WebGL
WebGL提供圖形繪制的能力,包括對當(dāng)前繪制圖形的位置、顏色等進行處理。
WebGL標(biāo)準(zhǔn)圖形API,對應(yīng)OpenGL ES 2.0特性集。
說明:
開發(fā)前請熟悉鴻蒙開發(fā)指導(dǎo)文檔 :[gitee.com/li-shizhen-skin/harmony-os/blob/master/README.md
]
本模塊首批接口從API version 7開始支持。后續(xù)版本的新增接口,采用上角標(biāo)單獨標(biāo)記接口的起始版本。
調(diào)用方式
hml內(nèi)創(chuàng)建canvas,示例如下:
< !--xxx.hml-- >
< div class="container" >
< canvas ref="canvas1" style="width : 400px; height : 200px; background-color : lightyellow;" >< /canvas >
< button class="btn-button" onclick="BtnDraw2D" >BtnDraw2D< /button >
< /div >
js內(nèi)獲取canvas實例,示例如下:
// 獲取canvas組件實例
const el = this.$refs.canvas1;
// 從canvas組件實例獲取WebGL上下文
const gl = el.getContext('webgl');
// 調(diào)用WebGL API
gl.clearColor(0.0, 0.0, 0.0, 1.0);
Type
系統(tǒng)能力: 以下各項對應(yīng)的系統(tǒng)能力均為 SystemCapability.Graphic.Graphic2D.WebGL。
表1 Type
名稱 | 類型 |
---|---|
GLenum | number |
GLboolean | boolean |
GLbitfield | number |
GLbyte | number |
GLshort | number |
GLint | number |
GLsizei | number |
GLintptr | number |
GLsizeiptr | number |
GLubyte | number |
GLushort | number |
GLuint | number |
GLfloat | number |
GLclampf | number |
TexImageSource | ImageData |
Float32List | array |
Int32List | array |
WebGLPowerPreference | string |
Interface
系統(tǒng)能力: 以下各項對應(yīng)的系統(tǒng)能力均為 SystemCapability.Graphic.Graphic2D.WebGL。
表2 Interface
名稱 |
---|
[WebGLContextAttributes] |
WebGLBuffer |
WebGLFrameBuffer |
WebGLProgram |
WebGLRenderbuffer |
WebGLShader |
WebGLTexture |
WebGLUniformLocation |
[WebGLActiveInfo] |
[WebGLShaderPrecisionFormat] |
[WebGLRenderingContextBase] |
[WebGLRenderingContextOverloads] |
WebGLContextAttributes
WebGLContextAttributes
名稱 | 參數(shù)類型 | 必填 |
---|---|---|
alpha | boolean | 否 |
depth | boolean | 否 |
stencil | boolean | 否 |
antialias | boolean | 否 |
premultipliedAlpha | boolean | 否 |
preserveDrawingBuffer | boolean | 否 |
powerPreference | WebGLPowerPreference | 否 |
failIfMajorPerformanceCaveat | boolean | 否 |
desynchronized | boolean | 否 |
WebGLActiveInfo
WebGLActiveInfo
名稱 | 參數(shù)類型 | 必填 |
---|---|---|
size | GLint | 是 |
type | GLenum | 是 |
name | string | 是 |
WebGLShaderPrecisionFormat
WebGLShaderPrecisionFormat
名稱 | 參數(shù)類型 | 必填 |
---|---|---|
rangeMin | GLint | 是 |
rangeMax | GLint | 是 |
precision | GLint | 是 |
WebGLRenderingContextBase
WebGLRenderingContextBase
屬性
名稱 | 參數(shù)類型 | 必填 |
---|---|---|
DEPTH_BUFFER_BIT | GLenum | 是 |
STENCIL_BUFFER_BIT | GLenum | 是 |
COLOR_BUFFER_BIT | GLenum | 是 |
POINTS | GLenum | 是 |
LINES | GLenum | 是 |
LINE_LOOP | GLenum | 是 |
LINE_STRIP | GLenum | 是 |
TRIANGLES | GLenum | 是 |
TRIANGLE_STRIP | GLenum | 是 |
TRIANGLE_FAN | GLenum | 是 |
ZERO | GLenum | 是 |
ONE | GLenum | 是 |
SRC_COLOR | GLenum | 是 |
ONE_MINUS_SRC_COLOR | GLenum | 是 |
SRC_ALPHA | GLenum | 是 |
ONE_MINUS_SRC_ALPHA | GLenum | 是 |
DST_ALPHA | GLenum | 是 |
ONE_MINUS_DST_ALPHA | GLenum | 是 |
DST_COLOR | GLenum | 是 |
ONE_MINUS_DST_COLOR | GLenum | 是 |
