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webgl_js.go
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webgl_js.go
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// Copyright 2014 Joseph Hager. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// +build netgo
package webgl
import (
"errors"
"github.com/gopherjs/gopherjs/js"
)
type Texture struct{ js.Object }
type Buffer struct{ js.Object }
type FrameBuffer struct{ js.Object }
type RenderBuffer struct{ js.Object }
type Program struct{ js.Object }
type UniformLocation struct{ js.Object }
type Shader struct{ js.Object }
type ContextAttributes struct {
// If Alpha is true, the drawing buffer has an alpha channel for
// the purposes of performing OpenGL destination alpha operations
// and compositing with the page.
Alpha bool
// If Depth is true, the drawing buffer has a depth buffer of at least 16 bits.
Depth bool
// If Stencil is true, the drawing buffer has a stencil buffer of at least 8 bits.
Stencil bool
// If Antialias is true and the implementation supports antialiasing
// the drawing buffer will perform antialiasing using its choice of
// technique (multisample/supersample) and quality.
Antialias bool
// If PremultipliedAlpha is true the page compositor will assume the
// drawing buffer contains colors with premultiplied alpha.
// This flag is ignored if the alpha flag is false.
PremultipliedAlpha bool
// If the value is true the buffers will not be cleared and will preserve
// their values until cleared or overwritten by the author.
PreserveDrawingBuffer bool
}
// Returns a copy of the default WebGL context attributes.
func DefaultAttributes() *ContextAttributes {
return &ContextAttributes{true, true, false, true, true, false}
}
type Context struct {
js.Object
ARRAY_BUFFER int `js:"ARRAY_BUFFER"`
ARRAY_BUFFER_BINDING int `js:"ARRAY_BUFFER_BINDING"`
ATTACHED_SHADERS int `js:"ATTACHED_SHADERS"`
BACK int `js:"BACK"`
BLEND int `js:"BLEND"`
BLEND_COLOR int `js:"BLEND_COLOR"`
BLEND_DST_ALPHA int `js:"BLEND_DST_ALPHA"`
BLEND_DST_RGB int `js:"BLEND_DST_RGB"`
BLEND_EQUATION int `js:"BLEND_EQUATION"`
BLEND_EQUATION_ALPHA int `js:"BLEND_EQUATION_ALPHA"`
BLEND_EQUATION_RGB int `js:"BLEND_EQUATION_RGB"`
BLEND_SRC_ALPHA int `js:"BLEND_SRC_ALPHA"`
BLEND_SRC_RGB int `js:"BLEND_SRC_RGB"`
BLUE_BITS int `js:"BLUE_BITS"`
BOOL int `js:"BOOL"`
BOOL_VEC2 int `js:"BOOL_VEC2"`
BOOL_VEC3 int `js:"BOOL_VEC3"`
BOOL_VEC4 int `js:"BOOL_VEC4"`
BROWSER_DEFAULT_WEBGL int `js:"BROWSER_DEFAULT_WEBGL"`
BUFFER_SIZE int `js:"BUFFER_SIZE"`
BUFFER_USAGE int `js:"BUFFER_USAGE"`
BYTE int `js:"BYTE"`
CCW int `js:"CCW"`
CLAMP_TO_EDGE int `js:"CLAMP_TO_EDGE"`
COLOR_ATTACHMENT0 int `js:"COLOR_ATTACHMENT0"`
COLOR_BUFFER_BIT int `js:"COLOR_BUFFER_BIT"`
COLOR_CLEAR_VALUE int `js:"COLOR_CLEAR_VALUE"`
COLOR_WRITEMASK int `js:"COLOR_WRITEMASK"`
COMPILE_STATUS int `js:"COMPILE_STATUS"`
COMPRESSED_TEXTURE_FORMATS int `js:"COMPRESSED_TEXTURE_FORMATS"`
CONSTANT_ALPHA int `js:"CONSTANT_ALPHA"`
CONSTANT_COLOR int `js:"CONSTANT_COLOR"`
CONTEXT_LOST_WEBGL int `js:"CONTEXT_LOST_WEBGL"`
CULL_FACE int `js:"CULL_FACE"`
CULL_FACE_MODE int `js:"CULL_FACE_MODE"`
CURRENT_PROGRAM int `js:"CURRENT_PROGRAM"`
CURRENT_VERTEX_ATTRIB int `js:"CURRENT_VERTEX_ATTRIB"`
CW int `js:"CW"`
DECR int `js:"DECR"`
DECR_WRAP int `js:"DECR_WRAP"`
DELETE_STATUS int `js:"DELETE_STATUS"`
DEPTH_ATTACHMENT int `js:"DEPTH_ATTACHMENT"`
DEPTH_BITS int `js:"DEPTH_BITS"`
DEPTH_BUFFER_BIT int `js:"DEPTH_BUFFER_BIT"`
DEPTH_CLEAR_VALUE int `js:"DEPTH_CLEAR_VALUE"`
DEPTH_COMPONENT int `js:"DEPTH_COMPONENT"`
