mirror of
https://github.com/photonstorm/phaser
synced 2024-11-16 09:48:18 +00:00
687 lines
21 KiB
TypeScript
687 lines
21 KiB
TypeScript
//
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// Copr. (c) 2012 Piers Haken
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//
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// see: http://www.khronos.org/registry/webgl/specs/latest/
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//
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interface WebGLObject
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{
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}
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interface WebGLBuffer extends WebGLObject
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{
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}
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interface WebGLFramebuffer extends WebGLObject
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{
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}
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interface WebGLProgram extends WebGLObject
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{
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}
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interface WebGLRenderbuffer extends WebGLObject
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{
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}
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interface WebGLShader extends WebGLObject
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{
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}
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interface WebGLTexture extends WebGLObject
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{
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}
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interface WebGLUniformLocation
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{
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}
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interface WebGLActiveInfo
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{
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size: number;
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type: number;
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name: string;
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}
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interface WebGLShaderPrecisionFormat
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{
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rangeMin: number;
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rangeMax: number;
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precision: number;
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}
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interface WebGLContextAttributes
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{
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alpha: boolean;
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depth: boolean;
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stencil: boolean;
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antialias: boolean;
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premultipliedAlpha: boolean;
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preserveDrawingBuffer: boolean;
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}
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interface WebGLRenderingContext
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{
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/* ClearBufferMask */
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DEPTH_BUFFER_BIT: number;
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STENCIL_BUFFER_BIT: number;
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COLOR_BUFFER_BIT: number;
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/* BeginMode */
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POINTS: number;
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LINES: number;
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LINE_LOOP: number;
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LINE_STRIP: number;
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TRIANGLES: number;
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TRIANGLE_STRIP: number;
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TRIANGLE_FAN: number;
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/* AlphaFunction (not supported in ES20) */
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/* NEVER */
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/* LESS */
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/* EQUAL */
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/* LEQUAL */
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/* GREATER */
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/* NOTEQUAL */
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/* GEQUAL */
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/* ALWAYS */
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/* BlendingFactorDest */
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ZERO: number;
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ONE: number;
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SRC_COLOR: number;
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ONE_MINUS_SRC_COLOR: number;
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SRC_ALPHA: number;
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ONE_MINUS_SRC_ALPHA: number;
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DST_ALPHA: number;
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ONE_MINUS_DST_ALPHA: number;
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/* BlendingFactorSrc */
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/* ZERO */
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/* ONE */
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DST_COLOR: number;
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ONE_MINUS_DST_COLOR: number;
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SRC_ALPHA_SATURATE: number;
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/* SRC_ALPHA */
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/* ONE_MINUS_SRC_ALPHA */
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/* DST_ALPHA */
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/* ONE_MINUS_DST_ALPHA */
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/* BlendEquationSeparate */