SRC_ALPHA_SATURATE | GLenum | 是 |
FUNC_ADD | GLenum | 是 |
BLEND_EQUATION | GLenum | 是 |
BLEND_EQUATION_RGB | GLenum | 是 |
BLEND_EQUATION_ALPHA | GLenum | 是 |
FUNC_SUBTRACT | GLenum | 是 |
FUNC_REVERSE_SUBTRACT | GLenum | 是 |
BLEND_DST_RGB | GLenum | 是 |
BLEND_SRC_RGB | GLenum | 是 |
BLEND_DST_ALPHA | GLenum | 是 |
BLEND_SRC_ALPHA | GLenum | 是 |
CONSTANT_COLOR | GLenum | 是 |
ONE_MINUS_CONSTANT_COLOR | GLenum | 是 |
CONSTANT_ALPHA | GLenum | 是 |
ONE_MINUS_CONSTANT_ALPHA | GLenum | 是 |
BLEND_COLOR | GLenum | 是 |
ARRAY_BUFFER | GLenum | 是 |
ELEMENT_ARRAY_BUFFER | GLenum | 是 |
ARRAY_BUFFER_BINDING | GLenum | 是 |
ELEMENT_ARRAY_BUFFER_BINDING | GLenum | 是 |
STREAM_DRAW | GLenum | 是 |
STATIC_DRAW | GLenum | 是 |
DYNAMIC_DRAW | GLenum | 是 |
BUFFER_SIZE | GLenum | 是 |
BUFFER_USAGE | GLenum | 是 |
CURRENT_VERTEX_ATTRIB | GLenum | 是 |
FRONT | GLenum | 是 |
BACK | GLenum | 是 |
FRONT_AND_BACK | GLenum | 是 |
CULL_FACE | GLenum | 是 |
BLEND | GLenum | 是 |
DITHER | GLenum | 是 |
STENCIL_TEST | GLenum | 是 |
DEPTH_TEST | GLenum | 是 |
SCISSOR_TEST | GLenum | 是 |
POLYGON_OFFSET_FILL | GLenum | 是 |
SAMPLE_ALPHA_TO_COVERAGE | GLenum | 是 |
SAMPLE_COVERAGE | GLenum | 是 |
NO_ERROR | GLenum | 是 |
INVALID_ENUM | GLenum | 是 |
INVALID_VALUE | GLenum | 是 |
INVALID_OPERATION | GLenum | 是 |
OUT_OF_MEMORY | GLenum | 是 |
CW | GLenum | 是 |
CCW | GLenum | 是 |
LINE_WIDTH | GLenum | 是 |
ALIASED_POINT_SIZE_RANGE | GLenum | 是 |
ALIASED_LINE_WIDTH_RANGE | GLenum | 是 |
CULL_FACE_MODE | GLenum | 是 |
FRONT_FACE | GLenum | 是 |
DEPTH_RANGE | GLenum | 是 |
DEPTH_WRITEMASK | GLenum | 是 |
DEPTH_CLEAR_VALUE | GLenum | 是 |
DEPTH_FUNC | GLenum | 是 |
STENCIL_CLEAR_VALUE | GLenum | 是 |
STENCIL_FUNC | GLenum | 是 |
STENCIL_FAIL | GLenum | 是 |
STENCIL_PASS_DEPTH_FAIL | GLenum | 是 |
STENCIL_PASS_DEPTH_PASS | GLenum | 是 |
STENCIL_REF | GLenum | 是 |
STENCIL_VALUE_MASK | GLenum | 是 |
STENCIL_WRITEMASK | GLenum | 是 |
STENCIL_BACK_FUNC | GLenum | 是 |
STENCIL_BACK_FAIL | GLenum | 是 |
STENCIL_BACK_PASS_DEPTH_FAIL | GLenum | 是 |
STENCIL_BACK_PASS_DEPTH_PASS | GLenum | 是 |
STENCIL_BACK_REF | GLenum | 是 |
STENCIL_BACK_VALUE_MASK | GLenum | 是 |
STENCIL_BACK_WRITEMASK | GLenum | 是 |
VIEWPORT | GLenum | 是 |
SCISSOR_BOX | GLenum | 是 |
COLOR_CLEAR_VALUE | GLenum | 是 |
COLOR_WRITEMASK | GLenum | 是 |
UNPACK_ALIGNMENT | GLenum | 是 |
PACK_ALIGNMENT | GLenum | 是 |
MAX_TEXTURE_SIZE | GLenum | 是 |
MAX_VIEWPORT_DIMS | GLenum | 是 |
SUBPIXEL_BITS | GLenum | 是 |
RED_BITS | GLenum | 是 |
GREEN_BITS | GLenum | 是 |
BLUE_BITS | GLenum | 是 |
ALPHA_BITS | GLenum | 是 |
DEPTH_BITS | GLenum | 是 |
STENCIL_BITS | GLenum | 是 |
POLYGON_OFFSET_UNITS | GLenum | 是 |
POLYGON_OFFSET_FACTOR | GLenum | 是 |
TEXTURE_BINDING_2D | GLenum | 是 |
SAMPLE_BUFFERS | GLenum | 是 |
SAMPLES | GLenum | 是 |
SAMPLE_COVERAGE_VALUE | GLenum | 是 |
SAMPLE_COVERAGE_INVERT | GLenum | 是 |
COMPRESSED_TEXTURE_FORMATS | GLenum | 是 |
DONT_CARE | GLenum | 是 |
