WebGL Specifications (khronos.org)
类型以及对象定义
这部分内容次要定义一部分类型和数据结构。
// 由 WebGLContextAttributes 援用enum WebGLPowerPreference { "default", "low-power", "high-performance" };// 获取上下文时反对的参数// getContext('webgl', <WebGLContextAttributes>)dictionary WebGLContextAttributes { boolean alpha = true; boolean depth = true; boolean stencil = false; boolean antialias = true; boolean premultipliedAlpha = true; boolean preserveDrawingBuffer = false; WebGLPowerPreference powerPreference = "default"; boolean failIfMajorPerformanceCaveat = false;};interface WebGLObject {};interface WebGLBuffer : WebGLObject {};interface WebGLFramebuffer : WebGLObject {};interface WebGLProgram : WebGLObject {};interface WebGLRenderbuffer : WebGLObject {};interface WebGLShader : WebGLObject {};interface WebGLTexture : WebGLObject {};interface WebGLUniformLocation {};interface WebGLActiveInfo { readonly attribute GLint size; readonly attribute GLenum type; readonly attribute DOMString name;};interface WebGLShaderPrecisionFormat { readonly attribute GLint rangeMin; readonly attribute GLint rangeMax; readonly attribute GLint precision;};
WebGLRenderingContext 对象
属性数据
readonly attribute (HTMLCanvasElement or OffscreenCanvas) canvas;// 能够在 Web Work 上应用 canvas api// 须要调用 canvas.transferControlToOffscreen() 将渲染权转移给后盾线程readonly attribute OffscreenCanvas canvas;readonly attribute GLsizei drawingBufferWidth;readonly attribute GLsizei drawingBufferHeight;
Example:
gl.uniform1f(u_Width, gl.drawingBufferWidth);gl.uniform1f(u_Height, gl.drawingBufferHeight);
缓冲区相干办法
// 缓冲区类型const GLenum DEPTH_BUFFER_BIT = 0x00000100;const GLenum STENCIL_BUFFER_BIT = 0x00000400;const GLenum COLOR_BUFFER_BIT = 0x00004000;// 清理指定缓存内容, 能够通过或运算符一次清理多个缓冲区void clear(GLbitfield mask);//色彩缓冲区(COLOR_BUFFER_BIT) | 深度缓冲区(DEPTH_BUFFER_BIT) | 模板缓冲区(STENCIL_BUFFER_BIT)// 将指定缓冲区设置为指定的值(参数范畴都是 0.0 - 1.0)void clearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); //默认 0.0, 0.0, 0.0, 0.0void clearDepth(GLclampf depth); //默认 1.0void clearStencil(GLint s); //默认 0
Example:
gl.clearColor(0.0, 0.0, 0.0, 1.0);ctx.clearDepth(1); //resetctx.clearStencil(-1);gl.enable(gl.DEPTH_TEST);gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); //执行的意思
绘制相干办法
// 绘制的类型const GLenum POINTS = 0x0000;const GLenum LINES = 0x0001;const GLenum LINE_LOOP = 0x0002;const GLenum LINE_STRIP = 0x0003;const GLenum TRIANGLES = 0x0004;const GLenum TRIANGLE_STRIP = 0x0005;const GLenum TRIANGLE_FAN = 0x0006;void drawArrays(GLenum mode, //依照mode参数指定的形式绘制图形,下面 GLint first, //指定从哪个定点开始绘制 GLsizei count); //指定绘制须要用到多少个顶点 void drawElements(GLenum mode, //依照mode参数指定的形式绘制图形,下面 GLsizei count, //指定绘制须要用到多少个顶点 GLenum type, //指定索引值数据类型。包含:UNSIGNED_BYTE、UNSIGNED_SHORT、UNSIGNED_INT 留神这三个 GLintptr offset); //指定索引数组中绘制的偏移地位,以字节为单位drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, instanceCount)
Example:
gl.drawArrays(gl.TRIANGLES, 0, n); //n 个别是 数组/3gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0); //n 个别是indices.length
ext = gl.getExtension("ANGLE_instanced_arrays");ext.vertexAttribDivisorANGLE(aOffsetLocation, 1);ext.vertexAttribDivisorANGLE(aColorLocation, 1);ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, instanceCount);
缓存对象
// 创立缓冲区对象WebGLBuffer? createBuffer();// 容许应用buffer示意的缓冲区对象并将其绑定到target示意的指标上// 下文中的target参数值const GLenum ARRAY_BUFFER = 0x8892;const GLenum ELEMENT_ARRAY_BUFFER = 0x8893;// const GLenum ARRAY_BUFFER_BINDING = 0x8894; // const GLenum ELEMENT_ARRAY_BUFFER_BINDING = 0x8895;void bindBuffer(GLenum target, //下面 WebGLBuffer? buffer); //createBuffer // 开拓存储空间,向绑定在target上的缓冲区对象写入数据data// 下文中的usage参数值const GLenum STREAM_DRAW = 0x88E0;//STATIC_DRAW 只会向缓冲区写入一次数据 须要绘制很屡次const GLenum STATIC_DRAW = 0x88E4;//TREAM_DRAW 只会向缓冲区写入一次数据 须要绘制若干次const GLenum DYNAMIC_DRAW = 0x88E8;//DYNAMIC_DRAW 会向缓冲区对象中屡次写入数据 并绘制很屡次void bufferData(GLenum target, //下面 target BufferSource? data, //data 类型化数组 比方:Float32Array GLenum usage); //下面 usage// 获取由 name 参数指定的 attribute 变量存储地址GLint getAttribLocation(WebGLProgram program, //program 指定蕴含顶点或者片元着色器的程序对象 DOMString name); //name 获取其存储的 attribute 变量名称,最大长度256字节// 将数据传给由index参数指定的attribute变量void vertexAttrib1f(GLuint index, GLfloat x);void vertexAttrib2f(GLuint index, GLfloat x, GLfloat y);void vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);void vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);// 接管参数为 Float32Array 数组void vertexAttrib1fv(GLuint index, Float32List values);void vertexAttrib2fv(GLuint index, Float32List values);void vertexAttrib3fv(GLuint index, Float32List values);void vertexAttrib4fv(GLuint index, Float32List values);// 数据类型// vertexAttribPointer 中参数type的取值const GLenum BYTE = 0x1400;const GLenum UNSIGNED_BYTE = 0x1401;const GLenum SHORT = 0x1402;const GLenum UNSIGNED_SHORT = 0x1403;const GLenum INT = 0x1404;const GLenum UNSIGNED_INT = 0x1405;const GLenum FLOAT = 0x1406; //罕用// 将绑定到ARRAY_BUFFER的缓冲区对象调配给index指定的attribute变量void vertexAttribPointer(GLuint index, //指向attribute变量 GLint size, //指定缓冲区中每个顶点重量的个数 xyz的话就3 rgba的话就4 GLenum type, //数据格式 见下面的枚举 GLboolean normalized, //是否将浮点型数据归一化到[0, 1]或者[-1, 1]区间 false GLsizei stride, //指定相邻两个顶点之间的字节数 FSIZE*5 GLintptr offset);//指定缓冲区对象中的偏移量 单位字节 能够利用这个偏移量赋值多个attribute // 开启index对应的attribute对象// 开启后不能通过 vertexAttrib[1234]f 传值void enableVertexAttribArray(GLuint index);//指向attribute变量// 敞开index对应的attribute对象void disableVertexAttribArray(GLuint index);//指向attribute变量// 删除参数buffer示意的缓冲区对象// @param buffer 缓冲区对象 由createBuffer创立void deleteBuffer(WebGLBuffer? buffer);
