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@esotericsoftware/spine-pixi-v8

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/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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 { Batcher, DefaultBatchableMeshElement, DefaultBatchableQuadElement, ExtensionType, Shader } from 'pixi.js'; import { DarkTintBatchGeometry } from './DarkTintBatchGeometry.js'; /** The default batcher is used to batch quads and meshes. */ export declare class DarkTintBatcher extends Batcher { /** @ignore */ static extension: { readonly type: readonly [ExtensionType.Batcher]; readonly name: "darkTint"; }; geometry: DarkTintBatchGeometry; shader: Shader; name: "darkTint"; /** The size of one attribute. 1 = 32 bit. x, y, u, v, color, darkColor, textureIdAndRound -> total = 7 */ vertexSize: number; packAttributes(element: DefaultBatchableMeshElement & { darkColor: number; }, float32View: Float32Array, uint32View: Uint32Array, index: number, textureId: number): void; packQuadAttributes(element: DefaultBatchableQuadElement & { darkColor: number; }, float32View: Float32Array, uint32View: Uint32Array, index: number, textureId: number): void; }