import { WebGL2RenderingContext } from "https://deno.land/x/caviar@2.5.0/deps.ts";
Methods
activeTexture(texture: GLenum): void
attachShader(program: WebGLProgram, shader: WebGLShader): void
beginQuery(target: GLenum, query: WebGLQuery): void
beginTransformFeedback(target: GLenum): void
bindAttribLocation(): void
program: WebGLProgram,
index: GLuint,
name: string,
bindBuffer(target: GLenum, buffer: WebGLBuffer | null): void
bindBufferBase(): void
target: GLenum,
index: GLuint,
buffer: WebGLBuffer | null,
bindBufferRange(): void
target: GLenum,
index: GLuint,
buffer: WebGLBuffer | null,
offset: GLintptr,
size: GLsizeiptr,
bindFramebuffer(target: GLenum, framebuffer: WebGLFramebuffer | null): void
bindRenderbuffer(target: GLenum, renderbuffer: WebGLRenderbuffer | null): void
bindSampler(unit: GLuint, sampler: WebGLSampler | null): void
bindTexture(target: GLenum, texture: WebGLTexture | null): void
bindTransformFeedback(target: GLenum, transformFeedback: WebGLTransformFeedback | null): void
bindVertexArray(vao: WebGLVertexArrayObject | null): void
blendColor(): void
red: GLclampf,
green: GLclampf,
blue: GLclampf,
alpha: GLclampf,
blendEquation(mode: GLenum): void
blendEquationSeparate(modeRGB: GLenum, modeAlpha: GLenum): void
blendFunc(sfactor: GLenum, dfactor: GLenum): void
blendFuncSeparate(): void
srcRGB: GLenum,
dstRGB: GLenum,
srcAlpha: GLenum,
dstAlpha: GLenum,
blitFramebuffer(): void
srcX0: GLint,
srcY0: GLint,
srcX1: GLint,
srcY1: GLint,
dstX0: GLint,
dstY0: GLint,
dstX1: GLint,
dstY1: GLint,
mask: GLbitfield,
filter: GLenum,
bufferData(): void
target: GLenum,
size: GLsizeiptr,
usage: GLenum,
srcOffset?: GLuint,
length?: GLuint,
bufferData(): void
bufferSubData(): void
checkFramebufferStatus(target: GLenum): GLenum
clear(mask: GLbitfield): void
clearBufferfi(): void
buffer: GLenum,
drawbuffer: GLint,
depth: GLfloat,
stencil: GLint,
clearBufferfv(): void
buffer: GLenum,
drawbuffer: GLint,
values: GLfloat[] | Float32Array,
clearBufferiv(): void
buffer: GLenum,
drawbuffer: GLint,
values: GLint[] | Int32Array,
clearBufferuiv(): void
buffer: GLenum,
drawbuffer: GLint,
values: GLuint[] | Uint32Array,
clearColor(): void
red: GLclampf,
green: GLclampf,
blue: GLclampf,
alpha: GLclampf,
clearDepth(depth: GLclampf): void
clearStencil(s: GLint): void
clientWaitSync(): GLenum
sync: WebGLSync,
flags: GLbitfield,
timeout: GLuint64,
colorMask(): void
red: GLboolean,
green: GLboolean,
blue: GLboolean,
alpha: GLboolean,
compileShader(shader: WebGLShader): void
compressedTexImage2D(): void
target: GLenum,
level: GLint,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
border: GLint,
data: ArrayBufferView,
compressedTexSubImage2D(): void
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
data: ArrayBufferView,
copyBufferSubData(): void
readTarget: GLenum,
writeTarget: GLenum,
readOffset: GLintptr,
writeOffset: GLintptr,
size: GLsizeiptr,
copyTexImage2D(): void
target: GLenum,
level: GLint,
internalformat: GLenum,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
border: GLint,
copyTexSubImage2D(): void
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
createBuffer(): WebGLBuffer | null
createFramebuffer(): WebGLFramebuffer | null
createProgram(): WebGLProgram | null
createQuery(): WebGLQuery
createRenderbuffer(): WebGLRenderbuffer | null
createSampler(): WebGLSampler
createShader(type: GLenum): WebGLShader | null
createTexture(): WebGLTexture | null
