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February 3, 2013 04:09
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WebGL enums
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package js; | |
import js.TypedArray; | |
import js.Canvas; | |
import js.type.DOMType; | |
import js.type.GLType; | |
import js.type.Core; | |
import js.type.Event; | |
import js.type.Object; | |
extern class WebGLRenderingContext | |
{ | |
//-------------------------------------------------------------------------- properties | |
public var canvas(default, null):HTMLCanvasElement; | |
public var drawingBufferWidth(default, null):GLsizei; | |
public var drawingBufferHeight(default, null):GLsizei; | |
//-------------------------------------------------------------------------- methods | |
public function getContextAttributes():WebGLContextAttributes; | |
public function isContextLost():Bool; | |
public function getSupportedExtensions():Array<DOMString>; | |
public function getExtension(name:DOMString):Object; | |
public function attachShader(program:WebGLProgram, shader:WebGLShader):Void; | |
public function drawArrays(mode:WebGLDrawMode, first:GLint, count:GLsizei):Void; | |
public function drawElements(mode:WebGLDrawMode, count:GLsizei, type:GLenum, offset:GLintptr):Void; | |
public function checkFramebufferStatus(target:WebGLFramebufferTarget):WebGLFramebufferStatus; | |
public function framebufferRenderbuffer(target:WebGLFramebufferTarget, attachment:WebGLAttachment, renderbuffertarget:WebGLRenderbufferTarget, renderbuffer:WebGLRenderbuffer):Void; | |
public function framebufferTexture2D(target:WebGLFramebufferTarget, attachment:WebGLAttachment, textarget:WebGLTextureImageTarget, texture:WebGLTexture, level:GLint):Void; | |
// shader | |
public function createShader(type:WebGLShaderType):WebGLShader; | |
public function shaderSource(shader:WebGLShader, source:DOMString):Void; | |
public function compileShader(shader:WebGLShader):Void; | |
public function getShaderParameter(shader:WebGLShader, pname:WebGLShaderParameter):Dynamic; | |
// program | |
public function createProgram():WebGLProgram; | |
public function linkProgram(program:WebGLProgram):Void; | |
public function getProgramParameter(program:WebGLProgram, pname:WebGLProgramParameter):Dynamic; | |
// buffer | |
public function bindBuffer(target:WebGLBufferTarget, buffer:WebGLBuffer):Void; | |
@:overload(function(target:WebGLBufferTarget, size:GLsizeiptr, usage:WebGLBufferUsage):Void {} ) | |
@:overload(function(target:WebGLBufferTarget, data:ArrayBufferView, usage:WebGLBufferUsage):Void {} ) | |
public function bufferData(target:WebGLBufferTarget, data:ArrayBuffer, usage:WebGLBufferUsage):Void; | |
// capabilities | |
public function enable(cap:WebGLCapability):Void; | |
public function disable(cap:WebGLCapability):Void; | |
// parameters | |
public function getParameter(pname:WebGLParameter):Dynamic; | |
public function getBufferParameter(target:GLenum, pname:WebGLBufferParameter):Dynamic; | |
public function getRenderbufferParameter(target:GLenum, pname:WebGLRenderbufferParameter):Dynamic; | |
public function getTexParameter(target:GLenum, pname:WebGLTextureParameter):Dynamic; | |
public function getFramebufferAttachmentParameter(target:GLenum, attachment:GLenum, pname:WebGLFramebufferAttachmentParameter):Dynamic; | |
// attributes | |
public function getVertexAttrib(index:GLuint, pname:WebGLVertexAttrib):Dynamic; | |
public function getVertexAttribOffset(index:GLuint, pname:WebGLVertexAttrib):GLsizeiptr; | |
// binding | |
public function bindAttribLocation(program:WebGLProgram, index:GLuint, name:DOMString):Void; | |
