@esotericsoftware/spine-webgl 4.0.15 → 4.0.19
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.
- package/dist/AssetManager.d.ts +33 -33
- package/dist/AssetManager.js +37 -37
- package/dist/Camera.d.ts +49 -49
- package/dist/Camera.js +80 -80
- package/dist/CameraController.d.ts +34 -34
- package/dist/CameraController.js +95 -95
- package/dist/GLTexture.d.ts +46 -46
- package/dist/GLTexture.js +102 -102
- package/dist/Input.d.ts +57 -56
- package/dist/Input.js +212 -211
- package/dist/LoadingScreen.d.ts +44 -43
- package/dist/LoadingScreen.js +119 -115
- package/dist/Matrix4.d.ts +68 -68
- package/dist/Matrix4.js +321 -321
- package/dist/Mesh.d.ts +88 -88
- package/dist/Mesh.js +193 -193
- package/dist/PolygonBatcher.d.ts +53 -53
- package/dist/PolygonBatcher.js +120 -120
- package/dist/SceneRenderer.d.ts +73 -73
- package/dist/SceneRenderer.js +477 -477
- package/dist/Shader.d.ts +75 -75
- package/dist/Shader.js +262 -262
- package/dist/ShapeRenderer.d.ts +69 -69
- package/dist/ShapeRenderer.js +338 -338
- package/dist/SkeletonDebugRenderer.d.ts +60 -60
- package/dist/SkeletonDebugRenderer.js +222 -222
- package/dist/SkeletonRenderer.d.ts +49 -49
- package/dist/SkeletonRenderer.js +295 -295
- package/dist/SpineCanvas.d.ts +73 -73
- package/dist/SpineCanvas.js +82 -82
- package/dist/Vector3.d.ts +47 -47
- package/dist/Vector3.js +103 -103
- package/dist/WebGL.d.ts +44 -44
- package/dist/WebGL.js +96 -96
- package/dist/iife/spine-webgl.js +182 -16
- package/dist/iife/spine-webgl.js.map +2 -2
- package/dist/iife/spine-webgl.min.js +26 -26
- package/dist/index.d.ts +18 -18
- package/dist/index.js +18 -18
- package/package.json +34 -34
package/dist/Shader.js
CHANGED
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import { ManagedWebGLRenderingContext } from "./WebGL";
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export class Shader {
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constructor(context, vertexShader, fragmentShader) {
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this.vertexShader = vertexShader;
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this.fragmentShader = fragmentShader;
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this.vs = null;
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this.fs = null;
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this.program = null;
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this.tmp2x2 = new Float32Array(2 * 2);
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this.tmp3x3 = new Float32Array(3 * 3);
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this.tmp4x4 = new Float32Array(4 * 4);
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this.vsSource = vertexShader;
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this.fsSource = fragmentShader;
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this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
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this.context.addRestorable(this);
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this.compile();
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}
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getProgram() { return this.program; }
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getVertexShader() { return this.vertexShader; }
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getFragmentShader() { return this.fragmentShader; }
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getVertexShaderSource() { return this.vsSource; }
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getFragmentSource() { return this.fsSource; }
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compile() {
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let gl = this.context.gl;
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try {
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this.vs = this.compileShader(gl.VERTEX_SHADER, this.vertexShader);
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this.fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragmentShader);
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this.program = this.compileProgram(this.vs, this.fs);
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}
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catch (e) {
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this.dispose();
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throw e;
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}
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}
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compileShader(type, source) {
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let gl = this.context.gl;
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let shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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let error = "Couldn't compile shader: " + gl.getShaderInfoLog(shader);
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gl.deleteShader(shader);
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if (!gl.isContextLost())
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throw new Error(error);
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}
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return shader;
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}
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compileProgram(vs, fs) {
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let gl = this.context.gl;
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let program = gl.createProgram();
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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let error = "Couldn't compile shader program: " + gl.getProgramInfoLog(program);
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gl.deleteProgram(program);
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if (!gl.isContextLost())
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throw new Error(error);
