AssetManager.js +37 -37
  3. package/dist/Camera.d.ts +49 -49
  4. package/dist/Camera.js +80 -80
  5. package/dist/CameraController.d.ts +34 -34
  6. package/dist/CameraController.js +95 -95
  7. package/dist/GLTexture.d.ts +46 -46
  8. package/dist/GLTexture.js +102 -102
  9. package/dist/Input.d.ts +56 -56
  10. package/dist/Input.js +210 -210
  11. package/dist/LoadingScreen.d.ts +43 -43
  12. package/dist/LoadingScreen.js +114 -114
  13. package/dist/Matrix4.d.ts +68 -68
  14. package/dist/Matrix4.js +321 -321
  15. package/dist/Mesh.d.ts +88 -88
  16. package/dist/Mesh.js +193 -193
  17. package/dist/PolygonBatcher.d.ts +53 -53
  18. package/dist/PolygonBatcher.js +121 -119
  19. package/dist/SceneRenderer.d.ts +73 -73
  20. package/dist/SceneRenderer.js +476 -476
  21. package/dist/Shader.d.ts +75 -75
  22. package/dist/Shader.js +262 -262
  23. package/dist/ShapeRenderer.d.ts +69 -69
  24. package/dist/ShapeRenderer.js +338 -338
  25. package/dist/SkeletonDebugRenderer.d.ts +60 -60
  26. package/dist/SkeletonDebugRenderer.js +222 -222
  27. package/dist/SkeletonRenderer.d.ts +49 -49
  28. package/dist/SkeletonRenderer.js +295 -295
  29. package/dist/SpineCanvas.d.ts +73 -73
  30. package/dist/SpineCanvas.js +82 -82
  31. package/dist/Vector3.d.ts +47 -47
  32. package/dist/Vector3.js +103 -103
  33. package/dist/WebGL.d.ts +44 -44
  34. package/dist/WebGL.js +96 -96
  35. package/dist/iife/spine-webgl.js +2 -3
  36. package/dist/iife/spine-webgl.js.map +2 -2
  37. package/dist/iife/spine-webgl.min.js +3 -3
  38. package/dist/index.d.ts +18 -18
  39. package/dist/index.js +18 -18
  40. package/package.json +35 -35
package/dist/Mesh.d.ts CHANGED
@@ -1,88 +1,88 @@
1
- /******************************************************************************
2
- * Spine Runtimes License Agreement
3
- * Last updated January 1, 2020. Replaces all prior versions.
4
- *
5
- * Copyright (c) 2013-2020, Esoteric Software LLC
6
- *
7
- * Integration of the Spine Runtimes into software or otherwise creating
8
- * derivative works of the Spine Runtimes is permitted under the terms and
9
- * conditions of Section 2 of the Spine Editor License Agreement:
10
- * http://esotericsoftware.com/spine-editor-license
11
- *
12
- * Otherwise, it is permitted to integrate the Spine Runtimes into software
13
- * or otherwise create derivative works of the Spine Runtimes (collectively,
14
- * "Products"), provided that each user of the Products must obtain their own
15
- * Spine Editor license and redistribution of the Products in any form must
16
- * include this license and copyright notice.