DEPTH_COMPONENT16 int `js:"DEPTH_COMPONENT16"`
DEPTH_FUNC int `js:"DEPTH_FUNC"`
DEPTH_RANGE int `js:"DEPTH_RANGE"`
DEPTH_STENCIL int `js:"DEPTH_STENCIL"`
DEPTH_STENCIL_ATTACHMENT int `js:"DEPTH_STENCIL_ATTACHMENT"`
DEPTH_TEST int `js:"DEPTH_TEST"`
DEPTH_WRITEMASK int `js:"DEPTH_WRITEMASK"`
DITHER int `js:"DITHER"`
DONT_CARE int `js:"DONT_CARE"`
DST_ALPHA int `js:"DST_ALPHA"`
DST_COLOR int `js:"DST_COLOR"`
DYNAMIC_DRAW int `js:"DYNAMIC_DRAW"`
ELEMENT_ARRAY_BUFFER int `js:"ELEMENT_ARRAY_BUFFER"`
ELEMENT_ARRAY_BUFFER_BINDING int `js:"ELEMENT_ARRAY_BUFFER_BINDING"`
EQUAL int `js:"EQUAL"`
FASTEST int `js:"FASTEST"`
FLOAT int `js:"FLOAT"`
FLOAT_MAT2 int `js:"FLOAT_MAT2"`
FLOAT_MAT3 int `js:"FLOAT_MAT3"`
FLOAT_MAT4 int `js:"FLOAT_MAT4"`
FLOAT_VEC2 int `js:"FLOAT_VEC2"`
FLOAT_VEC3 int `js:"FLOAT_VEC3"`
FLOAT_VEC4 int `js:"FLOAT_VEC4"`
FRAGMENT_SHADER int `js:"FRAGMENT_SHADER"`
FRAMEBUFFER int `js:"FRAMEBUFFER"`
FRAMEBUFFER_ATTACHMENT_OBJECT_NAME int `js:"FRAMEBUFFER_ATTACHMENT_OBJECT_NAME"`
FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE int `js:"FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE"`
FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE int `js:"FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE"`
FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL int `js:"FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL"`
FRAMEBUFFER_BINDING int `js:"FRAMEBUFFER_BINDING"`
FRAMEBUFFER_COMPLETE int `js:"FRAMEBUFFER_COMPLETE"`
FRAMEBUFFER_INCOMPLETE_ATTACHMENT int `js:"FRAMEBUFFER_INCOMPLETE_ATTACHMENT"`
FRAMEBUFFER_INCOMPLETE_DIMENSIONS int `js:"FRAMEBUFFER_INCOMPLETE_DIMENSIONS"`
FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT int `js:"FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"`
FRAMEBUFFER_UNSUPPORTED int `js:"FRAMEBUFFER_UNSUPPORTED"`
FRONT int `js:"FRONT"`
FRONT_AND_BACK int `js:"FRONT_AND_BACK"`
FRONT_FACE int `js:"FRONT_FACE"`
FUNC_ADD int `js:"FUNC_ADD"`
FUNC_REVERSE_SUBTRACT int `js:"FUNC_REVERSE_SUBTRACT"`
FUNC_SUBTRACT int `js:"FUNC_SUBTRACT"`
GENERATE_MIPMAP_HINT int `js:"GENERATE_MIPMAP_HINT"`
GEQUAL int `js:"GEQUAL"`
GREATER int `js:"GREATER"`
GREEN_BITS int `js:"GREEN_BITS"`
HIGH_FLOAT int `js:"HIGH_FLOAT"`
HIGH_INT int `js:"HIGH_INT"`
INCR int `js:"INCR"`
INCR_WRAP int `js:"INCR_WRAP"`
INFO_LOG_LENGTH int `js:"INFO_LOG_LENGTH"`
INT int `js:"INT"`
INT_VEC2 int `js:"INT_VEC2"`
INT_VEC3 int `js:"INT_VEC3"`
INT_VEC4 int `js:"INT_VEC4"`
INVALID_ENUM int `js:"INVALID_ENUM"`
INVALID_FRAMEBUFFER_OPERATION int `js:"INVALID_FRAMEBUFFER_OPERATION"`
INVALID_OPERATION int `js:"INVALID_OPERATION"`
INVALID_VALUE int `js:"INVALID_VALUE"`
INVERT int `js:"INVERT"`
KEEP int `js:"KEEP"`
LEQUAL int `js:"LEQUAL"`
LESS int `js:"LESS"`
LINEAR int `js:"LINEAR"`
LINEAR_MIPMAP_LINEAR int `js:"LINEAR_MIPMAP_LINEAR"`
LINEAR_MIPMAP_NEAREST int `js:"LINEAR_MIPMAP_NEAREST"`
LINES int `js:"LINES"`
LINE_LOOP int `js:"LINE_LOOP"`
LINE_STRIP int `js:"LINE_STRIP"`
LINE_WIDTH int `js:"LINE_WIDTH"`
LINK_STATUS int `js:"LINK_STATUS"`
LOW_FLOAT int `js:"LOW_FLOAT"`
LOW_INT int `js:"LOW_INT"`
LUMINANCE int `js:"LUMINANCE"`
LUMINANCE_ALPHA int `js:"LUMINANCE_ALPHA"`
MAX_COMBINED_TEXTURE_IMAGE_UNITS int `js:"MAX_COMBINED_TEXTURE_IMAGE_UNITS"`
MAX_CUBE_MAP_TEXTURE_SIZE int `js:"MAX_CUBE_MAP_TEXTURE_SIZE"`
MAX_FRAGMENT_UNIFORM_VECTORS int `js:"MAX_FRAGMENT_UNIFORM_VECTORS"`
MAX_RENDERBUFFER_SIZE int `js:"MAX_RENDERBUFFER_SIZE"`
MAX_TEXTURE_IMAGE_UNITS int `js:"MAX_TEXTURE_IMAGE_UNITS"`
MAX_TEXTURE_SIZE int `js:"MAX_TEXTURE_SIZE"`
MAX_VARYING_VECTORS int `js:"MAX_VARYING_VECTORS"`
MAX_VERTEX_ATTRIBS int `js:"MAX_VERTEX_ATTRIBS"`
