starling-framework
Version:
A fast, productive library for 2D cross-platform development.
129 lines • 5.39 kB
TypeScript
import VertexBuffer3D from "openfl/display3D/VertexBuffer3D";
declare namespace starling.rendering {
/**
* Describes the memory layout of VertexData instances, as used for every single vertex.
* *
* * <p>The format is set up via a simple String. Here is an example:</p>
* *
* * <listing>
* * format = VertexDataFormat.fromString("position:float2, color:bytes4");</listing>
* *
* * <p>This String describes two attributes: "position" and "color". The keywords after
* * the colons depict the format and size of the data that each attribute uses; in this
* * case, we store two floats for the position (taking up the x- and y-coordinates) and four
* * bytes for the color. (The available formats are the same as those defined in the
* * <code>Context3DVertexBufferFormat</code> class:
* * <code>float1, float2, float3, float4, bytes4</code>.)</p>
* *
* * <p>You cannot create a VertexData instance with its constructor; instead, you must use the
* * static <code>fromString</code>-method. The reason for this behavior: the class maintains
* * a cache, and a call to <code>fromString</code> will return an existing instance if an
* * equivalent format has already been created in the past. That saves processing time and
* * memory.</p>
* *
* * <p>VertexDataFormat instances are immutable, i.e. they are solely defined by their format
* * string and cannot be changed later.</p>
* *
* * @see VertexData
*
*/
export class VertexDataFormat {
/**
* Don't use the constructor, but call <code>VertexDataFormat.fromString</code> instead.
* * This allows for efficient format caching.
*/
constructor();
/**
* Creates a new VertexDataFormat instance from the given String, or returns one from
* * the cache (if an equivalent String has already been used before).
* *
* * @param format
* *
* * Describes the attributes of each vertex, consisting of a comma-separated
* * list of attribute names and their format, e.g.:
* *
* * <pre>"position:float2, texCoords:float2, color:bytes4"</pre>
* *
* * <p>This set of attributes will be allocated for each vertex, and they will be
* * stored in exactly the given order.</p>
* *
* * <ul>
* * <li>Names are used to access the specific attributes of a vertex. They are
* * completely arbitrary.</li>
* * <li>The available formats can be found in the <code>Context3DVertexBufferFormat</code>
* * class in the <code>flash.display3D</code> package.</li>
* * <li>Both names and format strings are case-sensitive.</li>
* * <li>Always use <code>bytes4</code> for color data that you want to access with the
* * respective methods.</li>
* * <li>Furthermore, the attribute names of colors should include the string "color"
* * (or the uppercase variant). If that's the case, the "alpha" channel of the color
* * will automatically be initialized with "1.0" when the VertexData object is
* * created or resized.</li>
* * </ul>
*
*/
static fromString(format: string): VertexDataFormat;
/**
* Creates a new VertexDataFormat instance by appending the given format string
* * to the current instance's format.
*/
extend(format: string): VertexDataFormat;
/**
* 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;
/**
* 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 name of the attribute at the given position within the vertex format.
*/
getName(attrIndex: number): string;
/**
* Indicates if the format contains an attribute with the given name.
*/
hasAttribute(attrName: string): boolean;
/**
* Specifies which vertex data attribute corresponds to a single vertex shader
* * program input. This wraps the <code>Context3D</code>-method with the same name,
* * automatically replacing <code>attrName</code> with the corresponding values for
* * <code>bufferOffset</code> and <code>format</code>.
*/
setVertexBufferAt(index: number, buffer: VertexBuffer3D, attrName: string): void;
/**
* Returns the normalized format string.
*/
toString(): string;
/**
* Returns the normalized format string.
*/
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 number of attributes per vertex.
*/
get numAttributes(): number;
}
}
export default starling.rendering.VertexDataFormat;