Example:
var verticesColors = new Float32Array([ 0.0, 0.5, 1.0, 0.0, 0.0, -0.5, -0.5, 0.0, 1.0, 0.0, 0.5, -0.5, 0.0, 0.0, 1.0, ]); var n = 3; var vertexColorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer); //bind的是createbuffer gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW); //data是数组 data是float32array var FSIZE = verticesColors.BYTES_PER_ELEMENT; var a_Position = gl.getAttribLocation(gl.program, 'a_Position');//用字符来获取缓冲区 gl.enableVertexAttribArray(a_Position); //启动吗? gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, FSIZE * 5, 0);//数据指向缓冲区 2是读取数 FSIZE * 5是总数 FSIZE * 2是偏移数 var a_Color = gl.getAttribLocation(gl.program, 'a_Color'); gl.enableVertexAttribArray(a_Color); // Enable the assignment of the buffer object gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 5, FSIZE * 2); //3 是读取数 FSIZE * 5是总数 FSIZE * 2是偏移数 drawcall();
var verticesColors = new Float32Array([ // Vertex coordinates and color 1.0,1.0,1.0,1.0,1.0,1.0, // v0 White -1.0,1.0,1.0,1.0,0.0,1.0, // v1 Magenta -1.0,-1.0,1.0,1.0,0.0,0.0, // v2 Red 1.0,-1.0,1.0,1.0,1.0,0.0, // v3 Yellow 1.0,-1.0,-1.0,0.0,1.0,0.0, // v4 Green 1.0,1.0,-1.0,0.0,1.0,1.0, // v5 Cyan -1.0,1.0,-1.0,0.0,0.0,1.0, // v6 Blue -1.0,-1.0,-1.0,0.0,0.0,0.0 // v7 Black]);// Indices of the verticesvar indices = new Uint8Array([0,1,2,0,2,3, // front 0,3,4,0,4,5, // right 0,5,6,0,6,1, // up 1,6,7,1,7,2, // left 7,4,3,7,3,2, // down 4,7,6,4,6,5 // back]);var vertexColorBuffer = gl.createBuffer();gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW);var FSIZE = verticesColors.BYTES_PER_ELEMENT;var a_Position = gl.getAttribLocation(gl.program, "a_Position");gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, FSIZE * 6, 0);gl.enableVertexAttribArray(a_Position);var a_Color = gl.getAttribLocation(gl.program, "a_Color");gl.vertexAttribPointer(a_Color,3,gl.FLOAT,false,FSIZE * 6,FSIZE * 3);gl.enableVertexAttribArray(a_Color);//index的话 必须通过这个apivar indexBuffer = gl.createBuffer(); //index gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); //bind buffergl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); // bufferdatagl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0); //这里的n是index.count
var a_Position = gl.getAttribLocation(gl.program, 'a_Position'); gl.vertexAttrib3f(a_Position, 0.0, 0.0, 0.0); //感觉很少用 这个是不必指向的 gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.POINTS, 0, 1);
var vertex = [ 5, -30, 0, 50, -30, 0, 50, 30, 0, 5, 30, 0];vertexBuffer2 = gl.createBuffer();vao2 = ext.createVertexArrayOES();ext.bindVertexArrayOES(vao2);gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer2);gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertex), gl.STATIC_DRAW);var index = [ 0, 1, 2, 0, 2, 3];indexBuffer2 = gl.createBuffer();gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer2);gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(index), gl.STATIC_DRAW);gl.vertexAttribPointer(aVertexPosition, 3, gl.FLOAT, false, 0, 0);gl.enableVertexAttribArray(aVertexPosition);ext.bindVertexArrayOES(null);gl.clear(gl.COLOR_BUFFER_BIT);ext.bindVertexArrayOES(vao1);draw();ext.bindVertexArrayOES(vao2);draw();ext.deleteVertexArrayOES(vao);
着色器 uniform 相干
// 获取指定名称的 uniform 变量存储地位WebGLUniformLocation? getUniformLocation(WebGLProgram program, DOMString name);//指定想要获取其存储地位的uniform变量名称 最大长度256字节// 将数据传给location指定的uniform变量void uniform1f(WebGLUniformLocation? location, GLfloat x);void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z);void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);void uniform1i(WebGLUniformLocation? location, GLint x);void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);void uniform1fv(WebGLUniformLocation? location, Float32List v);void uniform2fv(WebGLUniformLocation? location, Float32List v);void uniform3fv(WebGLUniformLocation? location, Float32List v);void uniform4fv(WebGLUniformLocation? location, Float32List v);void uniform1iv(WebGLUniformLocation? location, Int32List v);void uniform2iv(WebGLUniformLocation? location, Int32List v);void uniform3iv(WebGLUniformLocation? location, Int32List v);void uniform4iv(WebGLUniformLocation? location, Int32List v);// @param 是否对矩阵进行转置 默认 false 在webgl中必须是falsevoid uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