public function bindFramebuffer(target:WebGLFramebufferTarget, framebuffer:WebGLFramebuffer):Void; | |
public function bindRenderbuffer(target:WebGLRenderbufferTarget, renderbuffer:WebGLRenderbuffer):Void; | |
public function bindTexture(target:WebGLTextureTarget, texture:WebGLTexture):Void; | |
// blending | |
public function blendColor(red:GLclampf, green:GLclampf, blue:GLclampf, alpha:GLclampf):Void; | |
public function blendEquation(mode:WebGLBlendEquation):Void; | |
public function blendEquationSeparate(modeRGB:WebGLBlendEquation, modeAlpha:WebGLBlendEquation):Void; | |
public function blendFunc(src:WebGLBlendingFactorSrc, dest:WebGLBlendingFactorDest):Void; | |
public function blendFuncSeparate(srcRGB:WebGLBlendingFactorSrc, destRGB:WebGLBlendingFactorDest, srcAlpha:WebGLBlendingFactorSrc, destAlpha:WebGLBlendingFactorDest):Void; | |
// textures | |
public function activeTexture(texture:WebGLTextureUnit):Void; | |
@:overload(function(target:WebGLTextureImageTarget, level:GLint, internalformat:WebGLInternalFormat, width:GLsizei , height:GLsizei , border:GLint , format:GLenum, type:GLenum , pixels:ArrayBufferView):Void {} ) | |
@:overload(function(target:WebGLTextureImageTarget, level:GLint, internalformat:WebGLInternalFormat, format:GLenum, type:GLenum, pixels:ImageData):Void {} ) | |
@:overload(function(target:WebGLTextureImageTarget, level:GLint, internalformat:WebGLInternalFormat, format:GLenum, type:GLenum, image:HTMLImageElement):Void {} ) | |
@:overload(function(target:WebGLTextureImageTarget, level:GLint, internalformat:WebGLInternalFormat, format:GLenum, type:GLenum, canvas:HTMLCanvasElement):Void {} ) | |
public function texImage2D(target:WebGLTextureImageTarget, level:GLint, internalformat:WebGLInternalFormat, format:GLenum, type:GLenum, video:HTMLVideoElement):Void; | |
public var DEPTH_BUFFER_BIT(default, null):GLenum; | |
public var STENCIL_BUFFER_BIT(default, null):GLenum; | |
public var COLOR_BUFFER_BIT(default, null):GLenum; | |
public var BLEND_EQUATION(default, null):GLenum; | |
/* Separate Blend Functions */ | |
public var CONSTANT_COLOR(default, null):GLenum; | |
public var ONE_MINUS_CONSTANT_COLOR(default, null):GLenum; | |
public var CONSTANT_ALPHA(default, null):GLenum; | |
public var ONE_MINUS_CONSTANT_ALPHA(default, null):GLenum; | |
/* Buffer Objects */ | |
/* CullFaceMode */ | |
public var FRONT(default, null):GLenum; | |
public var BACK(default, null):GLenum; | |
public var FRONT_AND_BACK(default, null):GLenum; | |
/* ErrorCode */ | |
public var NO_ERROR(default, null):GLenum; | |
public var INVALID_ENUM(default, null):GLenum; | |
public var INVALID_VALUE(default, null):GLenum; | |
public var INVALID_OPERATION(default, null):GLenum; | |
public var OUT_OF_MEMORY(default, null):GLenum; | |
/* FrontFaceDirection */ | |
public var CW(default, null):GLenum; | |
public var CCW(default, null):GLenum; | |
/* HintMode */ | |
public var DONT_CARE(default, null):GLenum; | |
public var FASTEST(default, null):GLenum; | |
public var NICEST(default, null):GLenum; | |
/* TextureMagFilter */ | |
public var NEAREST(default, null):GLenum; | |
public var LINEAR(default, null):GLenum; | |
/* TextureMinFilter */ | |
/* NEAREST */ | |
/* LINEAR */ | |
public var NEAREST_MIPMAP_NEAREST(default, null):GLenum; | |
public var LINEAR_MIPMAP_NEAREST(default, null):GLenum; | |
public var NEAREST_MIPMAP_LINEAR(default, null):GLenum; | |
public var LINEAR_MIPMAP_LINEAR(default, null):GLenum; | |
/* Framebuffer Object. */ | |
public var NONE(default, null):GLenum; | |
public var INVALID_FRAMEBUFFER_OPERATION(default, null):GLenum; | |
/* WebGL-specific enums */ | |
