UNPKG

ol

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OpenLayers mapping library

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/** * Recursively parses a style expression and outputs a GLSL-compatible string. Takes in a compilation context that * will be read and modified during the parsing operation. * @param {import("../../expr/gpu.js").CompilationContext} compilationContext Compilation context * @param {import("../../expr/expression.js").EncodedExpression} value Value * @param {number} [expectedType] Expected final type (can be several types combined) * @return {string} GLSL-compatible output */ export function expressionToGlsl(compilationContext: import("../../expr/gpu.js").CompilationContext, value: import("../../expr/expression.js").EncodedExpression, expectedType?: number): string; /** * Packs all components of a color into a two-floats array * @param {import("../../color.js").Color|string} color Color as array of numbers or string * @return {Array<number>} Vec2 array containing the color in compressed form */ export function packColor(color: import("../../color.js").Color | string): Array<number>; /** * Unpacks a color from a packed color in two-floats array form * NOTE: this is only used for testing purposes * @param {Array<number>} packedColor Packed color generated by the `packColor` function * @return {Array<number>} Resulting unpacked color in array form with components in the range [0, 1] */ export function unpackColor(packedColor: Array<number>): Array<number>; /** * @param {number} type Value type * @return {1|2|3|4} The amount of components for this value */ export function getGlslSizeFromType(type: number): 1 | 2 | 3 | 4; /** * @param {number} type Value type * @return {'float'|'vec2'|'vec3'|'vec4'} The corresponding GLSL type for this value */ export function getGlslTypeFromType(type: number): "float" | "vec2" | "vec3" | "vec4"; /** * Applies the properties and variables collected in a compilation context to a ShaderBuilder instance: * properties will show up as attributes in shaders, and variables will show up as uniforms. * @param {import("./ShaderBuilder.js").ShaderBuilder} builder Shader builder * @param {import("../../expr/gpu.js").CompilationContext} context Compilation context */ export function applyContextToBuilder(builder: import("./ShaderBuilder.js").ShaderBuilder, context: import("../../expr/gpu.js").CompilationContext): void; /** * Generates a set of uniforms from variables collected in a compilation context, * to be fed to a WebGLHelper instance * @param {import("../../expr/gpu.js").CompilationContext} context Compilation context * @param {import('../../style/flat.js').StyleVariables} [variables] Style variables. * @return {Object<string,import("../../webgl/Helper").UniformValue>} Uniforms */ export function generateUniformsFromContext(context: import("../../expr/gpu.js").CompilationContext, variables?: import("../../style/flat.js").StyleVariables): { [x: string]: import("../../webgl/Helper").UniformValue; }; /** * Generates a set of attributes from properties collected in a compilation context, * to be fed to a WebGLHelper instance * @param {import("../../expr/gpu.js").CompilationContext} context Compilation context * @return {import('./VectorStyleRenderer.js').AttributeDefinitions} Attributes */ export function generateAttributesFromContext(context: import("../../expr/gpu.js").CompilationContext): import("./VectorStyleRenderer.js").AttributeDefinitions; /** * Equivalent of `unpackColor()` in GLSL * @type {string} */ export const UNPACK_COLOR_FN: string; //# sourceMappingURL=compileUtil.d.ts.map