Example:
var xformMatrix = new Float32Array([ cosB, sinB, 0.0, 0.0, -sinB, cosB, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ]); var u_xformMatrix = gl.getUniformLocation(gl.program, 'u_xformMatrix'); gl.uniformMatrix4fv(u_xformMatrix, false, xformMatrix); drawcall();
着色器 texture 相干
// 将图像RGB色彩值每一个重量乘以A 默认falseconst GLenum UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241; // 创立纹理对象以存储纹理图像WebGLTexture? createTexture();// pixelStorei 中参数pname取值const GLenum UNPACK_FLIP_Y_WEBGL = 0x9240; // 对图像进行Y轴反转,默认false// 应用 pname 和 param 指定的形式加载失去的图像void pixelStorei(GLenum pname, //下面 GLint param); //非0为true、0为false 必须是整数 个别是1 // activeTexture 办法应用的枚举常量const GLenum TEXTURE0 = 0x84C0;const GLenum TEXTURE1 = 0x84C1; //gl.TEXTURE1 =gl.TEXTURE0+1const GLenum TEXTURE31 = 0x84DF;void activeTexture(GLenum texture); //下面//target 参数const GLenum TEXTURE_2D = 0x0DE1; //立体纹理const GLenum TEXTURE_CUBE_MAP = 0x8513; //立方体纹理// 开启 texture 指定的纹理对象,并将其绑定到 target 上。 // 如果曾经通过 gl.activeTexture 激活了某个纹理单元,则纹理对象也会绑定到这个纹理单元上void bindTexture(GLenum target, //下面 WebGLTexture? texture); //createTexture // pname 参数const GLenum TEXTURE_MAG_FILTER = 0x2800;const GLenum TEXTURE_MIN_FILTER = 0x2801;const GLenum TEXTURE_WRAP_S = 0x2802;const GLenum TEXTURE_WRAP_T = 0x2803;//param 参数const GLenum NEAREST = 0x2600;const GLenum LINEAR = 0x2601;const GLenum NEAREST_MIPMAP_NEAREST = 0x2700;const GLenum LINEAR_MIPMAP_NEAREST = 0x2701;const GLenum NEAREST_MIPMAP_LINEAR = 0x2702;const GLenum LINEAR_MIPMAP_LINEAR = 0x2703;const GLenum REPEAT = 0x2901; // 平铺式的反复纹理const GLenum CLAMP_TO_EDGE = 0x812F; // 镜像对称式的反复纹理const GLenum MIRRORED_REPEAT = 0x8370; // 应用纹理图像的边缘值// 配置纹理,将param值赋给绑定到指标的纹理对象的pname参数上void texParameterf(GLenum target,//下面 GLenum pname, //下面 GLfloat param); //下面void texParameteri(GLenum target, GLenum pname, GLint param);// texImage2D 的 internalformat 参数const GLenum ALPHA = 0x1906; //只读取Alpha通道。const GLenum RGB = 0x1907; //读取RGB三个通道const GLenum RGBA = 0x1908; //读取RGBA四个通道。const GLenum LUMINANCE = 0x1909; //把每个通道视为亮度,alpha取1.0。const GLenum LUMINANCE_ALPHA = 0x190A; //每个通道视为 亮度/alpha。// texImage2D 的 type 参数const GLenum UNSIGNED_BYTE; //RGBA每个通道应用8位。const GLenum UNSIGNED_SHORT_4_4_4_4 = 0x8033; // RGBA RGBA每个通道应用4位。const GLenum UNSIGNED_SHORT_5_5_5_1 = 0x8034; // RGBA 红色5位、绿色5位、 蓝色5位、alpha用1位。const GLenum UNSIGNED_SHORT_5_6_5 = 0x8363; // RGB 红色5位、绿色6位,蓝色5位。// 将 source 指定的图像调配给绑定到指标上的纹理对象void texImage2D(GLenum target, //下面 GLint level, //传入0 (该参数是为金字塔纹理筹备的) GLint internalformat, //图像的外部格局 见上枚举 GLenum format, //format 纹理数据的格局 必须应用与 internalformat 雷同的值 GLenum type, //纹理数据的类型 TexImageSource source); //source 蕴含纹理图像的Image对象 // 为 WebGLTexture 对象生成一组mip纹理映射。void generateMipmap(GLenum target);//下面// 应用texture删除纹理对象void deleteTexture(WebGLTexture? texture); //createTexture
Example:
var u_Sampler = gl.getUniformLocation(gl.program, 'u_Sampler');//var a_Position = gl.getAttribLocation(gl.program, 'a_Position');//用字符来getvar image = new Image();image.onload = function(){ loadTexture(gl, n, texture, u_Sampler, image); };image.src = '../resources/sky.jpg';function loadTexture(gl, n, texture, u_Sampler, image) { var texture = gl.createTexture(); //创立 var vertexColorBuffer = gl.createBuffer(); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1); // 倒置 gl.activeTexture(gl.TEXTURE0); //gl.enableVertexAttribArray(a_Position); //容许 gl.bindTexture(gl.TEXTURE_2D, texture); // gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); //设置参数 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);//数据指向缓冲区 gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW); //data是数组 data是float32array gl.generateMipmap(gl.TEXTURE_2D); gl.uniform1i(u_Sampler, 0);//讲数据指向usampler gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, FSIZE * 5, 0);//数据指向缓冲区 gl.clear(gl.COLOR_BUFFER_BIT); // Clear <canvas> gl.drawArrays(gl.TRIANGLE_STRIP, 0, n); // Draw the rectangle}
帧缓冲区
// 创立渲染缓冲区对象WebGLRenderbuffer? createRenderbuffer();//target 必须是 gl.RENDERBUFFERconst GLenum RENDERBUFFER = 0x8D41;//renderbuffer// 将 renderbuffer 指定的渲染缓冲区对象绑定在target指标上 createRenderbuffer// 如果 renderbuffer 为 null 则将曾经绑定在target指标上的渲染缓冲区对象解除绑定void bindRenderbuffer(GLenum target, //下面 WebGLRenderbuffer? renderbuffer); //下面 //internalformat 示意渲染缓冲区将代替色彩缓冲区 const GLenum RGBA4 = 0x8056;const GLenum RGB5_A1 = 0x8057;const GLenum RGB565 = 0x8D62;const GLenum DEPTH_COMPONENT16 = 0x81A5; // 示意渲染缓冲区将代替深度缓冲区const GLenum STENCIL_INDEX8 = 0x8D48; // 示意渲染缓冲区将代替模板缓冲区// 创立并初始化渲染缓冲区的数据区void renderbufferStorage(GLenum target, //下面 GLenum internalformat, //下面 GLsizei width, //指定渲染缓冲区的宽度和高度 单位像素 GLsizei height); // 删除渲染缓冲区对象void deleteRenderbuffer(WebGLRenderbuffer? renderbuffer);//createRenderbuffer// 