starling-framework
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A fast, productive library for 2D cross-platform development.
362 lines • 17.6 kB
TypeScript
import VertexDataFormat from "./VertexDataFormat";
import ByteArray from "openfl/utils/ByteArray";
import Vector3D from "openfl/geom/Vector3D";
import Rectangle from "openfl/geom/Rectangle";
import Point from "openfl/geom/Point";
import Matrix3D from "openfl/geom/Matrix3D";
import Matrix from "openfl/geom/Matrix";
import VertexBuffer3D from "openfl/display3D/VertexBuffer3D";
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:float2, 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>
*
*/
constructor(format?: any, initialCapacity?: number);
/**
* Explicitly frees up the memory used by the ByteArray.
*/
clear(): void;
/**
* Creates a duplicate of the vertex data object.
*/
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>
*
*/
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>
*
*/
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.
*/
trim(): void;
/**
* Returns a string representation of the VertexData object,
* * describing both its format and size.
*/
toString(): string;
/**
* Reads an unsigned integer value from the specified vertex and attribute.
*/
getUnsignedInt(vertexID: number, attrName: string): number;
/**
* Writes an unsigned integer value to the specified vertex and attribute.
*/
setUnsignedInt(vertexID: number, attrName: string, value: number): void;
/**
* Reads a float value from the specified vertex and attribute.
*/
getFloat(vertexID: number, attrName: string): number;
/**
* Writes a float value to the specified vertex and attribute.
*/
setFloat(vertexID: number, attrName: string, value: number): void;
/**
* Reads a Point from the specified vertex and attribute.
*/
getPoint(vertexID: number, attrName: string, out?: Point): Point;
/**
* Writes the given coordinates to the specified vertex and attribute.
*/
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.
*/
getPoint3D(vertexID: number, attrName: string, out?: Vector3D): Vector3D;
/**
* Writes the given coordinates to the specified vertex and attribute.
*/
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').
*/
getPoint4D(vertexID: number, attrName: string, out?: Vector3D): Vector3D;
/**
* Writes the given coordinates to the specified vertex and attribute.
*/
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).
*/
getColor(vertexID: number, attrName?: string): number;
/**
* Writes the RGB color to the specified vertex and attribute (alpha is not changed).
*/
setColor(vertexID: number, attrName: string, color: number): void;
/**
* Reads the alpha value from the specified vertex and attribute.
*/
getAlpha(vertexID: number, attrName?: string): number;
/**
* Writes the given alpha value to the specified vertex and attribute (range 0-1).
*/
setAlpha(vertexID: number, attrName: string, alpha: number): void;
/**
* 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'.
*/
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>
*/
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
*/
get premultipliedAlpha(): boolean;
set premultipliedAlpha(value: boolean)
/**
* Changes the way alpha and color values are stored. Optionally updates all existing
* * vertices.
*/
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.
*/
updateTinted(attrName?: string): boolean;
/**
* Transforms the 2D positions of subsequent vertices by multiplication with a
* * transformation matrix.
*/
transformPoints(attrName: string, matrix: Matrix, vertexID?: number, numVertices?: number): void;
/**
* Translates the 2D positions of subsequent vertices by a certain offset.
*/
translatePoints(attrName: string, deltaX: number, deltaY: number, vertexID?: number, numVertices?: number): void;
/**
* Multiplies the alpha values of subsequent vertices by a certain factor.
*/
scaleAlphas(attrName: string, factor: number, vertexID?: number, numVertices?: number): void;
/**
* Writes the given RGB and alpha values to the specified vertices.
*/
colorize(attrName?: string, color?: number, alpha?: number, vertexID?: number, numVertices?: number): void;
/**
* Returns the format of a certain vertex attribute, identified by its name.
* * Typical values: <code>float1, float2, float3, float4, bytes4</code>.
*/
getFormat(attrName: string): string;
/**
* Returns the size of a certain vertex attribute in bytes.
*/
getSize(attrName: string): number;
/**
* Returns the size of a certain vertex attribute in 32 bit units.
*/
getSizeIn32Bits(attrName: string): number;
/**
* Returns the offset (in bytes) of an attribute within a vertex.
*/
getOffset(attrName: string): number;
/**
* Returns the offset (in 32 bit units) of an attribute within a vertex.
*/
getOffsetIn32Bits(attrName: string): number;
/**
* Indicates if the VertexData instances contains an attribute with the specified name.
*/
hasAttribute(attrName: string): boolean;
/**
* Creates a vertex buffer object with the right size to fit the complete data.
* * Optionally, the current data is uploaded right away.
*/
createVertexBuffer(upload?: boolean, bufferUsage?: string): VertexBuffer3D;
/**
* Uploads the complete data (or a section of it) to the given vertex buffer.
*/
uploadToVertexBuffer(buffer: VertexBuffer3D, vertexID?: number, numVertices?: number): void;
/**
* 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.
*/
get numVertices(): number;
set numVertices(value: number)
/**
* The raw vertex data; not a copy!
*/
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.
*/
get format(): VertexDataFormat;
set format(value: 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>.
*
*/
get tinted(): boolean;
set tinted(value: boolean)
/**
* The format string that describes the attributes of each vertex.
*/
get formatString(): string;
/**
* The size (in bytes) of each vertex.
*/
get vertexSize(): number;
/**
* The size (in 32 bit units) of each vertex.
*/
get vertexSizeIn32Bits(): number;
/**
* The size (in bytes) of the raw vertex data.
*/
get size(): number;
/**
* The size (in 32 bit units) of the raw vertex data.
*/
get sizeIn32Bits(): number;
}
}
export default starling.rendering.VertexData;