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FUNC_ADD: number;
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BLEND_EQUATION: number;
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BLEND_EQUATION_RGB: number;
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BLEND_EQUATION_ALPHA: number;
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/* BlendSubtract */
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FUNC_SUBTRACT: number;
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FUNC_REVERSE_SUBTRACT: number;
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/* Separate Blend Functions */
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BLEND_DST_RGB: number;
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BLEND_SRC_RGB: number;
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BLEND_DST_ALPHA: number;
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BLEND_SRC_ALPHA: number;
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CONSTANT_COLOR: number;
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ONE_MINUS_CONSTANT_COLOR: number;
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CONSTANT_ALPHA: number;
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ONE_MINUS_CONSTANT_ALPHA: number;
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BLEND_COLOR: number;
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/* Buffer Objects */
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ARRAY_BUFFER: number;
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ELEMENT_ARRAY_BUFFER: number;
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ARRAY_BUFFER_BINDING: number;
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ELEMENT_ARRAY_BUFFER_BINDING: number;
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STREAM_DRAW: number;
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STATIC_DRAW: number;
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DYNAMIC_DRAW: number;
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BUFFER_SIZE: number;
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BUFFER_USAGE: number;
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CURRENT_VERTEX_ATTRIB: number;
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/* CullFaceMode */
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FRONT: number;
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BACK: number;
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FRONT_AND_BACK: number;
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/* DepthFunction */
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/* NEVER */
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/* LESS */
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/* EQUAL */
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/* LEQUAL */
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/* GREATER */
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/* NOTEQUAL */
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/* GEQUAL */
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/* ALWAYS */
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/* EnableCap */
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/* TEXTURE_2D */
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CULL_FACE: number;
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BLEND: number;
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DITHER: number;
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STENCIL_TEST: number;
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DEPTH_TEST: number;
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SCISSOR_TEST: number;
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POLYGON_OFFSET_FILL: number;
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SAMPLE_ALPHA_TO_COVERAGE: number;
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SAMPLE_COVERAGE: number;
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/* ErrorCode */
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NO_ERROR: number;
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INVALID_ENUM: number;
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INVALID_VALUE: number;
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INVALID_OPERATION: number;
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OUT_OF_MEMORY: number;
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/* FrontFaceDirection */
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CW: number;
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CCW: number;
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/* GetPName */
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LINE_WIDTH: number;
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ALIASED_POINT_SIZE_RANGE: number;
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ALIASED_LINE_WIDTH_RANGE: number;
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CULL_FACE_MODE: number;
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FRONT_FACE: number;
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DEPTH_RANGE: number;
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DEPTH_WRITEMASK: number;
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DEPTH_CLEAR_VALUE: number;
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DEPTH_FUNC: number;
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STENCIL_CLEAR_VALUE: number;
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STENCIL_FUNC: number;
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STENCIL_FAIL: number;
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STENCIL_PASS_DEPTH_FAIL: number;
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STENCIL_PASS_DEPTH_PASS: number;
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STENCIL_REF: number;
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STENCIL_VALUE_MASK: number;
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STENCIL_WRITEMASK: number;
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STENCIL_BACK_FUNC: number;
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STENCIL_BACK_FAIL: number;
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STENCIL_BACK_PASS_DEPTH_FAIL: number;
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STENCIL_BACK_PASS_DEPTH_PASS: number;
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STENCIL_BACK_REF: number;
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STENCIL_BACK_VALUE_MASK: number;
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STENCIL_BACK_WRITEMASK: number;
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VIEWPORT: number;
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SCISSOR_BOX: number;
