@esotericsoftware/spine-webgl 4.0.11 → 4.0.15
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/AssetManager.d.ts +33 -33
- package/dist/AssetManager.js +37 -37
- package/dist/Camera.d.ts +49 -49
- package/dist/Camera.js +80 -80
- package/dist/CameraController.d.ts +34 -0
- package/dist/CameraController.js +96 -0
- package/dist/GLTexture.d.ts +46 -46
- package/dist/GLTexture.js +102 -102
- package/dist/Input.d.ts +56 -54
- package/dist/Input.js +211 -214
- package/dist/LoadingScreen.d.ts +43 -43
- package/dist/LoadingScreen.js +114 -114
- package/dist/Matrix4.d.ts +68 -68
- package/dist/Matrix4.js +321 -321
- package/dist/Mesh.d.ts +88 -88
- package/dist/Mesh.js +193 -193
- package/dist/PolygonBatcher.d.ts +53 -53
- package/dist/PolygonBatcher.js +121 -119
- package/dist/SceneRenderer.d.ts +73 -73
- package/dist/SceneRenderer.js +476 -476
- package/dist/Shader.d.ts +75 -75
- package/dist/Shader.js +262 -262
- package/dist/ShapeRenderer.d.ts +69 -69
- package/dist/ShapeRenderer.js +338 -338
- package/dist/SkeletonDebugRenderer.d.ts +60 -60
- package/dist/SkeletonDebugRenderer.js +222 -222
- package/dist/SkeletonRenderer.d.ts +49 -49
- package/dist/SkeletonRenderer.js +295 -295
- package/dist/SpineCanvas.d.ts +73 -73
- package/dist/SpineCanvas.js +82 -82
- package/dist/Vector3.d.ts +47 -47
- package/dist/Vector3.js +103 -103
- package/dist/WebGL.d.ts +44 -43
- package/dist/WebGL.js +96 -96
- package/dist/iife/spine-webgl.js +195 -112
- package/dist/iife/spine-webgl.js.map +3 -3
- package/dist/iife/spine-webgl.min.js +26 -26
- package/dist/index.d.ts +18 -17
- package/dist/index.js +19 -18
- package/package.json +34 -34
package/dist/Shader.d.ts
CHANGED
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@@ -1,75 +1,75 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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 { Disposable, Restorable } from "@esotericsoftware/spine-core";
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import { ManagedWebGLRenderingContext } from "./WebGL";
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export declare class Shader implements Disposable, Restorable {
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private vertexShader;
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private fragmentShader;
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static MVP_MATRIX: string;
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static POSITION: string;
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static COLOR: string;
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static COLOR2: string;
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static TEXCOORDS: string;
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static SAMPLER: string;
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private context;
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private vs;
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private vsSource;
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private fs;
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private fsSource;
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private program;
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private tmp2x2;
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private tmp3x3;
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private tmp4x4;
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getProgram(): WebGLProgram;
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getVertexShader(): string;
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getFragmentShader(): string;
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getVertexShaderSource(): string;
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getFragmentSource(): string;
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constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, vertexShader: string, fragmentShader: string);
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private compile;
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private compileShader;
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private compileProgram;
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restore(): void;
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bind(): void;
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unbind(): void;
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setUniformi(uniform: string, value: number): void;
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setUniformf(uniform: string, value: number): void;
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setUniform2f(uniform: string, value: number, value2: number): void;
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setUniform3f(uniform: string, value: number, value2: number, value3: number): void;
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setUniform4f(uniform: string, value: number, value2: number, value3: number, value4: number): void;
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setUniform2x2f(uniform: string, value: ArrayLike<number>): void;
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setUniform3x3f(uniform: string, value: ArrayLike<number>): void;
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setUniform4x4f(uniform: string, value: ArrayLike<number>): void;
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getUniformLocation(uniform: string): WebGLUniformLocation;
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getAttributeLocation(attribute: string): number;
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dispose(): void;
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static newColoredTextured(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
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static newTwoColoredTextured(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
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static newColored(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
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}
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1
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/******************************************************************************
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2
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* Spine Runtimes License Agreement
|
|
3
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* Last updated January 1, 2020. Replaces all prior versions.
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|
4
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+
*
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5
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+
* Copyright (c) 2013-2020, Esoteric Software LLC
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6
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+
*
|
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7
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+
* Integration of the Spine Runtimes into software or otherwise creating
|
|
8
|
+
* derivative works of the Spine Runtimes is permitted under the terms and
|
|
9
|
+
* conditions of Section 2 of the Spine Editor License Agreement:
|
|
10
|
+
* http://esotericsoftware.com/spine-editor-license
|
|
11
|
+
*
|
|
12
|
+
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
|
13
|
+
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
|
14
|
+
* "Products"), provided that each user of the Products must obtain their own
|
|
15
|
+
* Spine Editor license and redistribution of the Products in any form must
|
|
16
|
+
* include this license and copyright notice.
|
|
17
|
+
*
|
|
18
|
+
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
|
19
|
+
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
20
|
+
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
21
|
+
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
|
22
|
+
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
23
|
+
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
|
24
|
+
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
|
25
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+
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
26
|
+
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
27
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+
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
28
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+
*****************************************************************************/
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import { Disposable, Restorable } from "@esotericsoftware/spine-core";
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import { ManagedWebGLRenderingContext } from "./WebGL";
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export declare class Shader implements Disposable, Restorable {
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private vertexShader;
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private fragmentShader;
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static MVP_MATRIX: string;
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static POSITION: string;
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static COLOR: string;
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static COLOR2: string;
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static TEXCOORDS: string;
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static SAMPLER: string;
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private context;
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private vs;
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private vsSource;
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private fs;
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private fsSource;
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private program;
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private tmp2x2;
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private tmp3x3;
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private tmp4x4;
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getProgram(): WebGLProgram;
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getVertexShader(): string;
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getFragmentShader(): string;
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getVertexShaderSource(): string;
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getFragmentSource(): string;
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constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, vertexShader: string, fragmentShader: string);
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private compile;
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private compileShader;
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private compileProgram;
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restore(): void;
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bind(): void;
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unbind(): void;
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setUniformi(uniform: string, value: number): void;
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setUniformf(uniform: string, value: number): void;
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setUniform2f(uniform: string, value: number, value2: number): void;
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setUniform3f(uniform: string, value: number, value2: number, value3: number): void;
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setUniform4f(uniform: string, value: number, value2: number, value3: number, value4: number): void;
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setUniform2x2f(uniform: string, value: ArrayLike<number>): void;
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setUniform3x3f(uniform: string, value: ArrayLike<number>): void;
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setUniform4x4f(uniform: string, value: ArrayLike<number>): void;
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getUniformLocation(uniform: string): WebGLUniformLocation;
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getAttributeLocation(attribute: string): number;
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dispose(): void;
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static newColoredTextured(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
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static newTwoColoredTextured(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
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static newColored(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
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}
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