MAX_VERTEX_TEXTURE_IMAGE_UNITS int `js:"MAX_VERTEX_TEXTURE_IMAGE_UNITS"`
MAX_VERTEX_UNIFORM_VECTORS int `js:"MAX_VERTEX_UNIFORM_VECTORS"`
MAX_VIEWPORT_DIMS int `js:"MAX_VIEWPORT_DIMS"`
MEDIUM_FLOAT int `js:"MEDIUM_FLOAT"`
MEDIUM_INT int `js:"MEDIUM_INT"`
MIRRORED_REPEAT int `js:"MIRRORED_REPEAT"`
NEAREST int `js:"NEAREST"`
NEAREST_MIPMAP_LINEAR int `js:"NEAREST_MIPMAP_LINEAR"`
NEAREST_MIPMAP_NEAREST int `js:"NEAREST_MIPMAP_NEAREST"`
NEVER int `js:"NEVER"`
NICEST int `js:"NICEST"`
NONE int `js:"NONE"`
NOTEQUAL int `js:"NOTEQUAL"`
NO_ERROR int `js:"NO_ERROR"`
NUM_COMPRESSED_TEXTURE_FORMATS int `js:"NUM_COMPRESSED_TEXTURE_FORMATS"`
ONE int `js:"ONE"`
ONE_MINUS_CONSTANT_ALPHA int `js:"ONE_MINUS_CONSTANT_ALPHA"`
ONE_MINUS_CONSTANT_COLOR int `js:"ONE_MINUS_CONSTANT_COLOR"`
ONE_MINUS_DST_ALPHA int `js:"ONE_MINUS_DST_ALPHA"`
ONE_MINUS_DST_COLOR int `js:"ONE_MINUS_DST_COLOR"`
ONE_MINUS_SRC_ALPHA int `js:"ONE_MINUS_SRC_ALPHA"`
ONE_MINUS_SRC_COLOR int `js:"ONE_MINUS_SRC_COLOR"`
OUT_OF_MEMORY int `js:"OUT_OF_MEMORY"`
PACK_ALIGNMENT int `js:"PACK_ALIGNMENT"`
POINTS int `js:"POINTS"`
POLYGON_OFFSET_FACTOR int `js:"POLYGON_OFFSET_FACTOR"`
POLYGON_OFFSET_FILL int `js:"POLYGON_OFFSET_FILL"`
POLYGON_OFFSET_UNITS int `js:"POLYGON_OFFSET_UNITS"`
RED_BITS int `js:"RED_BITS"`
RENDERBUFFER int `js:"RENDERBUFFER"`
RENDERBUFFER_ALPHA_SIZE int `js:"RENDERBUFFER_ALPHA_SIZE"`
RENDERBUFFER_BINDING int `js:"RENDERBUFFER_BINDING"`
RENDERBUFFER_BLUE_SIZE int `js:"RENDERBUFFER_BLUE_SIZE"`
RENDERBUFFER_DEPTH_SIZE int `js:"RENDERBUFFER_DEPTH_SIZE"`
RENDERBUFFER_GREEN_SIZE int `js:"RENDERBUFFER_GREEN_SIZE"`
RENDERBUFFER_HEIGHT int `js:"RENDERBUFFER_HEIGHT"`
RENDERBUFFER_INTERNAL_FORMAT int `js:"RENDERBUFFER_INTERNAL_FORMAT"`
RENDERBUFFER_RED_SIZE int `js:"RENDERBUFFER_RED_SIZE"`
RENDERBUFFER_STENCIL_SIZE int `js:"RENDERBUFFER_STENCIL_SIZE"`
RENDERBUFFER_WIDTH int `js:"RENDERBUFFER_WIDTH"`
RENDERER int `js:"RENDERER"`
REPEAT int `js:"REPEAT"`
REPLACE int `js:"REPLACE"`
RGB int `js:"RGB"`
RGB5_A1 int `js:"RGB5_A1"`
RGB565 int `js:"RGB565"`
RGBA int `js:"RGBA"`
RGBA4 int `js:"RGBA4"`
SAMPLER_2D int `js:"SAMPLER_2D"`
SAMPLER_CUBE int `js:"SAMPLER_CUBE"`
SAMPLES int `js:"SAMPLES"`
SAMPLE_ALPHA_TO_COVERAGE int `js:"SAMPLE_ALPHA_TO_COVERAGE"`
SAMPLE_BUFFERS int `js:"SAMPLE_BUFFERS"`
SAMPLE_COVERAGE int `js:"SAMPLE_COVERAGE"`
SAMPLE_COVERAGE_INVERT int `js:"SAMPLE_COVERAGE_INVERT"`
SAMPLE_COVERAGE_VALUE int `js:"SAMPLE_COVERAGE_VALUE"`
SCISSOR_BOX int `js:"SCISSOR_BOX"`
SCISSOR_TEST int `js:"SCISSOR_TEST"`
SHADER_COMPILER int `js:"SHADER_COMPILER"`
SHADER_SOURCE_LENGTH int `js:"SHADER_SOURCE_LENGTH"`
SHADER_TYPE int `js:"SHADER_TYPE"`
SHADING_LANGUAGE_VERSION int `js:"SHADING_LANGUAGE_VERSION"`
SHORT int `js:"SHORT"`
SRC_ALPHA int `js:"SRC_ALPHA"`
SRC_ALPHA_SATURATE int `js:"SRC_ALPHA_SATURATE"`
SRC_COLOR int `js:"SRC_COLOR"`
STATIC_DRAW int `js:"STATIC_DRAW"`
STENCIL_ATTACHMENT int `js:"STENCIL_ATTACHMENT"`
STENCIL_BACK_FAIL int `js:"STENCIL_BACK_FAIL"`
STENCIL_BACK_FUNC int `js:"STENCIL_BACK_FUNC"`
STENCIL_BACK_PASS_DEPTH_FAIL int `js:"STENCIL_BACK_PASS_DEPTH_FAIL"`
STENCIL_BACK_PASS_DEPTH_PASS int `js:"STENCIL_BACK_PASS_DEPTH_PASS"`
STENCIL_BACK_REF int `js:"STENCIL_BACK_REF"`
STENCIL_BACK_VALUE_MASK int `js:"STENCIL_BACK_VALUE_MASK"`
STENCIL_BACK_WRITEMASK int `js:"STENCIL_BACK_WRITEMASK"`
STENCIL_BITS int `js:"STENCIL_BITS"`
STENCIL_BUFFER_BIT int `js:"STENCIL_BUFFER_BIT"`
STENCIL_CLEAR_VALUE int `js:"STENCIL_CLEAR_VALUE"`
STENCIL_FAIL int `js:"STENCIL_FAIL"`
STENCIL_FUNC int `js:"STENCIL_FUNC"`
STENCIL_INDEX int `js:"STENCIL_INDEX"`