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/* SCISSOR_TEST */
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COLOR_CLEAR_VALUE: number;
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COLOR_WRITEMASK: number;
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UNPACK_ALIGNMENT: number;
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PACK_ALIGNMENT: number;
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MAX_TEXTURE_SIZE: number;
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MAX_VIEWPORT_DIMS: number;
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SUBPIXEL_BITS: number;
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RED_BITS: number;
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GREEN_BITS: number;
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BLUE_BITS: number;
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ALPHA_BITS: number;
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DEPTH_BITS: number;
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STENCIL_BITS: number;
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POLYGON_OFFSET_UNITS: number;
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/* POLYGON_OFFSET_FILL */
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POLYGON_OFFSET_FACTOR: number;
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TEXTURE_BINDING_2D: number;
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SAMPLE_BUFFERS: number;
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SAMPLES: number;
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SAMPLE_COVERAGE_VALUE: number;
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SAMPLE_COVERAGE_INVERT: number;
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/* GetTextureParameter */
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/* TEXTURE_MAG_FILTER */
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/* TEXTURE_MIN_FILTER */
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/* TEXTURE_WRAP_S */
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/* TEXTURE_WRAP_T */
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COMPRESSED_TEXTURE_FORMATS: number;
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/* HintMode */
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DONT_CARE: number;
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FASTEST: number;
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NICEST: number;
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/* HintTarget */
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GENERATE_MIPMAP_HINT: number;
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/* DataType */
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BYTE: number;
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UNSIGNED_BYTE: number;
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SHORT: number;
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UNSIGNED_SHORT: number;
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INT: number;
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UNSIGNED_INT: number;
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FLOAT: number;
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/* PixelFormat */
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DEPTH_COMPONENT: number;
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ALPHA: number;
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RGB: number;
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RGBA: number;
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LUMINANCE: number;
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LUMINANCE_ALPHA: number;
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/* PixelType */
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/* UNSIGNED_BYTE */
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UNSIGNED_SHORT_4_4_4_4: number;
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UNSIGNED_SHORT_5_5_5_1: number;
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UNSIGNED_SHORT_5_6_5: number;
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/* Shaders */
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FRAGMENT_SHADER: number;
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VERTEX_SHADER: number;
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MAX_VERTEX_ATTRIBS: number;
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MAX_VERTEX_UNIFORM_VECTORS: number;
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MAX_VARYING_VECTORS: number;
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MAX_COMBINED_TEXTURE_IMAGE_UNITS: number;
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MAX_VERTEX_TEXTURE_IMAGE_UNITS: number;
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MAX_TEXTURE_IMAGE_UNITS: number;
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MAX_FRAGMENT_UNIFORM_VECTORS: number;
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SHADER_TYPE: number;
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DELETE_STATUS: number;
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LINK_STATUS: number;
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VALIDATE_STATUS: number;
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ATTACHED_SHADERS: number;
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ACTIVE_UNIFORMS: number;
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ACTIVE_ATTRIBUTES: number;
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SHADING_LANGUAGE_VERSION: number;
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CURRENT_PROGRAM: number;
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/* StencilFunction */
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NEVER: number;
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LESS: number;
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EQUAL: number;
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LEQUAL: number;
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GREATER: number;
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NOTEQUAL: number;
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GEQUAL: number;
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ALWAYS: number;
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/* StencilOp */
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/* ZERO */
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KEEP: number;
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REPLACE: number;
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INCR: number;
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DECR: number;
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INVERT: number;