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}
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return program;
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}
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restore() {
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this.compile();
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}
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bind() {
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this.context.gl.useProgram(this.program);
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}
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unbind() {
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this.context.gl.useProgram(null);
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}
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setUniformi(uniform, value) {
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this.context.gl.uniform1i(this.getUniformLocation(uniform), value);
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}
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setUniformf(uniform, value) {
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this.context.gl.uniform1f(this.getUniformLocation(uniform), value);
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}
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setUniform2f(uniform, value, value2) {
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this.context.gl.uniform2f(this.getUniformLocation(uniform), value, value2);
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}
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setUniform3f(uniform, value, value2, value3) {
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this.context.gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3);
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}
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setUniform4f(uniform, value, value2, value3, value4) {
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this.context.gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4);
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}
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setUniform2x2f(uniform, value) {
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let gl = this.context.gl;
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this.tmp2x2.set(value);
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gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this.tmp2x2);
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}
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setUniform3x3f(uniform, value) {
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let gl = this.context.gl;
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this.tmp3x3.set(value);
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gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this.tmp3x3);
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}
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setUniform4x4f(uniform, value) {
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let gl = this.context.gl;
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this.tmp4x4.set(value);
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gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this.tmp4x4);
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}
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getUniformLocation(uniform) {
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let gl = this.context.gl;
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let location = gl.getUniformLocation(this.program, uniform);
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if (!location && !gl.isContextLost())
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throw new Error(`Couldn't find location for uniform ${uniform}`);
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return location;
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}
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getAttributeLocation(attribute) {
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let gl = this.context.gl;
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let location = gl.getAttribLocation(this.program, attribute);
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if (location == -1 && !gl.isContextLost())
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throw new Error(`Couldn't find location for attribute ${attribute}`);
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return location;
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}
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dispose() {
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this.context.removeRestorable(this);
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let gl = this.context.gl;
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if (this.vs) {
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gl.deleteShader(this.vs);
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this.vs = null;
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}
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if (this.fs) {
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gl.deleteShader(this.fs);
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this.fs = null;
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}
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if (this.program) {
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gl.deleteProgram(this.program);
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this.program = null;
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}
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}
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static newColoredTextured(context) {
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let vs = `
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attribute vec4 ${Shader.POSITION};