createTransformFeedback(): WebGLTransformFeedback
createVertexArray(): WebGLVertexArrayObject
cullFace(mode: GLenum): void
deleteBuffer(buffer: WebGLBuffer | null): void
deleteFramebuffer(framebuffer: WebGLFramebuffer | null): void
deleteProgram(program: WebGLProgram | null): void
deleteQuery(query: WebGLQuery | null): void
deleteRenderbuffer(renderbuffer: WebGLRenderbuffer | null): void
deleteSampler(sampler: WebGLSampler | null): void
deleteShader(shader: WebGLShader | null): void
deleteSync(sync: WebGLSync | null): void
deleteTexture(texture: WebGLTexture | null): void
deleteTransformFeedback(transformFeedback: WebGLTransformFeedback | null): void
deleteVertexArray(vao: WebGLVertexArrayObject | null): void
depthFunc(func: GLenum): void
depthMask(flag: GLboolean): void
depthRange(zNear: GLclampf, zFar: GLclampf): void
detachShader(program: WebGLProgram, shader: WebGLShader): void
disable(cap: GLenum): void
disableVertexAttribArray(index: number): void
drawArrays(): void
mode: GLenum,
first: GLint,
count: GLsizei,
drawBuffers(buffers: GLenum[]): void
drawElements(): void
mode: GLenum,
count: GLsizei,
type: GLenum,
offset: GLintptr | bigint,
enable(cap: GLenum): void
enableVertexAttribArray(index: number): void
endQuery(target: GLenum): void
endTransformFeedback(): void
fenceSync(condition: GLenum, flags: GLbitfield): WebGLSync
finish(): void
flush(): void
framebufferRenderbuffer(): void
target: GLenum,
attachment: GLenum,
renderbuffertarget: GLenum,
renderbuffer: WebGLRenderbuffer | null,
framebufferTexture2D(): void
target: GLenum,
attachment: GLenum,
textarget: GLenum,
texture: WebGLTexture | null,
level: GLint,
framebufferTextureLayer(): void
target: GLenum,
attachment: GLenum,
texture: WebGLTexture | null,
level: GLint,
layer: GLint,
frontFace(mode: GLenum): void
generateMipmap(target: GLenum): void
getActiveAttrib(program: WebGLProgram, index: number): WebGLActiveInfo | null
getActiveUniform(program: WebGLProgram, index: number): WebGLActiveInfo | null
getActiveUniformBlockName(program: WebGLProgram, uniformBlockIndex: GLuint): string
getActiveUniformBlockParameter(): any
program: WebGLProgram,
uniformBlockIndex: GLuint,
pname: GLenum,
getActiveUniforms(): any
program: WebGLProgram,
uniformIndices: GLuint[],
pname: GLenum,
getAttachedShaders(program: WebGLProgram): WebGLShader[]
getAttribLocation(program: WebGLProgram, name: string): number
getBufferParameter(target: GLenum, pname: GLenum): any
getBufferSubData(): void
target: GLenum,
srcByteOffset: GLintptr,
dstData: ArrayBufferView,
getError(): GLenum
getExtension(name: string): any
getFragDataLocation(program: WebGLProgram, name: string): GLint
getFramebufferAttachmentParameter(): any
target: GLenum,
attachment: GLenum,
pname: GLenum,
getIndexedParameter(target: GLenum, index: GLuint): any
getInternalformatParameter(): any
target: GLenum,
internalformat: GLenum,
pname: GLenum,
getParameter(pname: GLenum): any
getProgramInfoLog(program: WebGLProgram): string
getProgramParameter(program: WebGLProgram, pname: GLenum): any
getQuery(target: GLenum, pname: GLenum): any
getQueryParameter(query: WebGLQuery, pname: GLenum): any
getRenderbufferParameter(target: GLenum, pname: GLenum): any
getSamplerParameter(sampler: WebGLSampler, pname: GLenum): any
getShaderInfoLog(shader: WebGLShader): string
getShaderParameter(shader: WebGLShader, pname: GLenum): any