17
- *
18
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
19
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
20
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
21
- * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
22
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
23
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
24
- * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
25
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
26
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
27
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
28
- *****************************************************************************/
29
- import { Disposable, Restorable } from "@esotericsoftware/spine-core";
30
- import { Shader } from "./Shader";
31
- import { ManagedWebGLRenderingContext } from "./WebGL";
32
- export declare class Mesh implements Disposable, Restorable {
33
- private attributes;
34
- private context;
35
- private vertices;
36
- private verticesBuffer;
37
- private verticesLength;
38
- private dirtyVertices;
39
- private indices;
40
- private indicesBuffer;
41
- private indicesLength;
42
- private dirtyIndices;
43
- private elementsPerVertex;
44
- getAttributes(): VertexAttribute[];
45
- maxVertices(): number;
46
- numVertices(): number;
47
- setVerticesLength(length: number): void;
48
- getVertices(): Float32Array;
49
- maxIndices(): number;
50
- numIndices(): number;
51
- setIndicesLength(length: number): void;
52
- getIndices(): Uint16Array;
53
- getVertexSizeInFloats(): number;
54
- constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, attributes: VertexAttribute[], maxVertices: number, maxIndices: number);
55
- setVertices(vertices: Array<number>): void;
56
- setIndices(indices: Array<number>): void;
57
- draw(shader: Shader, primitiveType: number): void;
58
- drawWithOffset(shader: Shader, primitiveType: number, offset: number, count: number): void;
59
- bind(shader: Shader): void;
60
- unbind(shader: Shader): void;
61
- private update;
62
- restore(): void;
63
- dispose(): void;
64
- }
65
- export declare class VertexAttribute {
66
- name: string;
67
- type: VertexAttributeType;
68
- numElements: number;
69
- constructor(name: string, type: VertexAttributeType, numElements: number);
70
- }
71
- export declare class Position2Attribute extends VertexAttribute {
72
- constructor();
73
- }
74
- export declare class Position3Attribute extends VertexAttribute {
75
- constructor();
76
- }
77
- export declare class TexCoordAttribute extends VertexAttribute {
78
- constructor(unit?: number);
79
- }
80
- export declare class ColorAttribute extends VertexAttribute {
81
- constructor();
82
- }
83
- export declare class Color2Attribute extends VertexAttribute {
84
- constructor();
85
- }
86
- export declare enum VertexAttributeType {
87
- Float = 0
88
- }
1
+ /******************************************************************************
2
+ * Spine Runtimes License Agreement
3
+ * Last updated January 1, 2020. Replaces all prior versions.
4
+ *
5
+ * Copyright (c) 2013-2020, Esoteric Software LLC
6
+ *
7
+ * Integration of the Spine Runtimes into software or otherwise creating
8
+ * derivative works of the Spine Runtimes is permitted under the terms and
9
+ * conditions of Section 2 of the Spine Editor License Agreement:
10
+ * http://esotericsoftware.com/spine-editor-license
11
+ *
12
+ * Otherwise, it is permitted to integrate the Spine Runtimes into software
13
+ * or otherwise create derivative works of the Spine Runtimes (collectively,
14
+ * "Products"), provided that each user of the Products must obtain their own
15
+ * Spine Editor license and redistribution of the Products in any form must
16
+ * include this license and copyright notice.
17
+ *
18
+ * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
19
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
20
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
21
+ * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
22
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
23
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
24
+ * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
25
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
26
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
27
+ * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
28
+ *****************************************************************************/
29
+ import { Disposable, Restorable } from "@esotericsoftware/spine-core";
30
+ import { Shader } from "./Shader";
31
+ import { ManagedWebGLRenderingContext } from "./WebGL";
32
+ export declare class Mesh implements Disposable, Restorable {
33
+ private attributes;
34
+ private context;
35
+ private vertices;
36
+ private verticesBuffer;
37
+ private verticesLength;
38
+ private dirtyVertices;
39
+ private indices;
40
+ private indicesBuffer;
41
+ private indicesLength;
42
+ private dirtyIndices;
43
+ private elementsPerVertex;
44
+ getAttributes(): VertexAttribute[];
45
+ maxVertices(): number;
46
+ numVertices(): number;
47
+ setVerticesLength(length: number): void;
48
+ getVertices(): Float32Array;
49
+ maxIndices(): number;
50
+ numIndices(): number;
51
+ setIndicesLength(length: number): void;
52
+ getIndices(): Uint16Array;
53
+ getVertexSizeInFloats(): number;
54
+ constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, attributes: VertexAttribute[], maxVertices: number, maxIndices: number);
55
+ setVertices(vertices: Array<number>): void;
56
+ setIndices(indices: Array<number>): void;
57
+ draw(shader: Shader, primitiveType: number): void;
58
+ drawWithOffset(shader: Shader, primitiveType: number, offset: number, count: number): void;
59
+ bind(shader: Shader): void;
60
+ unbind(shader: Shader): void;
61
+ private update;
62
+ restore(): void;
63
+ dispose(): void;
64
+ }
65
+ export declare class VertexAttribute {
66
+ name: string;
67
+ type: VertexAttributeType;
68
+ numElements: number;
69
+ constructor(name: string, type: VertexAttributeType, numElements: number);
70
+ }
71
+ export declare class Position2Attribute extends VertexAttribute {
72
+ constructor();
73
+ }
74
+ export declare class Position3Attribute extends VertexAttribute {
75
+ constructor();
76
+ }
77
+ export declare class TexCoordAttribute extends VertexAttribute {
78
+ constructor(unit?: number);
79
+ }
80
+ export declare class ColorAttribute extends VertexAttribute {
81
+ constructor();
82
+ }
83
+ export declare class Color2Attribute extends VertexAttribute {
84
+ constructor();
85
+ }
86
+ export declare enum VertexAttributeType {
87
+ Float = 0
88
+ }
package/dist/Mesh.js CHANGED
@@ -1,194 +1,194 @@
1
- /******************************************************************************
2
- * Spine Runtimes License Agreement
3
- * Last updated January 1, 2020. Replaces all prior versions.
