dragonbones-runtime
Version:
the tools to build dragonbones file for diffrent framework
289 lines (262 loc) • 11 kB
text/typescript
//////////////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2014-present, Egret Technology.
// All rights reserved.
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of the Egret nor the
// names of its contributors may be used to endorse or promote products
// derived from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY EGRET AND CONTRIBUTORS "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 EGRET AND CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;LOSS OF USE, DATA,
// OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE,
// EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//////////////////////////////////////////////////////////////////////////////////////
namespace egret.web {
/**
* @private
*/
export enum WEBGL_UNIFORM_TYPE {
FLOAT_VEC2 = 0x8B50,
FLOAT_VEC3 = 0x8B51,
FLOAT_VEC4 = 0x8B52,
INT_VEC2 = 0x8B53,
INT_VEC3 = 0x8B54,
INT_VEC4 = 0x8B55,
BOOL = 0x8B56,
BOOL_VEC2 = 0x8B57,
BOOL_VEC3 = 0x8B58,
BOOL_VEC4 = 0x8B59,
FLOAT_MAT2 = 0x8B5A,
FLOAT_MAT3 = 0x8B5B,
FLOAT_MAT4 = 0x8B5C,
SAMPLER_2D = 0x8B5E,
SAMPLER_CUBE = 0x8B60,
BYTE = 0xffff,
UNSIGNED_BYTE = 0x1401,
SHORT = 0x1402,
UNSIGNED_SHORT = 0x1403,
INT = 0x1404,
UNSIGNED_INT = 0x1405,
FLOAT = 0x1406
}
/**
* @private
*/
export class EgretWebGLUniform {
private gl:WebGLRenderingContext;
private name:string;
public type:WEBGL_UNIFORM_TYPE;
private size:number;
private location:WebGLUniformLocation;
constructor(gl:WebGLRenderingContext, program:WebGLProgram, uniformData:any) {
this.gl = gl;
this.name = uniformData.name;
this.type = uniformData.type;
this.size = uniformData.size;
this.location = gl.getUniformLocation(program, this.name);
this.setDefaultValue();
this.generateSetValue();
this.generateUpload();
}
public value:any;
private setDefaultValue():void {
let type = this.type;
switch (type) {
case WEBGL_UNIFORM_TYPE.FLOAT:
case WEBGL_UNIFORM_TYPE.SAMPLER_2D:
case WEBGL_UNIFORM_TYPE.SAMPLER_CUBE:
case WEBGL_UNIFORM_TYPE.BOOL:
case WEBGL_UNIFORM_TYPE.INT:
this.value = 0;
break;
case WEBGL_UNIFORM_TYPE.FLOAT_VEC2:
case WEBGL_UNIFORM_TYPE.BOOL_VEC2:
case WEBGL_UNIFORM_TYPE.INT_VEC2:
this.value = [0, 0];
break;
case WEBGL_UNIFORM_TYPE.FLOAT_VEC3:
case WEBGL_UNIFORM_TYPE.BOOL_VEC3:
case WEBGL_UNIFORM_TYPE.INT_VEC3:
this.value = [0, 0, 0];
break;
case WEBGL_UNIFORM_TYPE.FLOAT_VEC4:
case WEBGL_UNIFORM_TYPE.BOOL_VEC4:
case WEBGL_UNIFORM_TYPE.INT_VEC4:
this.value = [0, 0, 0, 0];
break;
case WEBGL_UNIFORM_TYPE.FLOAT_MAT2:
this.value = new Float32Array([
1, 0,
0, 1
]);
break;
case WEBGL_UNIFORM_TYPE.FLOAT_MAT3:
this.value = new Float32Array([
1, 0, 0,
0, 1, 0,
0, 0, 1
]);
break;
case WEBGL_UNIFORM_TYPE.FLOAT_MAT4:
this.value = new Float32Array([
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
]);
break;
}
}
public setValue:Function;
private generateSetValue():void {
let type = this.type;
switch (type) {
case WEBGL_UNIFORM_TYPE.FLOAT:
case WEBGL_UNIFORM_TYPE.SAMPLER_2D:
case WEBGL_UNIFORM_TYPE.SAMPLER_CUBE:
case WEBGL_UNIFORM_TYPE.BOOL:
case WEBGL_UNIFORM_TYPE.INT:
this.setValue = function(value) {
let notEqual = this.value !== value;
this.value = value;
notEqual && this.upload();
}
break;
case WEBGL_UNIFORM_TYPE.FLOAT_VEC2:
case WEBGL_UNIFORM_TYPE.BOOL_VEC2:
case WEBGL_UNIFORM_TYPE.INT_VEC2:
this.setValue = function(value) {
let notEqual = this.value[0] !== value.x || this.value[1] !== value.y;
this.value[0] = value.x;
this.value[1] = value.y;
notEqual && this.upload();
}
break;
case WEBGL_UNIFORM_TYPE.FLOAT_VEC3:
case WEBGL_UNIFORM_TYPE.BOOL_VEC3:
case WEBGL_UNIFORM_TYPE.INT_VEC3:
this.setValue = function(value) {
this.value[0] = value.x;
this.value[1] = value.y;
this.value[2] = value.z;
this.upload();
}
break;
case WEBGL_UNIFORM_TYPE.FLOAT_VEC4:
case WEBGL_UNIFORM_TYPE.BOOL_VEC4:
case WEBGL_UNIFORM_TYPE.INT_VEC4:
this.setValue = function(value) {
this.value[0] = value.x;
this.value[1] = value.y;
this.value[2] = value.z;
this.value[3] = value.w;
this.upload();
}
break;
case WEBGL_UNIFORM_TYPE.FLOAT_MAT2:
case WEBGL_UNIFORM_TYPE.FLOAT_MAT3:
case WEBGL_UNIFORM_TYPE.FLOAT_MAT4:
this.setValue = function(value) {
this.value.set(value);
this.upload();
}
break;
}
}
public upload:Function;
private generateUpload():void {
let gl = this.gl;
let type = this.type;
let location = this.location;
switch (type) {
case WEBGL_UNIFORM_TYPE.FLOAT:
this.upload = function() {
var value = this.value;
gl.uniform1f(location, value);
};
break;
case WEBGL_UNIFORM_TYPE.FLOAT_VEC2:
this.upload = function() {
var value = this.value;
gl.uniform2f(location, value[0], value[1]);
};
break;
case WEBGL_UNIFORM_TYPE.FLOAT_VEC3:
this.upload = function() {
var value = this.value;
gl.uniform3f(location, value[0], value[1], value[2]);
};
break;
case WEBGL_UNIFORM_TYPE.FLOAT_VEC4:
this.upload = function() {
var value = this.value;
gl.uniform4f(location, value[0], value[1], value[2], value[3]);
};
break;
case WEBGL_UNIFORM_TYPE.SAMPLER_2D:
case WEBGL_UNIFORM_TYPE.SAMPLER_CUBE:
case WEBGL_UNIFORM_TYPE.BOOL:
case WEBGL_UNIFORM_TYPE.INT:
this.upload = function() {
var value = this.value;
gl.uniform1i(location, value);
};
break;
case WEBGL_UNIFORM_TYPE.BOOL_VEC2:
case WEBGL_UNIFORM_TYPE.INT_VEC2:
this.upload = function() {
var value = this.value;
gl.uniform2i(location, value[0], value[1]);
};
break;
case WEBGL_UNIFORM_TYPE.BOOL_VEC3:
case WEBGL_UNIFORM_TYPE.INT_VEC3:
this.upload = function() {
var value = this.value;
gl.uniform3i(location, value[0], value[1], value[2]);
};
break;
case WEBGL_UNIFORM_TYPE.BOOL_VEC4:
case WEBGL_UNIFORM_TYPE.INT_VEC4:
this.upload = function() {
var value = this.value;
gl.uniform4i(location, value[0], value[1], value[2], value[3]);
};
break;
case WEBGL_UNIFORM_TYPE.FLOAT_MAT2:
this.upload = function() {
var value = this.value;
gl.uniformMatrix2fv(location, false, value);
};
break;
case WEBGL_UNIFORM_TYPE.FLOAT_MAT3:
this.upload = function() {
var value = this.value;
gl.uniformMatrix3fv(location, false, value);
};
break;
case WEBGL_UNIFORM_TYPE.FLOAT_MAT4:
this.upload = function() {
var value = this.value;
gl.uniformMatrix4fv(location, false, value);
};
break;
}
}
}
}