harmony 鸿蒙WebGL

2022-08-09 浏览 (964)

WebGL

WebGL提供图形绘制的能力,包括对当前绘制图形的位置、颜色等进行处理。

WebGL标准图形API,对应OpenGL ES 2.0特性集。更多信息请参考WebGL™标准。

说明:

本模块首批接口从API version 7开始支持。后续版本的新增接口,采用上角标单独标记接口的起始版本。

WebGL遵循OpenGL协议,不支持多线程调用。

目前该功能仅支持使用兼容JS的类Web开发范式开发。

调用方式

hml内创建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内获取canvas实例,示例如下:

// 获取canvas组件实例
const el = this.$refs.canvas1;
// 从canvas组件实例获取WebGL上下文
const gl = el.getContext('webgl');
// 调用WebGL API
gl.clearColor(0.0, 0.0, 0.0, 1.0);

Type

系统能力: 以下各项对应的系统能力均为 SystemCapability.Graphic.Graphic2D.WebGL。

表1 Type

名称类型
GLenumnumber
GLbooleanboolean
GLbitfieldnumber
GLbytenumber
GLshortnumber
GLintnumber
GLsizeinumber
GLintptrnumber
GLsizeiptrnumber
GLubytenumber
GLushortnumber
GLuintnumber
GLfloatnumber
GLclampfnumber
TexImageSourceImageData
Float32Listarray
Int32Listarray
WebGLPowerPreferencestring

Interface

系统能力: 以下各项对应的系统能力均为 SystemCapability.Graphic.Graphic2D.WebGL。

表2 Interface

名称
WebGLContextAttributes
WebGLBuffer
WebGLFrameBuffer
WebGLProgram
WebGLRenderbuffer
WebGLShader
WebGLTexture
WebGLUniformLocation
WebGLActiveInfo
WebGLShaderPrecisionFormat
WebGLRenderingContextBase
WebGLRenderingContextOverloads

WebGLContextAttributes

WebGLContextAttributes

名称参数类型必填
alphaboolean否
depthboolean否
stencilboolean否
antialiasboolean否
premultipliedAlphaboolean否
preserveDrawingBufferboolean否
powerPreferenceWebGLPowerPreference否
failIfMajorPerformanceCaveatboolean否
desynchronizedboolean否