FASTEST | GLenum | 是 |
NICEST | GLenum | 是 |
GENERATE_MIPMAP_HINT | GLenum | 是 |
BYTE | GLenum | 是 |
UNSIGNED_BYTE | GLenum | 是 |
SHORT | GLenum | 是 |
UNSIGNED_SHORT | GLenum | 是 |
INT | GLenum | 是 |
UNSIGNED_INT | GLenum | 是 |
FLOAT | GLenum | 是 |
DEPTH_COMPONENT | GLenum | 是 |
ALPHA | GLenum | 是 |
RGB | GLenum | 是 |
RGBA | GLenum | 是 |
LUMINANCE | GLenum | 是 |
LUMINANCE_ALPHA | GLenum | 是 |
UNSIGNED_SHORT_4_4_4_4 | GLenum | 是 |
UNSIGNED_SHORT_5_5_5_1 | GLenum | 是 |
UNSIGNED_SHORT_5_6_5 | GLenum | 是 |
FRAGMENT_SHADER | GLenum | 是 |
VERTEX_SHADER | GLenum | 是 |
MAX_VERTEX_ATTRIBS | GLenum | 是 |
MAX_VERTEX_UNIFORM_VECTORS | GLenum | 是 |
MAX_VARYING_VECTORS | GLenum | 是 |
MAX_COMBINED_TEXTURE_IMAGE_UNITS | GLenum | 是 |
MAX_VERTEX_TEXTURE_IMAGE_UNITS | GLenum | 是 |
MAX_TEXTURE_IMAGE_UNITS | GLenum | 是 |
MAX_FRAGMENT_UNIFORM_VECTORS | GLenum | 是 |
SHADER_TYPE | GLenum | 是 |
DELETE_STATUS | GLenum | 是 |
LINK_STATUS | GLenum | 是 |
VALIDATE_STATUS | GLenum | 是 |
ATTACHED_SHADERS | GLenum | 是 |
ACTIVE_UNIFORMS | GLenum | 是 |
ACTIVE_ATTRIBUTES | GLenum | 是 |
SHADING_LANGUAGE_VERSION | GLenum | 是 |
CURRENT_PROGRAM | GLenum | 是 |
NEVER | GLenum | 是 |
LESS | GLenum | 是 |
EQUAL | GLenum | 是 |
LEQUAL | GLenum | 是 |
GREATER | GLenum | 是 |
NOTEQUAL | GLenum | 是 |
GEQUAL | GLenum | 是 |
ALWAYS | GLenum | 是 |
KEEP | GLenum | 是 |
REPLACE | GLenum | 是 |
INCR | GLenum | 是 |
DECR | GLenum | 是 |
INVERT | GLenum | 是 |
INCR_WRAP | GLenum | 是 |
DECR_WRAP | GLenum | 是 |
VENDOR | GLenum | 是 |
RENDERER | GLenum | 是 |
VERSION | GLenum | 是 |
NEAREST | GLenum | 是 |
LINEAR | GLenum | 是 |
NEAREST_MIPMAP_NEAREST | GLenum | 是 |
LINEAR_MIPMAP_NEAREST | GLenum | 是 |
NEAREST_MIPMAP_LINEAR | GLenum | 是 |
LINEAR_MIPMAP_LINEAR | GLenum | 是 |
TEXTURE_MIN_FILTER | GLenum | 是 |
TEXTURE_WRAP_S | GLenum | 是 |
TEXTURE_WRAP_T | GLenum | 是 |
TEXTURE_2D | GLenum | 是 |
TEXTURE | GLenum | 是 |
TEXTURE_CUBE_MAP | GLenum | 是 |
TEXTURE_BINDING_CUBE_MAP | GLenum | 是 |
TEXTURE_CUBE_MAP_POSITIVE_X | GLenum | 是 |
TEXTURE_CUBE_MAP_NEGATIVE_X | GLenum | 是 |
TEXTURE_CUBE_MAP_POSITIVE_Y | GLenum | 是 |
TEXTURE_CUBE_MAP_NEGATIVE_Y | GLenum | 是 |
TEXTURE_CUBE_MAP_POSITIVE_Z | GLenum | 是 |
TEXTURE_CUBE_MAP_NEGATIVE_Z | GLenum | 是 |
MAX_CUBE_MAP_TEXTURE_SIZE | GLenum | 是 |
TEXTURE0 | GLenum | 是 |
TEXTURE1 | GLenum | 是 |
TEXTURE2 | GLenum | 是 |
TEXTURE3 | GLenum | 是 |
TEXTURE4 | GLenum | 是 |
TEXTURE5 | GLenum | 是 |
TEXTURE6 | GLenum | 是 |
TEXTURE7 | GLenum | 是 |
TEXTURE8 | GLenum | 是 |
TEXTURE9 | GLenum | 是 |
TEXTURE10 | GLenum | 是 |
TEXTURE11 | GLenum | 是 |
TEXTURE12 | GLenum | 是 |
TEXTURE13 | GLenum | 是 |
TEXTURE14 | GLenum | 是 |
TEXTURE15 | GLenum | 是 |
TEXTURE16 | GLenum | 是 |
TEXTURE17 | GLenum | 是 |
TEXTURE18 | GLenum | 是 |
TEXTURE19 | GLenum | 是 |
TEXTURE20 | GLenum | 是 |
TEXTURE21 | GLenum | 是 |
TEXTURE22 | GLenum | 是 |
TEXTURE23 | GLenum | 是 |
TEXTURE24 | GLenum | 是 |
TEXTURE25 | GLenum | 是 |