STENCIL_INDEX8 int `js:"STENCIL_INDEX8"`
STENCIL_PASS_DEPTH_FAIL int `js:"STENCIL_PASS_DEPTH_FAIL"`
STENCIL_PASS_DEPTH_PASS int `js:"STENCIL_PASS_DEPTH_PASS"`
STENCIL_REF int `js:"STENCIL_REF"`
STENCIL_TEST int `js:"STENCIL_TEST"`
STENCIL_VALUE_MASK int `js:"STENCIL_VALUE_MASK"`
STENCIL_WRITEMASK int `js:"STENCIL_WRITEMASK"`
STREAM_DRAW int `js:"STREAM_DRAW"`
SUBPIXEL_BITS int `js:"SUBPIXEL_BITS"`
TEXTURE int `js:"TEXTURE"`
TEXTURE0 int `js:"TEXTURE0"`
TEXTURE1 int `js:"TEXTURE1"`
TEXTURE2 int `js:"TEXTURE2"`
TEXTURE3 int `js:"TEXTURE3"`
TEXTURE4 int `js:"TEXTURE4"`
TEXTURE5 int `js:"TEXTURE5"`
TEXTURE6 int `js:"TEXTURE6"`
TEXTURE7 int `js:"TEXTURE7"`
TEXTURE8 int `js:"TEXTURE8"`
TEXTURE9 int `js:"TEXTURE9"`
TEXTURE10 int `js:"TEXTURE10"`
TEXTURE11 int `js:"TEXTURE11"`
TEXTURE12 int `js:"TEXTURE12"`
TEXTURE13 int `js:"TEXTURE13"`
TEXTURE14 int `js:"TEXTURE14"`
TEXTURE15 int `js:"TEXTURE15"`
TEXTURE16 int `js:"TEXTURE16"`
TEXTURE17 int `js:"TEXTURE17"`
TEXTURE18 int `js:"TEXTURE18"`
TEXTURE19 int `js:"TEXTURE19"`
TEXTURE20 int `js:"TEXTURE20"`
TEXTURE21 int `js:"TEXTURE21"`
TEXTURE22 int `js:"TEXTURE22"`
TEXTURE23 int `js:"TEXTURE23"`
TEXTURE24 int `js:"TEXTURE24"`
TEXTURE25 int `js:"TEXTURE25"`
TEXTURE26 int `js:"TEXTURE26"`
TEXTURE27 int `js:"TEXTURE27"`
TEXTURE28 int `js:"TEXTURE28"`
TEXTURE29 int `js:"TEXTURE29"`
TEXTURE30 int `js:"TEXTURE30"`
TEXTURE31 int `js:"TEXTURE31"`
TEXTURE_2D int `js:"TEXTURE_2D"`
TEXTURE_BINDING_2D int `js:"TEXTURE_BINDING_2D"`
TEXTURE_BINDING_CUBE_MAP int `js:"TEXTURE_BINDING_CUBE_MAP"`
TEXTURE_CUBE_MAP int `js:"TEXTURE_CUBE_MAP"`
TEXTURE_CUBE_MAP_NEGATIVE_X int `js:"TEXTURE_CUBE_MAP_NEGATIVE_X"`
TEXTURE_CUBE_MAP_NEGATIVE_Y int `js:"TEXTURE_CUBE_MAP_NEGATIVE_Y"`
TEXTURE_CUBE_MAP_NEGATIVE_Z int `js:"TEXTURE_CUBE_MAP_NEGATIVE_Z"`
TEXTURE_CUBE_MAP_POSITIVE_X int `js:"TEXTURE_CUBE_MAP_POSITIVE_X"`
TEXTURE_CUBE_MAP_POSITIVE_Y int `js:"TEXTURE_CUBE_MAP_POSITIVE_Y"`
TEXTURE_CUBE_MAP_POSITIVE_Z int `js:"TEXTURE_CUBE_MAP_POSITIVE_Z"`
TEXTURE_MAG_FILTER int `js:"TEXTURE_MAG_FILTER"`
TEXTURE_MIN_FILTER int `js:"TEXTURE_MIN_FILTER"`
TEXTURE_WRAP_S int `js:"TEXTURE_WRAP_S"`
TEXTURE_WRAP_T int `js:"TEXTURE_WRAP_T"`
TRIANGLES int `js:"TRIANGLES"`
TRIANGLE_FAN int `js:"TRIANGLE_FAN"`
TRIANGLE_STRIP int `js:"TRIANGLE_STRIP"`
UNPACK_ALIGNMENT int `js:"UNPACK_ALIGNMENT"`
UNPACK_COLORSPACE_CONVERSION_WEBGL int `js:"UNPACK_COLORSPACE_CONVERSION_WEBGL"`
UNPACK_FLIP_Y_WEBGL int `js:"UNPACK_FLIP_Y_WEBGL"`
UNPACK_PREMULTIPLY_ALPHA_WEBGL int `js:"UNPACK_PREMULTIPLY_ALPHA_WEBGL"`
UNSIGNED_BYTE int `js:"UNSIGNED_BYTE"`
UNSIGNED_INT int `js:"UNSIGNED_INT"`
UNSIGNED_SHORT int `js:"UNSIGNED_SHORT"`
UNSIGNED_SHORT_4_4_4_4 int `js:"UNSIGNED_SHORT_4_4_4_4"`
UNSIGNED_SHORT_5_5_5_1 int `js:"UNSIGNED_SHORT_5_5_5_1"`
UNSIGNED_SHORT_5_6_5 int `js:"UNSIGNED_SHORT_5_6_5"`
VALIDATE_STATUS int `js:"VALIDATE_STATUS"`
VENDOR int `js:"VENDOR"`
VERSION int `js:"VERSION"`
VERTEX_ATTRIB_ARRAY_BUFFER_BINDING int `js:"VERTEX_ATTRIB_ARRAY_BUFFER_BINDING"`
VERTEX_ATTRIB_ARRAY_ENABLED int `js:"VERTEX_ATTRIB_ARRAY_ENABLED"`
VERTEX_ATTRIB_ARRAY_NORMALIZED int `js:"VERTEX_ATTRIB_ARRAY_NORMALIZED"`
VERTEX_ATTRIB_ARRAY_POINTER int `js:"VERTEX_ATTRIB_ARRAY_POINTER"`
VERTEX_ATTRIB_ARRAY_SIZE int `js:"VERTEX_ATTRIB_ARRAY_SIZE"`
VERTEX_ATTRIB_ARRAY_STRIDE int `js:"VERTEX_ATTRIB_ARRAY_STRIDE"`
VERTEX_ATTRIB_ARRAY_TYPE int `js:"VERTEX_ATTRIB_ARRAY_TYPE"`
VERTEX_SHADER int `js:"VERTEX_SHADER"`
VIEWPORT int `js:"VIEWPORT"`
ZERO int `js:"ZERO"`
}
// NewContext takes an HTML5 canvas object and optional context attributes.
