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Variables

Const ALIGN_CENTER

ALIGN_CENTER: 1 = 1

Const ALIGN_LEFT

ALIGN_LEFT: 0 = 0

Const ALIGN_RIGHT

ALIGN_RIGHT: 2 = 2

Const CAP_HEIGHTS

CAP_HEIGHTS: string[] = ['H', 'I', 'N', 'E', 'F', 'K', 'L', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z']

Const CLAMP_TO_EDGE

CLAMP_TO_EDGE: number = 33071

Const COLOR_REPEAT

COLOR_REPEAT: 4 = 4

Const DEPTH_COMPONENT16

DEPTH_COMPONENT16: number = 33189

Const EMPTY_CANVAS_COLOR

EMPTY_CANVAS_COLOR: "#ff0000" = "#ff0000"

Const EMPTY_CANVAS_SIZE

EMPTY_CANVAS_SIZE: 16 = 16

Const FLOAT

FLOAT: number = 5126

Const LINEAR

LINEAR: number = 9729

Const LINEAR_MIPMAP_LINEAR

LINEAR_MIPMAP_LINEAR: number = 9987

Const LINEAR_MIPMAP_NEAREST

LINEAR_MIPMAP_NEAREST: number = 9985

Const M_WIDTHS

M_WIDTHS: string[] = ['m', 'w']

Const NEAREST

NEAREST: number = 9728

Const NEAREST_MIPMAP_LINEAR

NEAREST_MIPMAP_LINEAR: number = 9986

Const NEAREST_MIPMAP_NEAREST

NEAREST_MIPMAP_NEAREST: number = 9984

Const REPEAT

REPEAT: number = 10497

Const RGB

RGB: number = 6407

Const SPACE_ID

SPACE_ID: number = ' '.charCodeAt(0)

Const TAB_ID

TAB_ID: number = '\t'.charCodeAt(0)

Const UNIFORM_1F

UNIFORM_1F: "1f" = "1f"

Const UNIFORM_1I

UNIFORM_1I: "1i" = "1i"

Const UNIFORM_2F

UNIFORM_2F: "2f" = "2f"

Const UNIFORM_3F

UNIFORM_3F: "3f" = "3f"

Const UNIFORM_MAT_4F

UNIFORM_MAT_4F: "mat4" = "mat4"

Const UNSIGNED_BYTE

UNSIGNED_BYTE: number = 5121

Const X_HEIGHTS

X_HEIGHTS: string[] = ['x', 'e', 'a', 'o', 'n', 's', 'r', 'c', 'u', 'm', 'v', 'w', 'z']

Const fillFragShader

fillFragShader: "precision highp float;varying vec2 vUv;void main(){gl_FragColor = vec4(vUv, 0.0, 1.0);}" = `precision highp float;varying vec2 vUv;void main(){gl_FragColor = vec4(vUv, 0.0, 1.0);}`

Const fullscreenVertShader

fullscreenVertShader: "precision highp float;attribute vec3 position;uniform vec2 px;varying vec2 vUv;void main(){vUv = vec2(0.5)+(position.xy)*0.5;gl_Position = vec4(position, 1.0);}" = `precision highp float;attribute vec3 position;uniform vec2 px;varying vec2 vUv;void main(){vUv = vec2(0.5)+(position.xy)*0.5;gl_Position = vec4(position, 1.0);}`

Const newline

newline: RegExp = /\n/

Const newlineChar

newlineChar: "" = ""

Const texFragShader

texFragShader: "precision highp float;uniform sampler2D uTexture;varying vec2 vUv;void main(){vec4 texColor = texture2D(uTexture, vUv);gl_FragColor = texColor;}" = `precision highp float;uniform sampler2D uTexture;varying vec2 vUv;void main(){vec4 texColor = texture2D(uTexture, vUv);gl_FragColor = texColor;}`

Const whitespace

whitespace: RegExp = /\s/

Functions

activeTexture

  • activeTexture(gl: WebGLRenderingContext, texture: WebGLTexture, uniformLocation: WebGLUniformLocation, textureNum?: number): void
  • Parameters

