starling-framework
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A fast, productive library for 2D cross-platform development.
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TypeScript
import ArgumentError from "openfl/errors/ArgumentError";
import IllegalOperationError from "openfl/errors/IllegalOperationError";
import StringUtil from "./../../starling/utils/StringUtil";
import Point from "openfl/geom/Point";
import Vector3D from "openfl/geom/Vector3D";
import Rectangle from "openfl/geom/Rectangle";
import MatrixUtil from "./../../starling/utils/MatrixUtil";
import MathUtil from "./../../starling/utils/MathUtil";
import Starling from "./../../starling/core/Starling";
import MissingContextError from "./../../starling/errors/MissingContextError";
import ByteArray from "openfl/utils/ByteArray";
import MeshStyle from "./../../starling/styles/MeshStyle";
import VertexDataFormat from "./../../starling/rendering/VertexDataFormat";
import VertexBuffer3D from "openfl/display3D/VertexBuffer3D";
import Matrix from "openfl/geom/Matrix";
import Matrix3D from "openfl/geom/Matrix3D";
declare namespace starling.rendering
{
/** The VertexData class manages a raw list of vertex information, allowing direct upload
* to Stage3D vertex buffers. <em>You only have to work with this class if you're writing
* your own rendering code (e.g. if you create custom display objects).</em>
*
* <p>To render objects with Stage3D, you have to organize vertices and indices in so-called
* vertex- and index-buffers. Vertex buffers store the coordinates of the vertices that make
* up an object; index buffers reference those vertices to determine which vertices spawn
* up triangles. Those buffers reside in graphics memory and can be accessed very
* efficiently by the GPU.</p>
*
* <p>Before you can move data into the buffers, you have to set it up in conventional
* memory — that is, in a Vector or a ByteArray. Since it's quite cumbersome to manually
* create and manipulate those data structures, the IndexData and VertexData classes provide
* a simple way to do just that. The data is stored sequentially (one vertex or index after
* the other) so that it can easily be uploaded to a buffer.</p>
*
* <strong>Vertex Format</strong>
*
* <p>The VertexData class requires a custom format string on initialization, or an instance
* of the VertexDataFormat class. Here is an example:</p>
*
* <listing>
* vertexData = new VertexData("position:number2, color:bytes4");
* vertexData.setPoint(0, "position", 320, 480);
* vertexData.setColor(0, "color", 0xff00ff);</listing>
*
* <p>This instance is set up with two attributes: "position" and "color". The keywords
* after the colons depict the format and size of the data that each property uses; in this
* case, we store two floats for the position (for the x- and y-coordinates) and four
* bytes for the color. Please refer to the VertexDataFormat documentation for details.</p>
*
* <p>The attribute names are then used to read and write data to the respective positions
* inside a vertex. Furthermore, they come in handy when copying data from one VertexData
* instance to another: attributes with equal name and data format may be transferred between
* different VertexData objects, even when they contain different sets of attributes or have
* a different layout.</p>
*
* <strong>Colors</strong>
*
* <p>Always use the format <code>bytes4</code> for color data. The color access methods
* expect that format, since it's the most efficient way to store color data. Furthermore,
* you should always include the string "color" (or "Color") in the name of color data;
* that way, it will be recognized as such and will always have its value pre-filled with
* pure white at full opacity.</p>
*
* <strong>Premultiplied Alpha</strong>
*
* <p>Per default, color values are stored with premultiplied alpha values, which
* means that the <code>rgb</code> values were multiplied with the <code>alpha</code> values
* before saving them. You can change this behavior with the <code>premultipliedAlpha</code>
* property.</p>
*
* <p>Beware: with premultiplied alpha, the alpha value always affects the resolution of
* the RGB channels. A small alpha value results in a lower accuracy of the other channels,
* and if the alpha value reaches zero, the color information is lost altogether.</p>
*
* <strong>Tinting</strong>
*
* <p>Some low-end hardware is very sensitive when it comes to fragment shader complexity.