TEXTURE26 | GLenum | 是 |
TEXTURE27 | GLenum | 是 |
TEXTURE28 | GLenum | 是 |
TEXTURE29 | GLenum | 是 |
TEXTURE30 | GLenum | 是 |
TEXTURE31 | GLenum | 是 |
ACTIVE_TEXTURE | GLenum | 是 |
REPEAT | GLenum | 是 |
CLAMP_TO_EDGE | GLenum | 是 |
MIRRORED_REPEAT | GLenum | 是 |
FLOAT_VEC2 | GLenum | 是 |
FLOAT_VEC3 | GLenum | 是 |
FLOAT_VEC4 | GLenum | 是 |
INT_VEC2 | GLenum | 是 |
INT_VEC3 | GLenum | 是 |
INT_VEC4 | GLenum | 是 |
BOOL | GLenum | 是 |
BOOL_VEC2 | GLenum | 是 |
BOOL_VEC3 | GLenum | 是 |
BOOL_VEC4 | GLenum | 是 |
FLOAT_MAT2 | GLenum | 是 |
FLOAT_MAT3 | GLenum | 是 |
FLOAT_MAT4 | GLenum | 是 |
SAMPLER_2D | GLenum | 是 |
SAMPLER_CUBE | GLenum | 是 |
VERTEX_ATTRIB_ARRAY_ENABLED | GLenum | 是 |
VERTEX_ATTRIB_ARRAY_SIZE | GLenum | 是 |
VERTEX_ATTRIB_ARRAY_STRIDE | GLenum | 是 |
VERTEX_ATTRIB_ARRAY_TYPE | GLenum | 是 |
VERTEX_ATTRIB_ARRAY_NORMALIZED | GLenum | 是 |
VERTEX_ATTRIB_ARRAY_POINTER | GLenum | 是 |
VERTEX_ATTRIB_ARRAY_BUFFER_BINDING | GLenum | 是 |
IMPLEMENTATION_COLOR_READ_TYPE | GLenum | 是 |
IMPLEMENTATION_COLOR_READ_FORMAT | GLenum | 是 |
COMPILE_STATUS | GLenum | 是 |
LOW_FLOAT | GLenum | 是 |
MEDIUM_FLOAT | GLenum | 是 |
HIGH_FLOAT | GLenum | 是 |
LOW_INT | GLenum | 是 |
MEDIUM_INT | GLenum | 是 |
HIGH_INT | GLenum | 是 |
FRAMEBUFFER | GLenum | 是 |
RENDERBUFFER | GLenum | 是 |
RGBA4 | GLenum | 是 |
RGB5_A1 | GLenum | 是 |
RGB565 | GLenum | 是 |
DEPTH_COMPONENT16 | GLenum | 是 |
STENCIL_INDEX8 | GLenum | 是 |
DEPTH_STENCIL | GLenum | 是 |
RENDERBUFFER_WIDTH | GLenum | 是 |
RENDERBUFFER_HEIGHT | GLenum | 是 |
RENDERBUFFER_INTERNAL_FORMAT | GLenum | 是 |
RENDERBUFFER_RED_SIZE | GLenum | 是 |
RENDERBUFFER_GREEN_SIZE | GLenum | 是 |
RENDERBUFFER_BLUE_SIZE | GLenum | 是 |
RENDERBUFFER_ALPHA_SIZE | GLenum | 是 |
RENDERBUFFER_DEPTH_SIZE | GLenum | 是 |
RENDERBUFFER_STENCIL_SIZE | GLenum | 是 |
FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE | GLenum | 是 |
FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL | GLenum | 是 |
FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE | GLenum | 是 |
COLOR_ATTACHMENT0 | GLenum | 是 |
DEPTH_ATTACHMENT | GLenum | 是 |
STENCIL_ATTACHMENT | GLenum | 是 |
DEPTH_STENCIL_ATTACHMENT | GLenum | 是 |
NONE | GLenum | 是 |
FRAMEBUFFER_COMPLETE | GLenum | 是 |
FRAMEBUFFER_INCOMPLETE_ATTACHMENT | GLenum | 是 |
FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT | GLenum | 是 |
FRAMEBUFFER_INCOMPLETE_DIMENSIONS | GLenum | 是 |
FRAMEBUFFER_UNSUPPORTED | GLenum | 是 |
FRAMEBUFFER_BINDING | GLenum | 是 |
RENDERBUFFER_BINDING | GLenum | 是 |
MAX_RENDERBUFFER_SIZE | GLenum | 是 |
INVALID_FRAMEBUFFER_OPERATION | GLenum | 是 |
UNPACK_FLIP_Y_WEBGL | GLenum | 是 |
UNPACK_PREMULTIPLY_ALPHA_WEBGL | GLenum | 是 |
CONTEXT_LOST_WEBGL | GLenum | 是 |
UNPACK_COLORSPACE_CONVERSION_WEBGL | GLenum | 是 |
BROWSER_DEFAULT_WEBGL | GLenum | 是 |
canvas | HTMLCanvasElement | OffscreenCanvas |
drawingBufferWidth | GLsizei | 是 |
drawingBufferHeight | GLsizei | 是 |
方法
方法 | 返回值類型 |
