微信小程序-省心预览工具

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export class Shader {
vertexShader;
fragmentShader;
static MVP_MATRIX = "u_projTrans";
static POSITION = "a_position";
static COLOR = "a_color";
static COLOR2 = "a_color2";
static TEXCOORDS = "a_texCoords";
static SAMPLER = "u_texture";
context;
vs = null;
vsSource;
fs = null;
fsSource;
program = null;
tmp2x2 = new Float32Array(2 * 2);
tmp3x3 = new Float32Array(3 * 3);
tmp4x4 = new Float32Array(4 * 4);
getProgram() { return this.program; }
getVertexShader() { return this.vertexShader; }
getFragmentShader() { return this.fragmentShader; }
getVertexShaderSource() { return this.vsSource; }
getFragmentSource() { return this.fsSource; }
constructor(context, vertexShader, fragmentShader) {
this.vertexShader = vertexShader;
this.fragmentShader = fragmentShader;
this.vsSource = vertexShader;
this.fsSource = fragmentShader;
this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
this.context.addRestorable(this);
this.compile();
}
compile() {
let gl = this.context.gl;
try {
this.vs = this.compileShader(gl.VERTEX_SHADER, this.vertexShader);
if (!this.vs)
throw new Error("Couldn't compile vertex shader.");
this.fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragmentShader);
if (!this.fs)
throw new Error("Couldn#t compile fragment shader.");
this.program = this.compileProgram(this.vs, this.fs);
}
catch (e) {
this.dispose();
throw e;
}
}
compileShader(type, source) {
let gl = this.context.gl;
let shader = gl.createShader(type);
if (!shader)
throw new Error("Couldn't create shader.");
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
let error = "Couldn't compile shader: " + gl.getShaderInfoLog(shader);
gl.deleteShader(shader);
if (!gl.isContextLost())
throw new Error(error);
}
return shader;
}
compileProgram(vs, fs) {
let gl = this.context.gl;
let program = gl.createProgram();
if (!program)
throw new Error("Couldn't compile program.");
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
let error = "Couldn't compile shader program: " + gl.getProgramInfoLog(program);
gl.deleteProgram(program);
if (!gl.isContextLost())
throw new Error(error);
}
return program;
}
restore() {
this.compile();
}
bind() {
this.context.gl.useProgram(this.program);
}
unbind() {
this.context.gl.useProgram(null);
}
setUniformi(uniform, value) {
this.context.gl.uniform1i(this.getUniformLocation(uniform), value);
}
setUniformf(uniform, value) {
this.context.gl.uniform1f(this.getUniformLocation(uniform), value);
}
setUniform2f(uniform, value, value2) {
this.context.gl.uniform2f(this.getUniformLocation(uniform), value, value2);
}
setUniform3f(uniform, value, value2, value3) {
this.context.gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3);
}
setUniform4f(uniform, value, value2, value3, value4) {
this.context.gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4);
}
setUniform2x2f(uniform, value) {
let gl = this.context.gl;
this.tmp2x2.set(value);
gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this.tmp2x2);
}
setUniform3x3f(uniform, value) {
let gl = this.context.gl;
this.tmp3x3.set(value);
gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this.tmp3x3);
}
setUniform4x4f(uniform, value) {
let gl = this.context.gl;
this.tmp4x4.set(value);
gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this.tmp4x4);
}
getUniformLocation(uniform) {
let gl = this.context.gl;
if (!this.program)
throw new Error("Shader not compiled.");
let location = gl.getUniformLocation(this.program, uniform);
if (!location && !gl.isContextLost())
throw new Error(`Couldn't find location for uniform ${uniform}`);
return location;
}
getAttributeLocation(attribute) {
let gl = this.context.gl;
if (!this.program)
throw new Error("Shader not compiled.");
let location = gl.getAttribLocation(this.program, attribute);
if (location == -1 && !gl.isContextLost())
throw new Error(`Couldn't find location for attribute ${attribute}`);
return location;
}
dispose() {
this.context.removeRestorable(this);
let gl = this.context.gl;
if (this.vs) {
gl.deleteShader(this.vs);
this.vs = null;
}
if (this.fs) {
gl.deleteShader(this.fs);
this.fs = null;
}
if (this.program) {
gl.deleteProgram(this.program);
this.program = null;
}
}
static newColoredTextured(context) {
let vs = `
attribute vec4 ${Shader.POSITION};
attribute vec4 ${Shader.COLOR};
attribute vec2 ${Shader.TEXCOORDS};
uniform mat4 ${Shader.MVP_MATRIX};
varying vec4 v_color;
varying vec2 v_texCoords;
void main () {
v_color = ${Shader.COLOR};
v_texCoords = ${Shader.TEXCOORDS};
gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
}
`;
let fs = `
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
varying LOWP vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
void main () {
gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
}
`;
return new Shader(context, vs, fs);
}
static newTwoColoredTextured(context) {
let vs = `
attribute vec4 ${Shader.POSITION};
attribute vec4 ${Shader.COLOR};
attribute vec4 ${Shader.COLOR2};
attribute vec2 ${Shader.TEXCOORDS};
uniform mat4 ${Shader.MVP_MATRIX};
varying vec4 v_light;
varying vec4 v_dark;
varying vec2 v_texCoords;
void main () {
v_light = ${Shader.COLOR};
v_dark = ${Shader.COLOR2};
v_texCoords = ${Shader.TEXCOORDS};
gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
}
`;
let fs = `
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
varying LOWP vec4 v_light;
varying LOWP vec4 v_dark;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
void main () {
vec4 texColor = texture2D(u_texture, v_texCoords);
gl_FragColor.a = texColor.a * v_light.a;
gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
}
`;
return new Shader(context, vs, fs);
}
static newColored(context) {
let vs = `
attribute vec4 ${Shader.POSITION};
attribute vec4 ${Shader.COLOR};
uniform mat4 ${Shader.MVP_MATRIX};
varying vec4 v_color;
void main () {
v_color = ${Shader.COLOR};
gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
}
`;
let fs = `
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
varying LOWP vec4 v_color;
void main () {
gl_FragColor = v_color;
}
`;
return new Shader(context, vs, fs);
}
}
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