export const Uniforms: { TILE_MASK_TEXTURE: string; TILE_ZOOM_LEVEL: string; TILE_TRANSFORM: string; TRANSITION_ALPHA: string; DEPTH: string; RENDER_EXTENT: string; PATTERN_ORIGIN: string; RESOLUTION: string; ZOOM: string; GLOBAL_ALPHA: string; PROJECTION_MATRIX: string; SCREEN_TO_WORLD_MATRIX: string; }; export namespace Attributes { let POSITION: string; } export default WebGLVectorTileLayerRenderer; export type StyleAsShaders = import("../../render/webgl/VectorStyleRenderer.js").AsShaders; export type StyleAsRule = import("../../render/webgl/VectorStyleRenderer.js").AsRule; export type Options = { /** * Flat vector style; also accepts shaders */ style: import("../../style/flat.js").FlatStyleLike | Array | StyleAsShaders; /** * Style variables. Each variable must hold a literal value (not * an expression). These variables can be used as {@link import ("../../expr/expression.js").ExpressionValue expressions} in the styles properties * using the `['var', 'varName']` operator. */ variables?: { [x: string]: string | number | boolean | number[]; } | undefined; /** * Setting this to true will provide a slight performance boost, but will * prevent all hit detection on the layer. */ disableHitDetection?: boolean | undefined; /** * The vector tile cache size. */ cacheSize?: number | undefined; }; export type LayerType = import("../../layer/BaseTile.js").default; /** * @typedef {import('../../render/webgl/VectorStyleRenderer.js').AsShaders} StyleAsShaders */ /** * @typedef {import('../../render/webgl/VectorStyleRenderer.js').AsRule} StyleAsRule */ /** * @typedef {Object} Options * @property {import('../../style/flat.js').FlatStyleLike | Array | StyleAsShaders} style Flat vector style; also accepts shaders * @property {import('../../style/flat.js').StyleVariables} [variables] Style variables. Each variable must hold a literal value (not * an expression). These variables can be used as {@link import("../../expr/expression.js").ExpressionValue expressions} in the styles properties * using the `['var', 'varName']` operator. * @property {boolean} [disableHitDetection=false] Setting this to true will provide a slight performance boost, but will * prevent all hit detection on the layer. * @property {number} [cacheSize=512] The vector tile cache size. */ /** * @typedef {import("../../layer/BaseTile.js").default} LayerType */ /** * @classdesc * WebGL renderer for vector tile layers. Experimental. * @extends {WebGLBaseTileLayerRenderer} */ declare class WebGLVectorTileLayerRenderer extends WebGLBaseTileLayerRenderer, any, any> { /** * @param {LayerType} tileLayer Tile layer. * @param {Options} options Options. */ constructor(tileLayer: LayerType, options: Options); /** * @type {boolean} * @private */ private hitDetectionEnabled_; /** * @type {Array} * @private */ private styles_; /** * @type {import('../../style/flat.js').StyleVariables} * @private */ private styleVariables_; /** * @type {Array} * @private */ private styleRenderers_; /** * This transform is updated on every frame and is the composition of: * - invert of the world->screen transform that was used when rebuilding buffers (see `this.renderTransform_`) * - current world->screen transform * @type {import("../../transform.js").Transform} * @private */ private currentFrameStateTransform_; /** * @private */ private tmpTransform_; /** * @private */ private tmpMat4_; /** * @type {WebGLRenderTarget} * @private */ private tileMaskTarget_; /** * @private */ private tileMaskIndices_; /** * @type {Array} * @private */ private tileMaskAttributes_; /** * @type {WebGLProgram} * @private */ private tileMaskProgram_; /** * @param {Options} options Options. * @override */ override reset(options: Options): void; /** * @param {Options} options Options. * @private */ private applyOptions_; /** * @private */ private createRenderers_; /** * @private */ private initTileMask_; /** * @override */ override createTileRepresentation(options: any): TileGeometry; /** * @override */ override beforeTilesRender(frameState: any, tilesWithAlpha: any): void; /** * @override */ override beforeTilesMaskRender(frameState: any): boolean; /** * @override */ override renderTileMask(tileRepresentation: any, tileZ: any, extent: any, depth: any): void; /** * @param {number} alpha Alpha value of the tile * @param {import("../../extent.js").Extent} renderExtent Which extent to restrict drawing to * @param {import("../../transform.js").Transform} batchInvertTransform Inverse of the transformation in which tile geometries are expressed * @param {number} tileZ Tile zoom level * @param {number} depth Depth of the tile * @private */ private applyUniforms_; /** * @override */ override renderTile(tileRepresentation: any, tileTransform: any, frameState: any, renderExtent: any, tileResolution: any, tileSize: any, tileOrigin: any, tileExtent: any, depth: any, gutter: any, alpha: any): void; /** * Render declutter items for this layer * @param {import("../../Map.js").FrameState} frameState Frame state. */ renderDeclutter(frameState: import("../../Map.js").FrameState): void; } import WebGLBaseTileLayerRenderer from './TileLayerBase.js'; import TileGeometry from '../../webgl/TileGeometry.js'; //# sourceMappingURL=VectorTileLayer.d.ts.map