---|---|
getContextAttributes() | WebGLContextAttributes |
isContextLost() | boolean |
getSupportedExtensions() | string[] |
getExtension(name: string) | any |
activeTexture(texture: GLenum) | void |
attachShader(program: WebGLProgram, shader: WebGLShader) | void |
bindAttribLocation(program: WebGLProgram, index: GLuint, name: string) | void |
bindBuffer(target: GLenum, buffer: WebGLBuffer | null) |
bindFramebuffer(target: GLenum, framebuffer: WebGLFramebuffer | null) |
bindRenderbuffer(target: GLenum, renderbuffer: WebGLRenderbuffer | null) |
bindTexture(target: GLenum, texture: WebGLTexture | null) |
blendColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf) | void |
blendEquation(mode: GLenum) | void |
blendEquationSeparate(modeRGB: GLenum, modeAlpha: GLenum) | void |
blendFunc(sfactor: GLenum, dfactor: GLenum) | void |
blendFuncSeparate(srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum) | void |
checkFramebufferStatus(target: GLenum) | GLenum |
clear(mask: GLbitfield) | void |
clearColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf) | void |
clearDepth(depth: GLclampf) | void |
clearStencil(s: GLint) | void |
colorMask(red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean) | void |
compileShader(shader: WebGLShader) | void |
copyTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint) | void |
copyTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void |
createBuffer() | WebGLBuffer |
createFramebuffer() | WebGLFramebuffer |
createProgram() | WebGLProgram |
createRenderbuffer() | WebGLRenderbuffer |
createShader(type: GLenum) | WebGLShader |
createTexture() | WebGLTexture |
cullFace(mode: GLenum) | void |
deleteBuffer(buffer: WebGLBuffer | null) |
deleteFramebuffer(framebuffer: WebGLFramebuffer | null) |
deleteProgram(program: WebGLProgram | null) |
deleteRenderbuffer(renderbuffer: WebGLRenderbuffer | null) |
deleteShader(shader: WebGLShader | null) |
deleteTexture(texture: WebGLTexture | null) |
depthFunc(func: GLenum) | void |
depthMask(flag: GLboolean) | void |
depthRange(zNear: GLclampf, zFar: GLclampf) | void |
detachShader(program: WebGLProgram, shader: WebGLShader) | void |
disable(cap: GLenum) | void |
disableVertexAttribArray(index: GLuint) | void |
drawArrays(mode: GLenum, first: GLint, count: GLsizei) | void |
drawElements(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr) | void |
enable(cap: GLenum) | void |
enableVertexAttribArray(index: GLuint) | void |
finish() | void |
flush() | void |
framebufferRenderbuffer(target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: WebGLRenderbuffer | null) |
framebufferTexture2D(target: GLenum, attachment: GLenum, textarget: GLenum, texture: WebGLTexture | null, level: GLint) |
frontFace(mode: GLenum) | void |
generateMipmap(target: GLenum) | void |
getActiveAttrib(program: WebGLProgram, index: GLuint) | WebGLActiveInfo |