WebGLActiveInfo

WebGLActiveInfo

名称参数类型必填
sizeGLint是
typeGLenum是
namestring是

WebGLShaderPrecisionFormat

WebGLShaderPrecisionFormat

名称参数类型必填
rangeMinGLint是
rangeMaxGLint是
precisionGLint是

WebGLRenderingContextBase

WebGLRenderingContextBase

属性

名称参数类型必填
DEPTH_BUFFER_BITGLenum是
STENCIL_BUFFER_BITGLenum是
COLOR_BUFFER_BITGLenum是
POINTSGLenum是
LINESGLenum是
LINE_LOOPGLenum是
LINE_STRIPGLenum是
TRIANGLESGLenum是
TRIANGLE_STRIPGLenum是
TRIANGLE_FANGLenum是
ZEROGLenum是
ONEGLenum是
SRC_COLORGLenum是
ONE_MINUS_SRC_COLORGLenum是
SRC_ALPHAGLenum是
ONE_MINUS_SRC_ALPHAGLenum是
DST_ALPHAGLenum是
ONE_MINUS_DST_ALPHAGLenum是
DST_COLORGLenum是
ONE_MINUS_DST_COLORGLenum是
SRC_ALPHA_SATURATEGLenum是
FUNC_ADDGLenum是
BLEND_EQUATIONGLenum是
BLEND_EQUATION_RGBGLenum是
BLEND_EQUATION_ALPHAGLenum是
FUNC_SUBTRACTGLenum是
FUNC_REVERSE_SUBTRACTGLenum是
BLEND_DST_RGBGLenum是
BLEND_SRC_RGBGLenum是
BLEND_DST_ALPHAGLenum是
BLEND_SRC_ALPHAGLenum是
CONSTANT_COLORGLenum是
ONE_MINUS_CONSTANT_COLORGLenum是
CONSTANT_ALPHAGLenum是
ONE_MINUS_CONSTANT_ALPHAGLenum是
BLEND_COLORGLenum是
ARRAY_BUFFERGLenum是
ELEMENT_ARRAY_BUFFERGLenum是
ARRAY_BUFFER_BINDINGGLenum是
ELEMENT_ARRAY_BUFFER_BINDINGGLenum是
STREAM_DRAWGLenum是
STATIC_DRAWGLenum是
DYNAMIC_DRAWGLenum是
BUFFER_SIZEGLenum是
BUFFER_USAGEGLenum是
CURRENT_VERTEX_ATTRIBGLenum是
FRONTGLenum是
BACKGLenum是
FRONT_AND_BACKGLenum是
CULL_FACEGLenum是
BLENDGLenum是
DITHERGLenum是
STENCIL_TESTGLenum是
DEPTH_TESTGLenum是
SCISSOR_TESTGLenum是
POLYGON_OFFSET_FILLGLenum是
SAMPLE_ALPHA_TO_COVERAGEGLenum是
SAMPLE_COVERAGEGLenum是
NO_ERRORGLenum是
INVALID_ENUMGLenum是
INVALID_VALUEGLenum是
INVALID_OPERATIONGLenum是
OUT_OF_MEMORYGLenum是
CWGLenum是
CCWGLenum是
LINE_WIDTHGLenum是
ALIASED_POINT_SIZE_RANGEGLenum是
ALIASED_LINE_WIDTH_RANGEGLenum是
CULL_FACE_MODEGLenum是
FRONT_FACEGLenum是
DEPTH_RANGEGLenum是
DEPTH_WRITEMASKGLenum是
DEPTH_CLEAR_VALUEGLenum是
DEPTH_FUNCGLenum是
STENCIL_CLEAR_VALUEGLenum是
STENCIL_FUNCGLenum是
STENCIL_FAILGLenum是
STENCIL_PASS_DEPTH_FAILGLenum是
STENCIL_PASS_DEPTH_PASSGLenum是
STENCIL_REFGLenum是
STENCIL_VALUE_MASKGLenum是
STENCIL_WRITEMASKGLenum是
STENCIL_BACK_FUNCGLenum是
STENCIL_BACK_FAILGLenum是
STENCIL_BACK_PASS_DEPTH_FAILGLenum是
STENCIL_BACK_PASS_DEPTH_PASSGLenum是
STENCIL_BACK_REFGLenum是
STENCIL_BACK_VALUE_MASKGLenum是
STENCIL_BACK_WRITEMASKGLenum是
VIEWPORTGLenum是
SCISSOR_BOXGLenum是
COLOR_CLEAR_VALUEGLenum是
COLOR_WRITEMASKGLenum是
UNPACK_ALIGNMENTGLenum是