创立帧缓冲区对象WebGLFramebuffer? createFramebuffer();// 绑定帧缓冲区// targetconst GLenum FRAMEBUFFER = 0x8D40;void bindFramebuffer(GLenum target, //下面 WebGLFramebuffer? framebuffer); //createFramebuffer// attachment 设置纹理为 attachment 附件const GLenum COLOR_ATTACHMENT0 = 0x8CE0; //色彩附件const GLenum DEPTH_ATTACHMENT = 0x8D00; //深度附件const GLenum STENCIL_ATTACHMENT = 0x8D20; //模板附件const GLenum DEPTH_STENCIL_ATTACHMENT = 0x821A;// textargetconst GLenum TEXTURE_2D = 0x0DE1; //立体纹理const GLenum TEXTURE_CUBE_MAP = 0x8513; //立方体纹理// level 0void framebufferTexture2D(GLenum target, //下面 GLenum attachment, //下面 GLenum textarget, //下面 WebGLTexture? texture, //下面 GLint level); //下面 // 设置渲染缓冲区对象为 attachment 附件// renderbuffertarget gl.RENDERBUFFERvoid framebufferRenderbuffer(GLenum target, //下面 GLenum attachment, //下面 GLenum renderbuffertarget, //下面 WebGLRenderbuffer? renderbuffer); //createFramebuffer// 删除帧缓冲区对象void deleteFramebuffer(WebGLFramebuffer? framebuffer);// 查看帧缓冲区GLenum checkFramebufferStatus(GLenum target); //下面
Example:
var texture = gl.createTexture(); // 纹理创立 gl.bindTexture(gl.TEXTURE_2D, texture); // Bind the object to target gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);//最初是null gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); var depthBuffer = gl.createRenderbuffer(); // 创立渲染缓冲区 gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); // Bind the object to target gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT); var framebuffer = gl.createFramebuffer(); //帧缓冲区 framebuffer.texture = texture; // Store the texture object gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); //帧缓冲区 贴图 必须要这个 gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer); //帧缓冲区 渲染缓冲区 var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); //判断是否正确配置
COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE textureCOLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16 renderbufferCOLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL renderbuffer
贴图相干
// 指定一个为压缩格局的2D纹理图片。void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, [AllowShared] ArrayBufferView data);// 指定一个为压缩格局的2D纹理子图片。如果你的3D场景同时应用的纹理较多或者其余因素导致内存耗费较大,同时须要长时间运行,那么你能够思考应用压缩纹理void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, [AllowShared] ArrayBufferView data);// 复制2D纹理图片。void copyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);//gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 512, 512, 0);// 复制2D纹理子图片。void copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);// gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0,0, 0, 0, 16, 16);// 更新以后 WebGLTexture 的子矩形。void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, [AllowShared] ArrayBufferView? pixels);void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLenum format, GLenum type, TexImageSource source); // May throw DOMException
Example:
gl.bindTexture(gl.TEXTURE_2D, this.screen);gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, this.width, this.height, 0);
启用性能
// enable disable 的 cap 参数const GLenum CULL_FACE = 0x0B44;// 混合const GLenum BLEND = 0x0BE2;const GLenum DITHER = 0x0BD0;const GLenum STENCIL_TEST = 0x0B90;// 暗藏面打消const GLenum DEPTH_TEST = 0x0B71;const GLenum SCISSOR_TEST = 0x0C11;// 多边形位移 (解决深度抵触问题)const GLenum POLYGON_OFFSET_FILL = 0x8037;const GLenum SAMPLE_ALPHA_TO_COVERAGE = 0x809E;const GLenum SAMPLE_COVERAGE = 0x80A0;// 启用性能void enable(GLenum cap);// 敞开性能void disable(GLenum cap);// 解决深度抵触// 指定加到每个顶点绘制后Z值上的偏移量,偏移量依照公式 m * factor + r * units 计算,其中m代表顶点所在外表// 绝对于观察者的实现角度,而r示意硬件可能辨别两个Z值之差的最小值void polygonOffset(GLfloat factor, GLfloat units);// 尽管下面的办法能够应用,然而在渲染器中用起来还是很麻烦的。// 解决深度抵触有更好的形式,就是放大远近裁剪面的间隔
Example:
gl.enable(gl.POLYGON_OFFSET_FILL);gl.drawArrays(gl.TRIANGLES, 0, n/2); // The green trianglegl.polygonOffset(1.0, 1.0); // Set the polygon offsetgl.drawArrays(gl.TRIANGLES, n/2, n/2); // The yellow triangle
着色器相干
// type 参数const GLenum FRAGMENT_SHADER = 0x8B30;const GLenum VERTEX_SHADER = 0x8B31;WebGLShader? createShader(GLenum type); //下面// 将 source 指定的字符串模式的代码传入shader指定的着色器 ..如果之前曾经向shader传入了代码 旧的代码就会被替换掉void shaderSource(WebGLShader shader, //createShader DOMString source); //字符串 // 编译 shader 指定的着色器中的源代码void compileShader(WebGLShader shader); //createShader// pname 参数const GLenum SHADER_TYPE = 0x8B4F;const GLenum DELETE_STATUS = 0x8B80;const GLenum COMPILE_STATUS = 0x8B81;any getShaderParameter(WebGLShader shader, //createShader GLenum pname); //下面 // 如果 getShaderParameter(shader, COMPILE_STATUS) 返回false // 则能够通过 此函数获取 指定shader 的信息日志DOMString? getShaderInfoLog(WebGLShader shader); //createShader// 删除 shader 指定的着色器对象void deleteShader(WebGLShader? shader); //createShader
Example:
var shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
着色器程序相干