public var CONTEXT_LOST_WEBGL(default, null): GLenum; | |
public var BROWSER_DEFAULT_WEBGL(default, null):GLenum; | |
/* properties */ | |
/* methods */ | |
@:overload(function(target:GLenum, offset:GLintptr, data:ArrayBufferView):Void {} ) | |
public function bufferSubData(target:GLenum, offset:GLintptr, data:ArrayBuffer):Void; | |
public function clear(mask:GLbitfield):Void; | |
public function clearColor(red:GLclampf, green:GLclampf, blue:GLclampf, alpha:GLclampf):Void; | |
public function clearDepth(depth:GLclampf):Void; | |
public function clearStencil(s:GLint):Void; | |
public function colorMask(red:GLboolean, green:GLboolean, blue:GLboolean, alpha:GLboolean):Void; | |
public function copyTexImage2D(target:GLenum, level:GLint, internalformat:WebGLInternalFormat, x:GLint, y:GLint, width:GLsizei, height:GLsizei, border:GLint):Void; | |
public function copyTexSubImage2D(target:GLenum, level:GLint, xoffset:GLint, yoffset:GLint, x:GLint, y:GLint, width:GLsizei, height:GLsizei):Void; | |
public function createBuffer():WebGLBuffer; | |
public function createFramebuffer():WebGLFramebuffer; | |
public function createRenderbuffer():WebGLRenderbuffer; | |
public function createTexture():WebGLTexture; | |
public function cullFace(mode:GLenum):Void; | |
public function deleteBuffer(buffer:WebGLBuffer):Void; | |
public function deleteFramebuffer(framebuffer:WebGLFramebuffer):Void; | |
public function deleteProgram(program:WebGLProgram):Void; | |
public function deleteRenderbuffer(renderbuffer:WebGLRenderbuffer):Void; | |
public function deleteShader(shader:WebGLShader):Void; | |
public function deleteTexture(texture:WebGLTexture):Void; | |
public function depthFunc(func:GLenum):Void; | |
public function depthMask(flag:GLboolean):Void; | |
public function depthRange(zNear:GLclampf, zFar:GLclampf):Void; | |
public function detachShader(program:WebGLProgram, shader:WebGLShader):Void; | |
public function disableVertexAttribArray(index:GLuint):Void; | |
public function enableVertexAttribArray(index:GLuint):Void; | |
public function finish():Void; | |
public function flush():Void; | |
public function frontFace(mode:GLenum):Void; | |
public function generateMipmap(target:GLenum):Void; | |
public function getActiveAttrib(program:WebGLProgram, index:GLuint):WebGLActiveInfo; | |
public function getActiveUniform(program:WebGLProgram, index:GLuint):WebGLActiveInfo; | |
public function getAttachedShaders(program:WebGLProgram):Array<WebGLShader>; | |
public function getAttribLocation(program:WebGLProgram, name:DOMString):GLint; | |
public function getError():GLenum; | |
public function getProgramInfoLog(program:WebGLProgram):DOMString; | |
public function getShaderInfoLog(shader:WebGLShader):DOMString; | |
public function getShaderSource(shader:WebGLShader):DOMString; | |
public function getUniform(program:WebGLProgram, location:WebGLUniformLocation):Dynamic; | |
public function getUniformLocation(program:WebGLProgram, name:DOMString):WebGLUniformLocation; | |
public function hint(target:GLenum, mode:GLenum):Void; | |
public function isBuffer(buffer:WebGLBuffer):GLboolean; | |
public function isEnabled(cap:GLenum):GLboolean; | |
public function isFramebuffer(framebuffer:WebGLFramebuffer):GLboolean; | |
public function isProgram(program:WebGLProgram):GLboolean; | |
public function isRenderbuffer(renderbuffer:WebGLRenderbuffer):GLboolean; | |
public function isShader(shader:WebGLShader):GLboolean; | |
public function isTexture(texture:WebGLTexture):GLboolean; | |
public function lineWidth(width:GLfloat):Void; | |
public function pixelStorei(pname:GLenum, param:GLint):Void; | |