4
- *
5
- * Copyright (c) 2013-2020, Esoteric Software LLC
6
- *
7
- * Integration of the Spine Runtimes into software or otherwise creating
8
- * derivative works of the Spine Runtimes is permitted under the terms and
9
- * conditions of Section 2 of the Spine Editor License Agreement:
10
- * http://esotericsoftware.com/spine-editor-license
11
- *
12
- * Otherwise, it is permitted to integrate the Spine Runtimes into software
13
- * or otherwise create derivative works of the Spine Runtimes (collectively,
14
- * "Products"), provided that each user of the Products must obtain their own
15
- * Spine Editor license and redistribution of the Products in any form must
16
- * include this license and copyright notice.
17
- *
18
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
19
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
20
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
21
- * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
22
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
23
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
24
- * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
25
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
26
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
27
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
28
- *****************************************************************************/
29
- import { Shader } from "./Shader";
30
- import { ManagedWebGLRenderingContext } from "./WebGL";
31
- export class Mesh {
32
- constructor(context, attributes, maxVertices, maxIndices) {
33
- this.attributes = attributes;
34
- this.verticesLength = 0;
35
- this.dirtyVertices = false;
36
- this.indicesLength = 0;
37
- this.dirtyIndices = false;
38
- this.elementsPerVertex = 0;
39
- this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
40
- this.elementsPerVertex = 0;
41
- for (let i = 0; i < attributes.length; i++) {
42
- this.elementsPerVertex += attributes[i].numElements;
43
- }
44
- this.vertices = new Float32Array(maxVertices * this.elementsPerVertex);
45
- this.indices = new Uint16Array(maxIndices);
46
- this.context.addRestorable(this);
47
- }
48
- getAttributes() { return this.attributes; }
49
- maxVertices() { return this.vertices.length / this.elementsPerVertex; }
50
- numVertices() { return this.verticesLength / this.elementsPerVertex; }
51
- setVerticesLength(length) {
52
- this.dirtyVertices = true;
53
- this.verticesLength = length;
54
- }
55
- getVertices() { return this.vertices; }
56
- maxIndices() { return this.indices.length; }
57
- numIndices() { return this.indicesLength; }
58
- setIndicesLength(length) {
59
- this.dirtyIndices = true;
60
- this.indicesLength = length;
61
- }
62
- getIndices() { return this.indices; }
63
- ;
64
- getVertexSizeInFloats() {
65
- let size = 0;
66
- for (var i = 0; i < this.attributes.length; i++) {
67
- let attribute = this.attributes[i];
68
- size += attribute.numElements;
69
- }
70
- return size;
71
- }
72
- setVertices(vertices) {
73
- this.dirtyVertices = true;
74
- if (vertices.length > this.vertices.length)
75
- throw Error("Mesh can't store more than " + this.maxVertices() + " vertices");
76
- this.vertices.set(vertices, 0);
77
- this.verticesLength = vertices.length;
78
- }
79
- setIndices(indices) {
80
- this.dirtyIndices = true;
81
- if (indices.length > this.indices.length)
82
- throw Error("Mesh can't store more than " + this.maxIndices() + " indices");
83
- this.indices.set(indices, 0);
84
- this.indicesLength = indices.length;
85
- }
86
- draw(shader, primitiveType) {
87
- this.drawWithOffset(shader, primitiveType, 0, this.indicesLength > 0 ? this.indicesLength : this.verticesLength / this.elementsPerVertex);
88
- }
89
- drawWithOffset(shader, primitiveType, offset, count) {
90