getShaderPrecisionFormat(shaderType: GLenum, precisionType: GLenum): WebGLShaderPrecisionFormat
getShaderSource(shader: WebGLShader): string
getSupportedExtensions(): string[]
getSyncParameter(sync: WebGLSync, pname: GLenum): any
getTexParameter(target: GLenum, pname: GLenum): any
getTransformFeedbackVarying(program: WebGLProgram, index: GLuint): WebGLActiveInfo | null
getUniform(program: WebGLProgram, location: WebGLUniformLocation): any
getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): GLuint
getUniformIndices(program: WebGLProgram, uniformNames: string[]): GLuint[]
getUniformLocation(program: WebGLProgram, name: string): WebGLUniformLocation | null
getVertexAttrib(index: number, pname: number): any
getVertexAttribOffset(index: number, pname: number): number
hint(target: GLenum, mode: GLenum): void
invalidateFramebuffer(target: GLenum, attachments: GLenum[]): void
invalidateSubFramebuffer(): void
target: GLenum,
attachments: GLenum[],
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
isBuffer(buffer: WebGLBuffer | null): boolean
isContextLost(): boolean
isEnabled(cap: GLenum): boolean
isFramebuffer(framebuffer: WebGLFramebuffer | null): boolean
isProgram(program: WebGLProgram | null): boolean
isQuery(query: WebGLQuery | null): GLboolean
isRenderbuffer(renderbuffer: WebGLRenderbuffer | null): boolean
isSampler(sampler: WebGLSampler | null): GLboolean
isShader(shader: WebGLShader | null): boolean
isSync(sync: WebGLSync | null): GLboolean
isTexture(texture: WebGLTexture | null): boolean
isTransformFeedback(transformFeedback: WebGLTransformFeedback | null): GLboolean
isVertexArray(vao: WebGLVertexArrayObject | null): GLboolean
lineWidth(width: GLfloat): void
linkProgram(program: WebGLProgram): void
pauseTransformFeedback(): void
pixelStorei(pname: GLenum, param: GLint | GLboolean): void
polygonOffset(factor: GLfloat, units: GLfloat): void
readBuffer(src: GLenum): void
readPixels(): void
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
type: GLenum,
pixels: ArrayBufferView | null | number,
renderbufferStorage(): void
target: GLenum,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
renderbufferStorageMultisample(): void
target: GLenum,
samples: GLsizei,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
resumeTransformFeedback(): void
sampleCoverage(value: GLclampf, invert: GLboolean): void
samplerParameterf(): void
sampler: WebGLSampler,
pname: GLenum,
param: GLfloat,
samplerParameteri(): void
sampler: WebGLSampler,
pname: GLenum,
param: GLint,
scissor(): void
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
shaderSource(shader: WebGLShader, source: string): void
stencilFunc(): void
func: GLenum,
ref: GLint,
mask: GLuint,
stencilFuncSeparate(): void
face: GLenum,
func: GLenum,
ref: GLint,
mask: GLuint,
stencilMask(mask: GLuint): void
stencilMaskSeparate(face: GLenum, mask: GLuint): void
stencilOp(): void
fail: GLenum,
zfail: GLenum,
zpass: GLenum,
stencilOpSeparate(): void
face: GLenum,
fail: GLenum,
zfail: GLenum,
zpass: GLenum,
texImage2D(): void
target: GLenum,
level: GLint,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
border: GLint,
format: GLenum,
type: GLenum,
pixels: ArrayBufferView | null,
texImage2D(): void
target: GLenum,
level: GLint,
internalformat: GLenum,
format: GLenum,
type: GLenum,
image: Image,
texParameterf(): void
target: GLenum,
pname: GLenum,
param: GLfloat,
texParameteri(): void
target: GLenum,
