import { ShaderLanguage } from "../Materials/shaderLanguage.js";
import { ShaderMaterial } from "../Materials/shaderMaterial.js";
import { type IVector2Like } from "../Maths/math.like.js";
import { type AbstractMesh } from "../Meshes/abstractMesh.js";
import { type Nullable } from "../types.js";
/**
 * Class used to store the result of a GPU picking operation
 */
export interface IGPUPickingInfo {
    /**
     * Picked mesh
     */
    mesh: AbstractMesh;
    /**
     * Picked thin instance index
     */
    thinInstanceIndex?: number;
}
/**
 * Stores the result of a multi GPU piciking operation
 */
export interface IGPUMultiPickingInfo {
    /**
     * Picked mesh
     */
    meshes: Nullable<AbstractMesh>[];
    /**
     * Picked thin instance index
     */
    thinInstanceIndexes?: number[];
}
/**
 * Class used to perform a picking operation using GPU
 * GPUPIcker can pick meshes, instances and thin instances
 */
export declare class GPUPicker {
    private static readonly _AttributeName;
    private static readonly _MaxPickingId;
    private _pickingTexture;
    private readonly _idMap;
    private readonly _thinIdMap;
    private readonly _meshUniqueIdToPickerId;
    private _idWarningIssued;
    private _cachedScene;
    private _engine;
    private readonly _pickingMaterialCache;
    private _pickableMeshes;
    private readonly _meshMaterialMap;
    private _readbuffer;
    private _meshRenderingCount;
    private _renderWarningIssued;
    private _renderPickingTexture;
    private _sceneBeforeRenderObserver;
    private _pickingTextureAfterRenderObserver;
    private _nextFreeId;
    private readonly _gsPickingMaterials;
    private readonly _gsCompoundRenderMeshes;
    /** Shader language used by the generator */
    protected _shaderLanguage: ShaderLanguage;
    /**
     * Gets the shader language used in this generator.
     */
    get shaderLanguage(): ShaderLanguage;
    private _pickingInProgress;
    /**
     * Gets a boolean indicating if the picking is in progress
     */
    get pickingInProgress(): boolean;
    /**
     * Gets the default render materials used by the picker.
     *
     * index is Material filling mode
     */
    get defaultRenderMaterials(): readonly Nullable<ShaderMaterial>[];
    private _getColorIdFromReadBuffer;
    private _createRenderTarget;
    private _clearPickingMaterials;
    private _getPickingMaterial;
    private _materialBindCallback;
    /**
     * Set the list of meshes to pick from
     * Set that value to null to clear the list (and avoid leaks)
     * The module will read and delete from the array provided by reference. Disposing the module or setting the value to null will clear the array.
     * @param list defines the list of meshes to pick from
     */
    setPickingList(list: Nullable<Array<AbstractMesh | {
        mesh: AbstractMesh;
        material: ShaderMaterial;
    }>>): void;
    /**
     * Clear the current picking list and free resources
     */
    clearPickingList(): void;
    /**
     * Add array of meshes to the current picking list
     * @param list defines the array of meshes to add to the current picking list
     */
    addPickingList(list: Array<AbstractMesh | {
        mesh: AbstractMesh;
        material: ShaderMaterial;
    }>): void;
    /**
     * Execute a picking operation
     * @param x defines the X coordinates where to run the pick
     * @param y defines the Y coordinates where to run the pick
     * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)
     * @returns A promise with the picking results
     */
    pickAsync(x: number, y: number, disposeWhenDone?: boolean): Promise<Nullable<IGPUPickingInfo>>;
    /**
     * Execute a picking operation on multiple coordinates
     * @param xy defines the X,Y coordinates where to run the pick
     * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)
     * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.
     */
    multiPickAsync(xy: IVector2Like[], disposeWhenDone?: boolean): Promise<Nullable<IGPUMultiPickingInfo>>;
    /**
     * Execute a picking operation on box defined by two screen coordinates
     * @param x1 defines the X coordinate of the first corner of the box where to run the pick
     * @param y1 defines the Y coordinate of the first corner of the box where to run the pick
     * @param x2 defines the X coordinate of the opposite corner of the box where to run the pick
     * @param y2 defines the Y coordinate of the opposite corner of the box where to run the pick
     * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)
     * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.
     */
    boxPickAsync(x1: number, y1: number, x2: number, y2: number, disposeWhenDone?: boolean): Promise<Nullable<IGPUMultiPickingInfo>>;
    private _getRenderInfo;
    private _prepareForPicking;
    private _preparePickingBuffer;
    private _executePickingAsync;
    private _executeMultiPickingAsync;
    private _executeBoxPickingAsync;
    private _enableScissor;
    private _disableScissor;
    /**
     * @returns true if rendering if the picking texture has finished, otherwise false
     */
    private _checkRenderStatus;
    private _getMeshFromMultiplePoints;
    /**
     * Updates the render list with the current pickable meshes.
     */
    private _updateRenderList;
    /**
     * Creates a GaussianSplattingMaterial configured for GPU picking by attaching
     * a GaussianSplattingGpuPickingMaterialPlugin. The plugin injects picking ID
     * encoding into the existing Gaussian Splatting shaders via material plugin hooks.
     * @param scene The scene
     * @param gsMesh The Gaussian Splatting mesh (used to set the source mesh on the material)
     * @returns A GaussianSplattingMaterial with the picking plugin attached
     */
    private _createGaussianSplattingPickingMaterial;
    private _readTexturePixelsAsync;
    /** Release the resources */
    dispose(): void;
}
