微信小程序-省心预览工具

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { NumberArrayLike, SkeletonClipping, Skeleton } from "@esotericsoftware/spine-core";
import { PolygonBatcher } from "./PolygonBatcher.js";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export type VertexTransformer = (vertices: NumberArrayLike, numVertices: number, stride: number) => void;
export declare class SkeletonRenderer {
static QUAD_TRIANGLES: number[];
premultipliedAlpha: boolean;
private tempColor;
private tempColor2;
private vertices;
private vertexSize;
private twoColorTint;
private renderable;
private clipper;
private temp;
private temp2;
private temp3;
private temp4;
/**
* Batches additive slots together with normal slots by rendering additive slots with premultiplied alpha RGB and zero alpha,
* while using normal PMA blending. This reduces draw calls for normal/additive/normal sequences with the same texture.
*
* Disabled by default in 4.2 to preserve exact additive alpha accumulation for transparent targets.
*/
pmaAdditiveBatching: boolean;
constructor(context: ManagedWebGLRenderingContext, twoColorTint?: boolean);
draw(batcher: PolygonBatcher, skeleton: Skeleton, slotRangeStart?: number, slotRangeEnd?: number, transformer?: VertexTransformer | null): void;
/** Returns the {@link SkeletonClipping} used by this renderer for use with e.g. {@link Skeleton.getBounds} **/
getSkeletonClipping(): SkeletonClipping;
}