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coopgo/node_modules/ol/renderer/webgl/Layer.d.ts
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TypeScript

/**
* An object holding positions both in an index and a vertex buffer.
* @typedef {Object} BufferPositions
* @property {number} vertexPosition Position in the vertex buffer
* @property {number} indexPosition Position in the index buffer
*/
/**
* Pushes a quad (two triangles) based on a point geometry
* @param {Float32Array} instructions Array of render instructions for points.
* @param {number} elementIndex Index from which render instructions will be read.
* @param {Float32Array} vertexBuffer Buffer in the form of a typed array.
* @param {Uint32Array} indexBuffer Buffer in the form of a typed array.
* @param {number} customAttributesCount Amount of custom attributes for each element.
* @param {BufferPositions} [bufferPositions] Buffer write positions; if not specified, positions will be set at 0.
* @return {BufferPositions} New buffer positions where to write next
* @property {number} vertexPosition New position in the vertex buffer where future writes should start.
* @property {number} indexPosition New position in the index buffer where future writes should start.
* @private
*/
export function writePointFeatureToBuffers(instructions: Float32Array, elementIndex: number, vertexBuffer: Float32Array, indexBuffer: Uint32Array, customAttributesCount: number, bufferPositions?: BufferPositions | undefined): BufferPositions;
/**
* Returns a texture of 1x1 pixel, white
* @private
* @return {ImageData} Image data.
*/
export function getBlankImageData(): ImageData;
/**
* Generates a color array based on a numerical id
* Note: the range for each component is 0 to 1 with 256 steps
* @param {number} id Id
* @param {Array<number>} [opt_array] Reusable array
* @return {Array<number>} Color array containing the encoded id
*/
export function colorEncodeId(id: number, opt_array?: number[] | undefined): Array<number>;
/**
* Reads an id from a color-encoded array
* Note: the expected range for each component is 0 to 1 with 256 steps.
* @param {Array<number>} color Color array containing the encoded id
* @return {number} Decoded id
*/
export function colorDecodeId(color: Array<number>): number;
export type WebGLWorkerMessageType = string;
export namespace WebGLWorkerMessageType {
const GENERATE_BUFFERS: string;
}
export default WebGLLayerRenderer;
/**
* An object holding positions both in an index and a vertex buffer.
*/
export type BufferPositions = {
/**
* Position in the vertex buffer
*/
vertexPosition: number;
/**
* Position in the index buffer
*/
indexPosition: number;
};
/**
* This message will trigger the generation of a vertex and an index buffer based on the given render instructions.
* When the buffers are generated, the worked will send a message of the same type to the main thread, with
* the generated buffers in it.
* Note that any addition properties present in the message *will* be sent back to the main thread.
*/
export type WebGLWorkerGenerateBuffersMessage = {
/**
* Message type
*/
type: WebGLWorkerMessageType;
/**
* Render instructions raw binary buffer.
*/
renderInstructions: ArrayBuffer;
/**
* Vertices array raw binary buffer (sent by the worker).
*/
vertexBuffer?: ArrayBuffer | undefined;
/**
* Indices array raw binary buffer (sent by the worker).
*/
indexBuffer?: ArrayBuffer | undefined;
/**
* Amount of custom attributes count in the render instructions.
*/
customAttributesCount?: number | undefined;
};
export type PostProcessesOptions = {
/**
* Scale ratio; if < 1, the post process will render to a texture smaller than
* the main canvas that will then be sampled up (useful for saving resource on blur steps).
*/
scaleRatio?: number | undefined;
/**
* Vertex shader source
*/
vertexShader?: string | undefined;
/**
* Fragment shader source
*/
fragmentShader?: string | undefined;
/**
* Uniform definitions for the post process step
*/
uniforms?: {
[x: string]: import("../../webgl/Helper.js").UniformValue;
} | undefined;
};
export type Options = {
/**
* Uniform definitions for the post process steps
*/
uniforms?: {
[x: string]: import("../../webgl/Helper.js").UniformValue;
} | undefined;
/**
* Post-processes definitions
*/
postProcesses?: PostProcessesOptions[] | undefined;
};
/**
* @typedef {Object} WebGLWorkerGenerateBuffersMessage
* This message will trigger the generation of a vertex and an index buffer based on the given render instructions.