PACK_ALIGNMENTGLenum是
MAX_TEXTURE_SIZEGLenum是
MAX_VIEWPORT_DIMSGLenum是
SUBPIXEL_BITSGLenum是
RED_BITSGLenum是
GREEN_BITSGLenum是
BLUE_BITSGLenum是
ALPHA_BITSGLenum是
DEPTH_BITSGLenum是
STENCIL_BITSGLenum是
POLYGON_OFFSET_UNITSGLenum是
POLYGON_OFFSET_FACTORGLenum是
TEXTURE_BINDING_2DGLenum是
SAMPLE_BUFFERSGLenum是
SAMPLESGLenum是
SAMPLE_COVERAGE_VALUEGLenum是
SAMPLE_COVERAGE_INVERTGLenum是
COMPRESSED_TEXTURE_FORMATSGLenum是
DONT_CAREGLenum是
FASTESTGLenum是
NICESTGLenum是
GENERATE_MIPMAP_HINTGLenum是
BYTEGLenum是
UNSIGNED_BYTEGLenum是
SHORTGLenum是
UNSIGNED_SHORTGLenum是
INTGLenum是
UNSIGNED_INTGLenum是
FLOATGLenum是
DEPTH_COMPONENTGLenum是
ALPHAGLenum是
RGBGLenum是
RGBAGLenum是
LUMINANCEGLenum是
LUMINANCE_ALPHAGLenum是
UNSIGNED_SHORT_4_4_4_4GLenum是
UNSIGNED_SHORT_5_5_5_1GLenum是
UNSIGNED_SHORT_5_6_5GLenum是
FRAGMENT_SHADERGLenum是
VERTEX_SHADERGLenum是
MAX_VERTEX_ATTRIBSGLenum是
MAX_VERTEX_UNIFORM_VECTORSGLenum是
MAX_VARYING_VECTORSGLenum是
MAX_COMBINED_TEXTURE_IMAGE_UNITSGLenum是
MAX_VERTEX_TEXTURE_IMAGE_UNITSGLenum是
MAX_TEXTURE_IMAGE_UNITSGLenum是
MAX_FRAGMENT_UNIFORM_VECTORSGLenum是
SHADER_TYPEGLenum是
DELETE_STATUSGLenum是
LINK_STATUSGLenum是
VALIDATE_STATUSGLenum是
ATTACHED_SHADERSGLenum是
ACTIVE_UNIFORMSGLenum是
ACTIVE_ATTRIBUTESGLenum是
SHADING_LANGUAGE_VERSIONGLenum是
CURRENT_PROGRAMGLenum是
NEVERGLenum是
LESSGLenum是
EQUALGLenum是
LEQUALGLenum是
GREATERGLenum是
NOTEQUALGLenum是
GEQUALGLenum是
ALWAYSGLenum是
KEEPGLenum是
REPLACEGLenum是
INCRGLenum是
DECRGLenum是
INVERTGLenum是
INCR_WRAPGLenum是
DECR_WRAPGLenum是
VENDORGLenum是
RENDERERGLenum是
VERSIONGLenum是
NEARESTGLenum是
LINEARGLenum是
NEAREST_MIPMAP_NEARESTGLenum是
LINEAR_MIPMAP_NEARESTGLenum是
NEAREST_MIPMAP_LINEARGLenum是
LINEAR_MIPMAP_LINEARGLenum是
TEXTURE_MIN_FILTERGLenum是
TEXTURE_WRAP_SGLenum是
TEXTURE_WRAP_TGLenum是
TEXTURE_2DGLenum是
TEXTUREGLenum是
TEXTURE_CUBE_MAPGLenum是
TEXTURE_BINDING_CUBE_MAPGLenum是
TEXTURE_CUBE_MAP_POSITIVE_XGLenum是
TEXTURE_CUBE_MAP_NEGATIVE_XGLenum是
TEXTURE_CUBE_MAP_POSITIVE_YGLenum是
TEXTURE_CUBE_MAP_NEGATIVE_YGLenum是
TEXTURE_CUBE_MAP_POSITIVE_ZGLenum是
TEXTURE_CUBE_MAP_NEGATIVE_ZGLenum是
MAX_CUBE_MAP_TEXTURE_SIZEGLenum是
TEXTURE0GLenum是
TEXTURE1GLenum是
TEXTURE2GLenum是
TEXTURE3GLenum是
TEXTURE4GLenum是
TEXTURE5GLenum是
TEXTURE6GLenum是
TEXTURE7GLenum是
TEXTURE8GLenum是
TEXTURE9GLenum是
TEXTURE10GLenum是
TEXTURE11GLenum是
TEXTURE12GLenum是
TEXTURE13GLenum是
TEXTURE14GLenum是
TEXTURE15GLenum是
TEXTURE16GLenum是