* Thus, Starling optimizes shaders for non-tinted meshes. The VertexData class keeps track
* of its <code>tinted</code>-state, at least at a basic level: whenever you change color
* or alpha value of a vertex to something different than white (<code>0xffffff</code>) with
* full alpha (<code>1.0</code>), the <code>tinted</code> property is enabled.</p>
*
* <p>However, that value is not entirely accurate: when you restore the color of just a
* range of vertices, or copy just a subset of vertices to another instance, the property
* might wrongfully indicate a tinted mesh. If that's the case, you can either call
* <code>updateTinted()</code> or assign a custom value to the <code>tinted</code>-property.
* </p>
*
* @see VertexDataFormat
* @see IndexData
*/
export class VertexData
{
/** Creates an empty VertexData object with the given format and initial capacity.
*
* @param format
*
* Either a VertexDataFormat instance or a String that describes the data format.
* Refer to the VertexDataFormat class for more information. If you don't pass a format,
* the default <code>MeshStyle.VERTEX_FORMAT</code> will be used.
*
* @param initialCapacity
*
* The initial capacity affects just the way the internal ByteArray is allocated, not the
* <code>numIndices</code> value, which will always be zero when the constructor returns.
* The reason for this behavior is the peculiar way in which ByteArrays organize their
* memory:
*
* <p>The first time you set the length of a ByteArray, it will adhere to that:
* a ByteArray with length 20 will take up 20 bytes (plus some overhead). When you change
* it to a smaller length, it will stick to the original value, e.g. with a length of 10
* it will still take up 20 bytes. However, now comes the weird part: change it to
* anything above the original length, and it will allocate 4096 bytes!</p>
*
* <p>Thus, be sure to always make a generous educated guess, depending on the planned
* usage of your VertexData instances.</p>
*/
public constructor(format?:any, initialCapacity?:number);
/** Explicitly frees up the memory used by the ByteArray. */
public clear():void;
/** Creates a duplicate of the vertex data object. */
public clone():VertexData;
/** Copies the vertex data (or a range of it, defined by 'vertexID' and 'numVertices')
* of this instance to another vertex data object, starting at a certain target index.
* If the target is not big enough, it will be resized to fit all the new vertices.
*
* <p>If you pass a non-null matrix, the 2D position of each vertex will be transformed
* by that matrix before storing it in the target object. (The position being either an
* attribute with the name "position" or, if such an attribute is not found, the first
* attribute of each vertex. It must consist of two float values containing the x- and
* y-coordinates of the vertex.)</p>
*
* <p>Source and target do not need to have the exact same format. Only properties that
* exist in the target will be copied; others will be ignored. If a property with the
* same name but a different format exists in the target, an exception will be raised.
* Beware, though, that the copy-operation becomes much more expensive when the formats
* differ.</p>
*/
public copyTo(target:VertexData, targetVertexID?:number, matrix?:Matrix,
vertexID?:number, numVertices?:number):void;
/** Copies a specific attribute of all contained vertices (or a range of them, defined by
* 'vertexID' and 'numVertices') to another VertexData instance. Beware that both name
* and format of the attribute must be identical in source and target.
* If the target is not big enough, it will be resized to fit all the new vertices.
