微信小程序-省心预览工具
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import { BlendMode, Disposable } from "@esotericsoftware/spine-core";
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import { GLTexture } from "./GLTexture.js";
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import { Shader } from "./Shader.js";
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import { ManagedWebGLRenderingContext } from "./WebGL.js";
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export declare class PolygonBatcher implements Disposable {
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static disableCulling: boolean;
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private context;
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private drawCalls;
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private static globalDrawCalls;
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isDrawing: boolean;
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private mesh;
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private shader;
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private lastTexture;
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private verticesLength;
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private indicesLength;
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private srcColorBlend;
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private srcAlphaBlend;
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private dstBlend;
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private cullWasEnabled;
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constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, twoColorTint?: boolean, maxVertices?: number);
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begin(shader: Shader): void;
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private static blendModesGL;
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setBlendMode(blendMode: BlendMode, premultipliedAlpha: boolean): void;
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draw(texture: GLTexture, vertices: ArrayLike<number>, indices: Array<number>): void;
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flush(): void;
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end(): void;
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getDrawCalls(): number;
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static getAndResetGlobalDrawCalls(): number;
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dispose(): void;
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}
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