// pname 参数// 着色器相干 章节已定义const GLenum DELETE_STATUS; const GLenum LINK_STATUS = 0x8B82;const GLenum VALIDATE_STATUS = 0x8B83;const GLenum ATTACHED_SHADERS = 0x8B85;const GLenum ACTIVE_UNIFORMS = 0x8B86;const GLenum ACTIVE_ATTRIBUTES = 0x8B89;// 创立着色器程序对象WebGLProgram? createProgram();// 将 shader 指定的着色器对象调配给 program 指定的程序对象void attachShader(WebGLProgram program, //createProgram WebGLShader shader); //createShader// 勾销 shader 指定的着色器对 program 对象的调配void detachShader(WebGLProgram program, //createProgram WebGLShader shader); //createShader// 连贯 program 指定的程序对象中的着色器void linkProgram(WebGLProgram program); //createProgram// 获取 program 指定的程序对象中 pname 指定的参数信息any getProgramParameter(WebGLProgram program, //createProgram GLenum pname); //下面 // 如果通过 getProgramParameter(LINK_STATUS) 取得返回值 为 false// 能够通过 此函数获取 program 指定的程序对象的信息日志DOMString? getProgramInfoLog(WebGLProgram program); //createProgram// 验证 WebGLProgram void validateProgram(WebGLProgram program); //createProgram// 告知 WEBGL 零碎绘制时应用的 program 对象void useProgram(WebGLProgram? program); //createProgram// 删除着色器程序对象void deleteProgram(WebGLProgram? program); //createProgram
Example:
gl.useProgram(program)
const program = gl.createProgram();gl.attacheShader(program, vertexShader);gl.attacheShader(program, fragmentShader);gl.linkProgram(program);if(!gl.getProgramParameter(program, gl.LINK_STATUS)){ var info = gl.getProgramInfoLog(program); throw new Error('Could not compile WebGL program. \n\n ' + info);}gl.useProgram(SHADER_PROGRAM);
扩大
通过扩大基本上能使 WebGL1 领有 WebGL2 的能力。
获取扩大以及扩大反对信息
// 获取扩大object? getExtension(DOMString name);// 获取扩大反对信息sequence<DOMString>? getSupportedExtensions();
Example:
gl.getExtension('WEBGL_lose_context').loseContext();
应用扩大字符串获取扩大对象
扩展名 | 阐明 |
---|---|
ANGLE_instanced_arrays | 容许绘制屡次同样的一个或者多个对象 条件:分享顶点数据、原始计数和类型 |
EXT_blend_minmax | 通过增加两个新的混合方程来扩大混合能力 |
EXT_color_buffer_float | 增加渲染各种浮点格局的能力 |
EXT_color_buffer_half_float | 增加渲染各种16位浮点格局的能力 |
EXT_disjoint_timer_query | 提供一种测量一组GL命令的持续时间的办法,不会影响渲染管道的稳定性 |
EXT_frag_depth | 可能在片段着色器中设置片段深度值 |
EXT_sRGB | 为 FrameBuffer 提供sRGB反对 |
EXT_shader_texture_lod | 为着色器提供LOD能力 |
EXT_texture_filter_anisotropic | 进步斜角察看品质 |
OES_element_index_uint | 使 drawElements 反对 UNSIGNED_INT 类型 |
OES_standard_derivatives | 为着色器提供 dFdx/dFdy/fwidth 函数 |
OES_texture_float | 为材质增加 FLOAT 类型 |
OES_texture_float_linear | 容许材质的线性过滤 |
OES_texture_half_float | 为材质增加 16 位反对 |
OES_texture_half_float_linear | 容许16 位材质精度的线性过滤 |
OES_vertex_array_object | 提供压缩顶点数组的办法,指向不同顶点数据缓存 |
WEBGL_color_buffer_float | 容许输入32位色彩缓冲 |
WEBGL_compressed_texture_astc | exposes Adaptive Scalable Texture Compression (ASTC) compressed texture formats to WebGL. |
WEBGL_compressed_texture_atc | exposes 3 ATC compressed texture formats. |
WEBGL_compressed_texture_etc | exposes 10 ETC/EAC compressed texture formats |
WEBGL_compressed_texture_etc1 | exposes the ETC1 compressed texture format. |
WEBGL_compressed_texture_pvrtc | exposes four PVRTC compressed texture formats. |
WEBGL_compressed_texture_s3tc | exposes four S3TC compressed texture formats. |
WEBGL_compressed_texture_s3tc_srgb | exposes four S3TC compressed texture formats for the sRGB colorspace. |
WEBGL_debug_renderer_info | 获取渲染信息(公司等) |
WEBGL_debug_shaders | 获取着色器源码信息 |
WEBGL_depth_texture | 定义深度和深度模板材质 |
WEBGL_draw_buffers | 容许着色器一次性输入多张材质,对提早渲染大有帮忙 |
WEBGL_lose_context | 裸露上下文失落和复原函数 |
//WEBGL_debug_renderer_info //vendor:ATI Technologies Inc. //返回值//renderer:ATI Radeon HD 6490M OpenGL Enginefunction getHardwareInfo(gl) { var debugInfo = gl.getExtension('WEBGL_debug_renderer_info'); if (!debugInfo) { return null; } var vendor = gl.getParameter(debugInfo.UNMASKED_VENDOR_WEBGL); var renderer = gl.getParameter(debugInfo.UNMASKED_RENDERER_WEBGL); return { vendor: vendor, renderer: renderer };}
查问状态参数
// 获取以后激活的材质枚举值 getParameterconst GLenum ACTIVE_TEXTURE = 0x84E0;// 获取材质最大反对数量 getParameterconst GLenum MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D;const GLenum MAX_VERTEX_ATTRIBS = 0x8869;const GLenum MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB;const GLenum MAX_VARYING_VECTORS = 0x8DFC;const GLenum MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C;const GLenum MAX_TEXTURE_IMAGE_UNITS = 0x8872; //const GLenum MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD;const GLenum SHADING_LANGUAGE_VERSION = 0x8B8C;const GLenum CURRENT_PROGRAM = 0x8B8D;// 获取混合方程const GLenum BLEND_EQUATION = 0x8009;const GLenum BLEND_EQUATION_RGB = 0x8009; /* same as BLEND_EQUATION */const GLenum BLEND_EQUATION_ALPHA = 0x883D;// 面打消查问const GLenum CULL_FACE_MODE = 0x0B45;// 通过查问参数获取值any getParameter(GLenum pname);any getTexParameter(GLenum target, GLenum pname);// 查问着色器相干参数any getShaderParameter(WebGLShader shader, GLenum pname);// 查问着色器程序相干参数any getProgramParameter(WebGLProgram program, GLenum pname);
Example:
var maxTextureUnits = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); //最大纹理数量