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INCR_WRAP: number;
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DECR_WRAP: number;
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/* StringName */
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VENDOR: number;
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RENDERER: number;
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VERSION: number;
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/* TextureMagFilter */
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NEAREST: number;
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LINEAR: number;
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/* TextureMinFilter */
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/* NEAREST */
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/* LINEAR */
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NEAREST_MIPMAP_NEAREST: number;
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LINEAR_MIPMAP_NEAREST: number;
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NEAREST_MIPMAP_LINEAR: number;
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LINEAR_MIPMAP_LINEAR: number;
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/* TextureParameterName */
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TEXTURE_MAG_FILTER: number;
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TEXTURE_MIN_FILTER: number;
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TEXTURE_WRAP_S: number;
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TEXTURE_WRAP_T: number;
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/* TextureTarget */
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TEXTURE_2D: number;
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TEXTURE: number;
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TEXTURE_CUBE_MAP: number;
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TEXTURE_BINDING_CUBE_MAP: number;
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TEXTURE_CUBE_MAP_POSITIVE_X: number;
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TEXTURE_CUBE_MAP_NEGATIVE_X: number;
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TEXTURE_CUBE_MAP_POSITIVE_Y: number;
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TEXTURE_CUBE_MAP_NEGATIVE_Y: number;
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TEXTURE_CUBE_MAP_POSITIVE_Z: number;
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TEXTURE_CUBE_MAP_NEGATIVE_Z: number;
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MAX_CUBE_MAP_TEXTURE_SIZE: number;
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/* TextureUnit */
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TEXTURE0: number;
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TEXTURE1: number;
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TEXTURE2: number;
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TEXTURE3: number;
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TEXTURE4: number;
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TEXTURE5: number;
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TEXTURE6: number;
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TEXTURE7: number;
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TEXTURE8: number;
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TEXTURE9: number;
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TEXTURE10: number;
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TEXTURE11: number;
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TEXTURE12: number;
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TEXTURE13: number;
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TEXTURE14: number;
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TEXTURE15: number;
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TEXTURE16: number;
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TEXTURE17: number;
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TEXTURE18: number;
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TEXTURE19: number;
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TEXTURE20: number;
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TEXTURE21: number;
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TEXTURE22: number;
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TEXTURE23: number;
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TEXTURE24: number;
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TEXTURE25: number;
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TEXTURE26: number;
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TEXTURE27: number;
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TEXTURE28: number;
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TEXTURE29: number;
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TEXTURE30: number;
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TEXTURE31: number;
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ACTIVE_TEXTURE: number;
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/* TextureWrapMode */
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REPEAT: number;
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CLAMP_TO_EDGE: number;
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MIRRORED_REPEAT: number;
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/* Uniform Types */
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FLOAT_VEC2: number;
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FLOAT_VEC3: number;
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FLOAT_VEC4: number;
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INT_VEC2: number;
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INT_VEC3: number;
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INT_VEC4: number;
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BOOL: number;
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BOOL_VEC2: number;
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BOOL_VEC3: number;
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BOOL_VEC4: number;
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FLOAT_MAT2: number;
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FLOAT_MAT3: number;
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FLOAT_MAT4: number;
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SAMPLER_2D: number;
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SAMPLER_CUBE: number;
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/* Vertex Arrays */
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VERTEX_ATTRIB_ARRAY_ENABLED: number;
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VERTEX_ATTRIB_ARRAY_SIZE: number;