TEXTURE17GLenum是
TEXTURE18GLenum是
TEXTURE19GLenum是
TEXTURE20GLenum是
TEXTURE21GLenum是
TEXTURE22GLenum是
TEXTURE23GLenum是
TEXTURE24GLenum是
TEXTURE25GLenum是
TEXTURE26GLenum是
TEXTURE27GLenum是
TEXTURE28GLenum是
TEXTURE29GLenum是
TEXTURE30GLenum是
TEXTURE31GLenum是
ACTIVE_TEXTUREGLenum是
REPEATGLenum是
CLAMP_TO_EDGEGLenum是
MIRRORED_REPEATGLenum是
FLOAT_VEC2GLenum是
FLOAT_VEC3GLenum是
FLOAT_VEC4GLenum是
INT_VEC2GLenum是
INT_VEC3GLenum是
INT_VEC4GLenum是
BOOLGLenum是
BOOL_VEC2GLenum是
BOOL_VEC3GLenum是
BOOL_VEC4GLenum是
FLOAT_MAT2GLenum是
FLOAT_MAT3GLenum是
FLOAT_MAT4GLenum是
SAMPLER_2DGLenum是
SAMPLER_CUBEGLenum是
VERTEX_ATTRIB_ARRAY_ENABLEDGLenum是
VERTEX_ATTRIB_ARRAY_SIZEGLenum是
VERTEX_ATTRIB_ARRAY_STRIDEGLenum是
VERTEX_ATTRIB_ARRAY_TYPEGLenum是
VERTEX_ATTRIB_ARRAY_NORMALIZEDGLenum是
VERTEX_ATTRIB_ARRAY_POINTERGLenum是
VERTEX_ATTRIB_ARRAY_BUFFER_BINDINGGLenum是
IMPLEMENTATION_COLOR_READ_TYPEGLenum是
IMPLEMENTATION_COLOR_READ_FORMATGLenum是
COMPILE_STATUSGLenum是
LOW_FLOATGLenum是
MEDIUM_FLOATGLenum是
HIGH_FLOATGLenum是
LOW_INTGLenum是
MEDIUM_INTGLenum是
HIGH_INTGLenum是
FRAMEBUFFERGLenum是
RENDERBUFFERGLenum是
RGBA4GLenum是
RGB5_A1GLenum是
RGB565GLenum是
DEPTH_COMPONENT16GLenum是
STENCIL_INDEX8GLenum是
DEPTH_STENCILGLenum是
RENDERBUFFER_WIDTHGLenum是
RENDERBUFFER_HEIGHTGLenum是
RENDERBUFFER_INTERNAL_FORMATGLenum是
RENDERBUFFER_RED_SIZEGLenum是
RENDERBUFFER_GREEN_SIZEGLenum是
RENDERBUFFER_BLUE_SIZEGLenum是
RENDERBUFFER_ALPHA_SIZEGLenum是
RENDERBUFFER_DEPTH_SIZEGLenum是
RENDERBUFFER_STENCIL_SIZEGLenum是
FRAMEBUFFER_ATTACHMENT_OBJECT_TYPEGLenum是
FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVELGLenum是
FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACEGLenum是
COLOR_ATTACHMENT0GLenum是
DEPTH_ATTACHMENTGLenum是
STENCIL_ATTACHMENTGLenum是
DEPTH_STENCIL_ATTACHMENTGLenum是
NONEGLenum是
FRAMEBUFFER_COMPLETEGLenum是
FRAMEBUFFER_INCOMPLETE_ATTACHMENTGLenum是
FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENTGLenum是
FRAMEBUFFER_INCOMPLETE_DIMENSIONSGLenum是
FRAMEBUFFER_UNSUPPORTEDGLenum是
FRAMEBUFFER_BINDINGGLenum是
RENDERBUFFER_BINDINGGLenum是
MAX_RENDERBUFFER_SIZEGLenum是
INVALID_FRAMEBUFFER_OPERATIONGLenum是
UNPACK_FLIP_Y_WEBGLGLenum是
UNPACK_PREMULTIPLY_ALPHA_WEBGLGLenum是
CONTEXT_LOST_WEBGLGLenum是
UNPACK_COLORSPACE_CONVERSION_WEBGLGLenum是
BROWSER_DEFAULT_WEBGLGLenum是
canvasHTMLCanvasElement |OffscreenCanvas是
drawingBufferWidthGLsizei是
drawingBufferHeightGLsizei是