getActiveUniform(program: WebGLProgram, index: GLuint) | WebGLActiveInfo |
getAttachedShaders(program: WebGLProgram) | WebGLShader[] |
getAttribLocation(program: WebGLProgram, name: string) | GLint |
getBufferParameter(target: GLenum, pname: GLenum) | any |
getParameter(pname: GLenum) | any |
getError() | GLenum |
getFramebufferAttachmentParameter(target: GLenum, attachment: GLenum, pname: GLenum) | any |
getProgramParameter(program: WebGLProgram, pname: GLenum) | any |
getProgramInfoLog(program: WebGLProgram) | string |
getRenderbufferParameter(target: GLenum, pname: GLenum) | any |
getShaderParameter(shader: WebGLShader, pname: GLenum) | any |
getShaderPrecisionFormat(shadertype: GLenum, precisiontype: GLenum) | WebGLShaderPrecisionFormat |
getShaderInfoLog(shader: WebGLShader) | string |
getShaderSource(shader: WebGLShader) | string |
getTexParameter(target: GLenum, pname: GLenum) | any |
getUniform(program: WebGLProgram, location: WebGLUniformLocation) | any |
getUniformLocation(program: WebGLProgram, name: string) | WebGLUniformLocation |
getVertexAttrib(index: GLuint, pname: GLenum) | any |
getVertexAttribOffset(index: GLuint, pname: GLenum) | GLintptr |
hint(target: GLenum, mode: GLenum) | void |
isBuffer(buffer: WebGLBuffer | null) |
isEnabled(cap: GLenum) | GLboolean |
isFramebuffer(framebuffer: WebGLFramebuffer | null) |
isProgram(program: WebGLProgram | null) |
isRenderbuffer(renderbuffer: WebGLRenderbuffer | null) |
isShader(shader: WebGLShader | null) |
isTexture(texture: WebGLTexture | null) |
lineWidth(width: GLfloat) | void |
linkProgram(program: WebGLProgram) | void |
pixelStorei(pname: GLenum, param: GLint | GLboolean) |
polygonOffset(factor: GLfloat, units: GLfloat) | void |
renderbufferStorage(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei) | void |
sampleCoverage(value: GLclampf, invert: GLboolean) | void |
scissor(x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void |
shaderSource(shader: WebGLShader, source: string) | void |
stencilFunc(func: GLenum, ref: GLint, mask: GLuint) | void |
stencilFuncSeparate(face: GLenum, func: GLenum, ref: GLint, mask: GLuint) | void |
stencilMask(mask: GLuint) | void |
stencilMaskSeparate(face: GLenum, mask: GLuint) | void |
stencilOp(fail: GLenum, zfail: GLenum, zpass: GLenum) | void |
stencilOpSeparate(face: GLenum, fail: GLenum, zfail: GLenum, zpass: GLenum) | void |
texParameterf(target: GLenum, pname: GLenum, param: GLfloat) | void |
texParameteri(target: GLenum, pname: GLenum, param: GLint) | void |
uniform1f(location: WebGLUniformLocation | null, x: GLfloat) |
uniform2f(location: WebGLUniformLocation | null, x: GLfloat, y: GLfloat) |
uniform3f(location: WebGLUniformLocation | null, x: GLfloat, y: GLfloat, z: GLfloat) |
uniform4f(location: WebGLUniformLocation | null, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) |
uniform1i(location: WebGLUniformLocation | null, x: GLint) |