- let gl = this.context.gl;
91
- if (this.dirtyVertices || this.dirtyIndices)
92
- this.update();
93
- this.bind(shader);
94
- if (this.indicesLength > 0) {
95
- gl.drawElements(primitiveType, count, gl.UNSIGNED_SHORT, offset * 2);
96
- }
97
- else {
98
- gl.drawArrays(primitiveType, offset, count);
99
- }
100
- this.unbind(shader);
101
- }
102
- bind(shader) {
103
- let gl = this.context.gl;
104
- gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
105
- let offset = 0;
106
- for (let i = 0; i < this.attributes.length; i++) {
107
- let attrib = this.attributes[i];
108
- let location = shader.getAttributeLocation(attrib.name);
109
- gl.enableVertexAttribArray(location);
110
- gl.vertexAttribPointer(location, attrib.numElements, gl.FLOAT, false, this.elementsPerVertex * 4, offset * 4);
111
- offset += attrib.numElements;
112
- }
113
- if (this.indicesLength > 0)
114
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
115
- }
116
- unbind(shader) {
117
- let gl = this.context.gl;
118
- for (let i = 0; i < this.attributes.length; i++) {
119
- let attrib = this.attributes[i];
120
- let location = shader.getAttributeLocation(attrib.name);
121
- gl.disableVertexAttribArray(location);
122
- }
123
- gl.bindBuffer(gl.ARRAY_BUFFER, null);
124
- if (this.indicesLength > 0)
125
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
126
- }
127
- update() {
128
- let gl = this.context.gl;
129
- if (this.dirtyVertices) {
130
- if (!this.verticesBuffer) {
131
- this.verticesBuffer = gl.createBuffer();
132
- }
133
- gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
134
- gl.bufferData(gl.ARRAY_BUFFER, this.vertices.subarray(0, this.verticesLength), gl.DYNAMIC_DRAW);
135
- this.dirtyVertices = false;
136
- }
137
- if (this.dirtyIndices) {
138
- if (!this.indicesBuffer) {
139
- this.indicesBuffer = gl.createBuffer();
140
- }
141
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
142
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices.subarray(0, this.indicesLength), gl.DYNAMIC_DRAW);
143
- this.dirtyIndices = false;
144
- }
145
- }
146
- restore() {
147
- this.verticesBuffer = null;
148
- this.indicesBuffer = null;
149
- this.update();
150
- }
151
- dispose() {
152
- this.context.removeRestorable(this);
153
- let gl = this.context.gl;
154
- gl.deleteBuffer(this.verticesBuffer);
155
- gl.deleteBuffer(this.indicesBuffer);
156
- }
157
- }
158
- export class VertexAttribute {
159
- constructor(name, type, numElements) {
160
- this.name = name;
161
- this.type = type;
162
- this.numElements = numElements;
163
- }
164
- }
165
- export class Position2Attribute extends VertexAttribute {
166
- constructor() {
167
- super(Shader.POSITION, VertexAttributeType.Float, 2);
168
- }
169
- }
170
- export class Position3Attribute extends VertexAttribute {
171
- constructor() {
172
- super(Shader.POSITION, VertexAttributeType.Float, 3);
173
- }
174
- }
175
- export class TexCoordAttribute extends VertexAttribute {
176
- constructor(unit = 0) {
177
- super(Shader.TEXCOORDS + (unit == 0 ? "" : unit), VertexAttributeType.Float, 2);
178
- }
179
- }
180
- export class ColorAttribute extends VertexAttribute {
181
- constructor() {
182
- super(Shader.COLOR, VertexAttributeType.Float, 4);
183
- }
184
- }
185
- export class Color2Attribute extends VertexAttribute {
186
- constructor() {
187
- super(Shader.COLOR2, VertexAttributeType.Float, 4);
188
- }
189
- }
190
- export var VertexAttributeType;
191
- (function (VertexAttributeType) {
192
- VertexAttributeType[VertexAttributeType["Float"] = 0] = "Float";
193
- })(VertexAttributeType || (VertexAttributeType = {}));
1
+ /******************************************************************************
2
+ * Spine Runtimes License Agreement
3
+ * Last updated January 1, 2020. Replaces all prior versions.