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attribute vec4 ${Shader.COLOR};
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attribute vec2 ${Shader.TEXCOORDS};
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uniform mat4 ${Shader.MVP_MATRIX};
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varying vec4 v_color;
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varying vec2 v_texCoords;
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void main () {
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v_color = ${Shader.COLOR};
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v_texCoords = ${Shader.TEXCOORDS};
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gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
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}
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`;
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let fs = `
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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varying LOWP vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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void main () {
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gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
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}
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`;
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return new Shader(context, vs, fs);
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}
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static newTwoColoredTextured(context) {
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let vs = `
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attribute vec4 ${Shader.POSITION};
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attribute vec4 ${Shader.COLOR};
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attribute vec4 ${Shader.COLOR2};
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attribute vec2 ${Shader.TEXCOORDS};
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uniform mat4 ${Shader.MVP_MATRIX};
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varying vec4 v_light;
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varying vec4 v_dark;
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varying vec2 v_texCoords;
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void main () {
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v_light = ${Shader.COLOR};
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v_dark = ${Shader.COLOR2};
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v_texCoords = ${Shader.TEXCOORDS};
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gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
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}
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`;
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let fs = `
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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varying LOWP vec4 v_light;
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varying LOWP vec4 v_dark;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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void main () {
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vec4 texColor = texture2D(u_texture, v_texCoords);
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gl_FragColor.a = texColor.a * v_light.a;
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gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
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}
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`;
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return new Shader(context, vs, fs);
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}
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static newColored(context) {
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let vs = `
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attribute vec4 ${Shader.POSITION};
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attribute vec4 ${Shader.COLOR};
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uniform mat4 ${Shader.MVP_MATRIX};
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varying vec4 v_color;
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void main () {
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v_color = ${Shader.COLOR};
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gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
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}
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`;
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let fs = `
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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varying LOWP vec4 v_color;
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void main () {
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gl_FragColor = v_color;
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}
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`;
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return new Shader(context, vs, fs);
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}
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}
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Shader.MVP_MATRIX = "u_projTrans";
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Shader.POSITION = "a_position";
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Shader.COLOR = "a_color";
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Shader.COLOR2 = "a_color2";
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Shader.TEXCOORDS = "a_texCoords";
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Shader.SAMPLER = "u_texture";
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1
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+
/******************************************************************************
|
|
2