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VERTEX_ATTRIB_ARRAY_STRIDE: number;
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VERTEX_ATTRIB_ARRAY_TYPE: number;
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VERTEX_ATTRIB_ARRAY_NORMALIZED: number;
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VERTEX_ATTRIB_ARRAY_POINTER: number;
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VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: number;
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/* Shader Source */
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COMPILE_STATUS: number;
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/* Shader Precision-Specified Types */
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LOW_FLOAT: number;
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MEDIUM_FLOAT: number;
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HIGH_FLOAT: number;
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LOW_INT: number;
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MEDIUM_INT: number;
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HIGH_INT: number;
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/* Framebuffer Object. */
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FRAMEBUFFER: number;
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RENDERBUFFER: number;
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RGBA4: number;
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RGB5_A1: number;
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RGB565: number;
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DEPTH_COMPONENT16: number;
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STENCIL_INDEX: number;
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STENCIL_INDEX8: number;
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DEPTH_STENCIL: number;
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RENDERBUFFER_WIDTH: number;
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RENDERBUFFER_HEIGHT: number;
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RENDERBUFFER_INTERNAL_FORMAT: number;
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RENDERBUFFER_RED_SIZE: number;
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RENDERBUFFER_GREEN_SIZE: number;
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RENDERBUFFER_BLUE_SIZE: number;
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RENDERBUFFER_ALPHA_SIZE: number;
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RENDERBUFFER_DEPTH_SIZE: number;
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RENDERBUFFER_STENCIL_SIZE: number;
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FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: number;
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FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: number;
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FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: number;
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FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: number;
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COLOR_ATTACHMENT0: number;
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DEPTH_ATTACHMENT: number;
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STENCIL_ATTACHMENT: number;
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DEPTH_STENCIL_ATTACHMENT: number;
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NONE: number;
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FRAMEBUFFER_COMPLETE: number;
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FRAMEBUFFER_INCOMPLETE_ATTACHMENT: number;
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FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: number;
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FRAMEBUFFER_INCOMPLETE_DIMENSIONS: number;
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FRAMEBUFFER_UNSUPPORTED: number;
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FRAMEBUFFER_BINDING: number;
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RENDERBUFFER_BINDING: number;
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MAX_RENDERBUFFER_SIZE: number;
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INVALID_FRAMEBUFFER_OPERATION: number;
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/* WebGL-specific enums */
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UNPACK_FLIP_Y_WEBGL: number;
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UNPACK_PREMULTIPLY_ALPHA_WEBGL: number;
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CONTEXT_LOST_WEBGL: number;
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UNPACK_COLORSPACE_CONVERSION_WEBGL: number;
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BROWSER_DEFAULT_WEBGL: number;
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canvas: HTMLCanvasElement;
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drawingBufferWidth: number;
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drawingBufferHeight: number;
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getContextAttributes(): WebGLContextAttributes;
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isContextLost(): boolean;
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getSupportedExtensions(): string[];
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getExtension(name: string): any;
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activeTexture(texture: number): void;
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attachShader(program: WebGLProgram, shader: WebGLShader): void;
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bindAttribLocation(program: WebGLProgram, index: number, name: string): void;
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bindBuffer(target: number, buffer: WebGLBuffer): void;
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bindFramebuffer(target: number, framebuffer: WebGLFramebuffer): void;
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bindRenderbuffer(target: number, renderbuffer: WebGLRenderbuffer): void;
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bindTexture(target: number, texture: WebGLTexture): void;
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blendColor(red: number, green: number, blue: number, alpha: number): void;
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blendEquation(mode: number): void;
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blendEquationSeparate(modeRGB: number, modeAlpha: number): void;
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blendFunc(sfactor: number, dfactor: number): void;
