/** @packageDocumentation
 * @module Rendering
 */
import { ColorDef } from "./ColorDef";
/** As part of a [[ColorIndex]], describes per-vertex colors for a [MeshArgs]($frontend) or [PolylineArgs]($frontend).
 * The [[colors]] array holds the set of unique colors. The [[indices]] array describes the color of each vertex as an index into [[colors]].
 * @note A `NonUniformColor` table cannot contain a mix of opaque and translucent colors. If any color in [[colors]] has a transparency greater
 * than zero, all of them must have a transparency greater than zero.
 * @public
 */
export declare class NonUniformColor {
    /** An array of 32-bit [[ColorDef]] values in `tbgr` format, indexed by [[indices]]. */
    readonly colors: Uint32Array;
    /** For each vertex, an index into [[colors]] indicating the color of that vertex. */
    readonly indices: Uint16Array;
    /** If `true`, indicates none of the [[colors]] have a transparency greater than zero; otherwise, all of
     * the colors have a transparency greater than zero.
     */
    readonly isOpaque: boolean;
    /** Constructor.
     * @param colors See [[colors]].
     * @param indices See [[indices]]
     * @param hasAlpha `true` if all `colors` have a transparency greater than zero, or `false` if they all have a transparency of zero.
     */
    constructor(colors: Uint32Array, indices: number[], hasAlpha: boolean);
}
/** Describes the color(s) of the vertices of a [MeshArgs]($frontend) or [PolylineArgs]($frontend).
 * This may be a uniform color to be applied to every vertex, or a table specifying individual per-vertex colors.
 * @public
 */
export declare class ColorIndex {
    private _color;
    /** Whether the color(s) in this index have transparency. */
    get hasAlpha(): boolean;
    /** Whether this index specifies a single uniform color for the entire mesh or polyline. */
    get isUniform(): boolean;
    /** The number of colors in this index. */
    get numColors(): number;
    /** Construct a default index specifying a uniform white color. */
    constructor();
    /** Reset this index to specify a uniform white color. */
    reset(): void;
    /** Returns the single color to be applied to all vertices, if [[isUniform]] is `true`; or `undefined` otherwise. */
    get uniform(): ColorDef | undefined;
    /** Set the specified color to be applied to all vertices. */
    initUniform(color: ColorDef | number): void;
    /** Returns the per-vertex colors, if [[isUniform]] is `false`; or `undefined` otherwise. */
    get nonUniform(): NonUniformColor | undefined;
    /** Set the per-vertex colors.
     * @param colors See [[NonUniformColor.colors]].
     * @param indices See [[NonUniformColor.indices]].
     * @param hasAlpha `true` if all `colors` have a transparency greater than zero, or `false` if they all have a transparency of zero.
     */
    initNonUniform(colors: Uint32Array, indices: number[], hasAlpha: boolean): void;
}
/** Describes the type of a [[FeatureIndex]].
 * @public
 */
export declare enum FeatureIndexType {
    /** Indicates that the index contains no features. */
    Empty = 0,
    /** Indicates that the index contains exactly one feature. */
    Uniform = 1,
    /** Indicates that the index contains more than one feature. */
    NonUniform = 2
}
/** Describes the set of [[Feature]]s associated with a [MeshArgs]($frontend) or [PolylineArgs]($frontend).
 * The mesh or polyline may have zero or one features; or, individual vertices may be associated with different features.
 * The features are expressed as unsigned 32-bit integer Ids of [[Feature]]s within a [[FeatureTable]].
 * @public
 */
export declare class FeatureIndex {
    /** Describes the quantity (zero, one, or more than one) of features in this index. */
    type: FeatureIndexType;
    /** If [[type]] is [[FeatureIndexType.Uniform]], the Id of the single feature. */
    featureID: number;
    /** If [[type]] is [[FeatureIndexType.NonUniform]], the per-vertex feature Ids, indexed by the mesh or polyline's vertex indices. */
    featureIDs?: Uint32Array;
    /** True if [[type]] is [[FeatureIndexType.Uniform]]. */
    get isUniform(): boolean;
    /** True if [[type]] is [[FeatureIndexType.Empty]]. */
    get isEmpty(): boolean;
    /** Reset to an empty index. */
    reset(): void;
}
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