    • gl: WebGLRenderingContext
    • texture: WebGLTexture
    • uniformLocation: WebGLUniformLocation
    • Default value textureNum: number = 0

    Returns void

addKeyword

  • addKeyword(sources: string, keywords: string | null): string

addLineNumbers

  • addLineNumbers(text: string): string

bindBuffer

  • bindBuffer(gl: WebGLRenderingContext, buffer: WebGLBuffer, location?: number, size?: number, type?: number, normalized?: boolean, stride?: number, offset?: number, isBind?: boolean): void
  • Parameters

    • gl: WebGLRenderingContext
    • buffer: WebGLBuffer
    • Default value location: number = 0
    • Default value size: number = 1
    • Default value type: number = FLOAT
    • Default value normalized: boolean = false
    • Default value stride: number = 0
    • Default value offset: number = 0
    • Default value isBind: boolean = true

    Returns void

calculateCircleCenter

castMouse

  • castMouse(mouse: vec2, viewMatrixInverse: mat4, projectionMatrixInverse: mat4, depth?: number): vec3

clamp

  • clamp(value: number, min: number, max: number): number
  • Parameters

    • value: number
    • min: number
    • max: number

    Returns number

compileGLShader

  • compileGLShader(gl: WebGLRenderingContext, glType: number, shaderSource: string): undefined | WebGLShader
  • compile webgl shader

    Parameters

    • gl: WebGLRenderingContext
    • glType: number
    • shaderSource: string

    Returns undefined | WebGLShader

createAndBindDepthBuffer

  • createAndBindDepthBuffer(gl: WebGLRenderingContext, width: number, height: number): null | WebGLRenderbuffer

createBuffer

  • createBuffer(gl: WebGLRenderingContext, data: Float32Array): null | WebGLBuffer
  • creates and initializes WebGLBuffer with data

    Parameters

    • gl: WebGLRenderingContext
    • data: Float32Array

    Returns null | WebGLBuffer

createBufferWithLocation

  • createBufferWithLocation(gl: WebGLRenderingContext, program: WebGLProgram, data: Float32Array, str: string): object
  • create buffer and get location from program

    Parameters

    • gl: WebGLRenderingContext
    • program: WebGLProgram
    • data: Float32Array
    • str: string

    Returns object

    uniformLocation

    • buffer: null | WebGLBuffer
    • location: number

createCustomTypeImageTexture

  • createCustomTypeImageTexture(gl: WebGLRenderingContext, canvasImage: HTMLImageElement | HTMLCanvasElement, format?: number, type: number, isFlip?: boolean, isMipmap?: boolean): null | WebGLTexture
  • Parameters

    • gl: WebGLRenderingContext
    • canvasImage: HTMLImageElement | HTMLCanvasElement
    • Default value format: number = RGB
    • type: number
    • Default value isFlip: boolean = false
    • Default value isMipmap: boolean = false

    Returns null | WebGLTexture

createEmptyTexture

  • createEmptyTexture(gl: WebGLRenderingContext, textureWidth: number, textureHeight: number, format?: number, minFilter?: number, magFilter?: number, wrapS?: number, wrapT?: number, type?: number): WebGLTexture
  • Parameters

    • gl: WebGLRenderingContext
    • textureWidth: number
    • textureHeight: number
    • Default value format: number = RGB
    • Default value minFilter: number = LINEAR
    • Default value magFilter: number = LINEAR
    • Default value wrapS: number = CLAMP_TO_EDGE
    • Default value wrapT: number = CLAMP_TO_EDGE
    • Default value type: number = UNSIGNED_BYTE

    Returns WebGLTexture

createFrameBufferWithTexture

  • createFrameBufferWithTexture(gl: WebGLRenderingContext, texture: WebGLTexture): null | WebGLFramebuffer

createImageTexture

  • createImageTexture(gl: WebGLRenderingContext, canvasImage: HTMLImageElement | HTMLCanvasElement, format?: number, isFlip?: boolean, isMipmap?: boolean): null | WebGLTexture
  • Parameters

    • gl: WebGLRenderingContext
    • canvasImage: HTMLImageElement | HTMLCanvasElement
    • Default value format: number = RGB
    • Default value isFlip: boolean = false
    • Default value isMipmap: boolean = false