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blendFuncSeparate(srcRGB: number, dstRGB: number, srcAlpha: number, dstAlpha: number): void;
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bufferData(target: number, size: number, usage: number): void;
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bufferData(target: number, data: ArrayBufferView, usage: number): void;
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bufferData(target: number, data: ArrayBuffer, usage: number): void;
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bufferSubData(target: number, offset: number, data: ArrayBufferView): void;
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bufferSubData(target: number, offset: number, data: ArrayBuffer): void;
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checkFramebufferStatus(target: number): number;
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clear(mask: number): void;
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clearColor(red: number, green: number, blue: number, alpha: number): void;
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clearDepth(depth: number): void;
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clearStencil(s: number): void;
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colorMask(red: boolean, green: boolean, blue: boolean, alpha: boolean): void;
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compileShader(shader: WebGLShader): void;
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compressedTexImage2D(target: number, level: number, internalformat: number, width: number, height: number, border: number, data: ArrayBufferView): void;
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compressedTexSubImage2D(target: number, level: number, xoffset: number, yoffset: number, width: number, height: number, format: number, data: ArrayBufferView): void;
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copyTexImage2D(target: number, level: number, internalformat: number, x: number, y: number, width: number, height: number, border: number): void;
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copyTexSubImage2D(target: number, level: number, xoffset: number, yoffset: number, x: number, y: number, width: number, height: number): void;
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createBuffer(): WebGLBuffer;
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createFramebuffer(): WebGLFramebuffer;
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createProgram(): WebGLProgram;
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createRenderbuffer(): WebGLRenderbuffer;
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createShader(type: number): WebGLShader;
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createTexture(): WebGLTexture;
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cullFace(mode: number): void;
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deleteBuffer(buffer: WebGLBuffer): void;
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deleteFramebuffer(framebuffer: WebGLFramebuffer): void;
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deleteProgram(program: WebGLProgram): void;
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deleteRenderbuffer(renderbuffer: WebGLRenderbuffer): void;
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deleteShader(shader: WebGLShader): void;
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deleteTexture(texture: WebGLTexture): void;
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depthFunc(func: number): void;
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depthMask(flag: boolean): void;
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depthRange(zNear: number, zFar: number): void;
|
|
detachShader(program: WebGLProgram, shader: WebGLShader): void;
|
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disable(cap: number): void;
|
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disableVertexAttribArray(index: number): void;
|
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drawArrays(mode: number, first: number, count: number): void;
|
|
drawElements(mode: number, count: number, type: number, offset: number): void;
|
|
|
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enable(cap: number): void;
|
|
enableVertexAttribArray(index: number): void;
|
|
finish(): void;
|
|
flush(): void;
|
|
framebufferRenderbuffer(target: number, attachment: number, renderbuffertarget: number, renderbuffer: WebGLRenderbuffer): void;
|
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framebufferTexture2D(target: number, attachment: number, textarget: number, texture: WebGLTexture, level: number): void;
|
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frontFace(mode: number): void;
|
|
|
|
generateMipmap(target: number): void;
|
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|
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getActiveAttrib(program: WebGLProgram, index: number): WebGLActiveInfo;
|
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getActiveUniform(program: WebGLProgram, index: number): WebGLActiveInfo;
|
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getAttachedShaders(program: WebGLProgram): WebGLShader[];
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|
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getAttribLocation(program: WebGLProgram, name: string): number;
|
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|
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getBufferParameter(target: number, pname: number): any;
|
|
getParameter(pname: number): any;
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|
|
getError(): number;
|
|
|
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getFramebufferAttachmentParameter(target: number, attachment: number, pname: number): any;
|
|
getProgramParameter(program: WebGLProgram, pname: number): any;
|
|
getProgramInfoLog(program: WebGLProgram): string;
|
|
getRenderbufferParameter(target: number, pname: number): any;
|
|
getShaderParameter(shader: WebGLShader, pname: number): any;
|
|
getShaderPrecisionFormat(shadertype: number, precisiontype: number): WebGLShaderPrecisionFormat;
|
|
getShaderInfoLog(shader: WebGLShader): string;
|
|
|
|
getShaderSource(shader: WebGLShader): string;
|
|
|
|
getTexParameter(target: number, pname: number): any;
|
|
|
|
getUniform(program: WebGLProgram, location: WebGLUniformLocation): any;
|
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|
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getUniformLocation(program: WebGLProgram, name: string): WebGLUniformLocation;
