/**
 * Base class for a GSplat resource and defines common properties.
 *
 *  @ignore
 */
export class GSplatResourceBase {
    static createMesh(device: any): Mesh;
    static createInstanceIndices(device: any, splatCount: any): VertexBuffer;
    static get instanceSize(): number;
    constructor(device: any, gsplatData: any);
    /** @type {GraphicsDevice} */
    device: GraphicsDevice;
    /** @type {GSplatData | GSplatCompressedData | GSplatSogsData} */
    gsplatData: GSplatData | GSplatCompressedData | GSplatSogsData;
    /** @type {Float32Array} */
    centers: Float32Array;
    /** @type {BoundingBox} */
    aabb: BoundingBox;
    /** @type {Mesh} */
    mesh: Mesh;
    /** @type {VertexBuffer} */
    instanceIndices: VertexBuffer;
    /** @type {number} */
    id: number;
    /** @type {Map<string, WorkBufferRenderInfo>} */
    workBufferRenderInfos: Map<string, WorkBufferRenderInfo>;
    destroy(): void;
    /**
     * Get or create a QuadRender for rendering to work buffer.
     *
     * @param {boolean} useIntervals - Whether to use intervals.
     * @param {boolean} colorizeLod - Whether to colorize the LOD.
     * @returns {WorkBufferRenderInfo} The WorkBufferRenderInfo instance.
     */
    getWorkBufferRenderInfo(useIntervals: boolean, colorizeLod: boolean): WorkBufferRenderInfo;
    get numSplats(): any;
    configureMaterial(material: any): void;
    configureMaterialDefines(defines: any): void;
    /**
     * Evaluates the size of the texture based on the number of splats.
     *
     * @param {number} count - Number of gaussians.
     * @returns {Vec2} Returns a Vec2 object representing the size of the texture.
     */
    evalTextureSize(count: number): Vec2;
    /**
     * Creates a new texture with the specified parameters.
     *
     * @param {string} name - The name of the texture to be created.
     * @param {number} format - The pixel format of the texture.
     * @param {Vec2} size - The size of the texture in a Vec2 object, containing width (x) and height (y).
     * @param {Uint8Array|Uint16Array|Uint32Array} [data] - The initial data to fill the texture with.
     * @returns {Texture} The created texture instance.
     */
    createTexture(name: string, format: number, size: Vec2, data?: Uint8Array | Uint16Array | Uint32Array): Texture;
    instantiate(): void;
}
import type { GraphicsDevice } from '../../platform/graphics/graphics-device.js';
import type { GSplatData } from './gsplat-data.js';
import type { GSplatCompressedData } from './gsplat-compressed-data.js';
import type { GSplatSogsData } from './gsplat-sogs-data.js';
import { BoundingBox } from '../../core/shape/bounding-box.js';
import { Mesh } from '../mesh.js';
import { VertexBuffer } from '../../platform/graphics/vertex-buffer.js';
/**
 * A helper class to cache quad renders for work buffer rendering.
 *
 * @ignore
 */
declare class WorkBufferRenderInfo {
    constructor(device: any, key: any, material: any);
    /** @type {ShaderMaterial} */
    material: ShaderMaterial;
    /** @type {QuadRender} */
    quadRender: QuadRender;
    device: any;
    destroy(): void;
}
import { Vec2 } from '../../core/math/vec2.js';
import { Texture } from '../../platform/graphics/texture.js';
import { ShaderMaterial } from '../materials/shader-material.js';
import { QuadRender } from '../graphics/quad-render.js';
export {};
