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@itwin/core-frontend

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/** @packageDocumentation * @module WebGL */ import { PointCloudDisplaySettings, RealityModelDisplaySettings } from "@itwin/core-common"; import { UniformHandle } from "./UniformHandle"; import { Range3d, Transform } from "@itwin/core-geometry"; import { Target } from "./Target"; /** A Target keeps track of the current settings for drawing point clouds. * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing * a point cloud will also specify the settings for drawing that point cloud. * This permits the same point cloud graphics to be rendered differently in different viewports. * In future these uniforms will include eye-dome lighting. * @internal */ export declare class PointCloudUniforms { syncKey: number; private _settings; private _scaleFactor; private _is3d; private readonly _vec4; private readonly _edl1; private readonly _edl2; constructor(); update(settings: PointCloudDisplaySettings): void; updateRange(range: Range3d | undefined, target: Target, xform: Transform, is3d: boolean): void; bind(uniform: UniformHandle): void; bindEDL1(uniform: UniformHandle): void; bindEDL2(uniform: UniformHandle): void; private initialize; } /** Uniforms affecting how reality models are drawn. * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing * a reality model will also specify the settings for drawing that reality model. * This permits the same reality model graphics to be rendered differently in different viewports. * In future these uniforms may include additional settings for reality meshes - currently only the override color ratio applies to them. * @internal */ export declare class RealityModelUniforms { readonly pointCloud: PointCloudUniforms; private _overrideColorMix; update(settings: RealityModelDisplaySettings): void; bindOverrideColorMix(uniform: UniformHandle): void; } //# sourceMappingURL=RealityModelUniforms.d.ts.map