|
|
|
|
getVertexAttrib(index: number, pname: number): any;
|
|
|
|
getVertexAttribOffset(index: number, pname: number): number;
|
|
|
|
hint(target: number, mode: number): void;
|
|
isBuffer(buffer: WebGLBuffer): boolean;
|
|
isEnabled(cap: number): boolean;
|
|
isFramebuffer(framebuffer: WebGLFramebuffer): boolean;
|
|
isProgram(program: WebGLProgram): boolean;
|
|
isRenderbuffer(renderbuffer: WebGLRenderbuffer): boolean;
|
|
isShader(shader: WebGLShader): boolean;
|
|
isTexture(texture: WebGLTexture): boolean;
|
|
lineWidth(width: number): void;
|
|
linkProgram(program: WebGLProgram): void;
|
|
pixelStorei(pname: number, param: number): void;
|
|
polygonOffset(factor: number, units: number): void;
|
|
|
|
readPixels(x: number, y: number, width: number, height: number, format: number, type: number, pixels: ArrayBufferView): void;
|
|
|
|
renderbufferStorage(target: number, internalformat: number, width: number, height: number): void;
|
|
sampleCoverage(value: number, invert: boolean): void;
|
|
scissor(x: number, y: number, width: number, height: number): void;
|
|
|
|
shaderSource(shader: WebGLShader, source: string): void;
|
|
|
|
stencilFunc(func: number, ref: number, mask: number): void;
|
|
stencilFuncSeparate(face: number, func: number, ref: number, mask: number): void;
|
|
stencilMask(mask: number): void;
|
|
stencilMaskSeparate(face: number, mask: number): void;
|
|
stencilOp(fail: number, zfail: number, zpass: number): void;
|
|
stencilOpSeparate(face: number, fail: number, zfail: number, zpass: number): void;
|
|
|
|
texImage2D(target: number, level: number, internalformat: number, width: number, height: number, border: number, format: number, type: number, pixels: ArrayBufferView): void;
|
|
texImage2D(target: number, level: number, internalformat: number, format: number, type: number, pixels: ImageData): void;
|
|
texImage2D(target: number, level: number, internalformat: number, format: number, type: number, image: HTMLImageElement): void; // May throw DOMException
|
|
texImage2D(target: number, level: number, internalformat: number, format: number, type: number, canvas: HTMLCanvasElement): void; // May throw DOMException
|
|
texImage2D(target: number, level: number, internalformat: number, format: number, type: number, video: HTMLVideoElement): void; // May throw DOMException
|
|
|
|
texParameterf(target: number, pname: number, param: number): void;
|
|
texParameteri(target: number, pname: number, param: number): void;
|
|
|
|
texSubImage2D(target: number, level: number, xoffset: number, yoffset: number, width: number, height: number, format: number, type: number, pixels: ArrayBufferView): void;
|
|
texSubImage2D(target: number, level: number, xoffset: number, yoffset: number, format: number, type: number, pixels: ImageData): void;
|
|
texSubImage2D(target: number, level: number, xoffset: number, yoffset: number, format: number, type: number, image: HTMLImageElement): void; // May throw DOMException
|
|
texSubImage2D(target: number, level: number, xoffset: number, yoffset: number, format: number, type: number, canvas: HTMLCanvasElement): void; // May throw DOMException
|
|
texSubImage2D(target: number, level: number, xoffset: number, yoffset: number, format: number, type: number, video: HTMLVideoElement): void; // May throw DOMException
|
|
|
|
uniform1f(location: WebGLUniformLocation, x: number): void;
|
|
uniform1fv(location: WebGLUniformLocation, v: Float32Array): void;
|
|
uniform1fv(location: WebGLUniformLocation, v: number[]): void;
|
|
uniform1i(location: WebGLUniformLocation, x: number): void;
|
|
uniform1iv(location: WebGLUniformLocation, v: Int32Array): void;
|
|
uniform1iv(location: WebGLUniformLocation, v: number[]): void;
|
|
uniform2f(location: WebGLUniformLocation, x: number, y: number): void;
|
|
uniform2fv(location: WebGLUniformLocation, v: Float32Array): void;
|
|
uniform2fv(location: WebGLUniformLocation, v: number[]): void;
|
|
uniform2i(location: WebGLUniformLocation, x: number, y: number): void;
|
|
uniform2iv(location: WebGLUniformLocation, v: Int32Array): void;
|
|
uniform2iv(location: WebGLUniformLocation, v: number[]): void;
|
|
uniform3f(location: WebGLUniformLocation, x: number, y: number, z: number): void;
|
|
uniform3fv(location: WebGLUniformLocation, v: Float32Array): void;
|
|
uniform3fv(location: WebGLUniformLocation, v: number[]): void;
|
|
uniform3i(location: WebGLUniformLocation, x: number, y: number, z: number): void;
|
|
uniform3iv(location: WebGLUniformLocation, v: Int32Array): void;
|
|
uniform3iv(location: WebGLUniformLocation, v: number[]): void;
|
|
uniform4f(location: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
|
|
uniform4fv(location: WebGLUniformLocation, v: Float32Array): void;
|
|
uniform4fv(location: WebGLUniformLocation, v: number[]): void;
|
|
uniform4i(location: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
|
|
uniform4iv(location: WebGLUniformLocation, v: Int32Array): void;
|
|
uniform4iv(location: WebGLUniformLocation, v: number[]): void;
|
|
|
|
uniformMatrix2fv(location: WebGLUniformLocation, transpose: boolean, value: Float32Array): void;
|
|
uniformMatrix2fv(location: WebGLUniformLocation, transpose: boolean, value: number[]): void;
|
|
uniformMatrix3fv(location: WebGLUniformLocation, transpose: boolean, value: Float32Array): void;
|
|
uniformMatrix3fv(location: WebGLUniformLocation, transpose: boolean, value: number[]): void;
|
|
uniformMatrix4fv(location: WebGLUniformLocation, transpose: boolean, value: Float32Array): void;
|
|
uniformMatrix4fv(location: WebGLUniformLocation, transpose: boolean, value: number[]): void;
|
|
|
|
useProgram(program: WebGLProgram): void;
|
|
validateProgram(program: WebGLProgram): void;
|
|
|
|
vertexAttrib1f(indx: number, x: number): void;
|
|
vertexAttrib1fv(indx: number, values: Float32Array): void;
|
|
vertexAttrib1fv(indx: number, value: number[]): void;
|
|
vertexAttrib2f(indx: number, x: number, y: number): void;
|
|
vertexAttrib2fv(indx: number, values: Float32Array): void;
|
|
vertexAttrib2fv(indx: number, value: number[]): void;
|
|
vertexAttrib3f(indx: number, x: number, y: number, z: number): void;
|
|
vertexAttrib3fv(indx: number, values: Float32Array): void;
|
|
vertexAttrib3fv(indx: number, value: number[]): void;
|
|
vertexAttrib4f(indx: number, x: number, y: number, z: number, w: number): void;
|
|
vertexAttrib4fv(indx: number, values: Float32Array): void;
|
|
vertexAttrib4fv(indx: number, value: number[]): void;
|
|
vertexAttribPointer(indx: number, size: number, type: number, normalized: boolean, stride: number, offset: number): void;
|
|
|
|
viewport(x: number, y: number, width: number, height: number): void;
|
|
}
|
|
|