public function polygonOffset(factor:GLfloat, units:GLfloat):Void; | |
public function readPixels(x:GLint, y:GLint, width:GLsizei, height:GLsizei, format:GLenum, type:GLenum, pixels:ArrayBufferView):Void; | |
public function renderbufferStorage(target:GLenum, internalformat:WebGLInternalFormat, width:GLsizei, height:GLsizei):Void; | |
public function sampleCoverage(value:GLclampf, invert:GLboolean):Void; | |
public function scissor(x:GLint, y:GLint, width:GLsizei, height:GLsizei):Void; | |
public function stencilFunc(func:GLenum, ref:GLint, mask:GLuint):Void; | |
public function stencilFuncSeparate(face:GLenum, func:GLenum, ref:GLint, mask:GLuint):Void; | |
public function stencilMask(mask:GLuint):Void; | |
public function stencilMaskSeparate(face:GLenum, mask:GLuint):Void; | |
public function stencilOp(fail:GLenum, zfail:GLenum, zpass:GLenum):Void; | |
public function stencilOpSeparate(face:GLenum, fail:GLenum, zfail:GLenum, zpass:GLenum):Void; | |
@:overload(function(target:GLenum, pname:GLenum, param:GLfloat):Void {} ) | |
public function texParameteri(target:GLenum, pname:GLenum, param:GLint):Void; | |
@:overload(function(target:GLenum, level:GLint, xoffset:GLint, yoffset:GLint, width:GLsizei, height:GLsizei, format:GLenum, type:GLenum, pixels:ArrayBufferView):Void {} ) | |
@:overload(function(target:GLenum, level:GLint, xoffset:GLint, yoffset:GLint, format:GLenum, type:GLenum, pixels:ImageData):Void {} ) | |
@:overload(function(target:GLenum, level:GLint, xoffset:GLint, yoffset:GLint, format:GLenum, type:GLenum, image:HTMLImageElement):Void {} ) | |
@:overload(function(target:GLenum, level:GLint, xoffset:GLint, yoffset:GLint, format:GLenum, type:GLenum, canvas:HTMLCanvasElement):Void {} ) | |
public function texSubImage2D(target:GLenum, level:GLint, xoffset:GLint , yoffset:GLint, format:GLenum, type:GLenum, video:HTMLVideoElement):Void; | |
public function uniform1f(location:WebGLUniformLocation, x:GLfloat):Void; | |
public function uniform1i(location:WebGLUniformLocation, x:GLint):Void; | |
public function uniform2f(location:WebGLUniformLocation, x:GLfloat, y:GLfloat):Void; | |
public function uniform2i(location:WebGLUniformLocation, x:GLint, y:GLint):Void; | |
public function uniform3f(location:WebGLUniformLocation, x:GLfloat, y:GLfloat, z:GLfloat):Void; | |
public function uniform3i(location:WebGLUniformLocation, x:GLint, y:GLint, z:GLint):Void; | |
public function uniform4f(location:WebGLUniformLocation, x:GLfloat, y:GLfloat, z:GLfloat, w:GLfloat):Void; | |
public function uniform4i(location:WebGLUniformLocation, x:GLint, y:GLint, z:GLint, w:GLint):Void; | |
@:overload(function(location:WebGLUniformLocation, v:Float32Array):Void {} ) | |
public function uniform1fv(location:WebGLUniformLocation, v:ArrayAccess<Float>):Void; | |
@:overload(function(location:WebGLUniformLocation, v:Int32Array):Void {} ) | |
public function uniform1iv(location:WebGLUniformLocation, v:ArrayAccess<Long>):Void; | |
@:overload(function(location:WebGLUniformLocation, v:Float32Array):Void {} ) | |
public function uniform2fv(location:WebGLUniformLocation, v:Array<Float>):Void; | |
@:overload(function(location:WebGLUniformLocation, v:Int32Array):Void {} ) | |
public function uniform2iv(location:WebGLUniformLocation, v:ArrayAccess<Long>):Void; | |
@:overload(function(location:WebGLUniformLocation, v:Float32Array):Void {} ) | |
public function uniform3fv(location:WebGLUniformLocation, v:ArrayAccess<Float>):Void; | |
@:overload(function(location:WebGLUniformLocation, v:Int32Array):Void {} ) | |
public function uniform3iv(location:WebGLUniformLocation, v:ArrayAccess<Long>):Void; | |
