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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.
//! Render-command emission, the boundary between the runtime and a renderer.
//!
//! [`SkeletonRenderer`] walks a skeleton's draw order and emits
//! [`RenderCommand`]s: plain vertex, color and index buffers tagged with a
//! blend mode and an opaque [`TextureId`] (the atlas page index). The
//! renderer maps that id to its own GPU texture. Clipping attachments are
//! applied on the CPU by [`SkeletonClipping`], so commands need no stencil.
//!
//! ```no_run
//! use spine_runtime::render::SkeletonRenderer;
//! use spine_runtime::skeleton::{Physics, Skeleton};
//!
//! fn draw(skeleton: &mut Skeleton, renderer: &mut SkeletonRenderer) {
//! skeleton.update_world_transform(Physics::Update);
//! for cmd in renderer.render(skeleton) {
//! // Upload cmd.positions, cmd.uvs, cmd.colors and cmd.indices, then
//! // draw with the texture for cmd.texture and cmd.blend_mode.
//! let _ = (cmd.num_vertices(), cmd.texture, cmd.blend_mode);
//! }
//! }
//! ```
use crateBlendMode;
pub use SkeletonClipping;
pub use SkeletonRenderer;
/// Texture of a [`RenderCommand`]: the atlas page index
/// ([`AtlasPage::index`](crate::atlas::AtlasPage::index), carried on
/// [`TextureRegionRef::page_index`](crate::data::attachment::TextureRegionRef::page_index)).
;
/// A batch of triangles that share one texture and one blend mode.
///
/// ## Buffer layout
///
/// | Field | Length | Layout |
/// |--------------|-----------------|---------------------------------------------|
/// | `positions` | `2 * vertices` | Interleaved `x, y` in skeleton world space |
/// | `uvs` | `2 * vertices` | Interleaved `u, v` in atlas space (0..1) |
/// | `colors` | `vertices` | Packed `0xAARRGGBB`, not premultiplied |
/// | `dark_colors`| `vertices` | Packed `0xFFRRGGBB` for tint-black; black without one |
/// | `indices` | `indices` | Triangle-list `u16` into this command |
/// | `slots` | `vertices` | Slot index; only with [`RenderOptions::vertex_ids`] |
/// | `tags` | `vertices` | Attachment [`tag`](crate::data::Attachment::tag); only with `vertex_ids` |
///
/// Each slot's color is repeated across its vertices. By default only slots
/// with the same colors share a command, as in spine-cpp, so every vertex in
/// a command has the same color and dark color.
/// [`SkeletonRenderer`] behavior beyond spine-cpp's. Both default off.
/// Packs four 0..1 floats into `0xAARRGGBB`. Truncates rather than rounds,
/// as spine-cpp's `static_cast<uint8_t>` does, so render goldens match exactly.
pub