// If an error is returned it means you won't have access to WebGL
// functionality.
func NewContext(canvas js.Object, ca *ContextAttributes) (*Context, error) {
if js.Global.Get("WebGLRenderingContext") == js.Undefined {
return nil, errors.New("Your browser doesn't appear to support webgl.")
}
if ca == nil {
ca = DefaultAttributes()
}
attrs := map[string]bool{
"alpha": ca.Alpha,
"depth": ca.Depth,
"stencil": ca.Stencil,
"antialias": ca.Antialias,
"premultipliedAlpha": ca.PremultipliedAlpha,
"preserveDrawingBuffer": ca.PreserveDrawingBuffer,
}
gl := canvas.Call("getContext", "webgl", attrs)
if gl == nil {
gl = canvas.Call("getContext", "experimental-webgl", attrs)
if gl == nil {
return nil, errors.New("Creating a webgl context has failed.")
}
}
ctx := new(Context)
ctx.Object = gl
return ctx, nil
}
// Returns the context attributes active on the context. These values might
// be different than what was requested on context creation if the
// browser's implementation doesn't support a feature.
func (c *Context) GetContextAttributes() ContextAttributes {
ca := c.Call("getContextAttributes")
return ContextAttributes{
ca.Get("alpha").Bool(),
ca.Get("depth").Bool(),
ca.Get("stencil").Bool(),
ca.Get("antialias").Bool(),
ca.Get("premultipliedAlpha").Bool(),
ca.Get("preservedDrawingBuffer").Bool(),
}
}
// PerFragment ---------------------------------------------------------------
// The GL_BLEND_COLOR may be used to calculate the source and destination blending factors.
func (c *Context) BlendColor(r, g, b, a float64) {
c.Call("blendColor", r, g, b, a)
}
// Sets the equation used to blend RGB and Alpha values of an incoming source
// fragment with a destination values as stored in the fragment's frame buffer.
func (c *Context) BlendEquation(mode int) {
c.Call("blendEquation", mode)
}
// Controls the blending of an incoming source fragment's R, G, B, and A values
// with a destination R, G, B, and A values as stored in the fragment's WebGLFramebuffer.
func (c *Context) BlendEquationSeparate(modeRGB, modeAlpha int) {
c.Call("blendEquationSeparate", modeRGB, modeAlpha)
}
// Sets the blending factors used to combine source and destination pixels.
func (c *Context) BlendFunc(sfactor, dfactor int) {
c.Call("blendFunc", sfactor, dfactor)
}
// Sets the weighting factors that are used by blendEquationSeparate.
func (c *Context) BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha int) {
c.Call("blendFuncSeparate", srcRGB, dstRGB, srcAlpha, dstAlpha)
}
// Sets a function to use to compare incoming pixel depth to the
// current depth buffer value.
func (c *Context) DepthFunc(fun int) {
c.Call("depthFunc", fun)
}
func (c *Context) SampleCoverage(value float64, invert bool) {
c.Call("sampleCoverage", value, invert)
}
func (c *Context) StencilFunc(function, ref, mask int) {
c.Call("stencilFunc", function, ref, mask)
}
func (c *Context) StencilFuncSeparate(face, function, ref, mask int) {
c.Call("stencilFuncSeparate", face, function, ref, mask)
}
// public function stencilOp(fail:GLenum, zfail:GLenum, zpass:GLenum) : Void;
// public function stencilOpSeparate(face:GLenum, fail:GLenum, zfail:GLenum, zpass:GLenum) : Void;
// FrameBuffer
// ---------------------------------------------------------------------------
// Specifies the active texture unit.
func (c *Context) ActiveTexture(texture int) {
c.Call("activeTexture", texture)
}
// Attaches a WebGLShader object to a WebGLProgram object.
func (c *Context) AttachShader(program *Program, shader *Shader) {
c.Call("attachShader", program.Object, shader.Object)
}
// Binds a generic vertex index to a user-defined attribute variable.
func (c *Context) BindAttribLocation(program *Program, index int, name string) {
c.Call("bindAttribLocation", program.Object, index, name)
}
// Associates a buffer with a buffer target.
func (c *Context) BindBuffer(target int, buffer *Buffer) {
c.Call("bindBuffer", target, buffer.Object)
}
// Associates a WebGLFramebuffer object with the FRAMEBUFFER bind target.
func (c *Context) BindFramebuffer(target int, framebuffer *FrameBuffer) {
c.Call("bindFramebuffer", target, framebuffer.Object)
}
// Binds a WebGLRenderbuffer object to be used for rendering.
func (c *Context) BindRenderbuffer(target int, renderbuffer *RenderBuffer) {
c.Call("bindRenderbuffer", target, renderbuffer)
}
// Binds a named texture object to a target.
func (c *Context) BindTexture(target int, texture *Texture) {
c.Call("bindTexture", target, texture.Object)
}
// Creates a buffer in memory and initializes it with array data.
// If no array is provided, the contents of the buffer is initialized to 0.
func (c *Context) BufferData(target int, data interface{}, usage int) {
c.Call("bufferData", target, data, usage)
}
// Used to modify or update some or all of a data store for a bound buffer object.
func (c *Context) BufferSubData(target int, offset int, data interface{}) {
c.Call("bufferSubData", target, offset, data)
}
// Returns whether the currently bound WebGLFramebuffer is complete.
