harmony 鸿蒙WebGL2

  • 2022-08-09
  • 浏览 (638)

WebGL2

The WebGL2 module supports graphics drawing, such as processing the graphics position and color. WebGL2 provides enhanced capabilities in the rendering pipeline and shader language than WebGL.

This module provides WebGL APIs that correspond to the OpenGL ES 3.0 feature set. For more information, see WebGL™.

NOTE

The initial APIs of this module are supported since API version 7. Newly added APIs will be marked with a superscript to indicate their earliest API version.

WebGL2 complies with the OpenGL protocol and does not support multi-thread calling.

This module can be used only in the JavaScript-compatible web-like development paradigm.

Invoking Method

Create a <canvas> component in the HML file. The following is an example:

<!--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>

Obtain the <canvas> component instance in the JS file. The following is an example:

// Obtain the <canvas> component instance.
const el = this.$refs.canvas1;
// Obtain the WebGL context from the <canvas> component instance.
const gl = el.getContext('webgl2');
// Call the WebGL API.
gl.clearColor(0.0, 0.0, 0.0, 1.0);

Type

System capability: SystemCapability.Graphic.Graphic2D.WebGL2

Table 1 Type

Name Type
GLenum number
GLint64 number
GLuint64 number
Uint32List array

APIs

System capability: SystemCapability.Graphic.Graphic2D.WebGL2

Table 2 APIs

Name
WebGL2RenderingContextBase
WebGL2RenderingContextOverloads
WebGLQuery
WebGLSampler
WebGLSync
WebGLTransformFeedback
WebGLVertexArrayObject