pname: GLenum,
param: GLint,
texStorage2D(): void
target: GLenum,
levels: GLsizei,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
texStorage3D(): void
target: GLenum,
levels: GLsizei,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
texSubImage2D(): void
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
type: GLenum,
pixels: ArrayBufferView | null,
texSubImage2D(): void
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
format: GLenum,
type: GLenum,
image: Image,
texSubImage3D(): void
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
zoffset: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
format: GLenum,
type: GLenum,
pixels: ArrayBufferView | Image | null,
_srcOffset?: GLuint,
transformFeedbackVaryings(): void
program: WebGLProgram,
varyings: string[],
bufferMode: GLenum,
uniform1f(location: WebGLUniformLocation, x: GLfloat): void
uniform1fv(location: WebGLUniformLocation, v: Float32Array | GLfloat[]): void
uniform1i(location: WebGLUniformLocation, x: GLint): void
uniform1iv(location: WebGLUniformLocation, v: Int32Array | GLint[]): void
uniform2f(): void
location: WebGLUniformLocation,
x: GLfloat,
y: GLfloat,
uniform2fv(location: WebGLUniformLocation, v: Float32Array | GLfloat[]): void
uniform2i(): void
location: WebGLUniformLocation,
x: GLint,
y: GLint,
uniform2iv(location: WebGLUniformLocation, v: Int32Array | GLint[]): void
uniform3f(): void
location: WebGLUniformLocation,
x: GLfloat,
y: GLfloat,
z: GLfloat,
uniform3fv(location: WebGLUniformLocation, v: Float32Array | GLfloat[]): void
uniform3i(): void
location: WebGLUniformLocation,
x: GLint,
y: GLint,
z: GLint,
uniform3iv(location: WebGLUniformLocation | null, v: Int32Array | GLint[]): void
uniform4f(): void
location: WebGLUniformLocation,
x: GLfloat,
y: GLfloat,
z: GLfloat,
w: GLfloat,
uniform4fv(location: WebGLUniformLocation, v: Float32Array | GLfloat[]): void
uniform4i(): void
location: WebGLUniformLocation,
x: GLint,
y: GLint,
z: GLint,
w: GLint,
uniform4iv(location: WebGLUniformLocation, v: Int32Array | GLint[]): void
uniformBlockBinding(): void
program: WebGLProgram,
uniformBlockIndex: GLuint,
uniformBlockBinding: GLuint,
uniformMatrix2fv(): void
location: WebGLUniformLocation,
transpose: GLboolean,
value: Float32Array | GLfloat[],
uniformMatrix3fv(): void
location: WebGLUniformLocation,
transpose: GLboolean,
value: Float32Array | GLfloat[],
uniformMatrix4fv(): void
location: WebGLUniformLocation,
transpose: GLboolean,
value: Float32Array | GLfloat[],
useProgram(program: WebGLProgram | null): void
validateProgram(program: WebGLProgram): void
vertexAttrib1f(index: GLuint, x: GLfloat): void
vertexAttrib1fv(index: GLuint, v: Float32Array | GLfloat[]): void
vertexAttrib2f(): void
index: GLuint,
x: GLfloat,
y: GLfloat,
vertexAttrib2fv(index: GLuint, v: Float32Array | GLfloat[]): void
vertexAttrib3f(): void
index: GLuint,
x: GLfloat,
y: GLfloat,
z: GLfloat,
vertexAttrib3fv(index: GLuint, v: Float32Array | GLfloat[]): void
vertexAttrib4f(): void
index: GLuint,
x: GLfloat,
y: GLfloat,
z: GLfloat,
w: GLfloat,
vertexAttrib4fv(index: GLuint, v: Float32Array | GLfloat[]): void
vertexAttribPointer(): void
index: GLuint,
size: GLint,
type: GLenum,
normalized: GLboolean,
stride: GLsizei,
offset: GLintptr | bigint,
viewport(): void
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
waitSync(): void
sync: WebGLSync,
flags: GLbitfield,
timeout: GLint64,