// If not complete, returns the reason why.
func (c *Context) CheckFramebufferStatus(target int) int {
return c.Call("checkFramebufferStatus", target).Int()
}
// Sets all pixels in a specific buffer to the same value.
func (c *Context) Clear(flags int) {
c.Call("clear", flags)
}
// Specifies color values to use by the clear method to clear the color buffer.
func (c *Context) ClearColor(r, g, b, a float32) {
c.Call("clearColor", r, g, b, a)
}
// Clears the depth buffer to a specific value.
func (c *Context) ClearDepth(depth float64) {
c.Call("clearDepth", depth)
}
func (c *Context) ClearStencil(s int) {
c.Call("clearStencil", s)
}
// Lets you set whether individual colors can be written when
// drawing or rendering to a framebuffer.
func (c *Context) ColorMask(r, g, b, a bool) {
c.Call("colorMask", r, g, b, a)
}
// Compiles the GLSL shader source into binary data used by the WebGLProgram object.
func (c *Context) CompileShader(shader *Shader) {
c.Call("compileShader", shader.Object)
}
// Copies a rectangle of pixels from the current WebGLFramebuffer into a texture image.
func (c *Context) CopyTexImage2D(target, level, internal, x, y, w, h, border int) {
c.Call("copyTexImage2D", target, level, internal, x, y, w, h, border)
}
// Replaces a portion of an existing 2D texture image with data from the current framebuffer.
func (c *Context) CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, w, h int) {
c.Call("copyTexSubImage2D", target, level, xoffset, yoffset, x, y, w, h)
}
// Creates and initializes a WebGLBuffer.
func (c *Context) CreateBuffer() *Buffer {
return &Buffer{c.Call("createBuffer")}
}
// Returns a WebGLFramebuffer object.
func (c *Context) CreateFramebuffer() *FrameBuffer {
return &FrameBuffer{c.Call("createFramebuffer")}
}
// Creates an empty WebGLProgram object to which vector and fragment
// WebGLShader objects can be bound.
func (c *Context) CreateProgram() *Program {
return &Program{c.Call("createProgram")}
}
// Creates and returns a WebGLRenderbuffer object.
func (c *Context) CreateRenderbuffer() *RenderBuffer {
return &RenderBuffer{c.Call("createRenderbuffer")}
}
// Returns an empty vertex or fragment shader object based on the type specified.
func (c *Context) CreateShader(typ int) *Shader {
return &Shader{c.Call("createShader", typ)}
}
// Used to generate a WebGLTexture object to which images can be bound.
func (c *Context) CreateTexture() *Texture {
return &Texture{c.Call("createTexture")}
}
// Sets whether or not front, back, or both facing facets are able to be culled.
func (c *Context) CullFace(mode int) {
c.Call("cullFace", mode)
}
// Delete a specific buffer.
func (c *Context) DeleteBuffer(buffer *Buffer) {
c.Call("deleteBuffer", buffer)
}
// Deletes a specific WebGLFramebuffer object. If you delete the
// currently bound framebuffer, the default framebuffer will be bound.
// Deleting a framebuffer detaches all of its attachments.
func (c *Context) DeleteFramebuffer(framebuffer *FrameBuffer) {
c.Call("deleteFramebuffer", framebuffer)
}
// Flags a specific WebGLProgram object for deletion if currently active.
// It will be deleted when it is no longer being used.
// Any shader objects associated with the program will be detached.
// They will be deleted if they were already flagged for deletion.
func (c *Context) DeleteProgram(program *Program) {
c.Call("deleteProgram", program.Object)
}
// Deletes the specified renderbuffer object. If the renderbuffer is
// currently bound, it will become unbound. If the renderbuffer is
// attached to the currently bound framebuffer, it is detached.
func (c *Context) DeleteRenderbuffer(renderbuffer *RenderBuffer) {
c.Call("deleteRenderbuffer", renderbuffer.Object)
}
// Deletes a specific shader object.
func (c *Context) DeleteShader(shader *Shader) {
c.Call("deleteShader", shader.Object)
}
// Deletes a specific texture object.
func (c *Context) DeleteTexture(texture *Texture) {
c.Call("deleteTexture", texture.Object)
}
// Sets whether or not you can write to the depth buffer.
func (c *Context) DepthMask(flag bool) {
c.Call("depthMask", flag)
}
// Sets the depth range for normalized coordinates to canvas or viewport depth coordinates.
func (c *Context) DepthRange(zNear, zFar float64) {
c.Call("depthRange", zNear, zFar)
}
// Detach a shader object from a program object.
func (c *Context) DetachShader(program *Program, shader *Shader) {
c.Call("detachShader", program.Object, shader.Object)
}
// Turns off specific WebGL capabilities for this context.
func (c *Context) Disable(cap int) {
c.Call("disable", cap)
}
// Turns off a vertex attribute array at a specific index position.
func (c *Context) DisableVertexAttribArray(index int) {
c.Call("disableVertexAttribArray", index)
}
// Render geometric primitives from bound and enabled vertex data.
func (c *Context) DrawArrays(mode, first, count int) {
c.Call("drawArrays", mode, first, count)
}
// Renders geometric primitives indexed by element array data.
func (c *Context) DrawElements(mode, count, typ, offset int) {
c.Call("drawElements", mode, count, typ, offset)
}
// Turns on specific WebGL capabilities for this context.
func (c *Context) Enable(cap int) {
c.Call("enable", cap)
}
// Turns on a vertex attribute at a specific index position in
// a vertex attribute array.
func (c *Context) EnableVertexAttribArray(index int) {
c.Call("enableVertexAttribArray", index)
}
func (c *Context) Finish() {
c.Call("finish")
}
func (c *Context) Flush() {
c.Call("flush")
}
// Attaches a WebGLRenderbuffer object as a logical buffer to the
// currently bound WebGLFramebuffer object.
func (c *Context) FrameBufferRenderBuffer(target, attachment, renderbufferTarget int, renderbuffer *RenderBuffer) {
c.Call("framebufferRenderBuffer", target, attachment, renderbufferTarget, renderbuffer)
}
// Attaches a texture to a WebGLFramebuffer object.
func (c *Context) FramebufferTexture2D(target, attachment, textarget int, texture *Texture, level int) {
c.Call("framebufferTexture2D", target, attachment, textarget, texture, level)
}
// Sets whether or not polygons are considered front-facing based
// on their winding direction.
