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@itwin/core-frontend

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/** @packageDocumentation * @module WebGL */ import { Matrix4d } from "@itwin/core-geometry"; import { RenderPlan } from "../RenderPlan"; import { BatchUniforms } from "./BatchUniforms"; import { BranchUniforms } from "./BranchUniforms"; import { FrustumUniforms } from "./FrustumUniforms"; import { UniformHandle } from "./UniformHandle"; import { HiliteUniforms } from "./HiliteUniforms"; import { LightingUniforms } from "./LightingUniforms"; import { Matrix4 } from "./Matrix"; import { ShadowUniforms } from "./ShadowUniforms"; import { StyleUniforms } from "./StyleUniforms"; import { Target } from "./Target"; import { ThematicUniforms } from "./ThematicUniforms"; import { ViewRectUniforms } from "./ViewRectUniforms"; import { RealityModelUniforms } from "./RealityModelUniforms"; import { AtmosphereUniforms } from "./AtmosphereUniforms"; import { ContourUniforms } from "./ContourUniforms"; /** Holds state for commonly-used uniforms to avoid unnecessary recomputation, owned by a Target. * DO NOT directly modify exposed members of the objects exposed by this class. Use their APIs. * e.g., code like `target.uniforms.frustum.projectionMatrix.setFrom(someOtherMatrix)` or `target.uniforms.branch.top.setViewFlags(blah)` will cause bugs. * @internal */ export declare class TargetUniforms { readonly frustum: FrustumUniforms; readonly viewRect: ViewRectUniforms; readonly hilite: HiliteUniforms; readonly style: StyleUniforms; readonly lights: LightingUniforms; readonly thematic: ThematicUniforms; readonly contours: ContourUniforms; readonly branch: BranchUniforms; readonly batch: BatchUniforms; readonly shadow: ShadowUniforms; readonly realityModel: RealityModelUniforms; readonly atmosphere: AtmosphereUniforms; private readonly _pixelWidthFactor; private readonly _sunDirection; constructor(target: Target); getProjectionMatrix(forViewCoords: boolean): Matrix4d; getProjectionMatrix32(forViewCoords: boolean): Matrix4; bindProjectionMatrix(uniform: UniformHandle, forViewCoords: boolean): void; bindPixelWidthFactor(uniform: UniformHandle): void; bindSunDirection(uniform: UniformHandle): void; updateRenderPlan(plan: RenderPlan): void; } //# sourceMappingURL=TargetUniforms.d.ts.map