StackGenVis: Alignment of Data, Algorithms, and Models for Stacking Ensemble Learning Using Performance Metrics
https://doi.org/10.1109/TVCG.2020.3030352
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74 lines
3.2 KiB
74 lines
3.2 KiB
4 years ago
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import { Specification, Mark, Binding, TextureBinding, ShiftBinding, Platform, PlatformMark, PlatformMarkData, Vector3 } from "stardust-core";
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import { Dictionary } from "stardust-core";
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import { GenerateMode, ViewType } from "./generator";
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import { Pose } from "stardust-core";
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export declare class WebGLPlatformMarkData extends PlatformMarkData {
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buffers: Dictionary<WebGLBuffer>;
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ranges: Array<[number, number]>;
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}
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export declare class WebGLPlatformMark extends PlatformMark {
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private _mark;
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private _platform;
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private _GL;
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private _bindings;
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private _shiftBindings;
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private _spec;
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private _shader;
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private _specFlattened;
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private _flattenedVertexIndexVariable;
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private _flattenedVertexCount;
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private _program;
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private _programPick;
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private _pickIndex;
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constructor(platform: WebGLPlatform, GL: WebGLRenderingContext, mark: Mark, spec: Specification.Mark, shader: Specification.Shader, bindings: Dictionary<Binding>, shiftBindings: Dictionary<ShiftBinding>);
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initializeUniforms(): void;
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initializeBuffers(): WebGLPlatformMarkData;
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isUniform(name: string): boolean;
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updateUniform(name: string, value: Specification.Value): void;
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updateTexture(name: string, value: TextureBinding): void;
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uploadData(datas: any[][]): PlatformMarkData;
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renderBase(buffers: WebGLPlatformMarkData, mode: GenerateMode, onRender: (i: number) => void): void;
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setPickIndex(index: number): void;
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render(buffers: PlatformMarkData, onRender: (i: number) => void): void;
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}
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export interface WebGLViewInfo {
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type: ViewType;
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width?: number;
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height?: number;
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fovY?: number;
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aspectRatio?: number;
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near?: number;
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far?: number;
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viewMatrix?: number[];
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projectionMatrix?: number[];
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}
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export declare class WebGLPlatform extends Platform {
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readonly viewInfo: WebGLViewInfo;
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readonly pose: Pose;
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readonly cameraPosition: Vector3;
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readonly renderMode: GenerateMode;
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protected _GL: WebGLRenderingContext;
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protected _viewInfo: WebGLViewInfo;
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protected _pose: Pose;
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protected _cameraPosition: Vector3;
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protected _renderMode: GenerateMode;
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protected _pickFramebuffer: WebGLFramebuffer;
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protected _pickFramebufferTexture: WebGLTexture;
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protected _pickFramebufferWidth: number;
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protected _pickFramebufferHeight: number;
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protected _pickMarks: Mark[];
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constructor(GL: WebGLRenderingContext);
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getPickFramebuffer(width: number, height: number): WebGLFramebuffer;
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beginPicking(width: number, height: number): void;
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assignPickIndex(mark: Mark): number;
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endPicking(): void;
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getPickingPixel(x: number, y: number): [Mark, number];
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set2DView(width: number, height: number): void;
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set3DView(fovY: number, aspectRatio: number, near?: number, far?: number): void;
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setWebVRView(viewMatrix: number[], projectionMatrix: number[]): void;
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setMatrixView(viewMatrix: number[], projectionMatrix: number[]): void;
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setCameraPosition(cameraPosition: Vector3): void;
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setPose(pose: Pose): void;
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compile(mark: Mark, spec: Specification.Mark, shader: Specification.Shader, bindings: Dictionary<Binding>, shiftBindings: Dictionary<ShiftBinding>): PlatformMark;
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}
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