func (c *Context) FrontFace(mode int) {
c.Call("frontFace", mode)
}
// Creates a set of textures for a WebGLTexture object with image
// dimensions from the original size of the image down to a 1x1 image.
func (c *Context) GenerateMipmap(target int) {
c.Call("generateMipmap", target)
}
// Returns an WebGLActiveInfo object containing the size, type, and name
// of a vertex attribute at a specific index position in a program object.
func (c *Context) GetActiveAttrib(program *Program, index int) string {
return c.Call("getActiveAttrib", program.Object, index).String()
}
// Returns an WebGLActiveInfo object containing the size, type, and name
// of a uniform attribute at a specific index position in a program object.
func (c *Context) GetActiveUniform(program *Program, index int) string {
return c.Call("getActiveUniform", program.Object, index).String()
}
// Returns a slice of WebGLShaders bound to a WebGLProgram.
func (c *Context) GetAttachedShaders(program *Program) []*Shader {
objs := c.Call("getAttachedShaders", program.Object)
shaders := make([]*Shader, objs.Length())
for i := 0; i < objs.Length(); i++ {
shaders[i] = &Shader{objs.Index(i)}
}
return shaders
}
// Returns an index to the location in a program of a named attribute variable.
func (c *Context) GetAttribLocation(program *Program, name string) int {
return c.Call("getAttribLocation", program.Object, name).Int()
}
// Returns the type of a parameter for a given buffer.
func (c *Context) GetBufferParameter(target, pname int) int {
return c.Call("getBufferParameter", target, pname).Int()
}
// TODO: Create type specific variations.
// Returns the natural type value for a constant parameter.
func (c *Context) GetParameter(pname int) js.Object {
return c.Call("getParameter", pname)
}
// Returns a value for the WebGL error flag and clears the flag.
func (c *Context) GetError() int {
return c.Call("getError").Int()
}
// TODO: Create type specific variations.
// Enables a passed extension, otherwise returns null.
func (c *Context) GetExtension(name string) js.Object {
return c.Call("getExtension", name)
}
// TODO: Create type specific variations.
// Gets a parameter value for a given target and attachment.
func (c *Context) GetFramebufferAttachmentParameter(target, attachment, pname int) js.Object {
return c.Call("getFramebufferAttachmentParameter", target, attachment, pname)
}
// Returns the value of the program parameter that corresponds to a supplied pname
// which is interpreted as an int.
func (c *Context) GetProgramParameteri(program *Program, pname int) int {
return c.Call("getProgramParameter", program.Object, pname).Int()
}
// Returns the value of the program parameter that corresponds to a supplied pname
// which is interpreted as a bool.
func (c *Context) GetProgramParameterb(program *Program, pname int) bool {
return c.Call("getProgramParameter", program.Object, pname).Bool()
}
// Returns information about the last error that occurred during
// the failed linking or validation of a WebGL program object.
func (c *Context) GetProgramInfoLog(program *Program) string {
return c.Call("getProgramInfoLog", program.Object).String()
}
// TODO: Create type specific variations.
// Returns a renderbuffer parameter from the currently bound WebGLRenderbuffer object.
func (c *Context) GetRenderbufferParameter(target, pname int) int {
return c.Call("getRenderbufferParameter", target, pname).Int()
}
// TODO: Create type specific variations.
// Returns the value of the parameter associated with pname for a shader object.
func (c *Context) GetShaderParameter(shader *Shader, pname int) js.Object {
return c.Call("getShaderParameter", shader.Object, pname)
}
// Returns the value of the parameter associated with pname for a shader object.
func (c *Context) GetShaderParameterb(shader *Shader, pname int) bool {
return c.Call("getShaderParameter", shader.Object, pname).Bool()
}
// Returns errors which occur when compiling a shader.
func (c *Context) GetShaderInfoLog(shader *Shader) string {
return c.Call("getShaderInfoLog", shader.Object).String()
}
// Returns source code string associated with a shader object.
func (c *Context) GetShaderSource(shader *Shader) string {
return c.Call("getShaderSource", shader.Object).String()
}
// Returns a slice of supported extension strings.
func (c *Context) GetSupportedExtensions() []string {
ext := c.Call("getSupportedExtensions")
extensions := make([]string, ext.Length())
for i := 0; i < ext.Length(); i++ {
extensions[i] = ext.Index(i).String()
}
return extensions
}
// TODO: Create type specific variations.
// Returns the value for a parameter on an active texture unit.
func (c *Context) GetTexParameter(target, pname int) js.Object {
return c.Call("getTexParameter", target, pname)
}
// TODO: Create type specific variations.
// Gets the uniform value for a specific location in a program.
func (c *Context) GetUniform(program *Program, location *UniformLocation) js.Object {
return c.Call("getUniform", program.Object, location.Object)
}
// Returns a WebGLUniformLocation object for the location
// of a uniform variable within a WebGLProgram object.
func (c *Context) GetUniformLocation(program *Program, name string) *UniformLocation {
return &UniformLocation{c.Call("getUniformLocation", program.Object, name)}
}
// TODO: Create type specific variations.
// Returns data for a particular characteristic of a vertex
// attribute at an index in a vertex attribute array.
func (c *Context) GetVertexAttrib(index, pname int) js.Object {
return c.Call("getVertexAttrib", index, pname)
}
// Returns the address of a specified vertex attribute.
func (c *Context) GetVertexAttribOffset(index, pname int) int {
return c.Call("getVertexAttribOffset", index, pname).Int()
}
// public function hint(target:GLenum, mode:GLenum) : Void;
// Returns true if buffer is valid, false otherwise.
func (c *Context) IsBuffer(buffer js.Object) bool {
return c.Call("isBuffer", buffer).Bool()
}
// Returns whether the WebGL context has been lost.
func (c *Context) IsContextLost() bool {
return c.Call("isContextLost").Bool()
}
// Returns true if buffer is valid, false otherwise.
func (c *Context) IsFramebuffer(framebuffer *FrameBuffer) bool {
return c.Call("isFramebuffer", framebuffer.Object).Bool()
}
// Returns true if program object is valid, false otherwise.