WebGL2RenderingContextBase

WebGL2RenderingContextBase

Attributes

Name Type Mandatory
READ_BUFFER GLenum Yes
UNPACK_ROW_LENGTH GLenum Yes
UNPACK_SKIP_ROWS GLenum Yes
UNPACK_SKIP_PIXELS GLenum Yes
PACK_ROW_LENGTH GLenum Yes
PACK_SKIP_ROWS GLenum Yes
PACK_SKIP_PIXELS GLenum Yes
COLOR GLenum Yes
DEPTH GLenum Yes
STENCIL GLenum Yes
RED GLenum Yes
RGB8 GLenum Yes
RGBA8 GLenum Yes
RGB10_A2 GLenum Yes
TEXTURE_BINDING_3D GLenum Yes
UNPACK_SKIP_IMAGES GLenum Yes
UNPACK_IMAGE_HEIGHT GLenum Yes
TEXTURE_3D GLenum Yes
TEXTURE_WRAP_R GLenum Yes
MAX_3D_TEXTURE_SIZE GLenum Yes
UNSIGNED_INT_2_10_10_10_REV GLenum Yes
MAX_ELEMENTS_VERTICES GLenum Yes
MAX_ELEMENTS_INDICES GLenum Yes
TEXTURE_MIN_LOD GLenum Yes
TEXTURE_MAX_LOD GLenum Yes
TEXTURE_BASE_LEVEL GLenum Yes
TEXTURE_MAX_LEVEL GLenum Yes
MIN GLenum Yes
MAX GLenum Yes
DEPTH_COMPONENT24 GLenum Yes
MAX_TEXTURE_LOD_BIAS GLenum Yes
TEXTURE_COMPARE_MODE GLenum Yes
TEXTURE_COMPARE_FUNC GLenum Yes
CURRENT_QUERY GLenum Yes
QUERY_RESULT GLenum Yes
QUERY_RESULT_AVAILABLE GLenum Yes
STREAM_READ GLenum Yes
STREAM_COPY GLenum Yes
STATIC_READ GLenum Yes
STATIC_COPY GLenum Yes
DYNAMIC_READ GLenum Yes
DYNAMIC_COPY GLenum Yes
MAX_DRAW_BUFFERS GLenum Yes
DRAW_BUFFER0 GLenum Yes
DRAW_BUFFER1 GLenum Yes
DRAW_BUFFER2 GLenum Yes
DRAW_BUFFER3 GLenum Yes
DRAW_BUFFER4 GLenum Yes
DRAW_BUFFER5 GLenum Yes
DRAW_BUFFER6 GLenum Yes
DRAW_BUFFER7 GLenum Yes
DRAW_BUFFER8 GLenum Yes
DRAW_BUFFER9 GLenum Yes
DRAW_BUFFER10 GLenum Yes
DRAW_BUFFER11 GLenum Yes
DRAW_BUFFER12 GLenum Yes
DRAW_BUFFER13 GLenum Yes
DRAW_BUFFER14 GLenum Yes
DRAW_BUFFER15 GLenum Yes
MAX_FRAGMENT_UNIFORM_COMPONENTS GLenum Yes
MAX_VERTEX_UNIFORM_COMPONENTS GLenum Yes
SAMPLER_3D GLenum Yes
SAMPLER_2D_SHADOW GLenum Yes
FRAGMENT_SHADER_DERIVATIVE_HINT GLenum Yes
PIXEL_PACK_BUFFER GLenum Yes
PIXEL_UNPACK_BUFFER GLenum Yes
PIXEL_PACK_BUFFER_BINDING GLenum Yes
PIXEL_UNPACK_BUFFER_BINDING GLenum Yes
FLOAT_MAT2x3 GLenum Yes
FLOAT_MAT2x4 GLenum Yes
FLOAT_MAT3x2 GLenum Yes
FLOAT_MAT3x4 GLenum Yes
FLOAT_MAT4x2 GLenum Yes
FLOAT_MAT4x3 GLenum Yes
SRGB GLenum Yes
SRGB8 GLenum Yes
SRGB8_ALPHA8 GLenum Yes
COMPARE_REF_TO_TEXTURE GLenum Yes
RGBA32F GLenum Yes
RGB32F GLenum Yes
RGBA16F GLenum Yes
RGB16F GLenum Yes
VERTEX_ATTRIB_ARRAY_INTEGER GLenum Yes
MAX_ARRAY_TEXTURE_LAYERS GLenum Yes
MIN_PROGRAM_TEXEL_OFFSET GLenum Yes
MAX_PROGRAM_TEXEL_OFFSET GLenum Yes
MAX_VARYING_COMPONENTS GLenum Yes
TEXTURE_2D_ARRAY GLenum Yes
TEXTURE_BINDING_2D_ARRAY GLenum Yes
R11F_G11F_B10F GLenum Yes
UNSIGNED_INT_10F_11F_11F_REV GLenum Yes
RGB9_E5 GLenum Yes
UNSIGNED_INT_5_9_9_9_REV GLenum Yes
TRANSFORM_FEEDBACK_BUFFER_MODE GLenum Yes
MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS GLenum Yes