其余动态变量
/* Separate Blend Functions */const GLenum BLEND_DST_RGB = 0x80C8;const GLenum BLEND_SRC_RGB = 0x80C9;const GLenum BLEND_DST_ALPHA = 0x80CA;const GLenum BLEND_SRC_ALPHA = 0x80CB;const GLenum CONSTANT_COLOR = 0x8001;const GLenum ONE_MINUS_CONSTANT_COLOR = 0x8002;const GLenum CONSTANT_ALPHA = 0x8003;const GLenum ONE_MINUS_CONSTANT_ALPHA = 0x8004;const GLenum BLEND_COLOR = 0x8005;// bufferconst GLenum BUFFER_SIZE = 0x8764;const GLenum BUFFER_USAGE = 0x8765;const GLenum CURRENT_VERTEX_ATTRIB = 0x8626;/* ErrorCode */const GLenum NO_ERROR = 0;const GLenum INVALID_ENUM = 0x0500;const GLenum INVALID_VALUE = 0x0501;const GLenum INVALID_OPERATION = 0x0502;const GLenum OUT_OF_MEMORY = 0x0505;/* FrontFaceDirection */const GLenum CW = 0x0900;const GLenum CCW = 0x0901;/* GetPName */const GLenum LINE_WIDTH = 0x0B21;const GLenum ALIASED_POINT_SIZE_RANGE = 0x846D;const GLenum ALIASED_LINE_WIDTH_RANGE = 0x846E;const GLenum FRONT_FACE = 0x0B46;const GLenum DEPTH_RANGE = 0x0B70;const GLenum DEPTH_WRITEMASK = 0x0B72;const GLenum DEPTH_CLEAR_VALUE = 0x0B73;const GLenum DEPTH_FUNC = 0x0B74;const GLenum STENCIL_CLEAR_VALUE = 0x0B91;const GLenum STENCIL_FUNC = 0x0B92;const GLenum STENCIL_FAIL = 0x0B94;const GLenum STENCIL_PASS_DEPTH_FAIL = 0x0B95;const GLenum STENCIL_PASS_DEPTH_PASS = 0x0B96;const GLenum STENCIL_REF = 0x0B97;const GLenum STENCIL_VALUE_MASK = 0x0B93;const GLenum STENCIL_WRITEMASK = 0x0B98;const GLenum STENCIL_BACK_FUNC = 0x8800;const GLenum STENCIL_BACK_FAIL = 0x8801;const GLenum STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802;const GLenum STENCIL_BACK_PASS_DEPTH_PASS = 0x8803;const GLenum STENCIL_BACK_REF = 0x8CA3;const GLenum STENCIL_BACK_VALUE_MASK = 0x8CA4;const GLenum STENCIL_BACK_WRITEMASK = 0x8CA5;const GLenum VIEWPORT = 0x0BA2;const GLenum SCISSOR_BOX = 0x0C10;/* SCISSOR_TEST */const GLenum COLOR_CLEAR_VALUE = 0x0C22;const GLenum COLOR_WRITEMASK = 0x0C23;const GLenum UNPACK_ALIGNMENT = 0x0CF5;const GLenum PACK_ALIGNMENT = 0x0D05;const GLenum MAX_TEXTURE_SIZE = 0x0D33;const GLenum MAX_VIEWPORT_DIMS = 0x0D3A;const GLenum SUBPIXEL_BITS = 0x0D50;const GLenum RED_BITS = 0x0D52;const GLenum GREEN_BITS = 0x0D53;const GLenum BLUE_BITS = 0x0D54;const GLenum ALPHA_BITS = 0x0D55;const GLenum DEPTH_BITS = 0x0D56;const GLenum STENCIL_BITS = 0x0D57;const GLenum POLYGON_OFFSET_UNITS = 0x2A00;/* POLYGON_OFFSET_FILL */const GLenum POLYGON_OFFSET_FACTOR = 0x8038;const GLenum TEXTURE_BINDING_2D = 0x8069;const GLenum SAMPLE_BUFFERS = 0x80A8;const GLenum SAMPLES = 0x80A9;const GLenum SAMPLE_COVERAGE_VALUE = 0x80AA;const GLenum SAMPLE_COVERAGE_INVERT = 0x80AB;const GLenum COMPRESSED_TEXTURE_FORMATS = 0x86A3;/* HintMode */const GLenum DONT_CARE = 0x1100;const GLenum FASTEST = 0x1101;const GLenum NICEST = 0x1102;/* HintTarget */const GLenum GENERATE_MIPMAP_HINT = 0x8192;/* PixelFormat */const GLenum DEPTH_COMPONENT = 0x1902;/* StringName */const GLenum VENDOR = 0x1F00;const GLenum RENDERER = 0x1F01;const GLenum VERSION = 0x1F02;const GLenum TEXTURE = 0x1702;const GLenum TEXTURE_BINDING_CUBE_MAP = 0x8514;const GLenum TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515;const GLenum TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516;const GLenum TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517;const GLenum TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518;const GLenum TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519;const GLenum TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A;const GLenum MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C;/* Uniform Types */const GLenum FLOAT_VEC2 = 0x8B50;const GLenum FLOAT_VEC3 = 0x8B51;const GLenum FLOAT_VEC4 = 0x8B52;const GLenum INT_VEC2 = 0x8B53;const GLenum INT_VEC3 = 0x8B54;const GLenum INT_VEC4 = 0x8B55;const GLenum BOOL = 0x8B56;const GLenum BOOL_VEC2 = 0x8B57;const GLenum BOOL_VEC3 = 0x8B58;const GLenum BOOL_VEC4 = 0x8B59;const GLenum FLOAT_MAT2 = 0x8B5A;const GLenum FLOAT_MAT3 = 0x8B5B;const GLenum FLOAT_MAT4 = 0x8B5C;const GLenum SAMPLER_2D = 0x8B5E;const GLenum SAMPLER_CUBE = 0x8B60;/* Vertex Arrays */const GLenum VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622;const GLenum VERTEX_ATTRIB_ARRAY_SIZE = 0x8623;const GLenum VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624;const GLenum VERTEX_ATTRIB_ARRAY_TYPE = 0x8625;const GLenum VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A;const GLenum VERTEX_ATTRIB_ARRAY_POINTER = 0x8645;const GLenum VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F;/* Read Format */const GLenum IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A;const GLenum IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B;/* Shader Precision-Specified Types */const GLenum LOW_FLOAT = 0x8DF0;const GLenum MEDIUM_FLOAT = 0x8DF1;const