/** * A class storing description of an individual uniform, stored inside a uniform buffer. */ export class UniformFormat { /** * Create a new UniformFormat instance. * * @param {string} name - The name of the uniform. * @param {number} type - The type of the uniform. One of the UNIFORMTYPE_*** constants. * @param {number} count - The number of elements in the array. Defaults to 0, which represents * a single element (not an array). */ constructor(name: string, type: number, count?: number); /** * @type {string} * @ignore */ name: string; /** * @type {number} * @ignore */ type: number; /** * @type {number} * @ignore */ byteSize: number; /** * Index of the uniform in an array of 32bit values (Float32Array and similar) * * @type {number} * @ignore */ offset: number; /** * @type {import('./scope-id.js').ScopeId} * @ignore */ scopeId: import("./scope-id.js").ScopeId; /** * Count of elements for arrays, otherwise 0. * * @type {number} * @ignore */ count: number; /** * Number of components in each element (e.g. vec2 has 2 components, mat4 has 16 components) * * @type {number} * @ignore */ numComponents: number; /** * True if this is an array of elements (i.e. count > 0) * * @type {boolean} */ get isArrayType(): boolean; shortName: string; updateType: number; invalid: boolean; calculateOffset(offset: any): void; } /** * A descriptor that defines the layout of of data inside the uniform buffer. */ export class UniformBufferFormat { /** * Create a new UniformBufferFormat instance. * * @param {import('./graphics-device.js').GraphicsDevice} graphicsDevice - The graphics device. * @param {UniformFormat[]} uniforms - An array of uniforms to be stored in the buffer */ constructor(graphicsDevice: import("./graphics-device.js").GraphicsDevice, uniforms: UniformFormat[]); /** * @type {number} * @ignore */ byteSize: number; /** * @type {Map} * @ignore */ map: Map; scope: import("./scope-space.js").ScopeSpace; /** @type {UniformFormat[]} */ uniforms: UniformFormat[]; /** * Returns format of a uniform with specified name. Returns undefined if the uniform is not found. * * @param {string} name - The name of the uniform. * @returns {UniformFormat|undefined} - The format of the uniform. */ get(name: string): UniformFormat | undefined; getShaderDeclaration(bindGroup: any, bindIndex: any): string; }