TRANSFORM_FEEDBACK_VARYINGS GLenum Yes
TRANSFORM_FEEDBACK_BUFFER_START GLenum Yes
TRANSFORM_FEEDBACK_BUFFER_SIZE GLenum Yes
TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN GLenum Yes
RASTERIZER_DISCARD GLenum Yes
MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS GLenum Yes
MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS GLenum Yes
INTERLEAVED_ATTRIBS GLenum Yes
SEPARATE_ATTRIBS GLenum Yes
TRANSFORM_FEEDBACK_BUFFER GLenum Yes
TRANSFORM_FEEDBACK_BUFFER_BINDING GLenum Yes
RGBA32UI GLenum Yes
RGB32UI GLenum Yes
RGBA16UI GLenum Yes
RGB16UI GLenum Yes
RGBA8UI GLenum Yes
RGB8UI GLenum Yes
RGBA32I GLenum Yes
RGB32I GLenum Yes
RGBA16I GLenum Yes
RGB16I GLenum Yes
RGBA8I GLenum Yes
RGB8I GLenum Yes
RED_INTEGER GLenum Yes
RGB_INTEGER GLenum Yes
RGBA_INTEGER GLenum Yes
SAMPLER_2D_ARRAY GLenum Yes
SAMPLER_2D_ARRAY_SHADOW GLenum Yes
SAMPLER_CUBE_SHADOW GLenum Yes
UNSIGNED_INT_VEC2 GLenum Yes
UNSIGNED_INT_VEC3 GLenum Yes
UNSIGNED_INT_VEC4 GLenum Yes
INT_SAMPLER_2D GLenum Yes
INT_SAMPLER_3D GLenum Yes
INT_SAMPLER_CUBE GLenum Yes
INT_SAMPLER_2D_ARRAY GLenum Yes
UNSIGNED_INT_SAMPLER_2D GLenum Yes
UNSIGNED_INT_SAMPLER_3D GLenum Yes
UNSIGNED_INT_SAMPLER_CUBE GLenum Yes
UNSIGNED_INT_SAMPLER_2D_ARRAY GLenum Yes
DEPTH_COMPONENT32F GLenum Yes
DEPTH32F_STENCIL8 GLenum Yes
FLOAT_32_UNSIGNED_INT_24_8_REV GLenum Yes
FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING GLenum Yes
FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE GLenum Yes
FRAMEBUFFER_ATTACHMENT_RED_SIZE GLenum Yes
FRAMEBUFFER_ATTACHMENT_GREEN_SIZE GLenum Yes
FRAMEBUFFER_ATTACHMENT_BLUE_SIZE GLenum Yes
FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE GLenum Yes
FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE GLenum Yes
FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE GLenum Yes
FRAMEBUFFER_DEFAULT GLenum Yes
UNSIGNED_INT_24_8 GLenum Yes
DEPTH24_STENCIL8 GLenum Yes
UNSIGNED_NORMALIZED GLenum Yes
DRAW_FRAMEBUFFER_BINDING GLenum Yes
READ_FRAMEBUFFER GLenum Yes
DRAW_FRAMEBUFFER GLenum Yes
READ_FRAMEBUFFER_BINDING GLenum Yes
RENDERBUFFER_SAMPLES GLenum Yes
FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER GLenum Yes
MAX_COLOR_ATTACHMENTS GLenum Yes
COLOR_ATTACHMENT1 GLenum Yes
COLOR_ATTACHMENT2 GLenum Yes
COLOR_ATTACHMENT3 GLenum Yes
COLOR_ATTACHMENT4 GLenum Yes
COLOR_ATTACHMENT5 GLenum Yes
COLOR_ATTACHMENT6 GLenum Yes
COLOR_ATTACHMENT7 GLenum Yes
COLOR_ATTACHMENT8 GLenum Yes
COLOR_ATTACHMENT9 GLenum Yes
COLOR_ATTACHMENT10 GLenum Yes
COLOR_ATTACHMENT11 GLenum Yes
COLOR_ATTACHMENT12 GLenum Yes
COLOR_ATTACHMENT13 GLenum Yes
COLOR_ATTACHMENT14 GLenum Yes
COLOR_ATTACHMENT15 GLenum Yes
FRAMEBUFFER_INCOMPLETE_MULTISAMPLE GLenum Yes
