/** * HDRImage - wrapper that exposes default Image like interface for HDR imgaes. (till extending HTMLCanvasElement actually works ..) * @returns {HDRImage} a html HDR image element */ declare function _default(): { (): /*elided*/ any; floatToRgbe: (buffer: any, res?: Uint8Array) => Uint8Array; rgbeToFloat: (buffer: Uint8Array, res?: Float32Array) => Float32Array; floatToRgb9_e5: (buffer: any, res?: Uint32Array) => Uint32Array; rgb9_e5ToFloat: (buffer: any, res?: Float32Array) => Float32Array; rgbeToLDR: (buffer: Uint8Array, exposure?: float, gamma?: float, res?: any[]) => any[] | undefined; floatToLDR: (buffer: Float32Array, exposure?: float, gamma?: float, res?: any[]) => any[] | undefined; }; declare namespace _default { export { floatToRgbe }; export { rgbeToFloat }; export { floatToRgb9_e5 }; export { rgb9_e5ToFloat }; export { rgbeToLDR }; export { floatToLDR }; } export default _default; /** Convert a float buffer to a RGBE buffer. * @param {Float32Array} Buffer Floating point input buffer (96 bits/pixel). * @param {Uint8Array} [res] Optional output buffer with 32 bit RGBE per pixel. * @returns {Uint8Array} A 32bit uint8 array in RGBE */ declare function floatToRgbe(buffer: any, res?: Uint8Array): Uint8Array; /** Convert an RGBE buffer to a Float buffer. * @param {Uint8Array} buffer The input buffer in RGBE format. (as returned from loadHDR) * @param {Float32Array} [res] Optional result buffer containing 3 floats per pixel. * @returns {Float32Array} A floating point buffer with 96 bits per pixel (32 per channel, 3 channels). */ declare function rgbeToFloat(buffer: Uint8Array, res?: Float32Array): Float32Array; /** Convert a float buffer to a RGB9_E5 buffer. (ref https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_texture_shared_exponent.txt) * @param {Float32Array} Buffer Floating point input buffer (96 bits/pixel). * @param {Uint32Array} [res] Optional output buffer with 32 bit RGB9_E5 per pixel. * @returns {Uint32Array} A 32bit uint32 array in RGB9_E5 */ declare function floatToRgb9_e5(buffer: any, res?: Uint32Array): Uint32Array; /** Convert an RGB9_E5 buffer to a Float buffer. * @param {Uint32Array} Buffer in RGB9_E5 format. (Uint32 buffer). * @param {Float32Array} [res] Optional float output buffer. * @returns {Float32Array} A Float32Array. */ declare function rgb9_e5ToFloat(buffer: any, res?: Float32Array): Float32Array; /** Convert an RGBE buffer to LDR with given exposure and display gamma. * @param {Uint8Array} buffer The input buffer in RGBE format. (as returned from loadHDR) * @param {float} [exposure=1] Optional exposure value. (1=default, 2=1 step up, 3=2 steps up, -2 = 3 steps down) * @param {float} [gamma=2.2] Optional display gamma to respect. (1.0 = linear, 2.2 = default monitor) * @param {Array} [res] res Optional result buffer. */ declare function rgbeToLDR(buffer: Uint8Array, exposure?: float, gamma?: float, res?: any[]): any[] | undefined; /** Convert an float buffer to LDR with given exposure and display gamma. * @param {Float32Array} buffer The input buffer in floating point format. * @param {float} [exposure=1] Optional exposure value. (1=default, 2=1 step up, 3=2 steps up, -2 = 3 steps down) * @param {float} [gamma=2.2] Optional display gamma to respect. (1.0 = linear, 2.2 = default monitor) * @param {Array} [res] res Optional result buffer. */ declare function floatToLDR(buffer: Float32Array, exposure?: float, gamma?: float, res?: any[]): any[] | undefined;