GLenum HIGH_FLOAT = 0x8DF2;const GLenum LOW_INT = 0x8DF3;const GLenum MEDIUM_INT = 0x8DF4;const GLenum HIGH_INT = 0x8DF5;/* Framebuffer Object. */const GLenum FRAMEBUFFER = 0x8D40;const GLenum DEPTH_STENCIL = 0x84F9;const GLenum RENDERBUFFER_WIDTH = 0x8D42;const GLenum RENDERBUFFER_HEIGHT = 0x8D43;const GLenum RENDERBUFFER_INTERNAL_FORMAT = 0x8D44;const GLenum RENDERBUFFER_RED_SIZE = 0x8D50;const GLenum RENDERBUFFER_GREEN_SIZE = 0x8D51;const GLenum RENDERBUFFER_BLUE_SIZE = 0x8D52;const GLenum RENDERBUFFER_ALPHA_SIZE = 0x8D53;const GLenum RENDERBUFFER_DEPTH_SIZE = 0x8D54;const GLenum RENDERBUFFER_STENCIL_SIZE = 0x8D55;const GLenum FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0;const GLenum FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1;const GLenum FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2;const GLenum FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3;const GLenum NONE = 0;const GLenum FRAMEBUFFER_COMPLETE = 0x8CD5;const GLenum FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6;const GLenum FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7;const GLenum FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9;const GLenum FRAMEBUFFER_UNSUPPORTED = 0x8CDD;const GLenum FRAMEBUFFER_BINDING = 0x8CA6;const GLenum RENDERBUFFER_BINDING = 0x8CA7;const GLenum MAX_RENDERBUFFER_SIZE = 0x84E8;const GLenum INVALID_FRAMEBUFFER_OPERATION = 0x0506;const GLenum CONTEXT_LOST_WEBGL = 0x9242;const GLenum UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243;const GLenum BROWSER_DEFAULT_WEBGL = 0x9244;
读取像素值
// 从色彩缓冲区中读取 x y width height 参数确定的矩形块中的所有像素值 并保留在pixels指定的数组中// @param x y 抉择矩形区域左上角坐标// @param width height 抉择矩形区域的宽 长// @param format 指定像素值的色彩格局 必须为 gl.RGB// @param type 指定像素值得数据格式 必须是 gl.UNSIGNED_BYTE// @param pixels 类型化数组 Unit8Arrayvoid readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, [AllowShared] ArrayBufferView? pixels);
Example:
var pixels = new Uint8Array(4); // Array for storing the pixel value gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
交融
// 通明混合参数// sfactor 参数const GLenum ZERO = 0;const GLenum ONE = 1;const GLenum SRC_COLOR = 0x0300;const GLenum ONE_MINUS_SRC_COLOR = 0x0301;const GLenum SRC_ALPHA = 0x0302;const GLenum ONE_MINUS_SRC_ALPHA = 0x0303;const GLenum DST_ALPHA = 0x0304;const GLenum ONE_MINUS_DST_ALPHA = 0x0305;// dfactor 参数const GLenum DST_COLOR = 0x0306;const GLenum ONE_MINUS_DST_COLOR = 0x0307;const GLenum SRC_ALPHA_SATURATE = 0x0308;// 通过参数 sfactor 和 dfactor 指定进行混合操作的函数 混合后的色彩如下计算// 混合后色彩 = 源色彩 * sfactor + 指标色彩 * dfactorvoid blendFunc(GLenum sfactor, //下面 GLenum dfactor);//下面 // 同上 只是离开设置RGB 和 ALPHAvoid blendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
Example:
gl.enable(gl.BLEND);gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);//罕用于半透明gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);//ios这么用
视线和裁剪
// 设置视口宽度void viewport(GLint x, GLint y, GLsizei width, GLsizei height);// 设置裁剪框。void scissor(GLint x, GLint y, GLsizei width, GLsizei height);
Example:
gl.enable(gl.SCISSOR_TEST);gl.scissor(x, y, width, height);gl.disable(gl.SCISSOR_TEST);gl.viewport(0, 0, canvas.width, canvas.height);
// blendEquation 的 mode 参数const GLenum FUNC_ADD = 0x8006;const GLenum FUNC_SUBTRACT = 0x800A;const GLenum FUNC_REVERSE_SUBTRACT = 0x800B;// 将RGB混合方程和阿尔法混合方程设置为单个方程。// 混合方程式确定新像素如何与 WebGLFramebuffer 中的像素组合void blendEquation(GLenum mode); //下面// 同上 只是离开设置RGB 和 ALPHAvoid blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);// 设置源和指标混合因子 值范畴 在0到1之间void blendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
Example:
gl.blendEquation(gl.FUNC_ADD);gl.blendEquation(gl.FUNC_SUBTRACT);gl.blendEquation(gl.FUNC_REVERSE_SUBTRACT);gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_SUBTRACT);
正反面
// cullFace 的 mode 参数const GLenum FRONT = 0x0404;const GLenum BACK = 0x0405;const GLenum FRONT_AND_BACK = 0x0408;// 设置多边形的侧面或背面是否要被排除。void cullFace(GLenum mode);// 设置多边形的侧面应用顺时针还是逆时针绘制示意。void frontFace(GLenum mode);
Example:
gl.enable(gl.CULL_FACE); //容许gl.cullFace(gl.FRONT_AND_BACK);gl.getParameter(gl.CULL_FACE_MODE) === gl.FRONT_AND_BACK;
深度
// depthFunc 的 func 参数const GLenum NEVER = 0x0200;const GLenum LESS = 0x0201;const GLenum EQUAL = 0x0202;const GLenum LEQUAL = 0x0203;const GLenum GREATER = 0x0204;const GLenum NOTEQUAL = 0x0205;const GLenum GEQUAL = 0x0206;const GLenum ALWAYS = 0x0207;// 设置比拟输出像素深度和深度缓存值得函数void depthFunc(GLenum func);// 锁定或者开释深度缓冲区的写入操作// @param flag false 只读 true 可读写void depthMask(GLboolean flag);// 设置从规范化设施坐标映射到窗口或视口坐标时的深度范畴。void depthRange(GLclampf zNear, GLclampf zFar);
Example:
gl.enable(gl.DEPTH_TEST);gl.depthFunc(gl.NEVER);gl.getParameter(gl.DEPTH_FUNC) === gl.NEVER;
获取信息