MAX_SAMPLES GLenum Yes
HALF_FLOAT GLenum Yes
RG GLenum Yes
RG_INTEGER GLenum Yes
R8 GLenum Yes
RG8 GLenum Yes
R16F GLenum Yes
R32F GLenum Yes
RG16F GLenum Yes
RG32F GLenum Yes
R8I GLenum Yes
R8UI GLenum Yes
R16I GLenum Yes
R16UI GLenum Yes
R32I GLenum Yes
R32UI GLenum Yes
RG8I GLenum Yes
RG8UI GLenum Yes
RG16I GLenum Yes
RG16UI GLenum Yes
RG32I GLenum Yes
RG32UI GLenum Yes
VERTEX_ARRAY_BINDING GLenum Yes
R8_SNORM GLenum Yes
RG8_SNORM GLenum Yes
RGB8_SNORM GLenum Yes
SIGNED_NORMALIZED GLenum Yes
COPY_READ_BUFFER GLenum Yes
COPY_WRITE_BUFFER GLenum Yes
COPY_READ_BUFFER_BINDING GLenum Yes
COPY_WRITE_BUFFER_BINDING GLenum Yes
UNIFORM_BUFFER GLenum Yes
UNIFORM_BUFFER_BINDING GLenum Yes
UNIFORM_BUFFER_START GLenum Yes
UNIFORM_BUFFER_SIZE GLenum Yes
MAX_VERTEX_UNIFORM_BLOCKS GLenum Yes
MAX_FRAGMENT_UNIFORM_BLOCKS GLenum Yes
MAX_COMBINED_UNIFORM_BLOCKS GLenum Yes
MAX_UNIFORM_BUFFER_BINDINGS GLenum Yes
MAX_UNIFORM_BLOCK_SIZE GLenum Yes
MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS GLenum Yes
MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS GLenum Yes
UNIFORM_BUFFER_OFFSET_ALIGNMENT GLenum Yes
ACTIVE_UNIFORM_BLOCKS GLenum Yes
UNIFORM_TYPE GLenum Yes
UNIFORM_SIZE GLenum Yes
UNIFORM_BLOCK_INDEX GLenum Yes
UNIFORM_OFFSET GLenum Yes
UNIFORM_ARRAY_STRIDE GLenum Yes
UNIFORM_MATRIX_STRIDE GLenum Yes
UNIFORM_IS_ROW_MAJOR GLenum Yes
UNIFORM_BLOCK_BINDING GLenum Yes
UNIFORM_BLOCK_DATA_SIZE GLenum Yes
UNIFORM_BLOCK_ACTIVE_UNIFORMS GLenum Yes
UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES GLenum Yes
UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER GLenum Yes
UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER GLenum Yes
INVALID_INDEX GLenum Yes
MAX_VERTEX_OUTPUT_COMPONENTS GLenum Yes
MAX_FRAGMENT_INPUT_COMPONENTS GLenum Yes
MAX_SERVER_WAIT_TIMEOUT GLenum Yes
OBJECT_TYPE GLenum Yes
SYNC_CONDITION GLenum Yes
SYNC_STATUS GLenum Yes
SYNC_FLAGS GLenum Yes
SYNC_FENCE GLenum Yes
SYNC_GPU_COMMANDS_COMPLETE GLenum Yes
UNSIGNALED GLenum Yes
SIGNALED GLenum Yes
ALREADY_SIGNALED GLenum Yes
TIMEOUT_EXPIRED GLenum Yes
CONDITION_SATISFIED GLenum Yes
WAIT_FAILED GLenum Yes
SYNC_FLUSH_COMMANDS_BIT GLenum Yes
VERTEX_ATTRIB_ARRAY_DIVISOR GLenum Yes
ANY_SAMPLES_PASSED GLenum Yes
ANY_SAMPLES_PASSED_CONSERVATIVE GLenum Yes
SAMPLER_BINDING GLenum Yes
RGB10_A2UI GLenum Yes
INT_2_10_10_10_REV GLenum Yes
TRANSFORM_FEEDBACK GLenum Yes
TRANSFORM_FEEDBACK_PAUSED GLenum Yes
TRANSFORM_FEEDBACK_ACTIVE GLenum Yes
TRANSFORM_FEEDBACK_BINDING GLenum Yes
TEXTURE_IMMUTABLE_FORMAT GLenum Yes
MAX_ELEMENT_INDEX GLenum Yes
TEXTURE_IMMUTABLE_LEVELS GLenum Yes
TIMEOUT_IGNORED GLint64 Yes
MAX_CLIENT_WAIT_TIMEOUT_WEBGL GLenum Yes

