import { DanmakuManager } from "./danmakuManager"; import { DanmakuItem } from "./DanmakuItem"; export declare class Renderer { canvas: HTMLCanvasElement; danmakuManager: DanmakuManager; width: number; height: number; enableVR: boolean; constructor(danmakuManager: DanmakuManager); init(canvas: any): void; resize(width: number, height: number): void; update(pause?: boolean): void; drawList(list: Array, start: number, end: number): void; clearAll(): void; drawItemBuffer(item: DanmakuItem): void; } export declare class Canvas2DRender extends Renderer { ctx: CanvasRenderingContext2D; constructor(manager: DanmakuManager); init(canvas: any): void; clearAll(): void; drawList(list: Array, start: number, end: number): void; drawItemBuffer(item: DanmakuItem): void; } export declare class WebglRender extends Renderer { gl: any; texPosStart: number; texPosEnd: number; texture: WebGLTexture; aspect: number; program: WebGLProgram; posVBO: WebGLBuffer; posAL: number; posArray: Float32Array; texposVBO: WebGLBuffer; texposAL: any; texposArray: Float32Array; mvpMatUL: any; textureUL: any; tmpcanvas: HTMLCanvasElement; tmpCtx: CanvasRenderingContext2D; videoEl: any; videoRender: any; videoProgram: any; videoTex: any; videoTexUL: any; videoReady: any; videoPosAL: any; videoMvpMatUL: any; videoUvAL: any; videoWidth: any; videoHeight: any; videoPosVBO: any; videoUvVBO: any; logoTexture: any; logoTextureUL: any; vrProgram: any; vrPosAL: any; vrIndexUL: any; vrTexUL: any; vrPosVbo: any; vrFBuffers: any[]; vrTextures: any[]; mvpMat: Float32Array; modelMat: Float32Array; viewMat: Float32Array; perspectiveMat: Float32Array; eyePosition: Float32Array; eyePositionStart: Float32Array; distance: number; rotate: Float32Array; center: Float32Array; updir: Float32Array; fov: number; near: number; far: number; mouseDown: boolean; downPosX: number; downPosY: number; constructor(manager: DanmakuManager); init(canvas: HTMLCanvasElement, maxcount?: number, videoRender?: boolean): void; __enableVR: boolean; enableVR: boolean; vrDev: any; vrEyeParams: any[]; initVR(): void; btnupdown: boolean; btndowndown: boolean; btnleftdown: boolean; btnrightdown: boolean; updatePos(): void; resize(width: number, height: number): void; updateMvp(): void; updateVrMVP(index: any): void; bindVR(index: any): void; renderVideo(): void; renderDanmaku(): void; renderVR(): void; update(): void; textureIsActive: boolean; activeTexture(): void; drawItemBuffer(item: DanmakuItem): void; drawList(list: Array): void; drawCount: number; }