@:overload(function(location:WebGLUniformLocation, v:Float32Array):Void {} ) | |
public function uniform4fv(location:WebGLUniformLocation, v:ArrayAccess<Float>):Void; | |
@:overload(function(location:WebGLUniformLocation, v:Int32Array):Void {} ) | |
public function uniform4iv(location:WebGLUniformLocation, v:ArrayAccess<Long>):Void; | |
@:overload(function(location:WebGLUniformLocation, transpose:GLboolean, value:Float32Array):Void {} ) | |
public function uniformMatrix2fv(location:WebGLUniformLocation, transpose:GLboolean, value:ArrayAccess<Float>):Void; | |
@:overload(function(location:WebGLUniformLocation, transpose:GLboolean, value:Float32Array):Void {} ) | |
public function uniformMatrix3fv(location:WebGLUniformLocation, transpose:GLboolean, value:ArrayAccess<Float>):Void; | |
@:overload(function(location:WebGLUniformLocation, transpose:GLboolean, value:Float32Array):Void {} ) | |
public function uniformMatrix4fv(location:WebGLUniformLocation, transpose:GLboolean, value:ArrayAccess<Float>):Void; | |
public function useProgram(program:WebGLProgram):Void; | |
public function validateProgram(program:WebGLProgram):Void; | |
public function vertexAttrib1f(indx:GLuint, x:GLfloat):Void; | |
public function vertexAttrib2f(indx:GLuint, x:GLfloat, y:GLfloat):Void; | |
public function vertexAttrib3f(indx:GLuint, x:GLfloat, y:GLfloat, z:GLfloat):Void; | |
public function vertexAttrib4f(indx:GLuint, x:GLfloat, y:GLfloat, z:GLfloat, w:GLfloat):Void; | |
public function vertexAttribPointer(indx:GLuint, size:GLint, type:WebGLDataType, normalized:GLboolean, stride:GLsizei, offset:GLintptr):Void; | |
@:overload(function(indx:GLuint, values:Float32Array):Void {} ) | |
public function vertexAttrib1fv(indx:GLuint, values:ArrayAccess<Float>):Void; | |
@:overload(function(indx:GLuint, values:Float32Array):Void {} ) | |
public function vertexAttrib2fv(indx:GLuint, values:ArrayAccess<Float>):Void; | |
@:overload(function(indx:GLuint, values:Float32Array):Void {} ) | |
public function vertexAttrib3fv(indx:GLuint, values:ArrayAccess<Float>):Void; | |
@:overload(function(indx:GLuint, values:Float32Array):Void {} ) | |
public function vertexAttrib4fv(indx:GLuint, values:ArrayAccess<Float>):Void; | |
public function viewport(x:GLint, y:GLint, width:GLsizei, height:GLsizei):Void; | |
} | |
extern interface WebGLContextAttributes | |
{ | |
public var alpha:Bool; | |
public var depth:Bool; | |
public var stencil:Bool; | |
public var antialias:Bool; | |
public var premultipliedAlpha:Bool; | |
public var preserveDrawingBuffer:Bool; | |
} | |
extern interface WebGLObject {} | |
extern interface WebGLBuffer implements WebGLObject {} | |
extern interface WebGLFramebuffer implements WebGLObject {} | |
extern interface WebGLProgram implements WebGLObject {} | |
extern interface WebGLRenderbuffer implements WebGLObject {} | |
extern interface WebGLShader implements WebGLObject {} | |
extern interface WebGLTexture implements WebGLObject {} | |
extern interface WebGLUniformLocation {} | |
extern interface WebGLActiveInfo | |
{ | |
public var size(default, null):GLint; | |
public var type(default, null):GLenum; | |
public var name(default, null):DOMString; | |
} | |
extern class WebGLContextEvent extends Event | |
{ | |
public var statusMessage(default, null):DOMString; | |
public function new(typeArg:DOMString, canBubbleArg:Bool, cancelableArg:Bool, statusMessageArg:DOMString):Void; | |
} | |
// @:fakeEnum(Int) | |
// @:native('WebGLRenderingContext') | |
// extern enum WebGLStencilOp | |
// { | |
// KEEP; | |
// REPLACE; | |
// INCR; | |
// DECR; | |
// INVERT; | |
// INCR_WRAP; | |
// DECR_WRAP; | |
// } | |