Methods

Method Return Value Type
copyBufferSubData(readTarget: GLenum, writeTarget: GLenum, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr) void
getBufferSubData(target: GLenum, srcByteOffset: GLintptr, dstBuffer: ArrayBufferView, dstOffset?: GLuint, length?: GLuint) void
blitFramebuffer(srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum) void
framebufferTextureLayer(target: GLenum, attachment: GLenum, texture: WebGLTexture |null, level: GLint, layer: GLint) void
invalidateFramebuffer(target: GLenum, attachments: GLenum[]) void
invalidateSubFramebuffer(target: GLenum, attachments: GLenum[], x: GLint, y: GLint, width: GLsizei, height: GLsizei) void
readBuffer(src: GLenum) void
getInternalformatParameter(target: GLenum, internalformat: GLenum, pname: GLenum) any
renderbufferStorageMultisample(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) void
texStorage2D(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) void
texStorage3D(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei) void
texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr) void
texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource) void
texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView |null) void
texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint) void
texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr) void
texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, source: TexImageSource) void
texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView |null, srcOffset?: GLuint) void
copyTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) void
compressedTexImage3D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr) void
compressedTexImage3D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) void
compressedTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr) void
compressedTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) void
getFragDataLocation(program: WebGLProgram, name: string) GLint
uniform1ui(location: WebGLUniformLocation |null, v0: GLuint) void
uniform2ui(location: WebGLUniformLocation |null, v0: GLuint, v1: GLuint) void
uniform3ui(location: WebGLUniformLocation |null, v0: GLuint, v1: GLuint, v2: GLuint) void
uniform4ui(location: WebGLUniformLocation |null, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint) void
uniform1uiv(location: WebGLUniformLocation |null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniform2uiv(location: WebGLUniformLocation |null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniform3uiv(location: WebGLUniformLocation |null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniform4uiv(location: WebGLUniformLocation |null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniformMatrix3x2fv(location: WebGLUniformLocation |null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniformMatrix4x2fv(location: WebGLUniformLocation |null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniformMatrix2x3fv(location: WebGLUniformLocation |null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniformMatrix4x3fv(location: WebGLUniformLocation |null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniformMatrix2x4fv(location: WebGLUniformLocation |null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniformMatrix3x4fv(location: WebGLUniformLocation |null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) void
vertexAttribI4i(index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint) void
vertexAttribI4iv(index: GLuint, values: Int32List) void
vertexAttribI4ui(index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint) void
vertexAttribI4uiv(index: GLuint, values: Uint32List) void
vertexAttribIPointer(index: GLuint, size: GLint, type: GLenum, stride: GLsizei, offset: GLintptr) void
vertexAttribDivisor(index: GLuint, divisor: GLuint) void
drawArraysInstanced(mode: GLenum, first: GLint, count: GLsizei, instanceCount: GLsizei) void
drawElementsInstanced(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr, instanceCount: GLsizei) void
drawRangeElements(mode: GLenum, start: GLuint, end: GLuint, count: GLsizei, type: GLenum, offset: GLintptr) void
drawBuffers(buffers: GLenum[]) void
clearBufferfv(buffer: GLenum, drawbuffer: GLint, values: Float32List, srcOffset?: GLuint) void
clearBufferiv(buffer: GLenum, drawbuffer: GLint, values: Int32List, srcOffset?: GLuint) void
clearBufferuiv(buffer: GLenum, drawbuffer: GLint, values: Uint32List, srcOffset?: GLuint) void
clearBufferfi(buffer: GLenum, drawbuffer: GLint, depth: GLfloat, stencil: GLint) void
createQuery() WebGLQuery |null
deleteQuery(query: WebGLQuery |null) void
isQuery(query: WebGLQuery |null) GLboolean
beginQuery(target: GLenum, query: WebGLQuery) void
endQuery(target: GLenum) void
getQuery(target: GLenum, pname: GLenum) WebGLQuery |null
getQueryParameter(query: WebGLQuery, pname: GLenum) any
createSampler() WebGLSampler |null
deleteSampler(sampler: WebGLSampler |null) void
isSampler(sampler: WebGLSampler |null) GLboolean
bindSampler(unit: GLuint, sampler: WebGLSampler |null) void
samplerParameteri(sampler: WebGLSampler, pname: GLenum, param: GLint) void
samplerParameterf(sampler: WebGLSampler, pname: GLenum, param: GLfloat) void;
getSamplerParameter(sampler: WebGLSampler, pname: GLenum) any
fenceSync(condition: GLenum, flags: GLbitfield) WebGLSync |null
isSync(sync: WebGLSync |null) GLboolean
deleteSync(sync: WebGLSync |null) void
clientWaitSync(sync: WebGLSync, flags: GLbitfield, timeout: GLuint64) GLenum
waitSync(sync: WebGLSync, flags: GLbitfield, timeout: GLint64) void
getSyncParameter(sync: WebGLSync, pname: GLenum) any
createTransformFeedback() WebGLTransformFeedback |null
deleteTransformFeedback(tf: WebGLTransformFeedback |null) void
isTransformFeedback(tf: WebGLTransformFeedback |null) GLboolean
bindTransformFeedback(target: GLenum, tf: WebGLTransformFeedback |null) void
beginTransformFeedback(primitiveMode: GLenum) void
endTransformFeedback() void
transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: GLenum) void
getTransformFeedbackVarying(program: WebGLProgram, index: GLuint) WebGLActiveInfo |null
pauseTransformFeedback() void
resumeTransformFeedback() void
bindBufferBase(target: GLenum, index: GLuint, buffer: WebGLBuffer |null) void
bindBufferRange(target: GLenum, index: GLuint, buffer: WebGLBuffer |null, offset: GLintptr, size: GLsizeiptr) void
getIndexedParameter(target: GLenum, index: GLuint) any
getUniformIndices(program: WebGLProgram, uniformNames: string[]) GLuint[] |null
getActiveUniforms(program: WebGLProgram, uniformIndices: GLuint[], pname: GLenum) any
getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string) GLuint
getActiveUniformBlockParameter(program: WebGLProgram, uniformBlockIndex: GLuint, pname: GLenum) any
getActiveUniformBlockName(program: WebGLProgram, uniformBlockIndex: GLuint) string |null
uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: GLuint, uniformBlockBinding: GLuint) void
createVertexArray() WebGLVertexArrayObject |null
deleteVertexArray(vertexArray: WebGLVertexArrayObject |null) void
isVertexArray(vertexArray: WebGLVertexArrayObject |null) GLboolean
bindVertexArray(array: WebGLVertexArrayObject |null) void

