dragonbones-runtime
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the tools to build dragonbones file for diffrent framework
94 lines (85 loc) • 4.28 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 {
/**
* @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);
}
}
}
}
}