/** * A custom melonJS Batcher for rendering Spine skeletons with two-color tinting. * Uses Spine's official two-color shader and the base Batcher's indexed drawing support. * @category Rendering */ export default class SpineBatcher extends Batcher { /** * @param {WebGLRenderer} renderer - the current WebGL renderer session * @param {WebGLRenderingContext|WebGL2RenderingContext} canvas - the GL context for Spine shader creation */ constructor(renderer: WebGLRenderer, canvas: WebGLRenderingContext | WebGL2RenderingContext); /** * the current texture bound to the batcher * @type {object|null} * @ignore */ lastTexture: object | null; /** * Set the blend mode for subsequent draw calls. * Maps Spine BlendMode enum to melonJS blend mode strings. * @param {number} blendMode - Spine BlendMode enum value (0=Normal, 1=Additive, 2=Multiply, 3=Screen) * @param {boolean} premultipliedAlpha - whether textures use premultiplied alpha */ setBlendMode(blendMode: number, premultipliedAlpha: boolean): void; /** * Draw Spine vertices with the given texture and triangle indices. * This matches the Spine PolygonBatcher.draw() API. * @param {object} texture - a Spine GLTexture object * @param {ArrayLike} vertices - interleaved vertex data * @param {number[]} indices - triangle index array */ draw(texture: object, vertices: ArrayLike, indices: number[]): void; } import { Batcher } from "melonjs"; //# sourceMappingURL=SpineBatcher.d.ts.map