@esotericsoftware/spine-webgl
Version:
The official Spine Runtimes for the web.
89 lines (88 loc) • 3.77 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 { Shader } from "./Shader.js";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export declare class Mesh implements Disposable, Restorable {
private attributes;
private context;
private vertices;
private verticesBuffer;
private verticesLength;
private dirtyVertices;
private indices;
private indicesBuffer;
private indicesLength;
private dirtyIndices;
private elementsPerVertex;
getAttributes(): VertexAttribute[];
maxVertices(): number;
numVertices(): number;
setVerticesLength(length: number): void;
getVertices(): Float32Array;
maxIndices(): number;
numIndices(): number;
setIndicesLength(length: number): void;
getIndices(): Uint16Array;
getVertexSizeInFloats(): number;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, attributes: VertexAttribute[], maxVertices: number, maxIndices: number);
setVertices(vertices: Array<number>): void;
setIndices(indices: Array<number>): void;
draw(shader: Shader, primitiveType: number): void;
drawWithOffset(shader: Shader, primitiveType: number, offset: number, count: number): void;
bind(shader: Shader): void;
unbind(shader: Shader): void;
private update;
restore(): void;
dispose(): void;
}
export declare class VertexAttribute {
name: string;
type: VertexAttributeType;
numElements: number;
constructor(name: string, type: VertexAttributeType, numElements: number);
}
export declare class Position2Attribute extends VertexAttribute {
constructor();
}
export declare class Position3Attribute extends VertexAttribute {
constructor();
}
export declare class TexCoordAttribute extends VertexAttribute {
constructor(unit?: number);
}
export declare class ColorAttribute extends VertexAttribute {
constructor();
}
export declare class Color2Attribute extends VertexAttribute {
constructor();
}
export declare enum VertexAttributeType {
Float = 0
}