func (c *Context) IsProgram(program *Program) bool {
return c.Call("isProgram", program.Object).Bool()
}
// Returns true if buffer is valid, false otherwise.
func (c *Context) IsRenderbuffer(renderbuffer *RenderBuffer) bool {
return c.Call("isRenderbuffer", renderbuffer.Object).Bool()
}
// Returns true if shader is valid, false otherwise.
func (c *Context) IsShader(shader *Shader) bool {
return c.Call("isShader", shader.Object).Bool()
}
// Returns true if texture is valid, false otherwise.
func (c *Context) IsTexture(texture *Texture) bool {
return c.Call("isTexture", texture.Object).Bool()
}
// Returns whether or not a WebGL capability is enabled for this context.
func (c *Context) IsEnabled(capability int) bool {
return c.Call("isEnabled", capability).Bool()
}
// Sets the width of lines in WebGL.
func (c *Context) LineWidth(width float64) {
c.Call("lineWidth", width)
}
// Links an attached vertex shader and an attached fragment shader
// to a program so it can be used by the graphics processing unit (GPU).
func (c *Context) LinkProgram(program *Program) {
c.Call("linkProgram", program.Object)
}
// Sets pixel storage modes for readPixels and unpacking of textures
// with texImage2D and texSubImage2D.
func (c *Context) PixelStorei(pname, param int) {
c.Call("pixelStorei", pname, param)
}
// Sets the implementation-specific units and scale factor
// used to calculate fragment depth values.
func (c *Context) PolygonOffset(factor, units float64) {
c.Call("polygonOffset", factor, units)
}
// TODO: Figure out if pixels should be a slice.
// Reads pixel data into an ArrayBufferView object from a
// rectangular area in the color buffer of the active frame buffer.
func (c *Context) ReadPixels(x, y, width, height, format, typ int, pixels js.Object) {
c.Call("readPixels", x, y, width, height, format, typ, pixels)
}
// Creates or replaces the data store for the currently bound WebGLRenderbuffer object.
func (c *Context) RenderbufferStorage(target, internalFormat, width, height int) {
c.Call("renderbufferStorage", target, internalFormat, width, height)
}
// Sets the dimensions of the scissor box.
func (c *Context) Scissor(x, y, width, height int) {
c.Call("scissor", x, y, width, height)
}
// Sets and replaces shader source code in a shader object.
func (c *Context) ShaderSource(shader *Shader, source string) {
c.Call("shaderSource", shader.Object, source)
}
// public function stencilMask(mask:GLuint) : Void;
// public function stencilMaskSeparate(face:GLenum, mask:GLuint) : Void;
// Loads the supplied pixel data into a texture.
func (c *Context) TexImage2D(target, level, internalFormat, format, kind int, data interface{}) {
var pix js.Object
if data == nil {
pix = nil
} else {
pix = data.(js.Object)
}
c.Call("texImage2D", target, level, internalFormat, format, kind, pix)
}
// Sets texture parameters for the current texture unit.
func (c *Context) TexParameteri(target int, pname int, param int) {
c.Call("texParameteri", target, pname, param)
}
// Replaces a portion of an existing 2D texture image with all of another image.
func (c *Context) TexSubImage2D(target, level, xoffset, yoffset, format, typ int, image js.Object) {
c.Call("texSubImage2D", target, level, xoffset, yoffset, format, typ, image)
}
// Assigns a floating point value to a uniform variable for the current program object.
func (c *Context) Uniform1f(location *UniformLocation, x float32) {
c.Call("uniform1f", location.Object, x)
}
// Assigns a integer value to a uniform variable for the current program object.
func (c *Context) Uniform1i(location *UniformLocation, x int) {
c.Call("uniform1i", location.Object, x)
}
// Assigns 2 floating point values to a uniform variable for the current program object.
func (c *Context) Uniform2f(location *UniformLocation, x, y float32) {
c.Call("uniform2f", location.Object, x, y)
}
// Assigns 2 integer values to a uniform variable for the current program object.
func (c *Context) Uniform2i(location *UniformLocation, x, y int) {
c.Call("uniform2i", location.Object, x, y)
}
// Assigns 3 floating point values to a uniform variable for the current program object.
func (c *Context) Uniform3f(location *UniformLocation, x, y, z float32) {
c.Call("uniform3f", location.Object, x, y, z)
}
// Assigns 3 integer values to a uniform variable for the current program object.
func (c *Context) Uniform3i(location *UniformLocation, x, y, z int) {
c.Call("uniform3i", location.Object, x, y, z)
}
// Assigns 4 floating point values to a uniform variable for the current program object.
func (c *Context) Uniform4f(location *UniformLocation, x, y, z, w float32) {
c.Call("uniform4f", location.Object, x, y, z, w)
}
// Assigns 4 integer values to a uniform variable for the current program object.
func (c *Context) Uniform4i(location *UniformLocation, x, y, z, w int) {
c.Call("uniform4i", location.Object, x, y, z, w)
}
// public function uniform1fv(location:WebGLUniformLocation, v:ArrayAccess<Float>) : Void;
// public function uniform1iv(location:WebGLUniformLocation, v:ArrayAccess<Long>) : Void;
// public function uniform2fv(location:WebGLUniformLocation, v:ArrayAccess<Float>) : Void;
// public function uniform2iv(location:WebGLUniformLocation, v:ArrayAccess<Long>) : Void;
// public function uniform3fv(location:WebGLUniformLocation, v:ArrayAccess<Float>) : Void;
// public function uniform3iv(location:WebGLUniformLocation, v:ArrayAccess<Long>) : Void;
// public function uniform4fv(location:WebGLUniformLocation, v:ArrayAccess<Float>) : Void;
// public function uniform4iv(location:WebGLUniformLocation, v:ArrayAccess<Long>) : Void;
// Sets values for a 2x2 floating point vector matrix into a
// uniform location as a matrix or a matrix array.
func (c *Context) UniformMatrix2fv(location *UniformLocation, transpose bool, value []float32) {
c.Call("uniformMatrix2fv", location.Object, transpose, value)
}
// Sets values for a 3x3 floating point vector matrix into a
// uniform location as a matrix or a matrix array.