/** * A custom melonJS WebGL batcher for rendering Spine skeletons with two-color tinting. * Uses Spine's official two-color shader and the base WebGLBatcher's indexed drawing support. * @category Rendering */ export default class WebGLSpineBatcher extends WebGLBatcher { /** * Initialize (or re-initialize) the batcher. * Settings are built here rather than in the constructor so the * renderer's context-restore recovery can re-create all GPU * resources with a bare `batcher.init(renderer)` call, matching * the engine's built-in batchers. * @param {WebGLRenderer} renderer - the current WebGL renderer session * @ignore */ init(renderer: WebGLRenderer): void; /** * the current texture bound to the batcher * @type {object|null} * @ignore */ lastTexture: object | null | undefined; /** * 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 { WebGLBatcher } from "melonjs"; //# sourceMappingURL=WebGLSpineBatcher.d.ts.map