uniform2i(location: WebGLUniformLocation | null, x: GLint, y: GLint) |
uniform3i(location: WebGLUniformLocation | null, x: GLint, y: GLint, z: GLint) |
uniform4i(location: WebGLUniformLocation | null, x: GLint, y: GLint, z: GLint, w: GLint) |
useProgram(program: WebGLProgram | null) |
validateProgram(program: WebGLProgram) | void |
vertexAttrib1f(index: GLuint, x: GLfloat) | void |
vertexAttrib2f(index: GLuint, x: GLfloat, y: GLfloat) | void |
vertexAttrib3f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat) | void |
vertexAttrib4f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) | void |
vertexAttrib1fv(index: GLuint, values: Float32List) | void |
vertexAttrib2fv(index: GLuint, values: Float32List) | void |
vertexAttrib3fv(index: GLuint, values: Float32List) | void |
vertexAttrib4fv(index: GLuint, values: Float32List) | void |
vertexAttribPointer(index: GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, offset: GLintptr) | void |
viewport(x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void |
WebGLRenderingContextOverloads
WebGLRenderingContextOverloads
方法HarmonyOS與OpenHarmony鴻蒙文檔籽料:mau123789是v直接拿 | 返回值類型 |
---|---|
bufferData(target: GLenum, size: GLsizeiptr, usage: GLenum) | void |
bufferData(target: GLenum, data: BufferSource | null, usage: GLenum) |
bufferSubData(target: GLenum, offset: GLintptr, data: BufferSource) | void |
compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, data: ArrayBufferView) | void |
compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, data: ArrayBufferView) | void |
readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView | null) |
texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: ArrayBufferView | null) |
texImage2D(target: GLenum, level: GLint, internalformat: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void |
texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView | null) |
texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void |
uniform1fv(location: WebGLUniformLocation | null, v: Float32List) |
uniform2fv(location: WebGLUniformLocation | null, v: Float32List) |
uniform3fv(location: WebGLUniformLocation | null, v: Float32List) |
uniform4fv(location: WebGLUniformLocation | null, v: Float32List) |
uniform1iv(location: WebGLUniformLocation | null, v: Int32List) |
uniform2iv(location: WebGLUniformLocation | null, v: Int32List) |
uniform3iv(location: WebGLUniformLocation | null, v: Int32List) |
uniform4iv(location: WebGLUniformLocation | null, v: Int32List) |
uniformMatrix2fv(location: WebGLUniformLocation | null, transpose: GLboolean, value: Float32List) |
uniformMatrix3fv(location: WebGLUniformLocation | null, transpose: GLboolean, value: Float32List) |
uniformMatrix4fv(location: WebGLUniformLocation | null, transpose: GLboolean, value: Float32List) |
審核編輯 黃宇
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