import type { CanvasContextProps } from '@luma.gl/core'; import { CanvasContext } from '@luma.gl/core'; import { WebGLDevice } from "./webgl-device.js"; import { WEBGLFramebuffer } from "./resources/webgl-framebuffer.js"; /** * A WebGL Canvas Context which manages the canvas and handles drawing buffer resizing etc */ export declare class WebGLCanvasContext extends CanvasContext { readonly device: WebGLDevice; presentationSize: [number, number]; private _framebuffer; constructor(device: WebGLDevice, props: CanvasContextProps); getCurrentFramebuffer(): WEBGLFramebuffer; /** Resizes and updates render targets if necessary */ update(): void; /** * Resize the canvas' drawing buffer. * * Can match the canvas CSS size, and optionally also consider devicePixelRatio * Can be called every frame * * Regardless of size, the drawing buffer will always be scaled to the viewport, but * for best visual results, usually set to either: * canvas CSS width x canvas CSS height * canvas CSS width * devicePixelRatio x canvas CSS height * devicePixelRatio * See http://webgl2fundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html */ resize(options?: { width?: number; height?: number; useDevicePixels?: boolean | number; }): void; commit(): void; } //# sourceMappingURL=webgl-canvas-context.d.ts.map