UNPKG

@flashport/flashport

Version:

FlashPort is a TypeScript 2D graphics library that largely replicates the Flash ActionScript 3.0 library

74 lines (73 loc) 4.73 kB
import { Program3D } from "./Program3D"; import { IndexBuffer3D } from "./IndexBuffer3D"; import { VertexBuffer3D } from "./VertexBuffer3D"; import { TextureBase } from "./textures/TextureBase"; import { Texture } from "./textures/Texture"; import { CubeTexture } from "./textures/CubeTexture"; import { RectangleTexture } from "./textures/RectangleTexture"; import { VideoTexture } from "./textures/VideoTexture"; import { EventDispatcher } from "../events/EventDispatcher"; import { Matrix3D } from "../geom/Matrix3D"; import { ByteArray } from "../utils/ByteArray"; import { Rectangle } from "../geom/Rectangle"; import { BitmapData } from "../display/BitmapData"; export declare class Context3D extends EventDispatcher { canvas: HTMLCanvasElement; gl: WebGLRenderingContext; private currentProgram; private currentTextures; private currentVBufs; constructor(); static get supportsVideoTexture(): boolean; get driverInfo(): string; dispose(recreate?: boolean): void; get enableErrorChecking(): boolean; set enableErrorChecking(toggle: boolean); configureBackBuffer(width: number, height: number, antiAlias: number, enableDepthAndStencil?: boolean, wantsBestResolution?: boolean): void; clear(red?: number, green?: number, blue?: number, alpha?: number, depth?: number, stencil?: number, mask?: number): void; drawTriangles(indexBuffer: IndexBuffer3D, firstIndex?: number, numTriangles?: number): void; present(): void; setProgram(program: Program3D): void; setProgramConstantsFromVector(programType: string, firstRegister: number, data: number[], numRegisters?: number): void; setProgramConstantsFromMatrix(programType: string, firstRegister: number, matrix: Matrix3D, transposedMatrix?: boolean): void; setProgramConstantsFromByteArray(programType: string, firstRegister: number, numRegisters: number, data: ByteArray, byteArrayOffset: number): void; setProgramConstantsFromVectorGL(name: string, data: number[], numRegisters?: number): void; setProgramConstantsFromMatrixGL(name: string, matrix: Matrix3D, transposedMatrix?: boolean): void; setProgramConstantsFromByteArrayGL(name: string, numRegisters: number, data: ByteArray, byteArrayOffset: number): void; private getUniformLocationName; private getUniformLocation; setVertexBufferAt(index: number, buffer: VertexBuffer3D, bufferOffset?: number, format?: string): void; setVertexBufferAtGL(name: string, buffer: VertexBuffer3D, bufferOffset?: number, format?: string): void; setBlendFactors(sourceFactor: string, destinationFactor: string): void; setColorMask(red: boolean, green: boolean, blue: boolean, alpha: boolean): void; setDepthTest(depthMask: boolean, passCompareMode: string): void; setTextureAt(sampler: number, texture: TextureBase): void; setRenderToTexture(texture: TextureBase, enableDepthAndStencil?: boolean, antiAlias?: number, surfaceSelector?: number, colorOutputIndex?: number): void; setRenderToBackBuffer(): void; private setRenderToTextureInternal; setCulling(triangleFaceToCull: string): void; setStencilActions(triangleFace?: string, compareMode?: string, actionOnBothPass?: string, actionOnDepthFail?: string, actionOnDepthPassStencilFail?: string): void; setStencilReferenceValue(referenceValue: number, readMask?: number, writeMask?: number): void; setScissorRectangle(rectangle: Rectangle): void; createVertexBuffer(numVertices: number, data32PerVertex: number, bufferUsage?: string): VertexBuffer3D; createIndexBuffer(numIndices: number, bufferUsage?: string): IndexBuffer3D; createTexture(width: number, height: number, format: string, optimizeForRenderToTexture: boolean, streamingLevels?: number): Texture; createCubeTexture(size: number, format: string, optimizeForRenderToTexture: boolean, streamingLevels?: number): CubeTexture; createRectangleTexture(width: number, height: number, format: string, optimizeForRenderToTexture: boolean): RectangleTexture; createProgram(): Program3D; drawToBitmapData(destination: BitmapData): void; setSamplerStateAt(sampler: number, wrap: string, filter: string, mipfilter: string): void; get profile(): string; private setTextureInternal; setTextureAtGL(name: string, sampler: number, texture: Texture): void; private setCubeTextureInternal; private setRectangleTextureInternal; private setVideoTextureInternal; get backBufferWidth(): number; get backBufferHeight(): number; get maxBackBufferWidth(): number; set maxBackBufferWidth(width: number); get maxBackBufferHeight(): number; set maxBackBufferHeight(height: number); createVideoTexture(): VideoTexture; }