rapid-render
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    Class SpriteRegion

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    currentShader: GLShader
    customShader: CustomGlShader | null = null
    customShaderUsedTextureNum: number = 0
    defaultShader: GLShader
    fs: string = ""
    gl: WebGL2RenderingContext
    isDefaultShader: boolean = true
    KEY: string = "Sprite"
    matrixStore: MatrixStore
    maxTextureUnits: number
    rapid: Rapid
    usedTexturePadding: number[] = []
    usedTextures: WebGLTexture[] = []
    vs: string = ""

    Accessors

    • get freeTextureUnitNum(): number

      Returns number

    Methods

    • Draws a textured sprite via instanced rendering to significantly improve performance.

      Parameters

      • texture: Texture

        The WebGLTexture to map.

      • matrixIndex: number

        The index for the transform matrix in MatrixStore.

      • u0: number = 0

        Left UV mapped coordinate (default 0).

      • v0: number = 0

        Top UV mapped coordinate (default 0).

      • u1: number = 1

        Right UV mapped coordinate (default 1).

      • v1: number = 1

        Bottom UV mapped coordinate (default 1).

      • color: number = 0xFFFFFFFF

        The tint color as packed ABGR uniform uint32 (default 0xFFFFFFFF).

      Returns void

    • Checks if the given shader is the same as the currently bound shader.

      Parameters

      • OptionalcustomShader: GLShader | CustomGlShader

        Optional custom shader.

      Returns boolean

      True if already bound, otherwise false.

    • Parameters

      • texture: WebGLTexture
      • paddingX: number = 0
      • paddingY: number = 0

      Returns number