WebGL2RenderingContextOverloads

WebGL2RenderingContextOverloads

Method Return Value Type
bufferData(target: GLenum, size: GLsizeiptr, usage: GLenum) void
bufferData(target: GLenum, srcData: BufferSource |null, usage: GLenum) void
bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: BufferSource) void
bufferData(target: GLenum, srcData: ArrayBufferView, usage: GLenum, srcOffset: GLuint, length?: GLuint) void
bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: ArrayBufferView, srcOffset: GLuint, length?: GLuint) void
texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: ArrayBufferView |null) void
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) void
texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, format: GLenum, type: GLenum, source: TexImageSource) void
texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr) void
texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource) void
texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint) void
texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr) void
texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, source: TexImageSource) void
texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint) void
compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr) void
compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) void
compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr) void
compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) void
uniform1fv(location: WebGLUniformLocation |null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniform2fv(location: WebGLUniformLocation |null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniform3fv(location: WebGLUniformLocation |null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniform4fv(location: WebGLUniformLocation |null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniform1iv(location: WebGLUniformLocation |null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniform2iv(location: WebGLUniformLocation |null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniform3iv(location: WebGLUniformLocation |null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniform4iv(location: WebGLUniformLocation |null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniformMatrix2fv(location: WebGLUniformLocation |null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniformMatrix3fv(location: WebGLUniformLocation |null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) void
uniformMatrix4fv(location: WebGLUniformLocation |null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) void
readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView |null) void
readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, offset: GLintptr) void
readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView, dstOffset: GLuint) void

你可能感兴趣的鸿蒙文章

harmony 鸿蒙APIs

harmony 鸿蒙System Common Events (To Be Deprecated Soon)

harmony 鸿蒙System Common Events

harmony 鸿蒙API Reference Document Description

harmony 鸿蒙BundleStatusCallback

harmony 鸿蒙@ohos.bundle.innerBundleManager (innerBundleManager)

harmony 鸿蒙@ohos.distributedBundle (Distributed Bundle Management)

harmony 鸿蒙@ohos.bundle (Bundle)

harmony 鸿蒙@ohos.enterprise.EnterpriseAdminExtensionAbility (EnterpriseAdminExtensionAbility)

harmony 鸿蒙@ohos.WorkSchedulerExtensionAbility (Work Scheduler Callbacks)

0  赞