*
* <p>If you pass a non-null matrix, the specified attribute will be transformed by
* that matrix before storing it in the target object. It must consist of two float
* values.</p>
*/
public copyAttributeTo(target:VertexData, targetVertexID:number, attrName:string,
matrix?:Matrix, vertexID?:number, numVertices?:number):void;
/** Optimizes the ByteArray so that it has exactly the required capacity, without
* wasting any memory. If your VertexData object grows larger than the initial capacity
* you passed to the constructor, call this method to avoid the 4k memory problem. */
public trim():void;
/** Returns a string representation of the VertexData object,
* describing both its format and size. */
public toString():string;
// read / write attributes
/** Reads an unsigned integer value from the specified vertex and attribute. */
public getUnsignedInt(vertexID:number, attrName:string):number;
/** Writes an unsigned integer value to the specified vertex and attribute. */
public setUnsignedInt(vertexID:number, attrName:string, value:number):void;
/** Reads a float value from the specified vertex and attribute. */
public getFloat(vertexID:number, attrName:string):number;
/** Writes a float value to the specified vertex and attribute. */
public setFloat(vertexID:number, attrName:string, value:number):void;
/** Reads a Point from the specified vertex and attribute. */
public getPoint(vertexID:number, attrName:string, out?:Point):Point;
/** Writes the given coordinates to the specified vertex and attribute. */
public setPoint(vertexID:number, attrName:string, x:number, y:number):void;
/** Reads a Vector3D from the specified vertex and attribute.
* The 'w' property of the Vector3D is ignored. */
public getPoint3D(vertexID:number, attrName:string, out?:Vector3D):Vector3D;
/** Writes the given coordinates to the specified vertex and attribute. */
public setPoint3D(vertexID:number, attrName:string, x:number, y:number, z:number):void;
/** Reads a Vector3D from the specified vertex and attribute, including the fourth
* coordinate ('w'). */
public getPoint4D(vertexID:number, attrName:string, out?:Vector3D):Vector3D;
/** Writes the given coordinates to the specified vertex and attribute. */
public setPoint4D(vertexID:number, attrName:string,
x:number, y:number, z:number, w?:number):void;
/** Reads an RGB color from the specified vertex and attribute (no alpha). */
public getColor(vertexID:number, attrName?:string):number;
/** Writes the RGB color to the specified vertex and attribute (alpha is not changed). */
public setColor(vertexID:number, attrName:string, color:number):void;
/** Reads the alpha value from the specified vertex and attribute. */
public getAlpha(vertexID:number, attrName?:string):number;
/** Writes the given alpha value to the specified vertex and attribute (range 0-1). */
public setAlpha(vertexID:number, attrName:string, alpha:number):void;
// bounds helpers
/** Calculates the bounds of the 2D vertex positions identified by the given name.
* The positions may optionally be transformed by a matrix before calculating the bounds.
* If you pass an 'out' Rectangle, the result will be stored in this rectangle
* instead of creating a new object. To use all vertices for the calculation, set
* 'numVertices' to '-1'. */
public getBounds(attrName?:string, matrix?:Matrix,
vertexID?:number, numVertices?:number, out?:Rectangle):Rectangle;
/** Calculates the bounds of the 2D vertex positions identified by the given name,
* projected into the XY-plane of a certain 3D space as they appear from the given
* camera position. Note that 'camPos' is expected in the target coordinate system
* (the same that the XY-plane lies in).
*
* <p>If you pass an 'out' Rectangle, the result will be stored in this rectangle
* instead of creating a new object. To use all vertices for the calculation, set
* 'numVertices' to '-1'.</p> */
public getBoundsProjected(attrName:string, matrix:Matrix3D,
camPos:Vector3D, vertexID?:number, numVertices?:number,
out?:Rectangle):Rectangle;
/** Indicates if color attributes should be stored premultiplied with the alpha value.
* Changing this value does <strong>not</strong> modify any existing color data.
* If you want that, use the <code>setPremultipliedAlpha</code> method instead.