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+
* 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,
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24
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+
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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25
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+
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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26
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+
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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27
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+
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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28
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+
*****************************************************************************/
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29
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+
import { ManagedWebGLRenderingContext } from "./WebGL";
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30
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+
export class Shader {
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31
|
+
constructor(context, vertexShader, fragmentShader) {
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32
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+
this.vertexShader = vertexShader;
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33
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+
this.fragmentShader = fragmentShader;
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34
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+
this.vs = null;
|
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35
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+
this.fs = null;
|
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36
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+
this.program = null;
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37
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+
this.tmp2x2 = new Float32Array(2 * 2);
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38
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+
this.tmp3x3 = new Float32Array(3 * 3);
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39
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+
this.tmp4x4 = new Float32Array(4 * 4);
|
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40
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+
this.vsSource = vertexShader;
|
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41
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+
this.fsSource = fragmentShader;
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42
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+
this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
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43
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+
this.context.addRestorable(this);
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44
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+
this.compile();
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45
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+
}
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46
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+
getProgram() { return this.program; }
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47
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+
getVertexShader() { return this.vertexShader; }
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48
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+
getFragmentShader() { return this.fragmentShader; }
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49
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+
getVertexShaderSource() { return this.vsSource; }
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|
50
|
+
getFragmentSource() { return this.fsSource; }
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|
51
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+
compile() {
|
|
52
|
+
let gl = this.context.gl;
|
|
53
|
+
try {
|
|
54
|
+
this.vs = this.compileShader(gl.VERTEX_SHADER, this.vertexShader);
|
|
55
|
+
this.fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragmentShader);
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|
56
|
+
this.program = this.compileProgram(this.vs, this.fs);
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|
57
|
+
}
|
|
58
|
+
catch (e) {
|
|
59
|
+
this.dispose();
|
|
60
|
+
throw e;
|
|
61
|
+
}
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|
62
|
+
}
|
|
63
|
+
compileShader(type, source) {
|
|
64
|
+
let gl = this.context.gl;
|
|
65
|
+
let shader = gl.createShader(type);
|
|
66
|
+
gl.shaderSource(shader, source);
|
|
67
|
+
gl.compileShader(shader);
|
|
68
|
+
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
|
69
|
+
let error = "Couldn't compile shader: " + gl.getShaderInfoLog(shader);
|
|
70
|
+
gl.deleteShader(shader);
|
|
71
|
+
if (!gl.isContextLost())
|
|
72
|
+
throw new Error(error);
|
|
73
|
+
}
|
|
74
|
+
return shader;
|
|
75
|
+
}
|
|
76
|
+
compileProgram(vs, fs) {
|
|
77
|
+
let gl = this.context.gl;
|
|
78
|
+
let program = gl.createProgram();
|
|
79
|
+
gl.attachShader(program, vs);
|
|
80
|
+
gl.attachShader(program, fs);
|
|
81
|
+
gl.linkProgram(program);
|
|
82
|
+
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
|
83
|
+
let error = "Couldn't compile shader program: " + gl.getProgramInfoLog(program);
|
|
84
|
+
gl.deleteProgram(program);
|
|
85
|
+
if (!gl.isContextLost())
|
|
86
|
+
throw new Error(error);
|
|
87
|
+
}
|
|
88
|
+
return program;
|
|
89
|
+
}
|
|
90
|
+
restore() {
|
|
91
|
+
this.compile();
|
|
92
|
+
}
|
|
93
|
+
bind() {
|
|
94
|
+
this.context.gl.useProgram(this.program);
|
|
95
|
+
}
|
|
96
|
+
unbind() {
|
|
97
|
+
this.context.gl.useProgram(null);
|
|
98
|
+
}
|
|
99
|
+