    Returns null | WebGLTexture

createIndex

  • createIndex(gl: WebGLRenderingContext, indices: Uint16Array | Uint32Array): object
  • make index buffer

    Parameters

    • gl: WebGLRenderingContext
    • indices: Uint16Array | Uint32Array

    Returns object

    • buffer: null | WebGLBuffer
    • cnt: number

createProgram

  • createProgram(gl: WebGLRenderingContext, vertexShaderSrc: string, fragmentShaderSrc: string): WebGLProgram

createSimpleBox

  • createSimpleBox(): object

createSimplePlane

  • createSimplePlane(): object

createSuperSimpleplane

  • createSuperSimpleplane(scaleX?: number, scaleY?: number): Float32Array

degToRad

  • degToRad(value: number): number

findChar

  • findChar(fontChars: any, value: any): string | -1

generateFaceFromIndex

  • generateFaceFromIndex(vertices: number[], indices: number[]): [vec3, vec3, vec3][]

getAjaxJson

  • getAjaxJson(url: string, callback: Function): void

getCapHeight

  • getCapHeight(font: any): any

getGlyphById

  • getGlyphById(font: any, id: any): any

getImage

  • getImage(imageUrl: string, callback: Function): void

getKerning

  • getKerning(font: any, lastId: any, nextId: any): any

getPlane

  • getPlane(width: number, height: number, widthSegment: number, heightSegment: number): object
  • Parameters

    • width: number
    • height: number
    • widthSegment: number
    • heightSegment: number

    Returns object

    • indices: number[]
    • uvs: number[]
    • vertices: number[]

getSphere

  • getSphere(radius?: number, latitudeBands?: number, longitudeBands?: number): object
  • Parameters

    • Default value radius: number = 2
    • Default value latitudeBands: number = 64
    • Default value longitudeBands: number = 64

    Returns object

    • indices: number[]
    • normals: number[]
    • uvs: number[]
    • vertices: number[]

getUniformLocations

  • getUniformLocations(gl: WebGLRenderingContext, program: WebGLProgram, arr: string[]): IUniformObject

getXHeight

  • getXHeight(font: any): any

isPowerOf2

  • isPowerOf2(value: number): boolean

loadDraco

  • loadDraco(dracoUrl: string, callback: Function): void

mergeGeomtory

  • mergeGeomtory(geometries: object[]): object

mix

  • mix(x: number, y: number, a: number): number
  • Parameters

    • x: number
    • y: number
    • a: number

    Returns number

number

  • number(num: any, def: any): number

radToDeg

  • radToDeg(value: number): number

range

  • range(min: number, max: number): number
  • Parameters

    • min: number
    • max: number

    Returns number

updateArrayBuffer

  • updateArrayBuffer(gl: WebGLRenderingContext, buffer: WebGLBuffer, data: Float32Array, isBind?: boolean): void
  • update array buffer

    Parameters

    • gl: WebGLRenderingContext
    • buffer: WebGLBuffer
    • data: Float32Array
    • Default value isBind: boolean = true

    Returns void

updateEmptyImageTexture

  • updateEmptyImageTexture(gl: WebGLRenderingContext, texture: WebGLTexture, textureWidth: number, textureHeight: number, format?: number, minFilter?: number, magFilter?: number, wrapS?: number, wrapT?: number, type?: number): WebGLTexture
  • Parameters

    • gl: WebGLRenderingContext
    • texture: WebGLTexture
    • textureWidth: number
    • textureHeight: number
    • Default value format: number = RGB
    • Default value minFilter: number = LINEAR
    • Default value magFilter: number = LINEAR
    • Default value wrapS: number = CLAMP_TO_EDGE
    • Default value wrapT: number = CLAMP_TO_EDGE
    • Default value type: number = UNSIGNED_BYTE

    Returns WebGLTexture

updateImageTexture

  • updateImageTexture(gl: WebGLRenderingContext, texture: WebGLTexture, image: HTMLImageElement, format?: number): void
  • Parameters

    • gl: WebGLRenderingContext
    • texture: WebGLTexture
    • image: HTMLImageElement
    • Default value format: number = RGB

    Returns void

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