import type { NumberArray4 } from '@math.gl/types'; export declare const INVALID_INDEX = -1; export type PickingPayloadMode = 'instance' | 'attribute'; /** * Props for the picking module, which depending on mode renders picking colors or highlighted item. * When active, renders picking colors, assumed to be rendered to off-screen "picking" buffer. * When inactive, renders normal colors, with the exception of selected object which is rendered with highlight * can distinguish between 2^32 different objects in each of 2^32 different batches. */ export type PickingProps = { /** Are we picking? I.e. rendering picking colors? */ isActive?: boolean; /** Whether the payload is sourced from the builtin instance index or a custom integer attribute */ indexMode?: PickingPayloadMode; /** Identifier of the batch currently being rendered */ batchIndex?: number; /** Identifier of the highlighted batch */ highlightedBatchIndex?: number | null; /** Set the highlighted object index, or `null` to explicitly clear **/ highlightedObjectIndex?: number | null; /** Color of visual highlight of "selected" item () */ highlightColor?: NumberArray4; }; /** * Uniforms for the picking module, which renders picking colors and highlighted item. * When active, renders picking colors, assumed to be rendered to off-screen "picking" buffer. * When inactive, renders normal colors, with the exception of selected object which is rendered with highlight */ export type PickingUniforms = { /** * When true, renders picking colors. Set when rendering to off-screen "picking" buffer. * When false, renders normal colors, with the exception of selected object which is rendered with highlight */ isActive: boolean; /** Whether the current payload comes from instance_index or a custom integer attribute */ indexMode: 0 | 1; /** Identifier of the batch currently being rendered */ batchIndex: number; /** Do we have a highlighted item? */ isHighlightActive: boolean; /** Color of visual highlight of "selected" item. Note: RGBA components must in the range 0-1 */ highlightColor: NumberArray4; /** Indicates which batch to visually highlight an item in */ highlightedBatchIndex: number; /** Indicates which object index in the batch to highlight */ highlightedObjectIndex: number; }; export type PickingBindings = {}; export declare const GLSL_UNIFORMS = "precision highp float;\nprecision highp int;\n\nlayout(std140) uniform pickingUniforms {\n int isActive;\n int indexMode;\n int batchIndex;\n\n int isHighlightActive;\n int highlightedBatchIndex;\n int highlightedObjectIndex;\n vec4 highlightColor;\n} picking;\n"; export declare const WGSL_UNIFORMS = "struct pickingUniforms {\n isActive: i32,\n indexMode: i32,\n batchIndex: i32,\n\n isHighlightActive: i32,\n highlightedBatchIndex: i32,\n highlightedObjectIndex: i32,\n highlightColor: vec4,\n};\n\n@group(0) @binding(auto) var picking: pickingUniforms;\n"; declare function getUniforms(props?: PickingProps, prevUniforms?: PickingUniforms): PickingUniforms; /** * Provides support for color-based picking and highlighting. * * In particular, supports picking a specific instance in an instanced * draw call and highlighting an instance based on its picking color, * and correspondingly, supports picking and highlighting groups of * primitives with the same picking color in non-instanced draw-calls * * @note Color based picking has the significant advantage in that it can be added to any * existing shader without requiring any additional picking logic. */ export declare const pickingUniforms: { readonly props: PickingProps; readonly uniforms: PickingUniforms; readonly name: "picking"; readonly uniformTypes: Required>; readonly defaultUniforms: { readonly isActive: false; readonly indexMode: 0; readonly batchIndex: 0; readonly isHighlightActive: false; readonly highlightedBatchIndex: -1; readonly highlightedObjectIndex: -1; readonly highlightColor: NumberArray4; }; readonly getUniforms: typeof getUniforms; }; export {}; //# sourceMappingURL=picking-uniforms.d.ts.map