// @:fakeEnum(Int) | |
// @:native('WebGLRenderingContext') | |
// extern enum WebGLTextureWrapMode | |
// { | |
// REPEAT; | |
// CLAMP_TO_EDGE; | |
// MIRRORED_REPEAT; | |
// } | |
// @:fakeEnum(Int) | |
// @:native('WebGLRenderingContext') | |
// extern enum WebGLPixelType | |
// { | |
// UNSIGNED_SHORT_4_4_4_4; | |
// UNSIGNED_SHORT_5_5_5_1; | |
// UNSIGNED_SHORT_5_6_5; | |
// } | |
// @:fakeEnum(Int) | |
// @:native('WebGLRenderingContext') | |
// extern enum WebGLPixelFormat | |
// { | |
// DEPTH_COMPONENT; | |
// ALPHA; | |
// RGB; | |
// RGBA; | |
// LUMINANCE; | |
// LUMINANCE_ALPHA; | |
// } | |
//------------------------------------------------------------------------------ parameters | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLParameter | |
{ | |
ALIASED_LINE_WIDTH_RANGE; | |
ALIASED_POINT_SIZE_RANGE; | |
ALPHA_BITS; | |
ARRAY_BUFFER_BINDING; | |
BLEND; | |
BLEND_COLOR; | |
BLEND_DST_ALPHA; | |
BLEND_DST_RGB; | |
BLEND_EQUATION_ALPHA; | |
BLEND_EQUATION_RGB; | |
BLEND_SRC_ALPHA; | |
BLEND_SRC_RGB; | |
BLUE_BITS; | |
COLOR_CLEAR_VALUE; | |
COLOR_WRITEMASK; | |
COMPRESSED_TEXTURE_FORMATS; | |
CULL_FACE; | |
CULL_FACE_MODE; | |
CURRENT_PROGRAM; | |
DEPTH_BITS; | |
DEPTH_CLEAR_VALUE; | |
DEPTH_FUNC; | |
DEPTH_RANGE; | |
DEPTH_TEST; | |
DEPTH_WRITEMASK; | |
DITHER; | |
ELEMENT_ARRAY_BUFFER_BINDING; | |
FRAMEBUFFER_BINDING; | |
FRONT_FACE; | |
GENERATE_MIPMAP_HINT; | |
GREEN_BITS; | |
LINE_WIDTH; | |
MAX_COMBINED_TEXTURE_IMAGE_UNITS; | |
MAX_CUBE_MAP_TEXTURE_SIZE; | |
MAX_FRAGMENT_UNIFORM_VECTORS; | |
MAX_RENDERBUFFER_SIZE; | |
MAX_TEXTURE_IMAGE_UNITS; | |
MAX_TEXTURE_SIZE; | |
MAX_VARYING_VECTORS; | |
MAX_VERTEX_ATTRIBS; | |
MAX_VERTEX_TEXTURE_IMAGE_UNITS; | |
MAX_VERTEX_UNIFORM_VECTORS; | |
MAX_VIEWPORT_DIMS; | |
NUM_COMPRESSED_TEXTURE_FORMATS; | |
PACK_ALIGNMENT; | |
POLYGON_OFFSET_FACTOR; | |
POLYGON_OFFSET_FILL; | |
POLYGON_OFFSET_UNITS; | |
RED_BITS; | |
RENDERBUFFER_BINDING; | |
/** | |
A <code>String</code> containing the name of the renderer. This name is | |
typically specific to a particular configuration of a hardware platform. | |
It does not change from release to release. | |
*/ | |
RENDERER; | |
SAMPLE_BUFFERS; | |
SAMPLE_COVERAGE_INVERT; | |
SAMPLE_COVERAGE_VALUE; | |
SAMPLES; | |
SCISSOR_BOX; | |
SCISSOR_TEST; | |
/** | |
A <code>String</code> version or release number of the form: | |
<code>WebGL GLSL ES 1.0 <vendor-specific information></code> | |
*/ | |
SHADING_LANGUAGE_VERSION; | |
STENCIL_BACK_FAIL; | |
STENCIL_BACK_FUNC; | |
STENCIL_BACK_PASS_DEPTH_FAIL; | |
STENCIL_BACK_PASS_DEPTH_PASS; | |
STENCIL_BACK_REF; | |
STENCIL_BACK_VALUE_MASK; | |
STENCIL_BACK_WRITEMASK; | |
STENCIL_BITS; | |
STENCIL_CLEAR_VALUE; | |
STENCIL_FAIL; | |
STENCIL_FUNC; | |
STENCIL_PASS_DEPTH_FAIL; | |
STENCIL_PASS_DEPTH_PASS; | |
STENCIL_REF; | |
STENCIL_TEST; | |
STENCIL_VALUE_MASK; | |
STENCIL_WRITEMASK; | |
SUBPIXEL_BITS; | |
TEXTURE_BINDING_2D; | |
TEXTURE_BINDING_CUBE_MAP; | |
UNPACK_ALIGNMENT; | |
UNPACK_COLORSPACE_CONVERSION_WEBGL; | |
UNPACK_FLIP_Y_WEBGL; | |
UNPACK_PREMULTIPLY_ALPHA_WEBGL; | |
/** | |
A <code>String</code> containing company responsible for this WebGL | |
implementation. This name does not change from release to release. | |
*/ | |
VENDOR; | |
/** | |
A <code>String</code> version or release number of the form: | |
<code>WebGL 1.0 <vendor-specific information></code> | |
*/ | |
VERSION; | |
VIEWPORT; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLBufferParameter | |
{ | |
BUFFER_SIZE; | |
BUFFER_USAGE; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLRenderbufferParameter | |
{ | |
RENDERBUFFER_WIDTH; | |
