starling-framework
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A fast, productive library for 2D cross-platform development.
143 lines • 7.33 kB
TypeScript
import MeshSubset from "../utils/MeshSubset";
import MeshStyle from "../styles/MeshStyle";
import Painter from "../rendering/Painter";
import Mesh from "./Mesh";
import Matrix from "openfl/geom/Matrix";
declare namespace starling.display {
/**
* Combines a number of meshes to one display object and renders them efficiently.
* *
* * <p>The most basic tangible (non-container) display object in Starling is the Mesh.
* * However, a mesh typically does not render itself; it just holds the data describing its
* * geometry. Rendering is orchestrated by the "MeshBatch" class. As its name suggests, it
* * acts as a batch for an arbitrary number of Mesh instances; add meshes to a batch and they
* * are all rendered together, in one draw call.</p>
* *
* * <p>You can only batch meshes that share similar properties, e.g. they need to have the
* * same texture and the same blend mode. The first object you add to a batch will decide
* * this state; call <code>canAddMesh</code> to find out if a new mesh shares that state.
* * To reset the current state, you can call <code>clear</code>; this will also remove all
* * geometry that has been added thus far.</p>
* *
* * <p>Starling will use MeshBatch instances (or compatible objects) for all rendering.
* * However, you can also instantiate MeshBatch instances yourself and add them to the display
* * tree. That makes sense for an object containing a large number of meshes; that way, that
* * object can be created once and then rendered very efficiently, without having to copy its
* * vertices and indices between buffers and GPU memory.</p>
* *
* * @see Mesh
* * @see Sprite
*
*/
export class MeshBatch extends Mesh {
/**
* Creates a new, empty MeshBatch instance.
*/
constructor();
/**
* The maximum number of vertices that fit into one MeshBatch.
*/
static readonly MAX_NUM_VERTICES = 65535;
/**
* @inheritDoc
*/
override dispose(): void;
/**
* This method must be called whenever the mesh's vertex data was changed. Makes
* * sure that the vertex buffer is synchronized before rendering, and forces a redraw.
*/
override setVertexDataChanged(): void;
/**
* This method must be called whenever the mesh's index data was changed. Makes
* * sure that the index buffer is synchronized before rendering, and forces a redraw.
*/
override setIndexDataChanged(): void;
/**
* Removes all geometry.
*/
clear(): void;
/**
* Adds a mesh to the batch by appending its vertices and indices.
* *
* * Note that the first time you add a mesh to the batch, the batch will duplicate its
* * MeshStyle. All subsequently added meshes will then be converted to that same style.
*
* * @param mesh the mesh to add to the batch.
* * @param matrix transform all vertex positions with a certain matrix. If this
* * parameter is omitted, `mesh.transformationMatrix`
* * will be used instead (except if the last parameter is enabled).
* * @param alpha will be multiplied with each vertex' alpha value.
* * @param subset the subset of the mesh you want to add, or `null` for
* * the complete mesh.
* * @param ignoreTransformations when enabled, the mesh's vertices will be added
* * without transforming them in any way (no matter the value of the
* * `matrix` parameter).
*
*/
addMesh(mesh: Mesh, matrix?: Matrix, alpha?: number, subset?: MeshSubset, ignoreTransformations?: boolean): void;
/**
* Adds a mesh to the batch by copying its vertices and indices to the given positions.
* * Beware that you need to check for yourself if those positions make sense; for example,
* * you need to make sure that they are aligned within the 3-indices groups making up
* * the mesh's triangles.
* *
* * It's easiest to only add objects with an identical setup, e.g. only quads.
* * For the latter, indices are aligned in groups of 6 (one quad requires six indices),
* * and the vertices in groups of 4 (one vertex for every corner).
* *
* * Note that the first time you add a mesh to the batch, the batch will duplicate its
* * MeshStyle. All subsequently added meshes will then be converted to that same style.
* *
* * @param mesh the mesh to add to the batch.
* * @param indexID the position at which the mesh's indices should be added to the batch.
* * If negative, they will be added at the very end.
* * @param vertexID the position at which the mesh's vertices should be added to the batch.
* * If negative, they will be added at the very end.
* * @param matrix transform all vertex positions with a certain matrix. If this
* * parameter is omitted, `mesh.transformationMatrix`
* * will be used instead (except if the last parameter is enabled).
* * @param alpha will be multiplied with each vertex' alpha value.
* * @param subset the subset of the mesh you want to add, or `null` for
* * the complete mesh.
* * @param ignoreTransformations when enabled, the mesh's vertices will be added
* * without transforming them in any way (no matter the value of the
* * `matrix` parameter).
*
*/
addMeshAt(mesh: Mesh, indexID?: number, vertexID?: number, matrix?: Matrix, alpha?: number, subset?: MeshSubset, ignoreTransformations?: boolean): void;
/**
* Indicates if the given mesh instance fits to the current state of the batch.
* * Will always return <code>true</code> for the first added mesh; later calls
* * will check if the style matches and if the maximum number of vertices is not
* * exceeded.
* *
* * @param mesh the mesh to add to the batch.
* * @param numVertices if <code>-1</code>, <code>mesh.numVertices</code> will be used
*
*/
canAddMesh(mesh: Mesh, numVertices?: number): boolean;
/**
* If the <code>batchable</code> property is enabled, this method will add the batch
* * to the painter's current batch. Otherwise, this will actually do the drawing.
*/
override render(painter: Painter): void;
/**
* @inheritDoc
*/
override setStyle(meshStyle?: MeshStyle, mergeWithPredecessor?: boolean): void;
/**
* Indicates if this object will be added to the painter's batch on rendering,
* * or if it will draw itself right away.
* *
* * <p>Only batchable meshes can profit from the render cache; but batching large meshes
* * may take up a lot of CPU time. Activate this property only if the batch contains just
* * a handful of vertices (say, 20 quads).</p>
* *
* * @default false
*
*/
get batchable(): boolean;
set batchable(value: boolean)
}
}
export default starling.display.MeshBatch;