* @default true */
public premultipliedAlpha:boolean;
protected get_premultipliedAlpha():boolean;
protected set_premultipliedAlpha(value:boolean):boolean;
/** Changes the way alpha and color values are stored. Optionally updates all existing
* vertices. */
public setPremultipliedAlpha(value:boolean, updateData:boolean):void;
/** Updates the <code>tinted</code> property from the actual color data. This might make
* sense after copying part of a tinted VertexData instance to another, since not each
* color value is checked in the process. An instance is tinted if any vertices have a
* non-white color or are not fully opaque. */
public updateTinted(attrName?:string):boolean;
// modify multiple attributes
/** Transforms the 2D positions of subsequent vertices by multiplication with a
* transformation matrix. */
public transformPoints(attrName:string, matrix:Matrix,
vertexID?:number, numVertices?:number):void;
/** Translates the 2D positions of subsequent vertices by a certain offset. */
public translatePoints(attrName:string, deltaX:number, deltaY:number,
vertexID?:number, numVertices?:number):void;
/** Multiplies the alpha values of subsequent vertices by a certain factor. */
public scaleAlphas(attrName:string, factor:number,
vertexID?:number, numVertices?:number):void;
/** Writes the given RGB and alpha values to the specified vertices. */
public colorize(attrName?:string, color?:number, alpha?:number,
vertexID?:number, numVertices?:number):void;
// format helpers
/** Returns the format of a certain vertex attribute, identified by its name.
* Typical values: <code>float1, float2, float3, float4, bytes4</code>. */
public getFormat(attrName:string):string;
/** Returns the size of a certain vertex attribute in bytes. */
public getSize(attrName:string):number;
/** Returns the size of a certain vertex attribute in 32 bit units. */
public getSizeIn32Bits(attrName:string):number;
/** Returns the offset (in bytes) of an attribute within a vertex. */
public getOffset(attrName:string):number;
/** Returns the offset (in 32 bit units) of an attribute within a vertex. */
public getOffsetIn32Bits(attrName:string):number;
/** Indicates if the VertexData instances contains an attribute with the specified name. */
public hasAttribute(attrName:string):boolean;
// VertexBuffer helpers
/** Creates a vertex buffer object with the right size to fit the complete data.
* Optionally, the current data is uploaded right away. */
public createVertexBuffer(upload?:boolean,
bufferUsage?:string):VertexBuffer3D;
/** Uploads the complete data (or a section of it) to the given vertex buffer. */
public uploadToVertexBuffer(buffer:VertexBuffer3D, vertexID?:number, numVertices?:number):void;
// properties
/** The total number of vertices. If you make the object bigger, it will be filled up with
* <code>1.0</code> for all alpha values and zero for everything else. */
public numVertices:number;
protected get_numVertices():number;
protected set_numVertices(value:number):number;
/** The raw vertex data; not a copy! */
public readonly rawData:ByteArray;
protected get_rawData():ByteArray;
/** The format that describes the attributes of each vertex.
* When you assign a different format, the raw data will be converted accordingly,
* i.e. attributes with the same name will still point to the same data.
* New properties will be filled up with zeros (except for colors, which will be
* initialized with an alpha value of 1.0). As a side-effect, the instance will also
* be trimmed. */
public format:VertexDataFormat;
protected get_format():VertexDataFormat;
protected set_format(value:VertexDataFormat):VertexDataFormat;
/** Indicates if the mesh contains any vertices that are not white or not fully opaque.
* If <code>false</code> (and the value wasn't modified manually), the result is 100%
* accurate; <code>true</code> represents just an educated guess. To be entirely sure,
* you may call <code>updateTinted()</code>.
*/
public tinted:boolean;
protected get_tinted():boolean;
protected set_tinted(value:boolean):boolean;
/** The format string that describes the attributes of each vertex. */
public readonly formatString:string;
protected get_formatString():string;
/** The size (in bytes) of each vertex. */
public readonly vertexSize:number;
protected get_vertexSize():number;
/** The size (in 32 bit units) of each vertex. */
public readonly vertexSizeIn32Bits:number;
protected get_vertexSizeIn32Bits():number;
/** The size (in bytes) of the raw vertex data. */
public readonly size:number;
protected get_size():number;
/** The size (in 32 bit units) of the raw vertex data. */
public readonly sizeIn32Bits:number;
protected get_sizeIn32Bits():number;
}
}
export default starling.rendering.VertexData;