@esotericsoftware/spine-webgl
Version:
The official Spine Runtimes for the web.
76 lines (75 loc) • 3.76 kB
TypeScript
/******************************************************************************
* 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 { Disposable, Restorable } from "@esotericsoftware/spine-core";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export declare class Shader implements Disposable, Restorable {
private vertexShader;
private fragmentShader;
static MVP_MATRIX: string;
static POSITION: string;
static COLOR: string;
static COLOR2: string;
static TEXCOORDS: string;
static SAMPLER: string;
private context;
private vs;
private vsSource;
private fs;
private fsSource;
private program;
private tmp2x2;
private tmp3x3;
private tmp4x4;
getProgram(): WebGLProgram | null;
getVertexShader(): string;
getFragmentShader(): string;
getVertexShaderSource(): string;
getFragmentSource(): string;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, vertexShader: string, fragmentShader: string);
private compile;
private compileShader;
private compileProgram;
restore(): void;
bind(): void;
unbind(): void;
setUniformi(uniform: string, value: number): void;
setUniformf(uniform: string, value: number): void;
setUniform2f(uniform: string, value: number, value2: number): void;
setUniform3f(uniform: string, value: number, value2: number, value3: number): void;
setUniform4f(uniform: string, value: number, value2: number, value3: number, value4: number): void;
setUniform2x2f(uniform: string, value: ArrayLike<number>): void;
setUniform3x3f(uniform: string, value: ArrayLike<number>): void;
setUniform4x4f(uniform: string, value: ArrayLike<number>): void;
getUniformLocation(uniform: string): WebGLUniformLocation | null;
getAttributeLocation(attribute: string): number;
dispose(): void;
static newColoredTextured(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
static newTwoColoredTextured(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
static newColored(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
}