方法

方法返回值类型
getContextAttributes()WebGLContextAttributes |null
isContextLost()boolean
getSupportedExtensions()string[] |null
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)void
bindFramebuffer(target: GLenum, framebuffer: WebGLFramebuffer |null)void
bindRenderbuffer(target: GLenum, renderbuffer: WebGLRenderbuffer |null)void
bindTexture(target: GLenum, texture: WebGLTexture |null)void
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 |null
createFramebuffer()WebGLFramebuffer |null
createProgram()WebGLProgram |null
createRenderbuffer()WebGLRenderbuffer |null
createShader(type: GLenum)WebGLShader |null
createTexture()WebGLTexture |null
cullFace(mode: GLenum)void
deleteBuffer(buffer: WebGLBuffer |null)void
deleteFramebuffer(framebuffer: WebGLFramebuffer |null)void
deleteProgram(program: WebGLProgram |null)void
deleteRenderbuffer(renderbuffer: WebGLRenderbuffer |null)void
deleteShader(shader: WebGLShader |null)void
deleteTexture(texture: WebGLTexture |null)void
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)void
framebufferTexture2D(target: GLenum, attachment: GLenum, textarget: GLenum, texture: WebGLTexture |null, level: GLint)void
frontFace(mode: GLenum)void
generateMipmap(target: GLenum)void
getActiveAttrib(program: WebGLProgram, index: GLuint)WebGLActiveInfo |null
getActiveUniform(program: WebGLProgram, index: GLuint)WebGLActiveInfo |null
getAttachedShaders(program: WebGLProgram)WebGLShader[] |null
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 |null
getRenderbufferParameter(target: GLenum, pname: GLenum)any
getShaderParameter(shader: WebGLShader, pname: GLenum)any
getShaderPrecisionFormat(shadertype: GLenum, precisiontype: GLenum)WebGLShaderPrecisionFormat |null
getShaderInfoLog(shader: WebGLShader)string |null
getShaderSource(shader: WebGLShader)string |null
getTexParameter(target: GLenum, pname: GLenum)any
getUniform(program: WebGLProgram, location: WebGLUniformLocation)any
getUniformLocation(program: WebGLProgram, name: string)WebGLUniformLocation |null
getVertexAttrib(index: GLuint, pname: GLenum)any
getVertexAttribOffset(index: GLuint, pname: GLenum)GLintptr
hint(target: GLenum, mode: GLenum)void
isBuffer(buffer: WebGLBuffer |null)GLboolean
isEnabled(cap: GLenum)GLboolean
isFramebuffer(framebuffer: WebGLFramebuffer |null)GLboolean
isProgram(program: WebGLProgram |null)GLboolean
isRenderbuffer(renderbuffer: WebGLRenderbuffer |null)GLboolean
isShader(shader: WebGLShader |null)GLboolean
isTexture(texture: WebGLTexture |null)GLboolean
lineWidth(width: GLfloat)void
linkProgram(program: WebGLProgram)void
pixelStorei(pname: GLenum, param: GLint |GLboolean)void
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)void
uniform2f(location: WebGLUniformLocation |null, x: GLfloat, y: GLfloat)void
uniform3f(location: WebGLUniformLocation |null, x: GLfloat, y: GLfloat, z: GLfloat)void
uniform4f(location: WebGLUniformLocation |null, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat)void
uniform1i(location: WebGLUniformLocation |null, x: GLint)void
uniform2i(location: WebGLUniformLocation |null, x: GLint, y: GLint)void
uniform3i(location: WebGLUniformLocation |null, x: GLint, y: GLint, z: GLint)void
uniform4i(location: WebGLUniformLocation |null, x: GLint, y: GLint, z: GLint, w: GLint)void
useProgram(program: WebGLProgram |null)void
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

方法返回值类型
bufferData(target: GLenum, size: GLsizeiptr, usage: GLenum)void
bufferData(target: GLenum, data: BufferSource |null, usage: GLenum)void
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)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
uniform1fv(location: WebGLUniformLocation |null, v: Float32List)void
uniform2fv(location: WebGLUniformLocation |null, v: Float32List)void
uniform3fv(location: WebGLUniformLocation |null, v: Float32List)void
uniform4fv(location: WebGLUniformLocation |null, v: Float32List)void
uniform1iv(location: WebGLUniformLocation |null, v: Int32List)void
uniform2iv(location: WebGLUniformLocation |null, v: Int32List)void
uniform3iv(location: WebGLUniformLocation |null, v: Int32List)void
uniform4iv(location: WebGLUniformLocation |null, v: Int32List)void
uniformMatrix2fv(location: WebGLUniformLocation |null, transpose: GLboolean, value: Float32List)void
uniformMatrix3fv(location: WebGLUniformLocation |null, transpose: GLboolean, value: Float32List)void
uniformMatrix4fv(location: WebGLUniformLocation |null, transpose: GLboolean, value: Float32List)void

你可能感兴趣的鸿蒙文章

harmony 鸿蒙接口

harmony 鸿蒙系统公共事件定义(待停用)

harmony 鸿蒙系统公共事件定义

harmony 鸿蒙开发说明

harmony 鸿蒙企业设备管理概述(仅对系统应用开放)

harmony 鸿蒙BundleStatusCallback

harmony 鸿蒙@ohos.bundle.innerBundleManager (innerBundleManager模块)

harmony 鸿蒙@ohos.distributedBundle (分布式包管理)

harmony 鸿蒙@ohos.bundle (Bundle模块)

harmony 鸿蒙@ohos.enterprise.EnterpriseAdminExtensionAbility (企业设备管理扩展能力)

  • 所属分类: 后端技术
  • 本文标签: 软件 鸿蒙
  • 版权声明: 本文链接 https://seaxiang.com/blog/93e24b31efed404a8f0460e1e174d51c