4
+ *
5
+ * Copyright (c) 2013-2020, Esoteric Software LLC
6
+ *
7
+ * Integration of the Spine Runtimes into software or otherwise creating
8
+ * derivative works of the Spine Runtimes is permitted under the terms and
9
+ * conditions of Section 2 of the Spine Editor License Agreement:
10
+ * http://esotericsoftware.com/spine-editor-license
11
+ *
12
+ * Otherwise, it is permitted to integrate the Spine Runtimes into software
13
+ * or otherwise create derivative works of the Spine Runtimes (collectively,
14
+ * "Products"), provided that each user of the Products must obtain their own
15
+ * Spine Editor license and redistribution of the Products in any form must
16
+ * include this license and copyright notice.
17
+ *
18
+ * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
19
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
20
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
21
+ * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
22
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
23
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
24
+ * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
25
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
26
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
27
+ * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
28
+ *****************************************************************************/
29
+ import { Shader } from "./Shader";
30
+ import { ManagedWebGLRenderingContext } from "./WebGL";
31
+ export class Mesh {
32
+ constructor(context, attributes, maxVertices, maxIndices) {
33
+ this.attributes = attributes;
34
+ this.verticesLength = 0;
35
+ this.dirtyVertices = false;
36
+ this.indicesLength = 0;
37
+ this.dirtyIndices = false;
38
+ this.elementsPerVertex = 0;
39
+ this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
40
+ this.elementsPerVertex = 0;
41
+ for (let i = 0; i < attributes.length; i++) {
42
+ this.elementsPerVertex += attributes[i].numElements;
43
+ }
44
+ this.vertices = new Float32Array(maxVertices * this.elementsPerVertex);
45
+ this.indices = new Uint16Array(maxIndices);
46
+ this.context.addRestorable(this);
47
+ }
48
+ getAttributes() { return this.attributes; }
49
+ maxVertices() { return this.vertices.length / this.elementsPerVertex; }
50
+ numVertices() { return this.verticesLength / this.elementsPerVertex; }
51
+ setVerticesLength(length) {
52
+ this.dirtyVertices = true;
53
+ this.verticesLength = length;
54
+ }
55
+ getVertices() { return this.vertices; }
56
+ maxIndices() { return this.indices.length; }
57
+ numIndices() { return this.indicesLength; }
58
+ setIndicesLength(length) {
59
+ this.dirtyIndices = true;
60
+ this.indicesLength = length;
61
+ }
62
+ getIndices() { return this.indices; }
63
+ ;
64
+ getVertexSizeInFloats() {
65
+ let size = 0;
66
+ for (var i = 0; i < this.attributes.length; i++) {
67
+ let attribute = this.attributes[i];
68
+ size += attribute.numElements;
69
+ }
70
+ return size;
71
+ }
72
+ setVertices(vertices) {
73
+ this.dirtyVertices = true;
74
+ if (vertices.length > this.vertices.length)
75
+ throw Error("Mesh can't store more than " + this.maxVertices() + " vertices");
76
+ this.vertices.set(vertices, 0);
77
+ this.verticesLength = vertices.length;
78
+ }
79
+ setIndices(indices) {
80
+ this.dirtyIndices = true;
81
+ if (indices.length > this.indices.length)
82
+ throw Error("Mesh can't store more than " + this.maxIndices() + " indices");
83
+ this.indices.set(indices, 0);
84
+ this.indicesLength = indices.length;
85
+ }
86
+ draw(shader, primitiveType) {
87
+ this.drawWithOffset(shader, primitiveType, 0, this.indicesLength > 0 ? this.indicesLength : this.verticesLength / this.elementsPerVertex);
88
+ }
89