// 返回激活状态的attribute变量信息。WebGLActiveInfo? getActiveAttrib(WebGLProgram program, GLuint index);// 返回激活状态的uniform 变量信息。WebGLActiveInfo? getActiveUniform(WebGLProgram program, GLuint index);// 返回附加在 WebGLProgram 上的 WebGLShader 对象的列表sequence<WebGLShader>? getAttachedShaders(WebGLProgram program);// 返回缓冲信息。any getBufferParameter(GLenum target, GLenum pname);// 返回错误信息。[WebGLHandlesContextLoss] GLenum getError();// 返回帧缓冲区的信息。any getFramebufferAttachmentParameter(GLenum target, GLenum attachment, GLenum pname);// 返回渲染缓冲区的信息。any getRenderbufferParameter(GLenum target, GLenum pname);// 返回一个形容着色器数字类型精度的WebGLShaderPrecisionFormat 对象。WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);// 以字符串模式返回 WebGLShader 的源码。DOMString? getShaderSource(WebGLShader shader);// 返回指定地位的uniform 变量。any getUniform(WebGLProgram program, WebGLUniformLocation location);// 返回指定地位的顶点attribute变量。any getVertexAttrib(GLuint index, GLenum pname);// 获取给定索引的顶点attribute地位。[WebGLHandlesContextLoss] GLintptr getVertexAttribOffset(GLuint index, GLenum pname);
判断
// 给某些行为设置倡议应用的模式。具体倡议须要看执行的状况。void hint(GLenum target, GLenum mode);// 返回给入的缓冲是否无效。[WebGLHandlesContextLoss] GLboolean isBuffer(WebGLBuffer? buffer);// 测试这个上下文的WebGL性能是否开启。[WebGLHandlesContextLoss] GLboolean isEnabled(GLenum cap);// 返回 Boolean 值,示意给入的 WebGLFrameBuffer 对象是否无效。[WebGLHandlesContextLoss] GLboolean isFramebuffer(WebGLFramebuffer? framebuffer);// 返回一个 Boolean 值,示意给入的 WebGLProgram 是否无效。[WebGLHandlesContextLoss] GLboolean isProgram(WebGLProgram? program);[WebGLHandlesContextLoss] GLboolean isRenderbuffer(WebGLRenderbuffer? renderbuffer);[WebGLHandlesContextLoss] GLboolean isShader(WebGLShader? shader);[WebGLHandlesContextLoss] GLboolean isTexture(WebGLTexture? texture);
模板函数
/* StencilOp *//* ZERO */const GLenum KEEP = 0x1E00; //放弃以后值不变。const GLenum REPLACE = 0x1E01; //设置stencil buffer的值为ref,该ref是通过stencilFunc指定的。const GLenum INCR = 0x1E02; //递增以后stencil buffer的值。如果超过buffer容许的最大值则放弃为该值。const GLenum DECR = 0x1E03; //递加以后stencil buffer的值。如果小于0,则设置buffer值为0。const GLenum INVERT = 0x150A; //递加以后stencil buffer的值。如果递加前buffer的值为0,则设置buffer值为容许的最大值。const GLenum INCR_WRAP = 0x8507; //递增以后stencil buffer的值。如果递增前buffer的值曾经是容许的最大值,则设置buffer值为0,wrap的含意即如此const GLenum DECR_WRAP = 0x8508; //进行按位取反操作。//GLenum funcconst GLenum NEVER = 0x0200;const GLenum LESS = 0x0201;const GLenum EQUAL = 0x0202;const GLenum LEQUAL = 0x0203;const GLenum GREATER = 0x0204;const GLenum NOTEQUAL = 0x0205;const GLenum GEQUAL = 0x0206;const GLenum ALWAYS = 0x0207;// 同时设置后面和反面的模板测试函数,及其援用值。//ref:用来做stencil测试的参考值。//mask:指定操作掩码,在测试的时候会先将ref与mask进行与运算,再将ref与buffer中的值进行与运算,最初将两个后果进行比拟,比拟的办法由func参数所指定。void stencilFunc(GLenum func, GLint ref, GLuint mask);//gl.stencilFunc(gl.LESS, 0, 0b1110011);// 可离开设置后面或反面的模板测试函数,及其援用值。void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);//gl.stencilFuncSeparate(gl.FRONT, gl.LESS, 0.2, 1110011);// mask来管制写入stencil buffer的无效位void stencilMask(GLuint mask);// 可离开启用或禁用,后面和反面的模板测试掩码。void stencilMaskSeparate(GLenum face, GLuint mask);//gl.stencilMaskSeparate(gl.FRONT, 110101);// 管制输入到模板缓冲区的内容到底是什么//fail:指定当stencil测试未通过时的行为,容许的值为KEEP、ZERO、REPLACE、INCR、INCR_WRAP、DECR、DECR_WRAP、INVERT。//zfail:指定当stencil测试通过然而depth测试未通过时的行为。容许的值同fail。//zpass:指定当stencil测试通过且depth测试也通过时的行为,或者当stencil测试通过且以后没有depth buffer或者depth测试被敞开时的行为。容许的值同fail。void stencilOp(GLenum fail, GLenum zfail, GLenum zpass);// 可离开设置,在后面和反面的模板缓冲区上执行的操作。void stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);//gl.stencilOpSeparate(gl.FRONT, gl.INCR, gl.DECR, gl.INVERT);
Example:
gl = canvas.getContext(glContextNames[i], {stencil: true});gl.useProgram(program2); //useProgram2gl.enable(gl.STENCIL_TEST);gl.stencilFunc(gl.ALWAYS, 1, 0xff); //gl.ALWAYS示意总是通过测试 展现进去的所有都变成1 1与0xFF进行与运算,这里依然失去是1gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); //gl.REPLACE示意通过测试时用stencilFunc的ref的值来进行代替gl.stencilMask(0xff);gl.clear(gl.STENCIL_BUFFER_BIT);gl.colorMask(0, 0, 0, 0);//不必画进去gl.drawArrays(gl.TRIANGLES, 0, maskVertex.length / 3);gl.useProgram(program);gl.stencilFunc(gl.EQUAL, 1, 0xff); //如果是等于1 就通过 就能展现gl.colorMask(1, 1, 1, 1);gl.drawArrays(gl.TRIANGLES, 0, vertex.length / 3);
// 返回相似下列上下文参数// { // alpha: true, // antialias: true, // depth: true, // failIfMajorPerformanceCaveat: false, // premultipliedAlpha: true, // preserveDrawingBuffer: false, // stencil: false // }// 能够通过下列办法设置// canvas.getContext('webgl', { antialias: false, depth: false });[WebGLHandlesContextLoss] WebGLContextAttributes? getContextAttributes();// 标记上下文是否曾经失落[WebGLHandlesContextLoss] boolean isContextLost();// 设置在绘制或渲染WebGLFramebuffer时要开启或敞开的色彩重量。void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);// 阻断执行,直到之前所有的操作都实现。void finish();// 清空缓冲的命令,这会导致所有命令尽快执行完。void flush();// 为抗锯齿成果设置多重取样笼罩参数。void sampleCoverage(GLclampf value, GLboolean invert);//gl.enable(gl.SAMPLE_COVERAGE);//gl.sampleCoverage(0.5, false);
参考资料
(1条音讯) 【WebGL】WebGL API 详解_衷于栖-CSDN博客
http://www.jiazhengblog.com/b...