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@esotericsoftware/spine-webgl

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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 { BlendMode, Disposable } from "@esotericsoftware/spine-core"; import { GLTexture } from "./GLTexture.js"; import { Shader } from "./Shader.js"; import { ManagedWebGLRenderingContext } from "./WebGL.js"; export declare class PolygonBatcher implements Disposable { static disableCulling: boolean; private context; private drawCalls; private static globalDrawCalls; isDrawing: boolean; private mesh; private shader; private lastTexture; private verticesLength; private indicesLength; private srcColorBlend; private srcAlphaBlend; private dstBlend; private cullWasEnabled; constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, twoColorTint?: boolean, maxVertices?: number); begin(shader: Shader): void; private static blendModesGL; setBlendMode(blendMode: BlendMode, premultipliedAlpha: boolean): void; draw(texture: GLTexture, vertices: ArrayLike<number>, indices: Array<number>): void; flush(): void; end(): void; getDrawCalls(): number; static getAndResetGlobalDrawCalls(): number; dispose(): void; }