/// import { GLContext } from "./global"; import { Mesh } from "./mesh"; import { Material } from "./material"; import { Color } from "../types/color"; import { mat4 } from "../types/mat4"; import { IRenderTarget } from "./render-target"; import { RenderTexture, DepthTexture, Texture } from "./texture"; import { vec2 } from "../types/vec2"; import { BuiltinAssets } from "../builtin-assets/assets"; import { UniformType, UniformValueType } from "./types"; import { Lines } from "./lines"; import { Rect } from "../types/rect"; import { BufferStructure, RenderBuffer } from "./buffer"; export declare class ZograRenderer { canvas: HTMLCanvasElement; gl: WebGL2RenderingContext; ctx: GLContext; assets: BuiltinAssets; private width; private height; viewProjectionMatrix: import("gl-matrix").mat4; viewMatrix: import("gl-matrix").mat4; projectionMatrix: import("gl-matrix").mat4; private target; private shader; private scissor; private globalUniforms; private globalTextures; private helperAssets; constructor(canvasElement: HTMLCanvasElement, width?: number, height?: number); use(): void; setSize(width: number, height: number): void; get canvasSize(): vec2; setViewProjection(view: mat4, projection: mat4): void; setRenderTarget(rt: IRenderTarget): void; setRenderTarget(colorAttachments: RenderTexture, depthAttachment?: DepthTexture): void; setRenderTarget(colorAttachments: RenderTexture[], depthAttachment?: DepthTexture): void; clear(color?: Color, clearDepth?: boolean): void; blit(src: Texture | null, dst: IRenderTarget | RenderTexture | RenderTexture[], material?: Material, srcRect?: Rect, dstRect?: Rect): void; private useShader; private setupTransforms; private setupGlobalUniforms; drawMeshInstance(mesh: Mesh, buffer: RenderBuffer, material: Material, count: number): void; drawMeshProceduralInstance(mesh: Mesh, material: Material, count: number): void; drawMesh(mesh: Mesh, transform: mat4, material: Material): void; drawLines(lines: Lines, transform: mat4, material: Material): void; setGlobalUniform(name: string, type: T, value: UniformValueType): void; unsetGlobalUniform(name: string): void; private setupScissor; }