Options
All
  • Public
  • Public/Protected
  • All
Menu

hwoa-rang-gl2

Index

Type aliases

ShaderDefineValue: boolean | number
UniformValue: GLfloat | GLint | Float32Array | Int32Array
findNodeInTreeCallback: (node: SceneNode) => SceneNode | boolean | null

Type declaration

traverseCallback: (node: SceneNode, depthLevel: number) => void

Type declaration

    • Parameters

      Returns void

Functions

  • createAndBindUBOToBase(gl: WebGL2RenderingContext, blockSize: number, baseIdx?: number, usage?: number): null | WebGLBuffer
  • Parameters

    • gl: WebGL2RenderingContext
    • blockSize: number
    • baseIdx: number = 0
    • usage: number = gl.DYNAMIC_DRAW

    Returns null | WebGLBuffer

  • createFramebuffer(gl: WebGL2RenderingContext, width: number, height: number, useDepthTexture?: boolean, debugName: string): FramebufferInfo
  • description

    Creates a framebuffer, attaches a texture to COLOR_ATTACHMENT0 and optional depth texture to DEPTH_ATTACHMENT

    Parameters

    • gl: WebGL2RenderingContext
    • width: number
    • height: number
    • useDepthTexture: boolean = false
    • debugName: string

    Returns FramebufferInfo

  • createProgram(gl: WebGL2RenderingContext, vertexShaderSource: string, fragmentShaderSource: string, defines: {}): WebGLProgram
  • Create and link WebGLProgram with provided shader strings

    Parameters

    • gl: WebGL2RenderingContext
    • vertexShaderSource: string
    • fragmentShaderSource: string
    • defines: {}

    Returns WebGLProgram

  • createShader(gl: WebGL2RenderingContext, shaderType: number, shaderSource: string, defines?: {}): WebGLShader
  • Create and compile WebGLShader

    Parameters

    • gl: WebGL2RenderingContext
    • shaderType: number
    • shaderSource: string
    • defines: {} = {}

    Returns WebGLShader

  • createUniformBlockInfo(gl: WebGL2RenderingContext, program: WebGLProgram, uniformBlockName: string, uniformNames: string[]): UBOInfo
  • uploadUniformVariable(gl: WebGL2RenderingContext, type: number, location: null | WebGLUniformLocation, value: UniformValue): void

Generated using TypeDoc