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dragonbones-runtime

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the tools to build dragonbones file for diffrent framework

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////////////////////////////////////////////////////////////////////////////////////// // // 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 { /** * @private */ export class WebGLUtils { public static compileProgram(gl: WebGLRenderingContext, vertexSrc: string, fragmentSrc: string): WebGLProgram { let fragmentShader: WebGLShader = WebGLUtils.compileFragmentShader(gl, fragmentSrc); let vertexShader: WebGLShader = WebGLUtils.compileVertexShader(gl, vertexSrc); let shaderProgram: WebGLProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { $warn(1020); } return shaderProgram; } public static compileFragmentShader(gl: WebGLRenderingContext, shaderSrc: string): WebGLShader { return WebGLUtils._compileShader(gl, shaderSrc, gl.FRAGMENT_SHADER); } public static compileVertexShader(gl: WebGLRenderingContext, shaderSrc: string): WebGLShader { return WebGLUtils._compileShader(gl, shaderSrc, gl.VERTEX_SHADER); } private static _compileShader(gl: WebGLRenderingContext, shaderSrc: string, shaderType: number): WebGLShader { let shader: WebGLShader = gl.createShader(shaderType); gl.shaderSource(shader, shaderSrc); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { //egret.info(gl.getShaderInfoLog(shader)); return null; } return shader; } private static canUseWebGL: boolean; public static checkCanUseWebGL(): boolean { if (WebGLUtils.canUseWebGL == undefined) { try { let canvas = document.createElement("canvas"); WebGLUtils.canUseWebGL = !!window["WebGLRenderingContext"] && !!(canvas.getContext("webgl") || canvas.getContext("experimental-webgl")); } catch (e) { WebGLUtils.canUseWebGL = false; } } return WebGLUtils.canUseWebGL; } public static deleteWebGLTexture(bitmapData): void { if (bitmapData) { let gl = bitmapData.glContext; if (gl) { gl.deleteTexture(bitmapData); } } } } }