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@awayjs/stage

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import { Rectangle, CoordinateSystem, Point } from '@awayjs/core'; import { BitmapImage2D } from '../image/BitmapImage2D'; import { ContextGLBlendEquation, ContextGLBlendFactor } from '../base/ContextGLBlendFactor'; import { ContextGLClearMask } from '../base/ContextGLClearMask'; import { ContextGLCompareMode } from '../base/ContextGLCompareMode'; import { ContextGLTriangleFace } from '../base/ContextGLTriangleFace'; import { ContextGLMipFilter } from '../base/ContextGLMipFilter'; import { ContextGLWrapMode } from '../base/ContextGLWrapMode'; import { ContextGLStencilAction } from '../base/ContextGLStencilAction'; import { ContextGLTextureFormat } from '../base/ContextGLTextureFormat'; import { ContextGLDrawMode } from '../base/ContextGLDrawMode'; import { ContextGLTextureFilter } from '../base/ContextGLTextureFilter'; import { ICubeTexture } from './ICubeTexture'; import { IIndexBuffer } from './IIndexBuffer'; import { IProgram } from './IProgram'; import { ITexture } from './ITexture'; import { ITextureBase } from './ITextureBase'; import { IVertexBuffer } from './IVertexBuffer'; import { IVao } from './IVao'; export interface IContextGL { glVersion: number; pixelRatio: number; container: HTMLCanvasElement; hasVao: boolean; createVao(): IVao; clear(red?: number, green?: number, blue?: number, alpha?: number, depth?: number, stencil?: number, mask?: ContextGLClearMask): any; configureBackBuffer(width: number, height: number, antiAlias: number, enableDepthAndStencil?: boolean): any; createCubeTexture(size: number, format: ContextGLTextureFormat, optimizeForRenderToTexture: boolean, streamingLevels?: number): ICubeTexture; createIndexBuffer(numIndices: number): IIndexBuffer; createProgram(): IProgram; createTexture(width: number, height: number, format: ContextGLTextureFormat, optimizeForRenderToTexture: boolean, streamingLevels?: number): ITexture; createVertexBuffer(numVertices: number, dataPerVertex: number): IVertexBuffer; dispose(): any; drawToBitmapImage2D(destination: BitmapImage2D): any; drawIndices(mode: ContextGLDrawMode, indexBuffer: IIndexBuffer, firstIndex?: number, numIndices?: number): any; drawVertices(mode: ContextGLDrawMode, firstVertex?: number, numVertices?: number): any; present(): any; setBlendEquation(equationRGB: ContextGLBlendEquation, equationA: ContextGLBlendEquation): any; setBlendFactors(sourceFactor: ContextGLBlendFactor, destinationFactor: ContextGLBlendFactor, sourceALphaFactor?: ContextGLBlendFactor, destinationALphaFactor?: ContextGLBlendFactor): any; setColorMask(red: boolean, green: boolean, blue: boolean, alpha: boolean): any; setStencilActions(triangleFace?: ContextGLTriangleFace, compareMode?: ContextGLCompareMode, actionOnBothPass?: ContextGLStencilAction, actionOnDepthFail?: ContextGLStencilAction, actionOnDepthPassStencilFail?: ContextGLStencilAction, coordinateSystem?: CoordinateSystem): any; setStencilReferenceValue(referenceValue: number, readMask?: number, writeMask?: number): any; setCulling(triangleFaceToCull: ContextGLTriangleFace, coordinateSystem?: CoordinateSystem): any; setDepthTest(depthMask: boolean, passCompareMode: ContextGLCompareMode): any; setProgram(program: IProgram): any; setProgramConstantsFromArray(programType: number, data: Float32Array): any; setSamplerStateAt(sampler: number, wrap: ContextGLWrapMode, filter: ContextGLTextureFilter, mipfilter: ContextGLMipFilter): any; setScissorRectangle(rectangle: Rectangle): any; setTextureAt(sampler: number, texture: ITextureBase): any; setVertexBufferAt(index: number, buffer: IVertexBuffer, bufferOffset?: number, format?: number): any; setRenderToTexture(target: ITextureBase, enableDepthAndStencil?: boolean, antiAlias?: number, surfaceSelector?: number, mipmapSelector?: number): any; setRenderToBackBuffer(): any; copyToTexture(target: ITextureBase, rect: Rectangle, destPoint: Point): void; enableStencil(): any; disableStencil(): any; finish(): any; } //# sourceMappingURL=IContextGL.d.ts.map