* When the buffers are generated, the worked will send a message of the same type to the main thread, with
* the generated buffers in it.
* Note that any addition properties present in the message *will* be sent back to the main thread.
* @property {WebGLWorkerMessageType} type Message type
* @property {ArrayBuffer} renderInstructions Render instructions raw binary buffer.
* @property {ArrayBuffer} [vertexBuffer] Vertices array raw binary buffer (sent by the worker).
* @property {ArrayBuffer} [indexBuffer] Indices array raw binary buffer (sent by the worker).
* @property {number} [customAttributesCount] Amount of custom attributes count in the render instructions.
*/
/**
* @typedef {Object} PostProcessesOptions
* @property {number} [scaleRatio] Scale ratio; if < 1, the post process will render to a texture smaller than
* the main canvas that will then be sampled up (useful for saving resource on blur steps).
* @property {string} [vertexShader] Vertex shader source
* @property {string} [fragmentShader] Fragment shader source
* @property {Object<string,import("../../webgl/Helper").UniformValue>} [uniforms] Uniform definitions for the post process step
*/
/**
* @typedef {Object} Options
* @property {Object<string,import("../../webgl/Helper").UniformValue>} [uniforms] Uniform definitions for the post process steps
* @property {Array<PostProcessesOptions>} [postProcesses] Post-processes definitions
*/
/**
* @classdesc
* Base WebGL renderer class.
* Holds all logic related to data manipulation & some common rendering logic
* @template {import("../../layer/Layer.js").default} LayerType
* @extends {LayerRenderer<LayerType>}
*/
declare class WebGLLayerRenderer<LayerType extends import("../../layer/Layer.js").default<import("../../source/Source.js").default, LayerRenderer<any>>> extends LayerRenderer<LayerType> {
/**
* @param {LayerType} layer Layer.
* @param {Options} [opt_options] Options.
*/
constructor(layer: LayerType, opt_options?: Options | undefined);
/**
* The transform for viewport CSS pixels to rendered pixels. This transform is only
* set before dispatching rendering events.
* @private
* @type {import("../../transform.js").Transform}
*/
private inversePixelTransform_;
/**
* @private
* @type {CanvasRenderingContext2D}
*/
private pixelContext_;
/**
* @private
*/
private postProcesses_;
/**
* @private
*/
private uniforms_;
/**
* @type {WebGLHelper}
* @protected
*/
protected helper: WebGLHelper;
/**
* @param {WebGLRenderingContext} context The WebGL rendering context.
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
* @protected
*/
protected dispatchPreComposeEvent(context: WebGLRenderingContext, frameState: import("../../PluggableMap.js").FrameState): void;
/**
* @param {WebGLRenderingContext} context The WebGL rendering context.
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
* @protected
*/
protected dispatchPostComposeEvent(context: WebGLRenderingContext, frameState: import("../../PluggableMap.js").FrameState): void;
/**
* Reset options (only handles uniforms).
* @param {Options} options Options.
*/
reset(options: Options): void;
/**
* @protected
*/
protected removeHelper(): void;
/**
* @protected
*/
protected afterHelperCreated(): void;
/**
* Determine whether renderFrame should be called.
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
* @return {boolean} Layer is ready to be rendered.
* @protected
*/
protected prepareFrameInternal(frameState: import("../../PluggableMap.js").FrameState): boolean;
/**
* @param {import("../../render/EventType.js").default} type Event type.
* @param {WebGLRenderingContext} context The rendering context.
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
* @private
*/
private dispatchRenderEvent_;
/**
* @param {WebGLRenderingContext} context The rendering context.
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
* @protected
*/
protected preRender(context: WebGLRenderingContext, frameState: import("../../PluggableMap.js").FrameState): void;
/**
* @param {WebGLRenderingContext} context The rendering context.
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
* @protected
*/
protected postRender(context: WebGLRenderingContext, frameState: import("../../PluggableMap.js").FrameState): void;
}
import LayerRenderer from "../Layer.js";
import WebGLHelper from "../../webgl/Helper.js";
//# sourceMappingURL=Layer.d.ts.map