setUniformi(uniform, value) {
|
|
100
|
+
this.context.gl.uniform1i(this.getUniformLocation(uniform), value);
|
|
101
|
+
}
|
|
102
|
+
setUniformf(uniform, value) {
|
|
103
|
+
this.context.gl.uniform1f(this.getUniformLocation(uniform), value);
|
|
104
|
+
}
|
|
105
|
+
setUniform2f(uniform, value, value2) {
|
|
106
|
+
this.context.gl.uniform2f(this.getUniformLocation(uniform), value, value2);
|
|
107
|
+
}
|
|
108
|
+
setUniform3f(uniform, value, value2, value3) {
|
|
109
|
+
this.context.gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3);
|
|
110
|
+
}
|
|
111
|
+
setUniform4f(uniform, value, value2, value3, value4) {
|
|
112
|
+
this.context.gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4);
|
|
113
|
+
}
|
|
114
|
+
setUniform2x2f(uniform, value) {
|
|
115
|
+
let gl = this.context.gl;
|
|
116
|
+
this.tmp2x2.set(value);
|
|
117
|
+
gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this.tmp2x2);
|
|
118
|
+
}
|
|
119
|
+
setUniform3x3f(uniform, value) {
|
|
120
|
+
let gl = this.context.gl;
|
|
121
|
+
this.tmp3x3.set(value);
|
|
122
|
+
gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this.tmp3x3);
|
|
123
|
+
}
|
|
124
|
+
setUniform4x4f(uniform, value) {
|
|
125
|
+
let gl = this.context.gl;
|
|
126
|
+
this.tmp4x4.set(value);
|
|
127
|
+
gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this.tmp4x4);
|
|
128
|
+
}
|
|
129
|
+
getUniformLocation(uniform) {
|
|
130
|
+
let gl = this.context.gl;
|
|
131
|
+
let location = gl.getUniformLocation(this.program, uniform);
|
|
132
|
+
if (!location && !gl.isContextLost())
|
|
133
|
+
throw new Error(`Couldn't find location for uniform ${uniform}`);
|
|
134
|
+
return location;
|
|
135
|
+
}
|
|
136
|
+
getAttributeLocation(attribute) {
|
|
137
|
+
let gl = this.context.gl;
|
|
138
|
+
let location = gl.getAttribLocation(this.program, attribute);
|
|
139
|
+
if (location == -1 && !gl.isContextLost())
|
|
140
|
+
throw new Error(`Couldn't find location for attribute ${attribute}`);
|
|
141
|
+
return location;
|
|
142
|
+
}
|
|
143
|
+
dispose() {
|
|
144
|
+
this.context.removeRestorable(this);
|
|
145
|
+
let gl = this.context.gl;
|
|
146
|
+
if (this.vs) {
|
|
147
|
+
gl.deleteShader(this.vs);
|
|
148
|
+
this.vs = null;
|
|
149
|
+
}
|
|
150
|
+
if (this.fs) {
|
|
151
|
+
gl.deleteShader(this.fs);
|
|
152
|
+
this.fs = null;
|
|
153
|
+
}
|
|
154
|
+
if (this.program) {
|
|
155
|
+
gl.deleteProgram(this.program);
|
|
156
|
+
this.program = null;
|
|
157
|
+
}
|
|
158
|
+
}
|
|
159
|
+
static newColoredTextured(context) {
|
|
160
|
+
let vs = `
|
|
161
|
+
attribute vec4 ${Shader.POSITION};
|
|
162
|
+
attribute vec4 ${Shader.COLOR};
|
|
163
|
+
attribute vec2 ${Shader.TEXCOORDS};
|
|
164
|
+
uniform mat4 ${Shader.MVP_MATRIX};
|
|
165
|
+
varying vec4 v_color;
|
|
166
|
+
varying vec2 v_texCoords;
|
|
167
|
+
|
|
168
|
+
void main () {
|
|
169
|
+
v_color = ${Shader.COLOR};
|
|
170
|
+
v_texCoords = ${Shader.TEXCOORDS};
|
|
171
|
+
gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
|
|
172
|
+
}
|
|
173
|
+
`;
|
|
174
|
+
let fs = `
|
|
175
|
+
#ifdef GL_ES
|
|
176
|
+
#define LOWP lowp
|
|
177
|
+
precision mediump float;
|
|
178
|
+
#else
|
|
179
|
+
#define LOWP
|
|
180
|
+
#endif
|
|
181
|
+
varying LOWP vec4 v_color;
|
|
182
|
+
varying vec2 v_texCoords;
|
|
183
|
+
uniform sampler2D u_texture;
|
|
184
|
+
|
|
185
|
+
void main () {
|
|
186
|
+
gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
|
|
187
|
+
}
|
|
188
|
+
`;
|
|
189
|
+
return new Shader(context, vs, fs);
|
|
190
|
+
}
|
|
191
|
+
static newTwoColoredTextured(context) {
|
|
192
|
+
let vs = `
|
|
193
|
+
attribute vec4 ${Shader.POSITION};
|
|
194
|
+
attribute vec4 ${Shader.COLOR};
|
|
195
|
+
attribute vec4 ${Shader.COLOR2};
|
|
196
|
+
attribute vec2 ${Shader.TEXCOORDS};
|
|
197
|
+
uniform mat4 ${Shader.MVP_MATRIX};
|
|
198
|
+
varying vec4 v_light;
|
|
199
|
+
varying vec4 v_dark;
|
|
200
|
+
varying vec2 v_texCoords;
|
|
201
|
+
|
|
202
|
+
void main () {
|
|
203
|
+
v_light = ${Shader.COLOR};
|
|
204
|
+
v_dark = ${Shader.COLOR2};
|
|
205
|
+
v_texCoords = ${Shader.TEXCOORDS};
|
|
206
|
+
gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
|
|
207
|
+
}
|
|
208
|
+
`;
|
|
209
|
+
let fs = `
|
|
210
|
+
#ifdef GL_ES
|
|
211
|
+
#define LOWP lowp
|
|
212
|
+
precision mediump float;
|
|
213
|
+
#else
|
|
214
|
+
#define LOWP
|
|
215
|
+
#endif
|
|
216
|
+
varying LOWP vec4 v_light;
|
|
217
|
+
varying LOWP vec4 v_dark;
|
|
218
|
+
varying vec2 v_texCoords;
|
|
219
|
+
uniform sampler2D u_texture;
|
|
220
|
+
|
|
221
|
+
void main () {
|
|
222
|
+
vec4 texColor = texture2D(u_texture, v_texCoords);
|
|
223
|
+
gl_FragColor.a = texColor.a * v_light.a;
|
|
224
|
+
gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
|
|
225
|
+
}
|
|
226
|
+
`;
|
|
227
|
+
return new Shader(context, vs, fs);
|
|
228
|
+
}
|
|
229
|
+
static newColored(context) {
|
|
230
|
+
let vs = `
|
|
231
|
+
attribute vec4 ${Shader.POSITION};
|
|
232
|
+
attribute vec4 ${Shader.COLOR};
|
|
233
|
+
uniform mat4 ${Shader.MVP_MATRIX};
|
|
234
|
+
varying vec4 v_color;
|
|
235
|
+
|
|
236
|
+
void main () {
|
|
237
|
+
v_color = ${Shader.COLOR};
|
|
238
|
+
gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
|
|
239
|
+
}
|
|
240
|
+
`;
|
|
241
|
+
let fs = `
|
|
242
|
+
#ifdef GL_ES
|
|
243
|
+
#define LOWP lowp
|
|
244
|
+
precision mediump float;
|
|
245
|
+
#else
|
|
246
|
+
#define LOWP
|
|
247
|
+
#endif
|
|
248
|
+
varying LOWP vec4 v_color;
|
|
249
|
+
|
|
250
|
+
void main () {
|
|
251
|
+
gl_FragColor = v_color;
|
|
252
|
+
}
|
|
253
|
+
`;
|
|
254
|
+
return new Shader(context, vs, fs);
|
|
255
|
+
}
|
|
256
|
+
}
|
|
257
|
+
Shader.MVP_MATRIX = "u_projTrans";
|
|
258
|
+
Shader.POSITION = "a_position";
|
|
259
|
+
Shader.COLOR = "a_color";
|
|
260
|
+
Shader.COLOR2 = "a_color2";
|
|
261
|
+
Shader.TEXCOORDS = "a_texCoords";
|
|
262
|
+
Shader.SAMPLER = "u_texture";
|
|
263
263
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//# 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