export const Uniforms: { TILE_TEXTURE_ARRAY: string; TEXTURE_PIXEL_WIDTH: string; TEXTURE_PIXEL_HEIGHT: string; TEXTURE_RESOLUTION: string; TEXTURE_ORIGIN_X: string; TEXTURE_ORIGIN_Y: string; TILE_TRANSFORM: string; TRANSITION_ALPHA: string; DEPTH: string; RENDER_EXTENT: string; RESOLUTION: string; ZOOM: string; GLOBAL_ALPHA: string; PROJECTION_MATRIX: string; SCREEN_TO_WORLD_MATRIX: string; }; export namespace Attributes { let TEXTURE_COORD: string; } export default WebGLTileLayerRenderer; export type Options = { /** * Vertex shader source. */ vertexShader: string; /** * Fragment shader source. */ fragmentShader: string; /** * Additional uniforms * made available to shaders. */ uniforms?: { [x: string]: import("../../webgl/Helper.js").UniformValue; } | undefined; /** * Palette textures. */ paletteTextures?: import("../../webgl/PaletteTexture.js").default[] | undefined; /** * The texture cache size. */ cacheSize?: number | undefined; }; export type LayerType = import("../../layer/WebGLTile.js").default; export type TileTextureType = import("../../webgl/TileTexture.js").TileType; export type TileTextureRepresentation = import("../../webgl/TileTexture.js").default; /** * @typedef {Object} Options * @property {string} vertexShader Vertex shader source. * @property {string} fragmentShader Fragment shader source. * @property {Object} [uniforms] Additional uniforms * made available to shaders. * @property {Array} [paletteTextures] Palette textures. * @property {number} [cacheSize=512] The texture cache size. */ /** * @typedef {import("../../layer/WebGLTile.js").default} LayerType */ /** * @typedef {import("../../webgl/TileTexture.js").TileType} TileTextureType */ /** * @typedef {import("../../webgl/TileTexture.js").default} TileTextureRepresentation */ /** * @classdesc * WebGL renderer for tile layers. * @extends {WebGLBaseTileLayerRenderer} * @api */ declare class WebGLTileLayerRenderer extends WebGLBaseTileLayerRenderer { /** * @param {LayerType} tileLayer Tile layer. * @param {Options} options Options. */ constructor(tileLayer: LayerType, options: Options); /** * @type {WebGLProgram} * @private */ private program_; /** * @private */ private vertexShader_; /** * @private */ private fragmentShader_; /** * Tiles are rendered as a quad with the following structure: * * [P3]---------[P2] * |` | * | ` B | * | ` | * | ` | * | A ` | * | ` | * [P0]---------[P1] * * Triangle A: P0, P1, P3 * Triangle B: P1, P2, P3 * * @private */ private indices_; /** * @type {Array} * @private */ private paletteTextures_; /** * @param {Options} options Options. */ reset(options: Options): void; createTileRepresentation(options: any): TileTexture; beforeTilesRender(frameState: any, tilesWithAlpha: any): void; renderTile(tileTexture: any, tileTransform: any, frameState: any, renderExtent: any, tileResolution: any, tileSize: any, tileOrigin: any, tileExtent: any, depth: any, gutter: any, alpha: any): void; /** * @param {import("../../pixel.js").Pixel} pixel Pixel. * @return {Uint8ClampedArray|Uint8Array|Float32Array|DataView} Data at the pixel location. */ getData(pixel: import("../../pixel.js").Pixel): Uint8ClampedArray | Uint8Array | Float32Array | DataView; } import TileTexture from '../../webgl/TileTexture.js'; import WebGLBaseTileLayerRenderer from './TileLayerBase.js'; //# sourceMappingURL=TileLayer.d.ts.map