+ drawWithOffset(shader, primitiveType, offset, count) {
90
+ let gl = this.context.gl;
91
+ if (this.dirtyVertices || this.dirtyIndices)
92
+ this.update();
93
+ this.bind(shader);
94
+ if (this.indicesLength > 0) {
95
+ gl.drawElements(primitiveType, count, gl.UNSIGNED_SHORT, offset * 2);
96
+ }
97
+ else {
98
+ gl.drawArrays(primitiveType, offset, count);
99
+ }
100
+ this.unbind(shader);
101
+ }
102
+ bind(shader) {
103
+ let gl = this.context.gl;
104
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
105
+ let offset = 0;
106
+ for (let i = 0; i < this.attributes.length; i++) {
107
+ let attrib = this.attributes[i];
108
+ let location = shader.getAttributeLocation(attrib.name);
109
+ gl.enableVertexAttribArray(location);
110
+ gl.vertexAttribPointer(location, attrib.numElements, gl.FLOAT, false, this.elementsPerVertex * 4, offset * 4);
111
+ offset += attrib.numElements;
112
+ }
113
+ if (this.indicesLength > 0)
114
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
115
+ }
116
+ unbind(shader) {
117
+ let gl = this.context.gl;
118
+ for (let i = 0; i < this.attributes.length; i++) {
119
+ let attrib = this.attributes[i];
120
+ let location = shader.getAttributeLocation(attrib.name);
121
+ gl.disableVertexAttribArray(location);
122
+ }
123
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
124
+ if (this.indicesLength > 0)
125
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
126
+ }
127
+ update() {
128
+ let gl = this.context.gl;
129
+ if (this.dirtyVertices) {
130
+ if (!this.verticesBuffer) {
131
+ this.verticesBuffer = gl.createBuffer();
132
+ }
133
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
134
+ gl.bufferData(gl.ARRAY_BUFFER, this.vertices.subarray(0, this.verticesLength), gl.DYNAMIC_DRAW);
135
+ this.dirtyVertices = false;
136
+ }
137
+ if (this.dirtyIndices) {
138
+ if (!this.indicesBuffer) {
139
+ this.indicesBuffer = gl.createBuffer();
140
+ }
141
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
142
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices.subarray(0, this.indicesLength), gl.DYNAMIC_DRAW);
143
+ this.dirtyIndices = false;
144
+ }
145
+ }
146
+ restore() {
147
+ this.verticesBuffer = null;
148
+ this.indicesBuffer = null;
149
+ this.update();
150
+ }
151
+ dispose() {
152
+ this.context.removeRestorable(this);
153
+ let gl = this.context.gl;
154
+ gl.deleteBuffer(this.verticesBuffer);
155
+ gl.deleteBuffer(this.indicesBuffer);
156
+ }
157
+ }
158
+ export class VertexAttribute {
159
+ constructor(name, type, numElements) {
160
+ this.name = name;
161
+ this.type = type;
162
+ this.numElements = numElements;
163
+ }
164
+ }
165
+ export class Position2Attribute extends VertexAttribute {
166
+ constructor() {
167
+ super(Shader.POSITION, VertexAttributeType.Float, 2);
168
+ }
169
+ }
170
+ export class Position3Attribute extends VertexAttribute {
171
+ constructor() {
172
+ super(Shader.POSITION, VertexAttributeType.Float, 3);
173
+ }
174
+ }
175
+ export class TexCoordAttribute extends VertexAttribute {
176
+ constructor(unit = 0) {
177
+ super(Shader.TEXCOORDS + (unit == 0 ? "" : unit), VertexAttributeType.Float, 2);
178
+ }
179
+ }
180
+ export class ColorAttribute extends VertexAttribute {
181
+ constructor() {
182
+ super(Shader.COLOR, VertexAttributeType.Float, 4);
183
+ }
184
+ }
185
+ export class Color2Attribute extends VertexAttribute {
186
+ constructor() {
187
+ super(Shader.COLOR2, VertexAttributeType.Float, 4);
188
+ }
189
+ }
190
+ export var VertexAttributeType;
191
+ (function (VertexAttributeType) {
192
+ VertexAttributeType[VertexAttributeType["Float"] = 0] = "Float";
193
+ })(VertexAttributeType || (VertexAttributeType = {}));
194
194
  //# 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