RENDERBUFFER_HEIGHT; | |
RENDERBUFFER_INTERNAL_FORMAT; | |
RENDERBUFFER_RED_SIZE; | |
RENDERBUFFER_GREEN_SIZE; | |
RENDERBUFFER_BLUE_SIZE; | |
RENDERBUFFER_ALPHA_SIZE; | |
RENDERBUFFER_DEPTH_SIZE; | |
RENDERBUFFER_STENCIL_SIZE; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLTextureParameter | |
{ | |
TEXTURE_MAG_FILTER; | |
TEXTURE_MIN_FILTER; | |
TEXTURE_WRAP_S; | |
TEXTURE_WRAP_T; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLProgramParameter | |
{ | |
DELETE_STATUS; | |
LINK_STATUS; | |
VALIDATE_STATUS; | |
ATTACHED_SHADERS; | |
ACTIVE_ATTRIBUTES; | |
ACTIVE_UNIFORMS; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLShaderParameter | |
{ | |
SHADER_TYPE; | |
DELETE_STATUS; | |
COMPILE_STATUS; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLFramebufferAttachmentParameter | |
{ | |
FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE; | |
FRAMEBUFFER_ATTACHMENT_OBJECT_NAME; | |
FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL; | |
FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE; | |
} | |
//------------------------------------------------------------------------------ capability | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLCapability | |
{ | |
/** | |
If enabled, blend the computed fragment color values with the values in the | |
color buffers. | |
*/ | |
BLEND; | |
/** | |
If enabled, cull polygons based on their winding in window coordinates. | |
*/ | |
CULL_FACE; | |
/** | |
If enabled, do depth comparisons and update the depth buffer. Note that | |
even if the depth buffer exists and the depth mask is non-zero, the depth | |
buffer is not updated if the depth test is disabled. | |
*/ | |
DEPTH_TEST; | |
/** | |
If enabled, dither color components or indices before they are written to | |
the color buffer. | |
*/ | |
DITHER; | |
/** | |
If enabled, an offset is added to depth values of a polygon's fragments | |
produced by rasterization. | |
*/ | |
POLYGON_OFFSET_FILL; | |
/** | |
If enabled, compute a temporary coverage value where each bit is determined | |
by the alpha value at the corresponding sample location. The temporary | |
coverage value is then ANDed with the fragment coverage value. | |
*/ | |
SAMPLE_ALPHA_TO_COVERAGE; | |
/** | |
If enabled, the fragment's coverage is ANDed with the temporary coverage | |
value. If GL_SAMPLE_COVERAGE_INVERT is set to GL_TRUE, invert the coverage | |
value. | |
*/ | |
SAMPLE_COVERAGE; | |
/** | |
If enabled, discard fragments that are outside the scissor rectangle. | |
*/ | |
SCISSOR_TEST; | |
/** | |
If enabled, do stencil testing and update the stencil buffer. | |
*/ | |
STENCIL_TEST; | |
} | |
//------------------------------------------------------------------------------ targets | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLBufferTarget | |
{ | |
ARRAY_BUFFER; | |
ELEMENT_ARRAY_BUFFER; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLFramebufferTarget | |
{ | |
FRAMEBUFFER; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLRenderbufferTarget | |
{ | |
RENDERBUFFER; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLTextureTarget | |
{ | |
TEXTURE_2D; | |
TEXTURE_CUBE_MAP; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLBlendEquation | |
{ | |
FUNC_ADD; | |
FUNC_SUBTRACT; | |
FUNC_REVERSE_SUBTRACT; | |
} | |
//------------------------------------------------------------------------------ blending | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLBlendingFactorDest | |
{ | |
ZERO; | |
ONE; | |
SRC_COLOR; | |
ONE_MINUS_SRC_COLOR; | |
SRC_ALPHA; | |
ONE_MINUS_SRC_ALPHA; | |
DST_ALPHA; | |
ONE_MINUS_DST_ALPHA; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLBlendingFactorSrc | |
{ | |
// ZERO; | |
// ONE; | |
DST_COLOR; | |
ONE_MINUS_DST_COLOR; | |
SRC_ALPHA_SATURATE; | |
// SRC_ALPHA; | |
// ONE_MINUS_SRC_ALPHA; | |
// DST_ALPHA; | |
// ONE_MINUS_DST_ALPHA; | |
} | |
//------------------------------------------------------------------------------ textures | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLTextureUnit | |
{ | |
TEXTURE0; | |
TEXTURE1; | |
TEXTURE2; | |
TEXTURE3; | |
TEXTURE4; | |
TEXTURE5; | |
TEXTURE6; | |
TEXTURE7; | |
TEXTURE8; | |
TEXTURE9; | |
TEXTURE10; | |
TEXTURE11; | |
TEXTURE12; | |
TEXTURE13; | |
TEXTURE14; | |
TEXTURE15; | |
TEXTURE16; | |
TEXTURE17; | |
TEXTURE18; | |
TEXTURE19; | |
TEXTURE20; | |
TEXTURE21; | |
TEXTURE22; | |
TEXTURE23; | |
TEXTURE24; | |
TEXTURE25; | |
TEXTURE26; | |
TEXTURE27; | |
TEXTURE28; | |
TEXTURE29; | |
TEXTURE30; | |
TEXTURE31; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLTextureImageTarget | |
{ | |
TEXTURE_2D; | |
TEXTURE_CUBE_MAP_POSITIVE_X; | |
TEXTURE_CUBE_MAP_NEGATIVE_X; | |
TEXTURE_CUBE_MAP_POSITIVE_Y; | |
TEXTURE_CUBE_MAP_NEGATIVE_Y; | |
TEXTURE_CUBE_MAP_POSITIVE_Z; | |
TEXTURE_CUBE_MAP_NEGATIVE_Z; | |
} | |
//------------------------------------------------------------------------------ attributes | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLVertexAttrib | |
{ | |
VERTEX_ATTRIB_ARRAY_ENABLED; | |
VERTEX_ATTRIB_ARRAY_SIZE; | |
VERTEX_ATTRIB_ARRAY_STRIDE; | |
VERTEX_ATTRIB_ARRAY_TYPE; | |
VERTEX_ATTRIB_ARRAY_NORMALIZED; | |
VERTEX_ATTRIB_ARRAY_POINTER; | |
VERTEX_ATTRIB_ARRAY_BUFFER_BINDING; | |
CURRENT_VERTEX_ATTRIB; | |
} | |
//------------------------------------------------------------------------------ misc | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLDrawMode | |
{ | |
POINTS; | |
LINES; | |
LINE_LOOP; | |
LINE_STRIP; | |
TRIANGLES; | |
TRIANGLE_STRIP; | |
TRIANGLE_FAN; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLFramebufferStatus | |
{ | |
FRAMEBUFFER_COMPLETE; | |
FRAMEBUFFER_INCOMPLETE_ATTACHMENT; | |
FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT; | |
FRAMEBUFFER_INCOMPLETE_DIMENSIONS; | |
FRAMEBUFFER_UNSUPPORTED; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLAttachment | |
{ | |
COLOR_ATTACHMENT0; | |
DEPTH_ATTACHMENT; | |
STENCIL_ATTACHMENT; | |
DEPTH_STENCIL_ATTACHMENT; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLInternalFormat | |
{ | |
RGBA4; | |
RGB5_A1; | |
RGB565; | |
DEPTH_COMPONENT16; | |
STENCIL_INDEX; | |
STENCIL_INDEX8; | |
DEPTH_STENCIL; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLDataType | |
{ | |
BYTE; | |
UNSIGNED_BYTE; | |
SHORT; | |
UNSIGNED_SHORT; | |
INT; | |
UNSIGNED_INT; | |
FLOAT; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLShaderPrecisionType | |
{ | |
LOW_FLOAT; | |
MEDIUM_FLOAT; | |
HIGH_FLOAT; | |
LOW_INT; | |
MEDIUM_INT; | |
HIGH_INT; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLDepthFunction | |
{ | |
NEVER; | |
LESS; | |
EQUAL; | |
LEQUAL; | |
GREATER; | |
NOTEQUAL; | |
GEQUAL; | |
ALWAYS; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLUniformType | |
{ | |
FLOAT_VEC2; | |
FLOAT_VEC3; | |
FLOAT_VEC4; | |
INT_VEC2; | |
INT_VEC3; | |
INT_VEC4; | |
BOOL; | |
BOOL_VEC2; | |
BOOL_VEC3; | |
BOOL_VEC4; | |
FLOAT_MAT2; | |
FLOAT_MAT3; | |
FLOAT_MAT4; | |
SAMPLER_2D; | |
SAMPLER_CUBE; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLShaderType | |
{ | |
FRAGMENT_SHADER; | |
VERTEX_SHADER; | |
} | |
@:fakeEnum(Int) | |
@:native('WebGLRenderingContext') | |
extern enum WebGLBufferUsage | |
{ | |
STREAM_DRAW; | |
STATIC_DRAW; | |
DYNAMIC_DRAW; | |
} |
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